ALLIANCE, HIDDEN AGENDA’S
A small, simple mod designed for “Diplomacy” expansion.
The mod adds 3 new capital ships to the game that are accessed through diplomatic research, 1 for each race. Each ship has 2 new abilities.
The aim of the mod is to just add to Sins a little without taking away the Sins aspects that make it a great game.
CapitalShips added;
New abilities added;
Research added;
Screen shot;
Known issues;
This mod doesn't work with "Distant Stars", "Stars" - unfortunately.
Unknown issues;
I don't know yet. All I know is that it definitely works on my computer, which is about 4 years old. I have only been modding for about a year and this is the first mod I have ever released.
Hopefully some one may enjoy it;
http://www.mediafire.com/file/jzdqmz5w1oa/Alliance, Hidden Agenda's 1.00.zip
Patch;
http://www.mediafire.com/file/imglnjm2azw/A,HA patch.zip
Change Log;- Fixed starbase constructors, anti module frigates & Vasari Mine layer MainViewIcons.- Fixed typo on Deploy Antimodule turret.- Telekinetic Push Plus re-named and buffed to show push effect on frigates better. Also fixed Auto cast so it only fires in battle, range reduced Level:1 from 5200 to 4600, Level:2 from 6200 to 5000.- Plasma Torpedos now has auto cast on default.- Re-done textures on Kosovza beams. If anybody would still like the green one's their texture's are still their, you will just need to change them back in the Kosovza's entity file.- Re-done textures on Talak Distructor to better match Vasari.- Re-done texture on Kosovza build button to better match others.
To install, just extract striaght into "Alliance, Hidden Agenda's" mod folder.
Patched text version;
http://www.mediafire.com/file/bdmmwazj2nk/Alliance, Hidden Agenda's 1.00txt.zip
Latest and most Up to date Version 1.01 (bin)
http://www.mediafire.com/file/jhobi0ddozt/Alliance, Hidden Agenda's 1.01.zip
1.01 Change log.-Button textures re-done.Tech SB's weapon upgrade button no longer shows pictures of frigates when pressed.-Distructor beam now fires from both weapons at once instead of sporadically from 1 or the other- Vasari Anti module turret is now able to move slowly, max.amount deployed reduced from 3 to 2, so capitals that deploy them are not so impeded by them. Also the cool-down time increased to level 0;90 from 20 level 1;85 20 level 2;80 20
Also; Thanks are to be given to "harpo 99999", "Zanyth0x42" & "newboerg" for making available such excellent and helpful modding tools,
"PUREVENOM" for helping with texture's and abilities & all the dozens of other experienced modder's that have helped out with problems I've had.
It would not have been possible without your help.
And a big thank you to the Distant Stars team for permission to combine A,HA's with Distant Stars.
Distant Stars & Alliance, Hidden Agenda's (Beta) integrated version;
Newer version with player buttons fixed, Distant Stars fighters now appear in Alliance Hidden Agenda's ships & Abilities values changed to better go with Distant Stars.
http://www.filefactory.com/f/3907c9a54e193e91/
Wow. Your models look awesome, and this doesn't even feel like a mod rather than how the game should have been made.
Seriously, you should call Stardock and have them integrate your ship models via the next patch, they are that good. Now I gotta try the Distant Stars one with your models in it...
Thank you, I am glad you like it.
The Distant Stars with Alliance mod, I think is good fun. There are a Few little things with the buttons and balance that will be fixed for the next release next month when my internet speed / allocation goes back up. Right now I'm struggling to even post a reply. .
Have just uploaded a newer version of Distant Stars + Alliance HA's
The button problems have been fixed.
Alliance ships now are able to use Distant Stars Fighters.
Alliance abilities now have values that better fit Distant Stars.
I have also optimised the alliance ship mesh's to reduce file size.
Same Link http://www.filefactory.com/f/3907c9a54e193e91/ new content.
Sweet! Downloading...
awesome work SuperZero0, oh and thanks for the pirates models
they look sweeeeeeeeeeeeeeeeeeet!
noticed a slight error with the Advent star base, looks like the mesh/textures are messed up, taking on the team color completely
That's odd. I'll check it out
I am not getting this on my version. Which is the same as the 1 uploaded. I don't know how this could happen the mod does not have a Psi star base mesh. So any references to the textures have to be from the install Psi Star base mesh files.
Very nice on the pirate battleship
pirate battleship courtesy of Thousmin for the DS crew, later on you will see SuperZero0's contribution to the pirate models in the next version of DS and HA (hopefully)
they are awesome as well
How bout some screen shots please!!!!!
Yes that ships is a very good representation of the battleship the "Arcadia" by "Thousmin".From the Manga anima series.
Designed and built by Tochiro Oyama, the Arcadia is the battleship of Captain Harlock and the most kickass ship in all the ding-dang universe.
Its been around for awhile now and I have seen it Modded into "Freelancer" also 5 or 6 year ago. There is another version of it also, which has a slightly different appearance and is also known as the "Deathshadow" in the "Cosmo Warrior Zero" manga anima mini series. Hmm, might have a go at making that sometime.
I really like it too, it is an awesome pirate ship.
It made me cry when I compared it to the Arcadia I had attempted to modeled (Arcadia Light) Thousmin's version is nicely detailed and fun to look at. Great job to all on the Hidden Alliance and Distant Stars mods!!!
Please Note, you will need the Extras Mod on top of Distant Stars + Alliance, HA's to have the "Powerful Pirates" in Game
Hey, they look really good. I had forgotten that you had already done them.
Are you going to use the Blue one?
No, not personally. Although after looking over the Green Arcadia model I see some simple improvements to my Blue Arcadia model I should make (choice of primitives and some detailing I can do). I'm off the rest of the week and may take a stab and them and see what you think.
- Edit: I'm not sure if I could texture it worth a darn, but the model is taking better shape (Blue Arcadia)
I like it. And yeah! those spheres/ Domes in the first 1 had a lot more poly's. I don't think, the way conversion to mesh is, that having less poly's on them will make any difference to the way they will look in game. And I like the look of those extra missile pods.
Personally I find it advantageous to have too many, rather that too little in the way of weapon / ability spots to put hardpoint nulls. Its easy to add extra points to a model that is completed, than it is to re-model extra weapons and what have you to your model when you run out of places to put points.
In regards to texturing, and more specifically with 3DCoat I am very interested in how you go. I have not completed anything for Sins yet. Nearly ready to try my first piece, but I'm interested to see how the depth comes out. Looking at it in 3DC it looks fine, and in SoftImage with a normal map, but looking at it Flat on the texture file the depth does not seem apparant. I guess I'm not real sure how the normal map, diffuse combo will turn out the way 3DC does it. I may need to add the depth effect to the diffuse again in Photoshop. Unless there is a way to bake or put the depth colour info into the diffuse file. I don't know, I still have a lot to learn in 3DCoat.
I'm going to try texturing the blue arcadia in 3d-coat too. One thing I've found so far is the automatic uv-mapping feature appears to create odd seams for some polygons in Sins. I had to manually map the LRF I created that purevenom is using to avoid that problem. I did however texture the model in 3d-coat which seemed to work really well. I want to try creating a high poly version of the lrf and burning a bump map to see how that turns out on the model. I'm still experimenting too, hopefully we can put our heads together sometime and come up with a good process of repeatable steps.
Edit - I did a quick import of the blue arcadia into 3d-coat and let it build the uv map. Nothing special here, just wanted to see what it would do. In this case I didn't see any wierd seems like my other models, but I did see an odd color difference on one side of the lighter shaded hull versus the other side. All in all this took 10 minutes to color and view in game. Atleast it's a quick way to view the mesh. I may still manually uv-map for the final model and paint in 3d-coat.
http://dl.dropbox.com/u/5790092/SinsAlbum/blue_arcadia_lightly_textured.jpg
Looks good!.
Yes the Auto-map UV's is great for mapping simpler objects quick, but I find more complex shapes need the seams manually done for best results. 1 good thing about it though, is that you can re-arrange your seams with the textures still on the model. You don't have to start the textures again. Perhaps you can fix the seam issue on your LRF with just a few seam adjustments > UpdateIslands > Unwrap > Apply-UV set. Previously, I have found it better to avoid putting seams where there is angular difference between adjoining polygons and where you intend to paint with any depth.
As far as bump maps go, I know the asteroids in SoaSE have bump maps allocated to their "Normal map texture file" in their mesh files. Whether that is 1 and the same thing as a normal map IDK, but I think they do the same job. 3Dcoat will export a good normal map. The thing I am not sure about is the shaded colour differences on anything painted with depth on the cl map. I think it will, but it may be necessary to ensure in the "Texture UV editor" the "Shaded model" is activated and not colour. Then again this may just be a display option, nothing more, but it does make the textures look how they should on the texture map when its exported. Previously, when just using Photoshop, I have painted in the shaded parts of the textures to give the depth effect. I am hoping this won't be needed with 3dCoat. Well in a few days I will find out anyway, nearly finished with the new cap.
I'm not sure why there would be a difference in lightness/ darkness from 1 side to the other. Perhaps tangents could do this IDK. Does it look like this in SoftImage & or 3DCoat?
I'm sure that we will work these things out, in good time. All the best with your projects, and keep up the good work.
Hi all, just a bit of an update for progress with things. Have finished the model, textures etc for the 2nd ship. still have the entity file's to get right with it. I had finished the first ship however I am going to re-do the UV's and textures with that 1, because I know I can do a better job with it. Been pretty busy so progress is unfortunately slow.
Anyway here are some screenshots. I think I will call it the Razen Destroyer.
Amazing...
If only I could model.
not bad
Thanks!
Hey Zero I'm back after(a sudden and unwarned disappearance into the life of excessive work, bills, and other crap) I see you've made some amazing progress =D I remember when you were still in the concept for that Destroyer. I'm dling updates for all my mods atm lol, including yours of course =D. So that's the2nd ship of the 2nd set of 3/6 caps? or just a mid class destroyer?
EDIT: Nvm just saw the cap points menu button in the screeny lol
EDIT2: the more I look at it the more it screams TEC/Vasari, it's not hugely apparent but it's the smaller extras that you can see little human-like things(the small lighter colored plating, looking like analy-wrapped and cased new parts they would have on a current day ship[I mean military/ocean not nasa] they would use until it's required use or testing) I dunno, could just be me goin off into la la land lol. But seriously, very nice work Zero. Can't wait to see what special goodies this one whips out on the opposition(especially that bow[bao]) lol
Bad Tune~ Back with a Ukulele~!
Yeah! it is going to be essentially a capital, it won't be able to bomb planets though.
Real life is slowing me up too .
Ah that's a great idea, the planetary bombers are so underused because all capital ships can take it over and immensely out last them. They're only used for sneaking undefended planets when the player isn't looking lol. a bombardment free cap ship is very wanted =3 at least by me. Also, in the DS/Alliance update, you mixed up some of your research buttons for the like minded development(it's using the inter-species icon =3) but hey, long as it works it could have the space ponies icon on it and I'd be happy lol. Anyway if you want anyone to bounce ability ideas off of I'm here again lol
BadTune~ Get your finger outta there~!
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