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ScreenShot 11

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Edit: Download link changed to the 0.8.1 Update, change log in the link.

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

News 8 comments

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 8 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 [0.8.1R FULL]

Star Trek: Sacrifice of Angels 2 [0.8.1R FULL]

Full Version 3 comments

This is a full version download of SOA2 0.8.1R for compatibility with Sins of a Solar Empire: Rebellion v 1.92.

SOA2 0.8.1R Update

SOA2 0.8.1R Update

Patch 1 comment

We'll just call this the EU patch... A quick fix to resolve the perfectly unreasonable hand wringing by idiotic politicians, who somehow think they're...

SOA2R LargeFleets

SOA2R LargeFleets

Full Version 5 comments

Increases fleet supply and elite ship slots by around 50%

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

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

Full Version 8 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...

ConvertData folders for Rebellion Modders

ConvertData folders for Rebellion Modders

Modelling Tool 5 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...

Comments  (0 - 10 of 758)
akidas
akidas

I think i'm the only person with this issue after crawling all over the internet forums for Sins. The D4 and D7 after being built cause a systemic global lag. The whole game's FPS's drop after the first one comes out of the yard, and if I scuttle them all, it shoots right back up. Any idea at all what might be causing this? I have a very good gaming computer, i7, 16gbs ram and a ddr5 4gb gfx card.

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psychoak Creator
psychoak

It sounds like you have data corruption. Generally, you can't successfully unzip the file if your download is corrupted, but you can get a corrupted extraction from a working archive because of a cpu or memory glitch. A new extraction or download would be the solution to the problem. If it used to work, you should run a disk scan too, could be a buggered sector that corrupted the data after.

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sgtmac68w20
sgtmac68w20

My only complaint to this mod is small fleet sizes. At max I think im commanding maybe one actual task group of 16 big boys and 5 smaller. Unless im the borg and farm.. one way to get my numbers up. Is there any way I can increase captital ship numbers, and escort vessel numbers? I found the files but I dont have a program that can read the files. If you dont want us tinkering with your mod, can you just kick out a few replacement files so we can swap them out? basically triple the numbers?

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psychoak Creator
psychoak

There's a large fleets modification already posted right above this in the file list, it's an excellent template for doing what you're after.

To edit the files, you just need a text editor, I use NP++, because it's awesome. When packaged, the mod is converted to binary format for purposes of loading faster. The main SOA2 mod comes complete with convertentity folders already set up for reversing this. Just copy the submod's gameinfo files into the convertentity folder, run the bin to txt batch job, and they'll be ready for editing.

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sgtmac68w20
sgtmac68w20

For me the convert data program doesnt work. Im trying to figure out how to use the NP++ Yeah this aint happening, totally lost here.

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sgtmac68w20
sgtmac68w20

if its that convert thing thats supposed to open what looks like a dos window, i cant seem to get it to work. I am computer program illiterate. My skill set was in Trauma medicine and firearms. I didnt see these 2 files Ill go look at them hopefully this converter works. Thank you for getting back to me.

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psychoak Creator
psychoak

Drop the entity files from the submod into the SOA2R\GameInfo\ConvertEntity folder, and double click the _Entity_BIN-2-TXT.bat file.

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sgtmac68w20
sgtmac68w20

yup, im an idiot... Thanks that did it. some day I may actually learn all this stuff, and be able to keep that information in my head.

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hiep16
hiep16

One question: under Diplomacy i find Ferengi Contacts/Son'a Mercenaries....how i can flip them to my side? I try to fly with an envoy to the planet no flip even i fly with the envoy near the ship(for example ferengi d'kora)I already research Ferengi Contacts!

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psychoak Creator
psychoak

You can't flip their ships to your side. Conquer the neutral planets they hold. The ones that are colonized by them and have an orbiting starbase. When you attack the starbase, it will become invincible at the end instead of dying. Once you take the planet, it will switch to your ownership. The research allows you to use an ability on the starbase that does various things depending on the faction. The Maquis can send a dreadnought to an enemy planet, instead of directly purchasing a ship for instance.

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hiep16
hiep16

Another Issue...i capture a Maquis HQ and try to launch the dreadnought....but it don't appear. I try it multiple times no drednought launched ( i even have a scout to watch these planets)
And the Ferengi HQ is always disabled....can't buy a D'kora

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psychoak Creator
psychoak

I found no problem with the Ferengi HQ. You do the research, the ability unlocks, and, fleet points willing, the D'kora appears on purchase.

ATR works, but it's conditional. Did you insta nuke the Maquis base at game start to get it?

The ability that sets up the neutral spawns runs at a 5 second interval, applying to a new planet each time, spreading outward from the base. If you take the planet out in the first couple minutes, not normally possible, it wont get far in it's application and only some planets will work.

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hiep16
hiep16

the problem with ferengi HQ is that is always diasbaled by amother ability..i captured it from an emeny force and it was already upgraded by them.
It could be that my defense killed always the ATR instanly?
You mean it spawn and moving to its position by jumping to every planets? my defense could destroy that ATR every time i guess because the Maquis HQ is in my core systems :(

Edit: ATR works as it should. I thought i would own the ATR
to the ferengi HQ: when i capture it first it works..
when i capture it from the Borg A.I. it it always disabled somehow(because the A.I. owned it before)?
there is a link to the saved game where is always disabled
File-upload.net
File-upload.net

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psychoak Creator
psychoak

Ugh, will investigate as soon as I have time and get this fixed.

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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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