This release features several unique factions with their custom Minor Faction abilities. These factions have a diverse roster of offensive and support oriented abilities, as well as powerful defensive capabilities and their own flexible spawning system for sending out faction matched raids.
These minor factions can be taken over in largely the same way as is done in Vanilla Sins. Simply move an envoy to the target planet. The Borg, of course, don't.
This release also fully incorporates Rampant Militia from Outlaw Sectors, now that it is faction specific. Included in the Rampant Militia spawn, is a flexible spawning system that uses Attack Raids, to give Minor Factions additional faction appropriate forces alongside.
There are three methods for obtaining self sustained turret spawns. These function as a starbase support system, and allow for substantial advantages in the defensive power of Minor Faction planets.
The first, naturally, is Minor Faction themselves. When the player builds a starbase in orbit of one, the minor faction automatically supports the structure by way of regularly spawned turrets, up to a maximum of 6. These turrets are created by the starbase itself, deployed and positioned around it to create a solid power base regardless of where the AI placed structures end up after being destroyed.
The other two sources, are the Norway Class starship, who's existing Turret ability has been changed from a spammy, management intensive mechanism where you place individual turrets, to the same starbase support system, and a system that can be ordered from the Ferengi Weapons Dealers, one of the new Minor Factions. Should you be playing the Federation, and obtain said Minor Faction, you'll be capable of, at great expense, an extra 12 self maintaining turrets at all of your starbases, and 18 for those at your Minor Faction worlds. Provided you keep the starbase alive, they'll end up being highly effective purchases in points of heavy conflict.
This version is for Rebellion 1.92. It fixes issues with the neutral starbases.
Dragoclaw and the gang spend six hours in an epic struggle to redeem their past failures to defeat the Borg menace.
Sacrifice of Angels 2 has released new version for Rebellion and Diplomacy/Trinity.
Star Trek: Sacrifice of Angels 2 mod for Sins of a Solar Empire now has a new Rebellion page and Trinity Page.
This is a bug fix patch for the Sacrifice of Angels 2 0.9R release. Primary fixes: Map incompatibility issues with DLC planets used in maps created with...
Full version for Rebellion Version 1.94. This version features fully integrated feature sets for the last two DLC. Use Minor Factions to your advantage...
Full version for Rebellion 1.92. Neutral starbases should actually be fixed now.
Hotfix for stupid mistake in the 0.8.2 Update. This is what happens when you're just not smart enough for your own work. It's a great tragedy.
This is the full version of SOA2 for Rebellion 1.92. This version fixes problems with neutral starbases not triggering their buff chains properly.
This is a patch to fix problems with neutral starbases not triggering their buff chains properly.
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Hey, I'm making a submod for another submod of STA3, and I am wanting to ask your permission to use some of the meshes from your mod, particularly the Miranda and maybe some Pirates.
will Yall be making the mod Caompatible with Sins of a Solar Empire II upon its release
With the age of the engine in mind, I would be extremely surprised if mod compatibility were a simple matter.
If the unimaginable were to take place and some relatively minor work were needed to port the mod, I'd have that knocked out shortly after release.
I wouldn't expect anything to be compatible though, a total rebuild with 20 year old graphics assets is likely what would be entailed. Not happening unless someone else makes it happen. Somewhere inbetween? I wouldn't bet on me being that industrious, X1 requires a certain lack of sanity to even look at, let alone alter for an engine code rewrite, but if someone else were crazy enough to do it, they'd have my blessing.
Star Trek Armada III's recent final release has brought me back to this game, and looking back I remember this amazing mod too, which is now version 0.9.1R. It's been a while since the last update, any plans for the full version 1.0 anytime soon?
That would be... misleading.
This is almost certainly the final version of SOA2. Someone else would have to come in and take up the project, the original plans of people involved in the graphical side of things have all but entirely failed to happen. Real life and whatnot.
For a 1.0 to come into being, those plans to create new assets and other artwork would need to come about. Code wise, this is more of a 3.1, as I completed all planned entity work and feature development when I fully implemented X1 several years ago. The successive feature additions were spurred by DLC, or random ideas while working to implement patch changes.
Is there a full Universe map available, or one where as federation I start on earth?
If you go to the Fortune Favors the Bold map under the large maps you can play a pretty decent full universe. Starting locations are tricky though. Player 1 always starts at Bajor. But if you figure out the starting planets for the other players you can set up your game so that immediately after beginning, you throw down a save, then reload it as a different player. So you can effectively start wherever you want.
Little bit tedious, but it was worth it for me. I've had a lot of fun on that map.
This isn't really that kind of game. Such efforts were abandoned by people upon the discovery that you can't do fixed starting points and preload a map setup with the factions in the right spots.
There are a couple old maps people did with planets placed according to various Trek maps, not even sure they still work either, but you'll only get the full mod experience from randoms, which include all the added special functions like X Class planets.
A mainstay in my mod rotation. I like to think of the various Star Trek mods as parallel universes. He who controls the spice (of life in this case) controls the universe.
Thank you for another year of fun. May your team be blessed.
backs out of the room slowly...
RedDwarf
thank you for this mod , it's ok , borg is OP and romulans ... lazy
It's been a while since design time when this was discussed regularly.
The Borg are supposed to be OP. SOA2 is as lore friendly as can reasonably be accomplished. A single cube massacred 40 ship fleets in the show, so a single cube massacres 40 ship fleets in the game.
They are intended to be an extreme challenge to play against. I suggest an all against you alliance if you want to play as them.
If your commentary on the Romulans is that they underperform, this is a different problem. The inability of the AI to functionally utilize advanced cloaking tactics, makes it very ineffective.
The Dominion suffer a similar problem, their capital ships are slow, the AI throws them away like crazy regardless, and the faction is built around supporting swarms of Jem'Hadar with them and utilizing their superior defensive installations.
The Federation and Klingon factions are the most straight forward designs, and so handle the best for the AI. I've tweaked the under performing factions with free leveling and cost reductions, but there's only so much you can do to counteract stupid.