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
just to ask what version of convertdata rebellion did you use for the player files, i just cannot convert them without a error
No thanks MajorVader, the beta will be ready soon and is a major improvement. I released the alpha version just for some feedback and to give people a preview of what's to come.
feel free to update it for your personal use though, just don't release it. I think it was the 1.56 version of convert data but can't be 100% sure.
ok cheers looking forward for release
if it is not much to ask are you able to upload some youtube footage of the mod. I would very like to see some of the latest changes.
I'll see what I can do. It won't be within the next week though, I'm just too busy at work. I'll just quickly give you an update on what has changed:
General
Humans:
- Orbital Defence Command Centre - improves planetary defences.
- Administrative Centres - Improve taxes and trade.
- Escort Vessel - Ships take the majority of enemy fire, protecting Capital ships.
- Darkest Hour - Ships ram enemy ships, destroying themselves and damaging enemy with a chance of them being destroyed.
Swarm
I'm sure there's loads I've missed out but that's just a quick preview. I will try and put a video together if I get some free time but improving the Swarm is getting most of my attention now.
very nice, thanks for the list. This one
have you added more modern day ships to the mod to give it that progress?
No more modern day ships. You start with the space shuttle and upgrade that. The first military ships are the ones with rotating sections. The distinction lies with their cost, speed, armour, firepower and abilities.
I'm really looking forward to this mod! The more I hear about it the more I want it!
Sorry guys but there will be a slight delay in the release. I've struggled for time over the last 2 months so have made very little progress. There will definitely be a release in 2014 but I'm not going to pressure myself with a deadline.
I've set up a page on ModDB, it doesn't give you any more information that's already available here but it will be home to the download link when it's ready.
Dark Space on ModDB
Hi mostly80 how goes it? I was just wondering will you be able to buy / sell metal and crystal in the next release?
I can remember having huge stock plies of metal and crystal in the previous release because the the selling option had been disabled.
Eagerly awaiting your next release.
Barno
Hi Barn0.
I'm really happy with how the mod is going. I've added loads of new features, ships and structures, which has created a lot more work for me but it's improving the gameplay and overall experience.
I never completely removed the buy/sell crystal option, only the mini window. You can still use the hot keys to do it. I've no plans to change it. Hopefully the new changes will keep your stockpiles down as there's plenty more to spend your resources on!!
I never thought of using the hot keys haha.
Great news to hear your mod is coming along, can't wait to get my hands on it .
I'm looking forwards to the new version pretty heavily as well.
Hows it going mostly have not heard anything for quite a while. Hope its all going good as i am really looking forward to this.
This mod looks fun, any news mostly80? Will there be titan class ships in this? Any swarm screen shots? How about SBs? Any special fighters? In the description you mention 4 total races, are we to expect 4 or still 2 at the moment?
Hi guys,
Only two races, no titans yet but have used the hero unit idea from the x4 mod for the humans. They can summon special ships with unique commanders very late in the game. The Swarm will be getting a Titan, in the form of a Swarm Queen or the Hive mind (I haven't decided yet).
I really appreciate how interested you guys are in the mods progress and it does keep me going. Unfortunately, work is really busy at the minute and as a result family time is taking priority so progress is slow.
I will try and keep this thread updated with my any updates so please bear with me.
I'm aiming for a June release at the latest. It won't be the finished article as the Swarm still need some structures and ships. Plus both factions need further work on research trees.
Just a quick update.
CRITICAL SYSTEMS
I've added the possibility of critical systems being damaged to all Human and Gorg ships. This means that if a ship sustains a certain amount of damage then there is the possibility that while damaged it could have reduced weapon capability, or reduced speed and maneuverability, or even be completely crippled.
REAL EXPLOSION DAMAGE
When Human or Gorg ships/structures are destroyed they explode. Anything nearby to the explosion is damaged! This adds an extra dimension to ship positioning in combat. I had half my fleet wiped out as a chain reaction of explosions spread from ship to ship, it was very cool!
I've also radically changed the Humans Nuclear weapons ability. There are different types of Nukes which cause different levels of damage. The blast from an exploding nuke damages everything nearby including friendly units. They are now more deadly than ever!
NEW DETAILED MAP
I've editted Navitas's Sol system map to add a very detailed Sol system.
All ships, structures and gravity wells have been resized to make space seem like a much bigger place!
IMPROVED HUMANS
They are now complete. They have some very cool new structures, such as the Earth Navy HQ which can only be built at Earth. This gives to the ability to summon very large capital ships under the command of named Admirals and Captains with their own history and unique abilities (I got this idea from the x4 enhanced mod's hero addition, a very cool mod.)
Just a quick teaser, showing an early Human Battleship at Earth. Note the Milky Way background.
IMPROVED SWARM
The Swarm have had a major overhaul for the tenth time. The majority of their models are now from the Zerg race from starcraft. They have a real Hive feel to them. The Hive fleets need certain ships to allow them to function or move efficiently. They are still a work in progress but have the majority of ships and structures completed. I know where I want to go with them and I just need a few more models to complete them.
Another quick teaser, the first picture shows the Hive Guard. A very tough Swarm Capital ship. The second, is their equivalent of a heavy cruiser.
NEW FX
I've used Bailknight's Graphic Mod to improve on the effects and sounds. They go very nicely with the improved damage system.
Work is still progressing. I'm still on track for a 2014 release date for a fully completed version!
Hi Mostly,
Thanks for taking the time to do this update. I'm excited to hear about all the improvements you've made to you're mod.
I especially like the look of the Swarm ships and the idea of chain reaction explosions.
Can't wait to nuke some alien scum!
Zerg really rely on their specularity/normals to have any surface detail in sc2. I don't think their diffuse translates very favorably into sins as-is. Those screenshots make them look REALLY blurry.
Textures have always caused me a major headache! I've lost count of the hours spent trying to figure them out.
I've reduced the quality of the Zerg textures to improve performance due to the large number of Swarm ships that end up in play. I think that may contribute to the blurry look. I think they still look good enough in the game even with ship textures set to low. I certainly didn't notice the texture quality when a huge Hive fleet arrived, scared the shit out of me and then started wiping out my outer colonies in a game I've been play testing on. I'm hoping the vast improvement in performance will make up for the textures.
I find texture resolution rarely impacts peformance, but if you're playing on low, I guess you probably struggle with performance anyways. Things like particles, fighters, and mines are likely to cause much more major performance hits in the long run, especially if you're using vanilla sins particles, as they are particularly inefficient in how many particles they spawn.
I've noticed your moddb page has been de-activated, are you still working on the mod because i've been really looking forward to it.
Thanks
Still working on it.
just decided to keep all updates on here and open the ModDB page up when there's a release.
Fantastic! How's it going? Please don't feel pressured in any way to give an eta ha.
how you going mostly really looking forward to the release of the mod, if you need beta testers, give me a message.
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