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
Soooo
you want horizontal disks with rainbows spewing out?
Just kidding
That's the Care Bear HW. I don't have those done yet.
@ KrdaxDrkrun...
Here's the view of what the Yggdrasil HomeWorld will look like. the objects tagged "Particle Effect" will actually be effects--If you look at Distant Star's Blackhole planet particles you'll get the idea for the top spinning vortice. The plume shooting out of the bottom is just that--a plume of plasma fire shooting out of the vortice funnel.
Both of these energy effects anchor on the center of the shattered planet model. The debris planetoids are all models I have.
I'd like to have some sort of glowing energy in the center of the broken planet and have a spinning, dark, doughnut-shaped cloud of fog-gas rotating quickly around the planet.
So...
When and if you see this, let me know your thoughts sir. This is really the only "involved" effect. The singularity siege ship can use an awesome blast for it's siege gun effect and then we're good to go (I think).
I'll try to get a mesh sized and made for you as soon as I can here. The core planet is about the size of an asteroid and the entire model is about a largish planet.
oooh
Multiple particle effects are in order!
My computer is currently being repaired after a faulty fuse fried the backlight, soooooooooo
WOW, I wanna see video on this monster in action.
So you have asteroids generated at far edge and sucked in a spiral towards center asteroid body and downward a bit, then vanish while the fiery plasma ejecta fires out the bottom?
Yep Semaz, they get sucked down the drain on top and spewed out the bottom in a pillar of plasma fire--with a cloud of rocks rotating about the center destroyed planet in a dark rotating cloud of smoke-gas.
The reason I named them Yggdrasil (other than that was what was in my head when I started) was to reflect the world's design. This view is tilted but if you look you can see the "tree".
Of course my cute little trans-dimensional serpent is always wrapped around it too. The planet modules will be used to decorate the system as they will look like rocks and the like too and won't be the standard modules anyway.
I'm patient Krdax. Appreciate the work. Bummer on the comp.
As I am pulling it all together, there will be--using the same texture and meshes already in-game--approximately 700 planet variants. Just mapping out arrangements was a pain.
This might sound excessive (or even obsessive) but these are not all "random spawn" but are planets for intentional placement on a custom map such as might be built into a campaign or tourney.
It will allow you to choose specific resource, logistics counts for every world type. So if you want a Terran planet with 3 civilian slots and exactly 1 metal and 2 crystal resource asteroids then that's in there. There also will be special planets with larger or counts of resources.
I also will have an additional Random Spawn mod that will make most non-standard worlds spawnable on random maps for those who like that sort of play.
I have all along built specific and random militia units into my maps (that's what led me to modding) but as Goafan has done with his 4x Extended mo, I want to have random encounters built in as an option. for those who prefer that. Unfortunately, that adds an potential additional 700 planet variants so I will have to experiment on some options for that.
The Random Spawn mod will include the encounter templates by default. The Strategic Placement version will require additional worlds. I guess I'll have to see how the game handles 1400 world types.
I am also adding:
Colonizable Gas Giants--pretty much as seen in Celestial Bodies and other mods
Variable Bodies--like those in Distant Stars with on-off switching abilities
Deathworlds--negative credit worlds with huge resource bonuses
Aquatic Worlds--requiring research to get real profit from
These will be standard in the Random mod and a stack-on mod for the Strategic Placement version.
More later--gotta go work in filthy, stinking carp real-life.
Well after grinding through variants, I am going to release the Strategic Planets Placement mod first and keep it "pure"to vanilla Rebellion so it's usable for competitive custom map tourney's...it's also a lot less entity files to start too.
This will allow only exact planet/resource combinations possible in the standard game.
I'd also like to give credit here to my dog who insistently woke me up at 4am because he wanted a drink of water.
On a semi-related note...here is my pirate concept for the pirate stack mod. Pirate ships will be rogue AI's who have declared independence from human/Vasari control but will still depend on them for spare parts and scavenged materials--hence the pirate raids are a necessity to finance and obtain parts and materials.
Each will be a capital ship with fighter movement and a single forward firing weapon. Each of the different pirate classes will fire a different effect weapon.
Sort of bastardized Mantrid drone. Here's one in game:
Here's the Advent Fleet Tanker that can harvest matter from Gas Giant atmospheres to refuel fleets.
Here's a quick shot of all three faction's tankers:
Cool!
Looking good!
effects?
I'd like some, yes.
I was just going to use stock exhaust trails so that's not an issue.
I have a particle effect mesh which appears under the tanker when the ability is turned on and I would like it to have effects. It's a rotating antenna dish array that sits under and attached to the tanker's hull. I'll post up the files and pics in a bit.
Here's a better pic of the three tankers (the Advent has three antenna added that aren't shown here).
This looks good!
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