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.
Your mod looks amazing! I can't wait to try it out
That wyrm looks awesome, heh.
Not sure if this was asked earlier, but are you planning on making any of the capital ships like modern day warships, i.e. with point defence, medium, and large armaments? Or are they all going to pretty much have specialized roles like the rest of the races?
I always wanted cap ships to at least have some PD but the only game I've ever seen do that well is Freespace
You have no idea the ammount of paralyzing fear I will experience when I play against that thing.
The wyrm.........
It looks just like...........
THE DOOMSDAY MACHINE
Tell me that wasnt deliberate.
It isn't. This is the first time I see that thing. Though now I'm glad I dodn't go with the original concept for the Wyrm, because it would look allmost identical.
Xarchon, yes, the Remnant ships in particular will be designed for versatility. Where Xin ship design focuses on durability and few heavy-hitting weapons, the Remnant ships will be designed to be able to tackle any obstacle and "whittle it down" with a torrent of weapons fire. To that effects, allmost all Remnant ships will carry smaller strike craft (even common assault frigate types will be able to deploy one) while capital ships will bristle with both point defense and large caliber guns.
Really
the resemblance as is is stunning. Anymore like it and you may have (c) issues.
Obviously, every model ever made is derivative of something else. What is with this obsession with equating original models to Star Trek or Star Wars or whatever? Enjoy it on its own merits.
Thats not exactly what I'm trying to do....
its just.....
*shivers*
If you'd been in the RPs ive been in, you would be very VERY afraid of that thing.
To tell the truth, I actually like that ship design a lot. Trek ships have always looked to me a little short on details, which made them look like plastic toys - only the latest movies have improved somewhat upon that. The above does a nice job of making the ship look alien and rugged. As for simmilarities, since probably both ship concepts have the requirement of a "maw", there you have it. If you browse a few pages back, you can see how close I came to the Doomsday Machine with the original concept drawing of the Wyrm.
Apparently the original "Doomsday" machine was supposed to be bristling with all kinds of weaponry (in order to make it *look* the part no doubt), so there you go... ideas abound.
The Remnant sound pretty cool for the reasons you mentioned. It's really too bad we can't get turrets to pivot/swivel and track targets. That would really bring out the epic level of battles already enhanced with the re-introduction of the Z axis and super-massive scale battle platforms. But all in all I think Sins does an impressive job of representing scale.
One last question: I'm sure you're aware of CybDevil's Sol system project and some of the mods that sprung off of it (increasing planet sizes, gravity wells, etc.). Are you going to be applying any of that scaling to planets and celestials in your mod? Planets in Sins never feel massive enough, if you know what I mean. I felt the same way about capital ships, but hopefully dreadnoughts will solve that problem.
Cheers for the mod though, you deserve this.
Big planets have already been implemented in the mod. All planets are now roughly three times larger, with acordingly expanded gravity wells. This makes for some interesting strategic play, especially when you get Remnant in, who have on average faster ships. Although it will make the gameplay a little slower on account of ships needing more time to traverse a sector.
Very cool ManSh00ter! Any suggestions on how close you are to getting to the testing stage of the 'complete' game?
Take this with a grain of salt - after all, it depends on whether I'm going to have the free time necessary to work on the mod as much as I'd like to - but I am aiming to get an open beta out in July. I will be taking a two-month trip at the end of July and I'd like to get it done before I go so that people don't have to wait for two more months (and that they can catch all the crinks that will probably crop up so that I can iron them out when I get back).
The beta will have all the ship models, structures and research tree done, and also the majority of sounds. Minor game art, such as icons *may* use vanilla stuff, depending on how the other stuff goes.
And you can probably get someone else to do the icons while your away if you wanted.
Wow. Just... wow.
Samurye.
Weird, I thought I replied to you in PM, but I can't find the reply.
Anyway, here it goes again:
You probably cannot do this easily in mod tool since its designed primarily for basic model building and not advanced physics simulation and animation like the regular XSI.
Within regular XSI, you can select your model, then go to NetView (Alt-5 or View->General->NetView), where you can find, under the "Model" tab, an operator named "Shatter". Adjust the number of fragments, crack detail, randomization of fracturing (for best "shatter" effect, check both uniform and pseudoRandom options) etc.
After that, you have to set up your simulation. You have to convert all the fragments into dynamic rigid bodies, adjust their collision so they don't immediately fly apart, and then set up a physics simulation of the blast. I'd use an Attractor daemon with a large positive value (positive values repel instead of attract) and animate its range so that you get a "shockwave" effect shattering buildings in succession.
As I said, this probably cannot be done at all in the mod tool. You could try to do it by hand by using a simple grid object with deformed surface which you can then rotate at various angles and use to "cut up" your model into fragments, but that would probably be way too time consuming, especially when you have multiple buildings.
Also note that physics simulations tend to take a lot of computing power, and the more objects you have flying around, the more time it will take to calculate everything, nevermind the actual rendering. Holywood-type cataclysm effects where you see whole cities blown up tend to take a lot of time to do even with their dedicated render farms, so keep that in mind.
Nice MOD ManShooter keep going. When U wanna publish it?
OK, so i was wondering, will this have the huge research files like on Distant Stars?
Thank you Mansh00ter! Although I am angry to hear that its gonna take forever. I have alot of computing power so that wont be an issue. How much would regular XSI cost? I have been wanting it for a while but havnt been able to bring myself to buy it. And for future reference if I have another question would you prefer I pm it or post it here?
Sounds like ManSh00ter might need to make an "ASK MANSH00TER" thread just like DANMAN's thread.
no, we need to have one thread about general modding questions free of egotism, which is more or less the status quo. there's no reason to tie it in with any specific person, although manshooter knows a hell of a lot more about this stuff than danman. i answer questions in that thread because it's a good community research in lieu of anyone actually stickying useful tutorials or having a working search but to have names attached to it is dumb.
Unfortunately, XSI costs. Quite a bit at that, but since its practically the industry standard when it comes to animation its no wonder. Current pricing is, according to the Autodesk store, 2995$. Which is still a few hundred bucks cheaper than 3DSMax.
Btw, its no longer called XSI, but Autodesk Softimage. Oh, and you can download a 30-day trial which has all the bells and whistles working so you can try it out and see if you want to invest into buying a license.
As for future questions, feel free to PM me, or make a thread on the forums, I usually check those out and help out if no one else is around.
Oh and as for the Research trees - since this mod aims to be a sort of an "unofficial expansion" it will mimick the basic game mechanics, which means that the initial release will have research threes of a similar scope to the vanilla game. This may later be changed to allow more steps in certain research areas, but right now the focus is to finish the Episode I and make it viable for multiplayer as well. Drastically changing the way research is done may:
1. slow down the game too much as to make it unsuitable for multiplayer since the game is already a bit slower in pace due to large gravity wells.
2. introduce too many unknown variables to balance out - on top of the Dynamic Battle System and a completely new race this might be a bit too much to balance out on the first go.
Naturally, Episodes II and III will each bring something new to the game, so depending on feedback it may as well be a reworked research or economy system, maybe a new way to handle planet development etc.
Holy crap! 2995 dollars! And that a few hundred bucks cheaper than 3D Max?!
I know this is a little...screwed up but would it be possible to download the 30 day trial more than once so after 30 days I can just download it again? After all those prices are a crime! How do you afford it and photoshop which I hear is 900 dollars?
Professional software is pretty expensive yeah.
Things like student discounts can get them down to a below a thousand dollars, though.
My personal advice is to invest into professional software of this grade only if you're real serious about your work. I advise you to try your hand at simpler stuff first, build up your experience, maybe try out various software out there and only then decide if you want to fork over cash for something definite.
Also, as Soor said, you can try (if you are eligible) for a student discount, or you can try out some of the cheaper options available. For example, you can achieve some pretty good results (actually on par with Photoshop) with Gimp, which is a completely free image editor. Blender for 3D stuff is also a good alternative.
You can't (easily) get professional grade results with such tools, but a good tool is not a guarantee of a professional-grade result either. I surmise you are relatively new to this (sorry if I am mistaken), so it would be a good idea to get some experience under your belt before you start spending serious money. The kind of project you describe would take at least a year worth of experience to do right (as in something you could show on TV wihout blushing)... if you lack the experience to fully utilize the rich features of a professional tool, investing in the same is like buying an expensive sports car when you're still trying to learn how to ride a bicycle.
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