Sins of a Solar Empire: INVASION is an addon project aiming to expand upon the existing universe of the Sins of a Solar Empire, providing original and high-quality content on top of the original game. Aside from the new content, the addon will also include multiplayer-friendly gameplay changes as well as reworked or new visuals/sounds.
ETA: To Be Announced
Planned changes/content will include:
==MEDIA SECTION==
==SCREENSHOTS==
==TRAILERS==
DRONE SPOTLIGHT I
A short ingame exposition of the Scout, Assault and Siege drones.
==BACKGROUND LORE==
Pangalactic War Timeline
Clicking the above link will lead you to the download of a .pdf document detailing the rich and dynamic history of the factions which will play a major role in the Last Stand mod, so if you are into background lore, be sure to check it out!
==UNIT INFORMATION==
Pending.
that is what i am saying, an extremely mobile race with like, one overall unit that produces units, but still needs planets, for expample, say you play this faction, you would start out with one planet just like the rest, and that one planet contains two con drones but no factory, the con drones build the first factory free, and then that factory builds the first cap free, however the factory does not become moblie until reasearch is done, the faction would still need planets to construct their structures on, only their military is on the move. allowing for a more mobile military force. and say, this faction would lose one of thier capital classes, probably the type such as the donov b cruiser for the tec, or the marauder as the vassari, to be replaced by the mobile factory.
Ok then..sorry must have missunderstood you !
Well back to the drawing board! (BTW tested my first ship today...the Crugeon STL)! Just needs a paint job and extra details and I'll have the 1st ship of the nephil race )!!! Screw studying...hello modding even though I suck big time!!!
I cannot believe I have read every single reply, 577 of em, or 24 pages, but I wanted to make sure I got everything up to date.
Great work man, but how is it possible for organic thingys (at least, carbon based) to generate multimillion degree plasma? Organic systems have an advantage vs mechanical in auto-regeneration, and efficiency, but not in sheer power.
Um. ManSh00ter has given logical physics a vacation for the duration of this mod. Just so he doesn't bother all us players.
Actually, if you want, I can flood you with a wall of sci-fi background explaining everything from the abovementioned energy problem, to the wormhole generation (just don't expect it to be included in any physics handbooks anytime soon ).
For now, suffice to say that the Xin ships are not entirely organic. Their biological proto-forms are matured withing gigantic subterranean caves which are excavated down on the planet and then filled with water. The caverns are completely isolated from the athmosphere and are kept within the layers of crust which are most suited for their existence. And even though there are some methods of temperature regulation involving massive geothermal capillary systems, the proto-forms themselves are incredibly tough and do not mind the extreme conditions of their habitats. After all, they have been designed to withstand the most hostile environment possible - long term exposure to vacuum of space, with all the perks like extreme temperature variations and radiation levels that encompany it.
After they mature, they are surgically fitted with integrated mechanical systems. For example, their energy comes from a gravity tidal wave oscillator (a mini-black hole container), their plasma weapons are also mechanical in nature, as is most of the outer coating of their hulls.
So basically, you are looking at big huge cyborg ships.
or, since manshooter is buildeng a titan ship, this would be the titan ship clsss, and the research would allow the factories of this class to become a superpowerful cap, but they have to research the tech and then you have to purchase the parts, such as the enignes and weapons and hangar bay... just some ideas
So by purchase, you mean modular construction? Similar to Universe at War and the Hierarchy walkers? That game was awesome (b/c of walkers, mostly), and people (me included) would play it more except for:
1. G4WL: Yes, G4WL = phail, even with all features now free. Especially because every tiny little thing in an update/released tools has to be approved by Microsoft, which has made every single update for UaW extremly late and is now delaying the mod tools.
2. No mods: This is really killing Universe at War. I mean the freaking modding forums were hidden from normal members, and only forum admins and mods can access them.
Add in the fact that patches take 5x longer than they should to be released, and UaW = fail.
Well, I am not sure if you can have modular building in SoaSE. In fact, I am pretty sure you can't build it in parts. You could have to have a research tree leading to titan construction (well, more like summoning since you'll essentially be researching local time-space bending and logistics to build a Titan Wormhole Portal), and rest assured there will be a whole chain of research topics leading to these huge ships.
For kicks, here is a concept drawing of the new assault drone, just so you can see how bad my hand drawing skills are.
Yeah, I know there's no modular construction in Sins. TBH, if you could modify your ships/structures on-the-fly, it would definitely be cool. And somewhat unbalancing as specific ships wouldn't really be need that much.
OK! little question!
I finished the first ship for my Nephil race..well finished..I mean..I laid down the general idea...you see the basic form but not the details...etc!
Anyhow..Is there a way to move the guns? Like for them to turn when they fire?! Help please! TNX
No, sorry. Sins does not allow animated model parts. So no turrets. Which really sucks.
WAHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!
Well guess its better that way..Ill go back to good old cannons ! Long live the classics!
Use design to get around this. If you have barrels, make them coaxial weapons (fixed to the hull of the ship) maybe tie them to an ability because then you can constrain them to fire only when the ship is facing the target. You can also use non-barelled guns, for example missile launchers or "pods". Anything that doesn't suggest clearly by its shape that a projectile should exit down a specific vector.
That's the whole point..my guns MUST be axed in a certain place (the ship won't contain missile launchers)...but it would have looked cool if the turrets would have turned before firing ! The last seconds before a huge salvo blows up the hull of a vessel!
I would like to bring one thing up, and I may be critisized for it, but here it goes.
I'm an anime fan and I've noticed that, in many shows that involve space battles, sometimes they will have the ship fire a beam weapon. This weapon's beam will fire straight out of the ship a little ways before sharply bending at (If the enemy were directly in front of them, the beam would bend at (more often than not) a 90 degree andgle)in the direction of the targetted enemy.
So, in a way, it would be like a missle...but it's a quick beam instead.
Well, from a design point of view, such a weapon is lacking in my opinion. Mind you, so are "straight beams" done improperly. The thing with beam weapons is that they are supposed to give off an impression of raw power. They should *crackle*. Break things in half, melt faces, that sort of thing. And to do that, they need to be fast and they need to connect in a straight line. If they curve, we instinctively reduce the amount of impact they can have.
However, missiles with bright trails are another matter. Physical or energy missiles, it doesn't matter, and I think that's the weapon you're talking about. Now, the Xin are somewhat scarce with missiles, but the Clans Remnant should have a lot of that... from small point defense rockets to big nukes.
[edit] i also had one last question and then ill shut up... will the xin have capitals like the vanilla versions, or would they have the titan ship take up all their capitals in one and not have utility, carrier, and the other stuff caps.
The Xin will have capitals, including battleship, carrier, siege, colony and support variants. You can see a preview of the Xin battleship in action in the teaser video I released last month. Some people have been mistaking it for the Titan, but its just a battleship.
Wow. Clans Remnant vs. Xin will be totally freaking awesome.
A little work-in-progress update, things have been slow for the past two weeks since I've had a truckload of academic obligations to fulfill (still working on that), but I managed to put this Graviton Uplink Portal (a.k.a. Frigate Factory) ingame. Texturing is 95% complete and all in all I think it turned out pretty well. I still have to learn some finesse when using ZBrush (as well as remember the Big Rule - never place too much bump-mapping on a curving surface) but I won't fret over minor stuff like that. It'll get better with the next model.
[/URL][URL=http://g.imageshack.us/thpix.php]
Remember this is just a WIP shot. I have a really nifty particle scheme which goes with these, will show them off when they are done. Oh, and the old frigate factory will be reused for something else... maybe the Citadel.
Blasted edit button is not working, its been weeks now.
[img=http://img72.imageshack.us/img72/8360/frigatefactorywipwo5.th.jpg]
And good job on not having a "preview" button. Hope this works.
And take three. Imageshack server 72 is on the fritz. Just my luck, have to spam my own thread.
wait, is that thing the battleship cap.??
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