Dark Space
This is a total conversion mod, at the minute there are only two selectable races, but I plan to add two more.
1. The Humans
Take control of Humanity in the year 2210. Starting with basic Space travel technology, progressing through to advanced Battleships.
United Earth BattleShip with Earth and The International Space Station in the Background.
2. The Swarm
An insectoid race incapable of negotiations due to their highly aggressive nature, existing only to expand the Hive.
A Swarm Hive Ship
Features
-Unique Hyperspace travel for both races. Humans with consistent hyperspace speed but can improve through research. The Swarm are fast in gravity wells and between owned worlds but slow to enemy or unowned planets.-All new Abilities including - Nukes, Admiral on board, Mind control parasites and much more.-Massive map representing the Milky Way Galaxy with real star names and positions (well sort of!).-New Galactic wonders such as black holes, new stars, new worlds and worlds destroyed by a mysterious unknown force.-Realistic SOL system with Earth, Mars etc.-Massive gravity wells. Space is a big place after all.-Completely new Planet modules and all new ships. The vast majority are from NEXUS -THE JUPITER INCIDENT (a great game, I highly recommend it).-New sounds and music. The Swarm have all new sounds to give them a real alien insect feel.-A universe without Shields! -Antimatter replaced by Tactical Weapons for Humans! Abilities drain tactical weapon count, and can only be replaced at specially built resupply stations.-Completely new Research tree unique to each race. Humans can make vast technology jumps, while the Swarm improve and expand the Hive.-NO ERRORS!!!! I've spent days hunting down and correcting the error messages that pop up in the dev. This mod is error free!
This MOD is for Rebellion and is still very much a work in progress. Gameplay is still being balanced and new features are being added on a regular basis. Any constructive criticism or feedback is welcome.
Alpha Version released 10 July 2013.
Beta Version 0.9 released 19 April 2015
New download link provided by harpo.
https://dl.dropboxusercontent.com/u/8023186/sins%20mods/Dark%20Space.rar
I'm with ZombiesRus5 and GoaFa77 on this. I'm definitely looking forwards to this mod.
The download link for the alpha version of Dark Space will be up in next 24 hours.
Please read before posting any feedback, thank you.
Due to being far from finished there are several problems and some work obviously is missing. The mod was always created with the Human faction being the primary race. Due to this, most of the play testing has been carried out with the player as the Human faction. There are issues that have already been raised if the AI plays as the humans, such as how does it rearm Tactical weapons. These issues have not yet been addressed.
I'm happy with the AI playing as the Swarm. During testing, they expand their territory and build huge fleets. The few times that I've played as the Swarm, I have noticed the slow expansion rate and travel. The Swarm are still largely unfinished, the textures need improvement and they need more structures and some need to be replaced completely.
The Gorg race as the pirates are complete.
The research subjects are from finished but there is enough to give a taster of whats to come.
The main issue I'm concerned about is the gameplay! As I've mentioned I have noticed the slow expansion time when playing as the Swarm. I'm also aware of the massive amount of time it takes for the Humans and Swarm to come into direct contact. However, one of the main ideas which drove my mod was to make the map HUGE! I wanted the player to get a real feel of the vastness of Space. Unfortunately this does have a direct impact of the gameplay I feel. One possible solution I'm toying with is to introduce a couple of new races. For the humans I am thinking of introducing a rebel human faction nearby to Earth, this should have the effect of keeping the gameplay moving along by direct contact with another race. Another solution is to continue with adding interesting little bits to the Galaxy map, making the expansion of your territory more interesting as you encounter strange new things. For example, I have added a few planets that have been destroyed by an unknown force. If you investigate the solar system containing these destroyed worlds you come across a wormhole that takes you to new system populated by some very nasty aliens.
No multiplayer testing has been carried out, and I've removed the multi-player option at this early stage as I'm still concentrating on the basics of this mod.
Over the past two years I've slowly been putting this mod together and learning new skills. I've been adding, replacing, and removing all sorts of data during this time. In fact, the mod has had at least five complete overhalls. As a result I've completely lost track of where some of the models, music and sound came from. I apologise in advance for not giving credit. This was because I never kept a record as I initially never intended to release this to the public. The United Earth human faction and the Gorg Pirates are mainly drawn from a game called Nexus: The Jupiter Incident. The Swarm were heavily influenced by the Tyranid Race from Warhammer 40K, with some Swarm models also coming from Nexus. In the unlikely event that you do find some work that I've left in and the author has not been creditted, then please let me know and I'll address the matter immediately.
Now available.
Link is on first post.
Looking forward to some feedback guys. All constructive criticism and any ideas on improving the mod are very welcome.
I'm not familiar with that download site. Is there anyway to upload it to something that doesn't require me to execute an *.exe?
There shouldn't be a need to run an exe. Just click on the Dark space.rar name. Should download as a rar file. Ill have a look later just to check.
I just started a quick game, and there seems to be an extreme technological dichotomy. It's 2210 and we're still using the Space Shuttle design and 1960's style space suits for our construction astronauts while we're building some very nice warships? In 2210 and with presumably more of a foothold in space I think the ISS and Space Shuttle would be irrelevant designs due to age and limited size and payload capacity. I also think you should re-name the Frigates tab to "Primitive Vessels" and put the Solar vessels from Nexus in there as 1st Gen exploratory and warship designs (say, for the war against Mars and initial space exploration period) and have the Noah vessels in the Cruisers tab as "Advanced Vessels" designed in response to the Gorg and Swarm threats, and therefore need individual research to be unlocked as humanity designs all-new spaceframes in response to the escalating threat levels.
Aside from that and the very boring exploration period, your mod looks really nice.
EDIT: Some smaller, more scenario-oriented maps would be better, such as a Sol map where Earth and Mars need to fight it out for control of the Solar System.
Ok, the download button does the stupid exe thing. The less obvious click on the text downloads directly.
Thanks,
It is probably a spam download button.
Thanks for the feedback SpardaSon21.
The astronaut and shuttle were originally included because I wanted to have a full progression of space flight technology. The player unlocking more advanced technology and ship designs as they progress. I do agree that they look out of place in 2210, especially next the more impressive Battleships.
Good idea with re-classifying the ships as 1st generation. I'll look into it.
Yeah I know the exploration stage is boring but will hopefully be able to make it more exciting with the ideas in my above post.
The specific scenario maps is an interesting idea. I'll definitely look at including that idea in the next release.
Appreciate the positive comments and thanks again for the new ideas.
Massive wall of text incoming:
Well, there's only two maps in your mod right now and they're both extremely large, so I figured a smaller map where fleets contact sooner would be a bit more fun.
Some more feedback after more time spent playing:
Due to structures taking up few slots, players can easily build massive amounts of orbital infrastructure around their worlds. This isn't necessarily a bad thing assuming you intended it that way, but it might be hard to balance with the current lab setup and the ease with which trade ports can be built for a massive influx of money. Combine this with the large amount of worlds available right now and space is looking massively crowded.
Volcanic worlds like Mercury can get 200 each of logistics and tactical slots, and I'm assuming that's a typo/bug.
The better thrusters researches are nice ideas, but it currently only applies to capitals. Using the mass reduction research modifier will produce the same result but for all vessels, and the displayed strings for that can be edited in English.str to say something like "Increased Thrust" instead of "Mass Reduction".
Rotating sections for ships can be made through attaching the rotating section to the mesh as a particle effect. I don't think you can attach mesh points to them though, so the Stiletto wouldn't be able to deploy fighters from its gravity centrifuge if you do include the Sol ships as 1st Gen designs.
Some more weapon variety would be nice, such as lasers and Gauss and railgun weapons. I doubt in 2210 we'll still be using chemical propellants for warship cannons, so even if you don't adjust weapon stats, it would be nice to see some sort of weapon type and particle change for them. Autocannons are very low-velocity weapons for space combat, and even the Sol ships in Nexus used Gauss technology, after all. 7 Deadly Sins has some custom bullet GFX for Gauss and railgun weapons and we'd be happy to share them if you wanted to use them, although our railgun effects are fairly large and really only suited for large-scale warship cannons.
I think your two cruisers should get access to Excaliburs, Thunderbolts, and Sabers as they're certainly large enough to each host 2-3 squadrons and it would be nice to be able to get some strikecraft support without needing to build a capital ship. I also wouldn't mind seeing destroyers get access to a single squadron with a choice of either Thunderbolts or Excaliburs.
Downloading now!!!
Cannot wait to kill some alien scum!
Just finished a quick game and I was impressed. I thought the space suits and space suttle we're a nice touch, not very realistic but fun to watch.
I noticed all the ships for the humans take up two slots, was this done on purpose?
I have a little suggestion the building auto place button is missing, if the logistics figures are correct for the planets I think having the auto place button would make life easier. Adding a hundred or so buildings can get a tad laborious.
Thank you very much for this mod, its shaping up to be an excellent mod.
Recommended graphics setting?
Very cool!!!
Notes:
Rotating Ship Sections & AI using Tactical Systems (anti-matter): Look into the B5 (Babylon 5) mod project and ask Darvoth and crew for some pointers as they have rotating ship sections figured out and have a work-around for the AI that allows it to use this without giving any cheats to the player.
Large Maps: I VERY much quite enjoy this. I like playing on Normal or Slow settings and just letting the space epic trundle along. Very exciting.
Exploration: I would contact GoaFan77 or myself (maybe both) as we've both done extensive work with planetary templates (random templates at that) that can be created to allow for debris fields, mining planets, pirate outposts, raiding parties, military drills, aliens investigating unknown artifacts, etc ... and it makes the universe come alive very rapidly. The events and what they're made of can be made to be randomly different (within boundaries) every time you load the map. These are all setup within the GalaxyScenarioDef file I believe. Very exciting stuff.
Rotating sections are just a particle. Spawn the rotating section as a particle and use a flair hardpoint for the position.
Thanks for all the feedback guys. There are some really good ideas which I'm looking to use to improve the mod.
I've just been compiling a list of all your suggestions and will be starting work on the next version within the next week.
I know I've already said that the Swarm still need a lot of work and I haven't playtested as much with them as I have with the humans but I'd still be interested to hear any feedback or new ideas for them?
Personally as a huge fan (and player) of WH40k 'Nids and also a huge fan of Starship Troopers 'Bugs ... I extremely like the direction you're going for with these guys.
You don't happend to have a download like that doesn't require a premium account that cost 3 euro for 7 days??
Hmmm, those sneaky people at speedy share!! They must have just added the file to their premium accounts only.
I'm at work at the minute so can't post it on another sharing site. I'll have a look when I get home. Any recommendations for sharing sites?
Don't know really, I've seen a few files hosted on dropbox lately but I haven't tested myself.
dropbox has a NASTY issue for larger files like mods & modding utilities, and that is limited downloads before BANNING downloads for THREE days.
one possible location is the wincustomise
harpo
No luck finding a file hosting site yet?
Yeah I've been struggling to find one. wincustomise doesn't like the size of the file. I'm in the process of uploading the file to another site. I'll post the link soon, if that's no good I'll have to keep looking.
New Link is up and running. If it goes down again let me know and I'll start the whole process again
First off, thank you for reminding me of the name of the game Nexus The Jupiter Incident, I've been trying to remember that for almost a week now so I can buy that thing. Lost my copy a long time ago.
Downloading this sucker now, you had me at nexus and tyranids.
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