We are currently looking for help with skinning. We lack this extremely important job. If you would like to do this, please PM me. If you have things you have done in PS or GIMP, please send those as well.
Also, for more detailed information on what we are adding, you may click on the external link above which will take you to the Aurora Games forum which has backstories and statistics. Ultimately, it will have images as well.
Features:
9+ new ships
2 new capital ship classes: Lancer and Destroyer
2 new cruiser class: Troop Transports and a Utility Cruiser
2 new SC classes: Interceptors and Torpedo Bombers.
Reworked SC: Fighters are now multi-purpose and Bombers are Gunships
3+ new researchables that increase the power of capitals [for once]
Currently, we have five capital ships, each with their own capabilities. We have the support, the colonizer, the battleship, the dreadnought, and the carrier. This mod is dedicated to adding two more classes to that list: Lancer and Destroyer.
Lancer: These ships are the snipers of the game. They carry very heavy forward guns with little defense on their sides. They do not maneuver well, but have very long range and carry an axial cannon to damage targets from long range.
Destroyers: These ships are pure damage dealers. These are not to be confused with battleships as these have greater damage and less health.
Pictures: I will post these as I get time to do so.
Unfortunately, I'm do lazy to hunt through the thread to find the other pics of ships. I'll get around to it eventually. Here is one though.
Astrom:
http://i180.photobucket.com/albums/x111/VoltCruelerz/Astromv3.jpg
Special Thanks:
TheRezonator: created the thread that spawned this idea
Eadtaes: balanced many of the statistics
Guywhoyoudontknow/CI: created Sinners which is referenced in the Backstory
Whiskey: has posted here more than anyone else aside from me... (he's kept the thread alive)
Darvin: Came up with the idea of an Artillery Cruiser which caused me to think of a way to
Other:
If you see typos, pleas alert me to them.
EDIT: Wow... In the typo line, I type something wrong. Because of the irony, I'll leave it.
We lack someone who can skin, so if you are good at such, we could use you.
w00t!! 300 posts over 12 pages of awesomeness. And hopefully a playable mod!! This will give me yet another reason to play vanilla (2 others being- SoaGE mod, FS1 mod).
It might make of course for a different feel to the game if there were just lancers and destroyers and the different SC. Certainly different than what we feel normally in a Sins game with all the units we have come to get used to.
Relaying on just the two main ship types and the "versions" of strikecraft would make if "feel" very different, and that would be cool!!
-Teal
um... we arent making the Mod for Vanilla, Volt is just testing in Vanilla because he does not have Entrenchment as of yet... sorry to dash your hopes
ah well. Still, mod for Entrenchment is better than no mod at all. Luckily I have Entrenchment (w00t! again).
so, what is happening with the Fleet Diversification Mod? I'd hate to see it go down before its finished
its not down, but I've just gotten back from my brother's wedding and now am working on making up work that I missed. Upon completion of this, I will resume work on FD.
Hey, Volt, if you need any other lore-keepers, I could volunteer myself to help, if you want.
well, you are welcome to get on AG and post some things.. Although I guess it would be better if you PM'd me with your ideas first and then I'd bump up your clearance on AG so as to allow you to post where you would need to for lore-keeping... I'll try to get on there when I can...
Very Cool!!! Looking forward to this Volt,
Any beta of the mod yet? I would love to try it!!
Thank you and take care,
How much more time until its finished? The wait is killing me .
Sincerely,
The Great Admiral Rain
Well, due to the school year, this has been put on hold. When I get the chance, I'll continue coding. Until then, I've got AP classes.
aw........
Hello all.. I have returned, and I now have Entrenchment. I have revised Aurora's threads, so I invite you to go there
http://auroragames.lefora.com/forum/category/planned-content/
I nearly completed the modeling of the Marksman Defense Cruiser yesterday (we aren't celebrating Christmas until the 31st due to my brother and his wife living 300 miles away) and though I won't get the opportunity to work on it today, I will likely finish what I have and post a picture of it on Sunday for your critiques.
I would also like to apologize to all those looking forward to this for the time it is taking me.. Due to my lack of someone who can skin well, I haven't been able to go much past coding/modeling. I am hoping for a graphics tablet for Christmas with which I'll be able to draw better (I draw on paper quite well, its just that I have issues with using a mouse.)
Also, Rezo/Whiskey/Other: If you happen to find something that we were intending to add but I forgot to put on AG, please copy the data you can find on it and post it here so I can update AGF.
reply #110 talksa bout SotL's, you havent put any info down on those
reply #227 talks a bit about SC types that we never finalised, and diversifying each races carrier cap into two differet types, one that specialised in fighters/bombers and one that specialises in Gunships/Torpedo Bombers etc. i dont think we came to a conclusion on that one though.
also, if we end up running out of space on the build map (which im sure we will eventually =P) im really up for mixing the flak frig with the Light Carrier, so giving the light carrier the Flak Frigs weapons. and abilities if we give any. i think this is worthwhile especially if we intend to phase flak frigs out late game with the introduction of Defence Cruisers.
generally i think you covered most of the stuff we were seriously interested in putting in... Lancers/Destroyers, Defense Cruisers, New SC types, SotL's... im not sure if we're still putting the new heavy defense turrets in...
but we had a helluva lot of ideas, and without going over and re-reading every single post im sure we're going to forget some stuff...
as for skinners... ask Ryat over at DS if anyone on that team can take some time to skin for us... otherwise 7 Deadly Sins might have someone...
Okay, I have reviewed the things you mentioned.
Normal Fighters will become more advanced and bombers will become torpedo bombers. Gunships and Interceptors would be completely original.
Flak Frigates will not receive passives across the board, however I do intend to give the bubble idea to Sentinels. It will not stack and will deal 1 DPS to all SC in range. Not enough to really deal damage, but enough to counteract healing at short range.
Defense Cruisers will fill the role of anti-light in the cruisers, leaving HC's able to counter larger things such as DC's, each other, and capitals. In this way, Illuminators will no longer be able to bash their way through large fleets without the aid of other vessels.
SotL's may be integrated, but due to their large size and power, I believe that they would be by far the most difficult thing to balance here. As such, these are last on the list.
Heavy Weapons Platforms will not be included. The static defense upgrades found in entrenchment nullify any need for such objects.
Once I finish modeling, I will post pictures of them in their traditional format and then proceed to triangulate them so that they work in game. Then, I will pursue someone to skin more aggressively... Maybe, just maybe I'll be able to pull my brother or his wife in to do it. They are both graphic designers, so they would be great at it, but he's not a big fan of video games, so I don't know if he'd be willing to help me with it...
i thought DC's were going to have mainly anti-SC weaponry but also have a heavy weapon for attacking heavy ships? at least thats what aurora games said...
also i dont remember if we finished deciding on Artillery Cruisers or not...
Lastly, is that SotL's were designed to be hard to balance because they would be strong against most things, even stronger against other SotL's, but the idea was enough focused fire with the support of another SotL would take it down... its like a true Flagship in every sense...
yeah, it'll be hard to balance, but i reckon it can be done and from what ive seen around the forums, something bigger than a cap ship is in very high demand... i dont think we should dismiss it just yet
Well I was thinking of removing that in favor of heavier anti-SC weaponry. HC's need a buff, plain and simple. HC's are anti-heavy which DC's are. However, DC's kill LRF and thus protect HC's. This creates a triangle of three powerful units: DC>LRF>HC>DC. (I know LRF technically aren't the counter to HC's, but they can slam through them fairly easily. These three units as well as carriers ought to be your offensive force. DC's will come in later than HC's, but HC's will get bumped down a tier or two. This makes DC's a late game unit.
And I think that AC's kinda got neutralized via DC's. For this reason (and I have yet to figure out how to do a minimum range), I don't intend to do this
Random, but if this seems disjointed, I've spent the past few hours playing super mario world for Wii and those jumbo drill bits found in castles apparently screwed with my head... I can't think straight and the little blinking dash where I'm typing gets interpreted by my subconscious as Mario and I keep expecting a giant drill bit to shoot up and kill it...
Anyways, I didn't say to get rid of it. Jumbo caps is something people have not delivered. Now, people may quickly discover that it screws up gameplay, but for now we don't know. Lancers and Destroyers are definite changes, but they aren't going to be unbeatable. They are only going to modify things. Adding a new ship class is a different story. For this reason, I am not abandoning the idea, but rather am sticking it on the back burner. All else I've mentioned takes precedence. So the order is:
1. Destroyers/Lancers
2. Defense Carriers
3. Buffed SC
4. Vasari FF Aura
5. SotL
fair enough, i like the idea of a more defined combat triangle, atm the lines are rather fuzzy... so you are saying the DC anti SC weaponry will affect larger ships like LRF's also?
also, an idea i saw on another thread was to remove the Carrier Caps planet bombardment ability and instead add an Anti SC ability or weapon type or whatever works.
Just like FF's can currently fight their way through LRF's, DC's would accomplish the same thing. They would be anti-very light. This means they deal 90% to bombers and LRF. However, since DC's have high DPS and health, they will be good counters for LRF's.
Ehh... That won't work unless the only have two weapon types atm.. If so, then it could be done, but I think they are okay bombing... That mainly came up due to an issue countering a Sova, but a way to counter it was achieved, and as such, I don't think we need to worry about it.
im pretty sure they have 3 lasers... just like all caps have 3 weapons (i think)
but im sure we can add a '5th ability' that acts much like flak weaponry... ive seen it in others mods so im fairly certain its possible... as for the weapon slots etc youve been talking about, getting rid of the planet bombardment weapon would make space for it
The fifth ability would work but it wouldn't behave like a weapon.. It would be like flak burst. And besides, the way its coded, planetary bombardment is a different category.. It doesn't count as a normal weapon type...
fair enough, anyway, i think its worthwhile... it would discourage the constant use of it as a starting cap and people abusing powerful SC early game... simply because they wont be able to bombard planets anymore...
Perhaps... I don't know... I understand your point, but I think that as time goes on, carrier rushes will be more and more easily countered, thus reducing the need to kill their bombing ability.
of course, but then, late game when DC's are brought out, how useful will a carrier's bombing damage really be against upgraded planets? maybe take a few more seconds off a seige's length...?
anyway, lets work on models etc now and get back to it later
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