A stackable mod set for SoaSE Diplomacy-Rebellion. Focusing on strategic additions to the game that are built around and retain the original assets of the Sins game.
To include:
Strategic Planets...a mod adding planets with new abilities and a possibly a very small number of new models.
Cargo Pods...adds a set of "cargo" pods that when destroyed provide varying amounts of credits, resources and capital ship experience--designed for custom Galaxy map scenarios.
Fighter-Bomber...adds researchable fighter-bomber, interceptor and heavy bomber classes to the game with specific strike roles.
Pirates...restructures pirate raids and bases with new ship types relying more on specialization than "brute force".
Mines...an attempt to make mines much more interesting and useful.
Threshold...the last and final addition to the series will add a fourth Sins race--the Yggdrasil--that utilizes a single model for all frigates, planet modules, starbases and strikecraft with the exception of a single "titanesque" capital ship with phenomenal, unique and terrifying abilities. No normal colonization, no resource asteroids and only a single custom world type for a homeworld. Should make a great AI or even player race.
CargoPods and a mini-version of Fighter-Bomber are currently complete and tested. Strategic Planets has quite a bit of the work done but the game file updates have to be created and a few options considered for a bit. Mines and Pirates are a current WIP though some progress has been made in each and Threshold is just beginning development thanks to some generous offers to help with models by a couple of stellar individuals here.
Look here for updates. No releases until the new year but near then some things should be peeking out for play or testing by all.
CONTRIBUTORS
Particle Effects Creation...KrdaxDrkrun
Model Assistance.............Lavo2, MyFist0
Ability Assistance.......St. Cobalt, Lavo2
UPDATES
One of the Yggdrasil's key "ultimate abilities" was to be a variation of Volt-Cruelzer's Grey Goo. It's a really awesome concept but to my great regret in actual play it is tremendously lag-inducing. An infinite, spawn-death-respawn of potentially unlimited numbers every 2.5 seconds is just a wee bit crimping in a large, multi-player game. I've got it running and have culled down effects and the increased times between actions but it is just too much--and I am going for minimal impact on CPU cycles and RAM in all of my mod efforts here.
In fact, the Lectoids--the Yggdrasil "eggling-spore"--that I created as secondary ship type was originally designed to use fighter movement and swarm in large numbers--but the same issue arises as with the grey goo--It's just too much (but an awesome sight!). So I may include a less infinite grey goo variant (as I truly love the ability) but am instead going towards a new system of play for the Yggdrasil.
The ygg's (Yggdrasil egg-spores) will be primarily immobile (not truly so as they will have a glacially slow ability to move). In addition, there will be only one key ygg per gravity well (other than the Yggdrasil HW). These primary yggs can only be created by the Yggdrasil main vessel--of which only one exists per game. Each primary ygg can spawn lesser yggs (also known as lectoids).
Lectoids are the resource accumulators for the Yggdrasil itself--which does not colonize or capture resource asteroids. All Yggderasil ships and ship stages are produced by the consumption of antimatter and mineral resources. In the beginning, the Yggdrasil itself is the only entity present which can harvest these things. When enough are accumulated, it can travel to a gravity well and deposit a lectoid there. This primary lectoid will also be able to gather needed materials from enemy vessels and planets within the gravity well it populates. To aid in it's defense it may spawn lesser lectoids that provide shielding, mines, strike craft, repair, flak or any other variety of services. All lectoids will be indistinguishable from one another other than by noting their effects and actions. Destroying a lectoid will take a fleet--and larger fleets as time passes and they grow in strength.
The HW of the Yggdrasil (Hel planet) will be a custom world with no resource production at all (and the Yggdrasil don't use credits). It is heavily shielded and almost invulnerable to conventional assault but is vulnerable to a single vessel type--the Sleipneir singularity siege ship. The Sleipneir can not be produced but is a capturable neutral ship provided at a custom dead asteroid type planet. If escorted, a Sleipneir may be able to penetrate Hel world defenses and survive long enough to destroy it.
The Yggdrasil, Hel world and primary lectoids all function as phase gates. At any time, the main Yggdrasil can return to them--or lectoids can be summoned to it.
So presently, I am painstakingly working on balance and role types for the lectoids. If you think about what I have described, it's a very different style of play for the Yggdrasil.
Otherwise, when I am bored, I swarm and eat enemy worlds.
Glad you finally found a name to put to all of your miscellaneous projects. Awesome logo too.
I'll actually be doing a minimod soon that has much the same goal, though with entirely different elements. You're free to incorporate it if you wish, but it will include random encounters, racial powers, rebalanced and enhanced civic elements and a couple other miscellaneous features that have been on my too do list.
Thanks Goa and awesome on your mod plus being willing to share. When I start releasing you can steal any of my stuff you like (so can anyone else for that matter). I love the game and whatever works is great. Mention me in your wills or something.
Here's a bigger version of the banner I made. It's a ten minute slap together with simple models but hey--it works.
All the best on your mod, look forward to playing it!
If there is anything in Maelstrom you could use your welcome to it.
I wish I could steal everyone else's ideas for this but darn if I don't have to make most of it. Thanks much for the offer sir. I will tear through it to see if anything is lootworthy. I do love your suns.
That's it! I will steal the sun...and thus is born, the Alan Parsons Project!
Actually, that thing Zombie just figured is really close to some things I had dreamed of...that evil monster.
Don't get burnt!
Advanced Pirate (Viking) Bases
As TEC commander, you confidently assemble a small fleet of scouts to dash through a nearby pirate base and discover what the enemy may be up to on the other side. Skilled piloting of several scouts will allow other ships to pass through the easily confused pirates relatively unharmed from right behind. The order is given and the scout fleet phase jumps.
Emerging in the pirate's gravity well, the scouts accelerate towards phase lane exit points and scatter to confuse defenses...or at least that was the plan. What happens instead is that energy fields projected from the pirate asteroid itself have slowed scout speed to the equivalent of old ketchup trying to escape from the bottom of a nearly empty bottle. Trying to turn around and escape back the way you came isn't an option either--the entire gravity well is phase jammed.
As the scout captains desperately look for options, the bright flares of incoming missiles are seen arcing in from far across the gravity well. High radiation, nuclear charges burst through shields and the hulls of the flimsy scouts--which were simultaneously struck by beam fire from turrets far outside normal defense ranges. A few fireballs later--nothing remains..except the incoming ships that the scouts were to have served as decoys for.
They arrive into the same mess. Slow moving forward, no way back. Arcing missile fire and lancing beams begin eating into shields and hulls and to make matters worse--closing pirate capital ships all just jumped a level of skill and...before you can blink...another...and then still another.
It's looking pretty grim now.
Your strike craft were launched as soon as you arrived in system and as they desperately approach the pirate defenses a sudden plasma storm erupts--destroying them all. The few that had closed on nearby defenses reported they were under heavy flak fire from every defensive gun near them. There were no survivors.
Pirate vessels swarm about your fleet now and as you close on the pirate base, gauss guns open up with withering fire that sprays like automatic shotgun blasts into dozens of ships. Your gunners report the planet is shielded heavily from your bombardment and your engineers report that antimatter is draining at dangerously fast levels the closer you get to the pirate asteroid.
There is a sinking feeling in your gut as you realize no one is going home from this one. It's the last conscious thought you have.
Just a little atmospheric teaser for the Pirate mod.
For a 3D sneak peek--complete with annotations--of the Yggdrasil interdimensional mothership, go to: Yggdrasil Model
You'll need Google Sketchup (free) to view the actual model.
KrdaxDrkRun has teamed with me to do particle effects for the model and Lavo2 will be doing the initial conversion to mesh (without any rigging or hard pointing)--with an unnamed party also having offered to help with other features.
Thanks for the assist guys! (particles, textures and getting my models into the game are the toughest parts for me).
Merry Christmas!
If anyone is interested in helping flesh out/tweak some abilities, give me a PM.
I have time for a little background so here is the back story for the Fourthspace mod:
At it's pinnacle, the Vasari Empire reached dizzying heights of technological understanding--then the Darkness came and much was lost. Retained in data banks throughout the Dark Fleet though were hastily salvaged databases that were saved in hopes that a time would come when the Vasasri Empire could be reborn to its former glory.
As time has passed, some of that information has proved useful and it was at an obscure, high-security research base hidden deep in space that a major breakthrough was made--the dimensional drill.
Utilizing advanced understanding of phasic technology, the dimensional drill is able to penetrate phasic space and open and create a fleeting inter-dimensional singularity that bridges the dimensions and allows energy and even matter to be siphoned from other dimensions into our own.
It was during this experimentation that the first breach was created. The breach was a permanent hole in space. Though not traversable by matter from our own universe it leaked zero point energy that promised to be a never-ending supply of power. In eager anticipation, Vasari scientists attempted to widen the breach and liberate even more power and allow access to inter-dimensional types of new matter and energy not found within our own universe.
They got all these things and more...far more.
The first creature on the other side of the breach to encounter it was equipped natively as a function of its own exotic biology(?) with a vastly superior dimensional drill of its own. Perhaps it was searching for food or power...or whatever creatures (if that's what they were) needed in that other dimension and it was drawn to the exotic "odors" passing through torn space. Attempting to push its mass into our own universe, a singularity was created by it--but one unlike any seen before. This was the paradox hole--a two way inter-dimensional anomaly that when opened allowed the creature in its dimension to simultaneously interact and exist within our own.
Each breach is linked to a single creature, allowing only it to exist in both spaces--though each creature is able to spore off "eggs" (for lack of a better description) that exhibit fearsome properties and effects and seem to be alive if not actually sentient.
The only way to destroy (or at least banish back to its own dimension) a Yggdrasil--the name given to them by a TEC researcher familiar with a forgotten ancient planet's mythology--is to collapse its paradox hole. Simply destroying the creature's physical form is insufficient--another incarnation of it quickly reappears from the paradox hole to replace it. Massive firepower focused on the paradox hole will eventually collapse it--but this is a daunting task as every paradox hole pours out dark and gravitational energies that only special ships (those having a dimensional drill equipped) can withstand.
All factions...TEC, Advent and the Vasari view the Yggdrasil as threat to all life in the universe. Prominent scientists of each race believe there is the possibility of Yggdrasil egglings developing the ability to fully develop into "adult" forms of the Yggdrasil while in normal space. A single fully functional creature is able to strip the atmosphere and surface liquids from a Terran sized planet within minutes.
Much debate rages within the scientific communities regarding whether or not the Yggdrasil are sentient. Much of their behavior resembles nothing more than that of a virus yet they are able to process vast amounts of information nearly instantaneously and quickly develop adaptive strategies and weapons in response to new threats. The Yggdrasil presence disturbs cognitive functions in sentient beings and it is not known if this is a communication attempt or simply a by-product of their inter-dimensional energies.
Ok--here's a sneak peek at the "dimensional siege ship". It's the only ship that can take out a Yggdrasil homeworld and represents a joint Vasari-Advent-TEC venture. It's only weapon is its planetary siege cannon.
Update--regarding the Pirate mini mod--it is most likely the Yggdrasil will replace pirates for it as this looks like it might work better. So there will be a Fourthspace mod for the Yggdrasil and a separate minimod for Yggdrasil Pirates.
That actually looks pretty cool. Good luck texturing it.
Haha--thanks. I will be putting placeholder textures on it and use groups so I can "mix-n-match" from as many stock textures as I can...since I have no ability to create a usable texture myself.
It's over-detailed but only one of three models I will add so I went a little fancier. Tomorrow I'll put up some better textures so you can get a better idea of it.
I actually haven't messed with using multiple materials. I just went through a handful of stock planet module textures with photoshop until I had a full sheet of texture parts I thought I might want use for your probe. Of course according to my limited knowledge I thought you needed XSI to do that.
As I understand it, you need XSI to convert the model to a usable mesh. Part of the mesh file is the the textures that were in the XSI model that get exported to the mesh.
So I can create a model say as an OBJ, create groups and give them simple differing scaled color values as textures in the OBJ. XSI imports that model and it's textures and works its xsionic magic on it and then shoots it off as a mesh file.
You can then open the mesh in a text editor and see the text entries for what textures are used. Then you can look around in all the texture files and try using them by typing them in place of what is already there.
When you take into account how many textures--and especially if you include the mod ones that are available--you can make it work. By using groups, I don't have to stretch someone else's texture over an entire model that isn't proportionate to it and so I don't run as much chance of smearing or weirding it out. Generally, shrinking a texture to fit is better than expanding it.
Of course this is my best guess--since the model and texture tools won't work properly on my current pc. Essentially, I needed people to create meshes from my models and then I can take it from there.
I imagine multiple groups are tougher on memory but I'm using mostly already existing textures so I hope it balances.
Or--you can do my mod for me
I actually have a person (finger's crossed) who is rigging and meshing the main models for me. I'll wait until he's done before I name him.
Ironically, this was originally going to be the last part I did but I had the the opportunity for help from a modeler and particle effects person sooo...
You cannot name "He who shall not be named"
Groups only used in the modeling interface and are not transferred to the mesh unless it has a separate texture attached. Many older games models will reference large amounts of small textures that are shared with other models. If the texture is already loaded you will be saving ram. Use 4 or 5 if you need to.
Yeah-- I had made separate group for each part of the model textured differently. So for instance when Lavo made my "cargo box" mesh, it included the annotations for the textures I exported with the unconverted model for him--and then I can go back in and hand edity the mesh text to redirect them to existing in-game ones.
The model I just sent to the person who is working on it has groups and textures like this.
Thanks for the info.
Sinperium, you are free to use my Multiple Stars Graphics Mod. I will have to make a custom version for you to include due to the new 'planet' types such as the Yggdrasil homeworld and 'pirate' base. That shouldn't be a problem.
Just let me know.
Thanks man! You and your loved ones will be spared in the coming great galactic purge. The Strategic Planets mod is going to have a lot of planets in it. The Yggdrasil HW will be in there too.
I am going to probably do the pirates last as they are the most problematic and instead do "Fourthspace" first now that I have some momentum on the models (thanks all).
I have one planet ability that I have to figure out how to do and I can begin the planet part right away--it's pretty simple actually and I am using as many already existing assets as possible. The FighterBomber Mod is easy to make along with it.
So mines and pirates and Yggdrasil stuff will be WIPS for a bit. Next I have to find some combination of GIMP-Photoshop that will be usable to put my textures in the game--at least for the menus and icons.
I am very excited about the "Yggies". There ships are all the size of strike craft, move the same and look identical--but some are mines, some are starbases, some are turrets or capitals or frigates--you get the idea.
Thanks again.
If you ever want any basic model work done, let me know.
Heyeyey
I'm having serious trouble converting your Yggdrasil model to .mesh... :/
If you could assist me, I would be able to complete your effects very quickly.
As it so happens, I believe I have a "team" working on that now (fingers crossed). I'll pm you later today when I have an eta.
Thanks man.
No prob
Here's a little better render with some texture...
Neat!
Now you need effects for it!
mesh mesh mesh mesh mesh mesh
I await the meshman's response.
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