First off, Hi Sins forums. Have been lurking here for a few months now. Up until fairly recently, I played EVE Online almost exclusively.Then I found Sins.Anyway, following a few months of playing, it occurred to me the tactical element of EVE combat and Empire politics fitted perfectly with the Iron engine (at least from what I’ve seen in sins and on the modding forums here)Excited, I searched for EVE-O Sins mods, however, all I could find were suggestions for doing so, or ancient threads that looked like they’d gone nowhere, nothing substantial. (Please correct me if there’s anything major I’ve missed)I’ve headed up several modding projects before (although never in sins) and have a hell of a lot of ideas, concepts and stuff going around in my head.Whilst I can’t pull anything together until at least the end of February, I’d be interested in setting up the peripherals for an EVE mod and getting some good health discussion going in the mean time. I was thinking of a TC, major changes to game mechanics, gameplay, aesthetics, etc, etc. Couple o’ thing I had in mind:
Whilst these three points are not everything I have in mind (would probably exceed a forum character limit if I went over everything) I’d love to see everyone else’s inputs on this. Importing models from Tri-Exporter and getting CCP’s permission to use models isn’t that hard if we have a conceivable plan to start with.Apologies for being the upstart sins nubbin here and suggesting this if it’s out of line/place. I’m a huge Sins/EVE fan, and would love to head up something like this.If anyone’s interested in really getting involved, shout here, or PM me, I’d love to hear from you all about this.
Well contact me if you wish to corroborate. Each and every file that gets compiled with the rest of my mod needs to be thoroughly examined. And if you put in significant work, you're welcome to thoroughly examine each piece I put in. That's my proposal. If you just want to help a little bit here and there, that's fine aswell. . . but then you'll have to wait for the 5 different releases to review it. . . or I may just get out a specific part, or discuss it with you if you want.
@ Whiskey144: 2b) I was thinking about both Jump Bridges and Jump Gates from EVE, or possibly Acceleration Gates.
Also, I am working on a suggestion from Major Stress about how to overcome the dual-texture set models and get those in-game. If that fails, then I will post a list of them as unusable. I will try and get a copy of purdydaw's progress today to give to you if you can contact me? I'll be in IRC and on AIM as lostcommanderx.
I would really appreciate it if you could then get some work done on missing ability, buff, and entity files so I do not have to learn how to do those, please (learning takes time; time I could be spending importing ships)! I will try to get some more ships imported this weekend, starting after chores today.
@ Ruppetus: Well, it is more like 2 of us were already working independently on EVE mods and no one was communicating or cooperating until someone bumped the thread about it.
@LCCX- Acceleration gates are probably gonna be the tricky ones; however they aren't ever used in PvP to my knowledge, only PvE. Jump Bridges are easy as simply copying the Vasari Phase Stabilizers; Jump Gates are a little tricky to do, but are actually quite simple. I already had an idea for jump gates for another mod idea I have (so far the name of the mod is undecided but I'm leaning toward "Red Dawn Rising" or "Upon the Coldest Sea"; it will feature slowboating!).
Just to make sure, what do you mean by "dual texture" sets? I presume you mean those units with "[unitname]_tex_d_001/002/&c" texture sets.
If you can give me a list of abilities&buffs, I can do them easy. Ship/structure/race entities will be more difficult to do, as I will need the prepared ships (I can take care of the following- all Amarr/Gallente drones/fighters/fighter bombers; Caldari fighter/fighter bomber, the Archon, Orca, Hel, mining drones, and a unique ship called the Zephyr (will try to post pics of the Zephyr once the Orca is done)) for the ship entities.
Also, a question- since we so far can't get the mining barges, I'm thinking that we should make each races' mining frigate, and the Orca&Rorqual, the resource-acquisition ships. The Orca&Rorqual can't take on mining lasers, but they can carry drones (thus, they could carry mining drone squads to "mine" asteroids). The Caldari Osprey, Gallente Exquror, and the Minmatar&Amarr cruisers with mining bonuses should be the cruiser-sized versions.
Also, the Rokh&Apocolypse should have "mining" versions, as those 2 BSs are the highest recommended for mining (the Rokh outperforms the Apoc as a matter of fact).
Any plans on moon-mining yet? I've got ice/asteroid mining pretty much down (they will effectively be the same thing, with different texture/mesh sets though). Also, I'm considering starting a petition to the devs to include the ability of modders separating metal&crystal income-gaining abilities. Right now you simply earn "resources", or both m&c units, instead of earning separate metal&crystal. Thoughts on that?
Since there doesn't seem to be a clearification on this I would try and give one. You can not make each mod a race and then activate each as you see fit. The reason for this is that higher priotry mods (those highest on the list) would overwrite important files such as the manifest. The only wokaround would be by having a mod for each compination that would be listed highest with the files that would be overwritten followed by the races for that combination.
@gruntmaster1- I was actually going to suggest that we have a "master manifest" set, 1 with all EVE races+Sins, and then another with only EVE.
Since the hardcoded limits have been raised, I intend on having 2x manifests: 1 EVE+Sins and 1 EVE only. Everything should still be fine and all fit. Yay.
As for moon mining or mining frigates/barges/orca/rorqual -- I am including none. The empires do not engage in those activities, pod pilots do. The *EMPIRES* of EVE will be the focus of this mod, and the primary Sins mechanics will be relatively unchanged. AFTER all 4 primary NPC empires are in, then I will consider adding a 5th race that is a pod pilot power bloc/alliance or similar, that will have funky resource mechanics and other toys at the expense of culture, or something like that. I think digging into the pirate mod someone has around here might present some interesting ideas on where that could be taken.
In any case, focusing first on getting all the ship models in twice (low-poly and high-poly+turrets). High-poly+turrets looks pretty up close, but KILLS the game at 30-50 ships on my machine. I'll also probably end up cutting the textures in half. Currently the high-poly+turret meshes are around 15x the size of a Sins vanilla mesh, and the normal textures are 4x the size of Sins ship textures.
@gruntmaster1.... Thanks for replying to my post.
@ whiskey144,
i think the reason why the mining barges are causing a problem is because if you look closely in game all the ming barge have moving part sort of like a factory that process the mineral inside the ship . My guess is you might have the same problem with the Rorqual as it has moving parts too. Im sure theres a way around, but im too tied up in my personal stuff to help on that matter. Plzzz no mining Rokh. It make me sad when i see someone wasting a Rokh for mining
Also note that perhasp we can use the freigters ships for trade income since these are faction specific they are used by the four Factions to move stuff, Ex: Charon, Obelisk. You guys should spend some time reading the storys on the eve website it would help alot with ideas.
I think that income or isk shouldnt be earned exept by mission. Make it more realistic . Simply up the rewards that are given to a player who completes a misssion for another empire. And the Faction gets the normal ammount of mineral depending on how many mining outpost are created. Also nice, big asteroid fields should be made. Have the gravity well increased(for the asteroid field entity) and put in a t least 20 gold and crystal mininable asteroid.
ill keep tabs on this since i love eve and sins and im an active eve online player ,so i can give new insights on what happens in eve, ill help out as much as i can.
Akkan117
@akkan117-
I already had some plans for trade ship bases. Industrials are trade ships, freighters are used to deploy POS-style structures, and jump freighters are used for long-range resupply support.
I also already had a plan for the asteroid belts and an idea about income. As for the ORE ships- I've been able to export the Orca&Rorqual with ease from TriExporter, but cannot even open the mining barge .gr2's.
For the asteroid belts- I planned on 2 types, "Ore" and "Ice" fields. "Ore" would be Sins metal, and "Ice" would be Sins crystal. I had almost entirely forgotten about the ISK replacing credits (thanks for reminding me).
Most of the reason I suggeted a "mining Rokh" was because of the fact that at present at least I cannot access the mining barge meshes, and the Rokh is the best mining battleship.
Oh, and for the asteroid fields- I planned on using the asteroid mesh, an asteroid field "mesh", and a large group of metal asteroids. My theory behind mining is that by using an ability similar to the Space Egg's "Drain Planet", and having it targetable only on capturable structures (resource extractors in neutral territory are the only ones that will be like that), they "mine". The trick to it is making the capture of an extractor not give any income in the EVE TC version.
Now we just need to petition the devs to allow different abilities gain different income types (i.e., one that gives metal, one that gives crystal, one that gives credits).
Also, we will probably need some new textures for the crystal asteroid to make it look like it is an "ice" 'roid.
@whiskey144.......you could use either the badger I or badger II as a replacement for the mining barges and the equivalents for the other races. I think you were planning on using something like the badgers for a trade ship but, if you use the badger I for the tradee ship you could then use the larger badger II for the mining vessel maybe.
@Archangel1980- couple things:
1) please do not use red text again, as it makes it very difficult to read on the Sins forums color scheme.
2) the main problem with using Industrial ships for mining vessels is that indys make, to put it bluntly, piss poor mining vessels. At most you can slap a single Miner II onto an indy, at while their huge holds make them ideal for transporting large quantities of ore, the main problem is that it takes friggin' FOREVER to fill up the hold.
3) I'm thinking that for the purposes of the NPC empires, simply using the Bantam, Burst, Navitas, and Tormentor, for the Caldari, Minmatar, Gallente, and Amarr, respectively, for additional resource acquisition early on, and supplementing it later on with each races' "mining" cruiser (these being- Caldari Osprey, Gallante Exequror/Vexor (the Exequror gets cargo bonuses, while the Vexor gets mining drone bonuses; neither is the straight-up mining bonus of the Osprey/Scythe), Amarr Arbitrator (yes, the Arby is a drone carrier, but it does get bonuses for any mining drones it employs, and no other Amarr ship gets anything remotely like a mining bonus), and Minmatar Scythe). Sorry for the great volume of parenthetical text.
4) in relation to the 5th race planned in the mod (a player corp-style faction), which I hope LCCX will allow to become my pet project, I plan on using customized Apoc+Rokh models that have a slight degree of mining capability (the Orca+Rorqual will provide a HUGE boost (especially the Rorqual) to those ships mining).
no red I actually saw that pretty damn well.
different contrast archangel
well I had a bit of a hard time reading the red text. Green shows up very well though.
Okay. Update on the EVE models with double textures because they have multiple materials/layers:
Kudos to Major Stress for identifying the solution tool.
1) Download Deep Exploration CAD edition by Right Hemisphere, and install2) Export a model from TriExporter as a .3ds file3) Open the .3ds model in Deep Exploration, right click on the shape > tools > separate by materials (last option)4) Save the model as a directX .x file5) Now you can import the .x file into XSI ModTool and each material group/layer is its own shape/object you can apply the appropriate textures to each.
good luck on the mod, lets hope you will put in as much ships in there as possible, and make it look like EVE as much as possible.
so guys hows the mod coming ships are (most of all) in game right . i hope soo. There is a new expansion coming out called tyranis -.- dum name if ya ask me but never the less with the up coming tournaments i cant see why a expansion to get things setup is a bad idea. So i can expect some interesting changes to be done, and i cant wait for the tourny.
Anyway hopes all good keep it up and the title of this post will havea real meaning Pull something together
akkan117
Just wanted to lend my support to the team creating this Mod, hang in there and Mod little and often (make sure to take breaks!). I think this is a very good idea, and I really hope it is still being worked on.
Kind regards, Ben
*prays* please dear raptor jesus don't let this mod die
raptor jesus ?
Hey, don't talk that way abour Raptor Jesus, he went extinct for our sins.
lols
yes i know he did
i hope the mod doesn't though :-/
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