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[Topic Closed] Star Trek : Sacrifice of Angels 2: Entrenchment

[Topic Closed] Star Trek : Sacrifice of Angels 2: Entrenchment

The new WIP thread for SoA2.

This Topic is now Closed. A new SoA 2 WIP thread will be started in its place. Do Not Post here.

1,933,878 views 791 replies
Reply #26 Top

yeah st is dead thats sure. the new enterprise serie brought the dead. season 4 was so bad, just and childrean series with tpol and trip shit.... will u guys later  also include outposts?

Reply #27 Top

I know i have suggested alot on this thread but here is another one, before the pirate raid of the borg, have either riker or another character to say "Yellow Alert" and when the pirate raid is unleashed, say "Red Alert" and the screen will go red, not sure if that could be done....

and have anyone realized yet, both the klingons and romulans have bird like ships, i mean what is with that

eg. klingon bird of prey, romulan bird of prey, warbird, romulan science vessel, klingon k't'inga class, klingon d7 class, or if you just look at the mod itself

Reply #29 Top

The original script for ST:III the Search for Spock called for the B'rel to be a Romulan ship. Kruge was supposed to steal that ship because they needed a cloakable ship. Obviously the powers that be scrapped that script and made the B'rel a klingon ship. The design looks romulan with the "feathers'". The FASA ST role playing game had a backstory that the klingons and romulans shared much technology. I think trek producers were influenced by this be it intentional or not. Which is why the Klink and Rommie ships appear "bird like".

Trek XI will wipe out the timeline we all know, and replace it with the new timeline. This is confirmed. Much like how the new BSG is totally different from the original. This may be a good thing, or it may not. Depends if the movie itself sucks or not. One thing is that Romulus may have been destroyed (by the very ship nero uses) in the 24th century. If you watched the new Trek XI trailer you see a planet being destroyed. It is assumed it is Romulus. Which is why Nero goes on a time traveling rampage. Much is speculation. We wont know until the movie comes out.

I still have yet to get the new updates for both sins and the mod. However i will have downtime soon so i can look though everything and add in what i have done.

See you guys in a few weeks

Reply #30 Top

Does anyone know if I can get entrenchment without a credit card.

Reply #31 Top

Quoting vp21ct, reply 5
Does anyone know if I can get entrenchment without a credit card.

use paypal

Reply #32 Top

Hey guys! I'm really impressed with the work you've shown off so far and I'm looking forward "patiently" to the Entrenchment release. I'm wondering whether or not you will use Manshooters dynamic battle system? It may take alot of rebalancing but considering how it would obviously suit the source material so well do you think you may eventually include it?

 

Reply #33 Top

Darkshimmer has his own balancing system that while still in its early stages (been in use since 0.02) is working out quite well.  If Darkshimmer, and crew thinks Manshooters battle system is useful it will be up to them to incorporate it in the mod (with Manshooters permission of course). I have yet to see it in action for myself.

Like what was said it may be a while before any kind of entrenchment release due to the models not functioning issue. I think they all need to be re-converted in the latest forge tool set.I am not even sure if forge tools 3 works with the current entrenchment release.

Reply #34 Top

Quoting Scroll_Lock, reply 7
Hey guys! I'm really impressed with the work you've shown off so far and I'm looking forward "patiently" to the Entrenchment release. I'm wondering whether or not you will use Manshooters dynamic battle system? It may take alot of rebalancing but considering how it would obviously suit the source material so well do you think you may eventually include it?

 

Due have you seen star trek space battles, except for the battle against the borg cube in the first episode of ds9 and the first contact, the space battles of star trek, starships just hit each other just like it is done right now. the borg cube is much more different in that it is too large and because you have to keep moving to avoid being tractor. And in Sacriface of Angels, when the fleets battle, it mostly what it is doing right now. Also, given that the spaces are so large, and the rate it turns ATM, I really don't think it can be done

Reply #35 Top

Darkshimmer(or whoever SoATEAM is) said right in the topic that he has already created fighter movements for the Bird of Prey. Knowing that, I think it's safe to say he will incoperate who own dynamic movement for most or all of the ships with his own balancing. Being able to use fighter movement on all ships was one of the main reasons he wanted to switch to Entrenchement.

Reply #36 Top

Quoting Mooster, reply 9

Quoting Scroll_Lock, reply 7Hey guys! I'm really impressed with the work you've shown off so far and I'm looking forward "patiently" to the Entrenchment release. I'm wondering whether or not you will use Manshooters dynamic battle system? It may take alot of rebalancing but considering how it would obviously suit the source material so well do you think you may eventually include it?

 
Due have you seen star trek space battles, except for the battle against the borg cube in the first episode of ds9 and the first contact, the space battles of star trek, starships just hit each other just like it is done right now. the borg cube is much more different in that it is too large and because you have to keep moving to avoid being tractor. And in Sacriface of Angels, when the fleets battle, it mostly what it is doing right now. Also, given that the spaces are so large, and the rate it turns ATM, I really don't think it can be done

 

There were a few circumstances where more "dynamic" battles take place but as you say many take place at a slower more stand still pace. Well there are a quite a few in DS9 that are more mobile (to my best memory) and alot of the static battles seem to be because of limitations in technology, condsidering they used models most of the time. Well that's what I think.

Reply #37 Top

The Enterprise may not do a running fight very often, but you weren't paying attention at all if you think all the ships were just sitting there in SOA.  They follow the same logic as modern tech does, the big cruisers are built for sustaining damage, the small ones for evading it in the first place.  The Defiant never sat still during a fight, the Jem Hadar ships didn't either.  If you go through the movies, not one single battle is fought at full stop.  Considering their shields are in multiple sections, it's inane to assume they'd just sit there hammering on each other even if the show isn't showing them moving around all the time.  It would be suicide to go with one sixth of your shield strength by having all the damage go to the same one.

Reply #38 Top

We do plan on using our own dynamic movement. Psycloak pretty much summed it up. Each ship will have its own manueverability. The B'rel, Jem Hadar, and Defiant are planned to move as seen on the shows. Bigger ships obviously will be slower and sluggish. The Galaxy class was never known for turning on a dime. Each ship will have manueverability according to mass and engine power IIRC what Darkshimmer told me over the phone. The Original Homeworld SoA mod had ships with dynamic movement. With the new entrenchment code i expect something similar, but more refined here with SoA 2.

FYI the SoA 2 team is..

Major Stress aka The Stress Puppy of Trekmods (SoA2 project lead, Modeler, Texture Artist, Limited scripter, Gameplay design) Prior mod experience includes SoA1, Beyond the Final Frontier, and Innocence and Wrath for Homeworld. Age of War for Nexus the Jupiter Incident, plus many models for Starfleet Command, and Bridge Commander.

Darkshimmer of Digital Underground (SoA2 secondary project lead, Scripter, Weapon, and Effects Artist, Balance, and Gameplay Design) Prior mod experience includes MPMP for Bridge Commander, and was project lead of the Age of War mod for Nexus the Jupiter Incident.

LokiGodofMischief (Modeler, and Scripter)

AdmiralCobbs (Limited Scripter, and playtestor

Reply #39 Top

Having just played around a little with Manshooter's fighter movement mod, I'm really looking forward to not having to imagine those frigates being Birds of Prey! I eagerly await your release.

Reply #40 Top

Quoting NowhereDan, reply 14
Having just played around a little with Manshooter's fighter movement mod, I'm really looking forward to not having to imagine those frigates being Birds of Prey! I eagerly await your release.

You mean the look from SoA? where the klingons roll in and starts firing? that is cool, however, what would also be nice if nebula class did that too, shame there isn't z-control in the game, that would change everything

Reply #41 Top

Borg FTW! :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg: :borg:  

Reply #42 Top

I was watching Star Trek The Motion Picture, and noticed that the music when the enterprise goes into the cloud, and that the music is the same as the one in the mod. What about other music?

Reply #43 Top

There is z axis control in Sins...

 

Default be tild key.

Reply #44 Top

Quoting Mooster, reply 15

You mean the look from SoA? where the klingons roll in and starts firing? that is cool, however, what would also be nice if nebula class did that too, shame there isn't z-control in the game, that would change everything

Nope, don't care about rolling - in fact, I think that's generally too fighter-like for Star Trek ships. In Mansh00ter's mod, ships make nice, slow turns and attack runs, perfect for Star Trek. It will look great when the SOA2 Team makes their next release.

Reply #45 Top

Quoting psychoak, reply 18
There is z axis control in Sins...

 

Default be tild key.

remaind me what it looks like?

Reply #46 Top

`

Reply #47 Top

~ also seen next to the '1' key on the main keyboard

harpo

 

Reply #48 Top

The original post has been updated to hopefully clear up any misunderstanding, the BoPs were mentioned using the fighter style movement because they looked so awesome using it, but all ships except the larger borg vessels do use it. It is still being refined, but is in use.

We do need to work on some balancing issues that arose from implementing it, such as the Galaxy now being able to outshoot a Sovereign one on one, due to the Galaxy doing more damage per pass because it has more phaser banks. That's using the stats from before we switched to Entrenchment. They are being addressed and fixed.

Reply #49 Top

Just a suggestion, please make the capital ship's name in the entity file to CAPTIALSHIP_(ship name) please so that they will become lead ships, and someone please tell me why does the cap ship, and if you created cruisers of any of the capital ships why they turn to the side of the capital ship factory or cruiser factory after they are created? instead of going straight...

Reply #50 Top

This is my first time posting in these forums, but I did something to my version of SoA 2 (v0.03c), and I don't know if you guys wanted to keep it or not, but I figured that I would ask anyways (what's the worst you guys could do, tell me NO and make me look stupid?).

Anyways, I got sick and tired of playing the MOD and having all the AINamed after wierd SoaSE faction names and the Capital ships named with Advent, TEC, and Vasari ship names, so I did a little research and found a bunch of Star Trek Ship names (source http://www.ex-astris-scientia.org/starship_database.htm) and changed the AI names to their race names (even going so far as to add a fourth set of names for the Romulans, since we have four races and not three).

Check it out here guys:

http://www.mediafire.com/?sharekey=3bbe5bd399c6bbf590a82c7bb0fad7ade04e75f6e8ebb871