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Some information on the more unusual features. Spoiler alert, I'm going to explain the Tarellian Plague, in detail.

Neutral Factions

On random maps, there are neutral factions that can spawn. These neutral factions can send out raiding parties to attack other worlds, and will rebuild their lost fleets until taken out. These factions also have starbases that can be captured and used to gain additional assets, with the appropriate research.

These factions are the Maquis, Talarians, Tamarians, Ferengi, and Son'a.

Further, there is the House of Duras, which potentially will grant a minor boost to ships that visit the planet should you defeat them.

X Class Worlds

These are planets with extremely hazardous features. By virtue of an absurdly complicated buff chain, these planets will progress towards one of several outcomes, that trigger based on various conditions. One such outcome is to have a Crystalline Entity visit the world some time after it's colonized. Another is a Tribble infestation, which will spread like a disease through the fleet and along trade routes, seriously hindering some aspects, while improving trade, as they're a highly marketable pest. The Klingons suffer the worst from this one as they hate tribbles, but they eventually exterminate the pests aboard their ships. Infected ships can also transfer their problem to enemy ships that lose their shields.

Pacts

Unlike the pacts in vanilla Sins, SOA2 pacts are based around subjects of research. Gaining a pact with another faction grants you access to a unique technology that can be researched. This can do anything from give a general boost to ships, to improve a specific ability on a specific ship, or grant a new ability entirely.

The Tarellian Plague

As of this version, SOA2 has a new random event. This spawns a Tarellian Starship, shown above. This is a slow moving, fragile vessel, that will, upon reaching an inhabited planet, infect it with the Tarellian Plague. This plague will eventually wipe out life on the planet, and can be transmitted to ships in orbit at random. The impact of the plague, and the frequency with which it is transmitted, increases over time.

Upon transmission to a ship, one of two things will happen depending on what kind of ship it is. If it is a military ship, it will slowly degrade in performance and suffer damage at random, from accidents resulting from no maintenance as the crew sickens and dies, and eventually it will explode. If it is instead a trade ship, it will eventually destroy the ship, but has a chance to infect any new worlds it visits before it is lost. This new case of the plague will be just as dangerous as the original, further spreading the disease should you fail to take steps to keep trade from passing through.

Borg Wars S3

Borg Wars S3

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Dragoclaw and the gang spend six hours in an epic struggle to redeem their past failures to defeat the Borg menace.

New Releases

New Releases

News 1 comment

Sacrifice of Angels 2 has released new version for Rebellion and Diplomacy/Trinity.

SOA2 Rebellion & Trinity Releases

SOA2 Rebellion & Trinity Releases

News

Star Trek: Sacrifice of Angels 2 mod for Sins of a Solar Empire now has a new Rebellion page and Trinity Page.

Moving the Mods Folder

Moving the Mods Folder

Management Tutorial 5 comments

With SSD's becoming more popular, people are asking, How can I move the folder with all the mods to a different drive? Well, this is very simple with...

RSS Files
Star Trek: Sacrifice of Angels 2 [0.8R FULL]

Star Trek: Sacrifice of Angels 2 [0.8R FULL]

Full Version 5 comments

This version is for Rebellion 1.91. It contains numerous string, audio, and visual tweaks, as well as compatibility fixes current with the 1.91 update...

SOA2R LargeFleets

SOA2R LargeFleets

Full Version 5 comments

Increases fleet supply and elite ship slots by around 50%

ConvertData folders for Rebellion Modders

ConvertData folders for Rebellion Modders

Modelling Tool 4 comments

These are Conversion folders set up for dropping entity/mesh/particle/brush files in and converting them between binary and text with batch files. Sins...

Star Trek: Sacrifice of Angels 2 [0.7.7R FULL]

Star Trek: Sacrifice of Angels 2 [0.7.7R FULL]

Full Version 33 comments

This version is for the Rebellion 1.85 update and is compatible with the new Outlaw Sector DLC. The militia function is not used, as it wouldn't fit the...

SOA2 0.7.7R Update for Rebellion 1.85

SOA2 0.7.7R Update for Rebellion 1.85

Patch 1 comment

This is an update for the 185 of you that downloaded the 0.7.6 archive already. A full 0.7.7R version will be added when the upload finishes.

Star Trek: Sacrifice of Angels 2 [0.7.6R FULL]

Star Trek: Sacrifice of Angels 2 [0.7.6R FULL]

Full Version 8 comments

New release for the 1.84 update to Rebellion. This release contains some minor fixes, a couple new planet bonuses, and some string changes, but nothing...

Comments  (0 - 10 of 731)
walkerphd11
walkerphd11

I take it from the comment below you don't use outlaw sectors DLC when you play?

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psychoak Creator
psychoak

I've not actually played vanilla Sins since the dlc came out. I'd played quite extensively before the game was even released, and spent thousands of hours modding it, so 10 years down the road there is a lot of burnout. :(

The rest of the DLC is integrated. The smuggling specialization, the new maps, and the multiple target pirate raids.

I would like to expand the crime aspect, but there's just no way to utilize the smuggling aspect to do more. Planet specialization isn't something you can play off, it's just there. We lack the mechanisms to really do much with rampant militia for the same reason. It's just a global application from the gameplay.constants file, not even planet specific. I found it very depressing, from the perspective of a modder. The random event system was a much, much more useful addition, as were the additional world types, in previous releases.

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Guest
Guest

Sorry if this has been asked, but does SOA2 use the rampant militias mechanic? I can't remember whether it was SOA2 or STA3 that refused to implement it, I just know it was one of the Star Trek mods.

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psychoak Creator
psychoak

SOA2 does not use them. There are attacks launched by minor factions that start with colonized worlds on random maps, as well as our own custom event system for X Class worlds. Outlaw sectors greatly increased CPU drain to make an immersion breaking fleet addition. There is no force we can possibly add that would be sensible for all five factions.

It doesn't even make sense in vanilla Sins. Two of the factions are going for the extermination of the TEC, they wouldn't let them build up fleets at their planets.

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Guest
Guest

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walkerphd11
walkerphd11

Thanks for the update!!!!

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psychoak Creator
psychoak

It's up.

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psychoak Creator
psychoak

I've stopped being lazy.

So, barring unforeseen circumstances, like ice storms, super flares, or a failure of gravity, there should be an update here in the next day or two.

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JadeDragon
JadeDragon

Great news!

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Guest
Guest

I've been looking everywhere and I can't find any information on what the cross-species alliance researches actually do. Does anyone have any information on this?

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psychoak Creator
psychoak

The pacts are prerequisites for hybrid research subjects. Once you research the technology it unlocks, you get the bonus.

As an example, the Starfleet Engineering pact:
Dominion get an extra two levels to the repair ability on the Barkus
Romulans get substantially improved shield restoration, and an extra level to the shield restore on the Black Wind.
Klingons get a minor boost to shield and hull restoration.

These pact locked research subjects should have icons that indicate their status, typically an emblem of the granting faction.

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Highest Rated (13 agree) 8/10

A very enjoyable mod, with some great work at differentiating each race's play style. Good sounds and well realised ships (although I'd love to see them just a shade more detailed) and excellent research trees, especially those involving the need for allies. Ideally I'd like to see the titan mechanic realised for this mod, but with the gameplay as it is, it's not essential. Great work at encouraging the player to build a variety of ships, rather than the simple cap ship zerg rush we're all so used…

Jun 24 2013 by Gul-Dukat(tech)

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