Dawn of Victory is a modification currently in development for the RTS/4X game; Sins of a Solar Empire. It is a “total conversion” replacing the games original models, textures, UI elements, and gameplay to create an entirely new and original experience.
It is our goal with Dawn of Victory to “maintain depth, but shift focus”, taking the things that made Sins of a Solar Empire a truly enjoyable game, and apply them to a different set of rules.
Above all, the team behind Dawn of Victory is committed to only releasing a product we can be proud of. While we pride ourselves on the quality of our art assets and aesthetics changes, we hope the true value of our mod is the unique and engaging gameplay.
The storyline behind Dawn of Victory was originally little more than an excuse to create what we thought would be a unique and fantastic backdrop for the game. Loosely based on the “WorldWar” series of books by Harry Turtledove, we wanted to take the atmosphere that made World War II games so compelling, and transport it into a space opera setting.
Over time however, our backstory has grown into an expansive universe, spanning over 300 years of alternate history. Our community driven wiki, dedicated to the story behind the mod has grown to over 500 pages, with hundreds of individual contributors.
The Democratic Federation combines the best elements of the American, Andrean, British and French fleets. Large numbers of specialized ships are available, and when properly coordinated, become effective against nearly every threat.
Applicants should be familiar with normal and specular maps and have a commitment to detail. The art direction of the mod calls for mostly realistic texturing with some room for stylistic exaggerations; experience with generating "greeble" and weathering are a must. Texture resolutions range from 1024 square to 4096 square.
If interested, please send an email to staff@dawnofvictory.com. Please include either some samples of your work or a link to your portfolio.
Interesting gun layout, I would have put the flak cannons on the sides and cram as many duel heavy cannons on the middle of the ship to maximize the broadside, but its probably more elegant in its current form. These technical plans are awesome.
love it!
I want to see a DOV video set to
http://www.youtube.com/watch?v=zGZqnc6_5To
This has been in development for over 3 years right?
lol
So? How about you try do to 1% of what the guys have done, then come back and tell us how long it took.
modding is hard
QTF
Distant Stars takes a lot of work. And we merely enhance the game. These guys almost change the game completely. Not to mention that they have real lives (I am assuming) with jobs so they can't spend 80 hours a week doing this.
its also full of errors. evil errors
To be honest, 3 years isn't even that long. It seems like a long time when you're watching from the sidelines twiddling your thumbs.
Is it not a quick process for sure. There are also those mods which run half that time and then suddenly die before they are ever released which is disappointing for both the fans and the makers. People are eager to play it and I can't blame them. It looks awesome with many sick teasers.
One can only take so much teasing without the goods before they tease back http://www.youtube.com/watch?v=t4aPGtx7e6k
If this is for Trinity, do you Vicious and Cruel AIs would be able to take advantage of the features of this mod? Or would I have to edit values?
At the moment I believe it's for the orginal sins. If they do upgrade to the expansions then it's going to be Rebellion probably depending if Rebellion is any good.
I believe they changed this mod so much that the none of the AIs are really able to play it. Its really intended for small groups of human players playing together.
The AIs at this point are little more than emergency fill-ins for if a player drops. We've adjusted their priorities so that they no longer get stuck in some loops that they did before, but we don't support them, they can't do a lot of actions (like invading planets properly), and they aren't really very smart when it comes to micromanaging their forces.
Ah, but a retarded AI is still better than no AI- or even worse, an AI that dumps the game.
I hate those so much.
Rest assured that we have crash and regression testing, even without the benefit of an unending series of broken beta releases for people to find them for us. It takes a lot of effort but that's all part of the job.
This image is going to break some tables.
That is some serious detail, you can see inside the bridges, damn....
Tables are there to be broken.
What texture res did you guys use for the Retivvy?
While normally only 7 Deadly Sins makes me bust a zipper, that fleet shot did it. Congrats, look forward to final release, and damn nice work.
"Tip: Surgeon General Warning - May rip zippers causing damage to small children, pets, lamps, monitors, eyes, anything at chest level between 2 and 6 feet distant, has been known to make you want to keep up with the Jones'."
If this ever gets modded to single player I'd be stoked.
4096x4096 I believe.
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