This will be my version from the Star Wars Empire at War Forces of Corruption Alliance mods for the game Sins of a Solar Empire Rebellion. The mod will add most of the space units from my other mods and probably more from other era.
This mod will be release to the public by stages, the first stage will add the Empire and Rebel Alliance. Next stages will add the rest.
If you want know about the credits and what you will see, you can check the readme.txt from my las FOC mod.
http://firefoxccmods.com/Descargas/soasecredits.txt
Because the SOASE mod is at development, I have not compiled a list from units and credits about it.
You can know more about my mods at http://firefoxccmods.com
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This was my first question about SOASE at this forum. I have saved it because perhaps you found it interesting.
Hi, I was trying add a new model to the game following the iron clad documentation about it and when I was picking the texture_proyection1 for the tangent, I received this message from the program.
I´m not very familiarized with the program because I have edited most of models from my mod with 3Dmax 8. At this case, I exported at 3dmax to obj a model with its own uv and I wanted add all the rest of the stuff at softimage.
The 2GB limit is imposed by the Windows OS, not the game.
I find it a beautiful way of explain a limitation or problem from the game. Do not be alarmed, this time there are more possibilities from to be it a problem made by myself.
The scale of the ships should not contribute to the RAM limit. I would guess something went wrong in the resizing process, but I'm hardly an expert of such things.
I would suggest, rather than using 3DS Max or Softimage to resize ships, that you use the previously linked mesh resizing tool, Nomada. Your problem might be from how those programs resize meshes.
This was the problem very probably. I used at first place for most of the models with exception from the models with more of one mesh the resize tool. This is the reason because I want make all them manually.
At this moment I have made 20, there are 106 + the neccesary shield mesh = 166.
As I understand it, the final change in the model size when converting to a mesh is done by SoaSe resize Tool...
No change in size or 3dmax or softimage not performed at all.
If you want I can give the link to manual for quick conversion model. But the manual in Russian language.
I have converted with the new scale all the empire units made converted before and I have discovered a few problems.
First I found some bugs into two models with the hardpoints and the mesh.
Second and probably the most interesting, after I reduced the scale from models and I converted them to mesh, I saw new vertex errors.
After it, I have tested with the new models rescaled and I have not seen more run time errors (the rebel units were made with resize tool).
Of course I will convert even the rebel models with the new scale, perhaps I will find new hidden bugs into the models.
Well, by the moment I have not seen more big errors. Here I have for you some new screenshots.
The Bulkwark MKII from EJ with a new skin.
This is a variation from the Ackbar´s Home One with three hangar bays, two the left and one to the right.
This is the oldest Lancer from EJ but with the last turrets added to the design.
The Imperial Attack carrier.
This was a hangar container design from the game xwing alliance.
The Custom corvette.
My favourite Imperial fleet by the moment, only I need add the Assertor but I suspect that when I add the Dominance, Warhammer and Predator, they will be better.
At this moment I have not screenshots but I have been working with the Warlords MC30 model, Nawrocki is making a new skin for it. I had not thought to add the unit but when I was testing the mod, I had replaced at a first place for test other missile cruiser and I added the MC30, now I have both but I do not go to ignore the MC30. We will see what will make Nawrocki with it.
Was that originally the Escort Carrier (do they not check if these names are in use?) from Rogue Squadron III, or is that totally unrelated?
That's the Imperial Escort Carrier for sure.
Yes I changed the name a little but only because the imperial escort carrier is another starship. I have not showed you it but I have a complete model from the TIE Hunter. http://starwars.wikia.com/wiki/TIE_Hunter
I have a small question today. Where can I change the units from the neutral planets?
GalaxyScenarioDef file.
Thanks. I have been adding some Hapan units at planets without conquer. Of course the Rebel Alliance can call a fleet from these units.
I have uploaded a new pack of models to https://skydrive.live.com/?cid=4BB4BC0AAC3684C3&id=4BB4BC0AAC3684C3%219343#cid=4BB4BC0AAC3684C3&id=4BB4BC0AAC3684C3%2123789
These models were made at a first place by JM for the game Xwing Alliance. I imported them the game Star Wars Empire at War and its expansion Star Wars Empire at War Forces of Corruption and now I have converted them for the game Sins of a Solar Empire, specially for the Rebellion version, perhaps not all the scenes be good for the previous versions fro the game if you do not make changes at hardpoints. I have added the shield scenes made by me.
These are the credits from the models. If you go to use them at a public mod, give credits is a requisite.
---Dauntless--- Tech_Capital_Dauntless.scn
Credits:
Design: JMOriginal Model and texture: JMNew skin: NawrockiRiggin: Nomada_Firefox
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---Mon Calamari 80b--- Tech_Capital_MC80B.scn
---Mon Calamari 80a--- Tech_Capital_MC80A.scn
---Mon Calamari 80--- Scene named Tech_Capital_MC80AJM.scn
---Mon Calamari 80C-- Tech_Capital_MC80C_Gold.scn
If you use the textures named Mon_Remonda, you will load the model as my Mon Remonda design.
---Mon Calamari 90 Defiance--- Scene named Tech_Capital_MC90_Defiance.scn
---Mon Calamari 104--- Scene named Tech_Capital_MC104.scn
---Mon Calamari 75--- Scene named Tech_Frg_MC75.scn
I have uploaded another new pack with two models from Rebel, equal than the JM models, they were made at a first moment for Xwing Alliance, I have made a few changes at them but they are similar to the original concept.
---Mon Calamari 108--- Tech_Capital_MC108.scn
Design: RebelOriginal Model and texture: RebelNew skin: NawrockiRiggin: Nomada_Firefox
---Mon Calamari 112--- Tech_Capital_MC112.scn
Just to clarify; did JM make the models from scratch, or did he make them using another model as a base (for example, how you made the KDY Endurance based off of EJ's Nebula SD)? Asking purely so I can give the appropriate credits.
They were made from scratch as the Rebel models. If they follow another designs, it is only at their heads but even if they copied the design from a sw guide, there is not need of credit for it. Nobody make it with exception from me when I know at 100% what I have made by myself.
I have added two new models, the Bellator and the Custom Corvette. I do not know if I have told it before but these models are shared only for SOASE and all its versions. You can not use them for other mod in other game without ask me.
https://skydrive.live.com/?cid=4BB4BC0AAC3684C3&id=4BB4BC0AAC3684C3%219343#cid=4BB4BC0AAC3684C3&id=4BB4BC0AAC3684C3%2123793
About ask me about use these models at your SOASE mod, the people which they have answered at this thread, they do not need ask me nothing if they want use these models at a SOASE public mod.
These are the credits from the models. If you go to use them at a public mod, give credits is a requisite and please contact me, I want know where I can find them. You can contact me at http://firefoxccmods.com or https://forums.sinsofasolarempire.com/
---Bellator--- Phase_Cap_Bellator.scn
Design: FractalspongeModel: Nomada_FirefoxTexture: NawrockiRiggin: Nomada_Firefox
---Custom Corvette--- Phase_Frg_Light_CustomCorvette.scn
Design: Fractalsponge and one SW guide which I can not remember.Model: Nomada_FirefoxTexture: NawrockiRiggin: Nomada_Firefox
I will upload later the Secutor and Vigil corvette, I have not added them with these because they are from different authors. The Assertor could be added with these but I have not converted it. In fact I could not edit more SOASE from the past week because I have been upgrading my web site. There is not free time for all.
I continue working a lot at EAW but I have not forgotten SOASE Rebellion, the last addition to it is the Assertor.
24 Squads eh? You're not going to be able to see anything else on the ship's infocard if you fill all those up. Not to mention having a lot of ships with that high capacity will probably lag the game from all the fighters.
Not really if they have a cost at anti-matter. The chances from see the 24 squads at same time is small. A fighter squad has a cost of 90 and one bomber squad 130, if the starship has not more of 500 anti-matter for the Assertor (smaller ships have smaller values) and some features need anti-matter, at the end, it will be one point more of strategy when you must choose the amount of fighters.
I have been thinking and you are right GoaFan77, from the first moment that the fighters are unlimited, there is not point from add too many squadrons. I will reduce the amount of them.
Be careful with this; the AI will always build fighters no matter the antimatter cost. Additionally, you could always get around the squadron limit by making larger squadrons for bigger ships (ex. a squadron with 24 fighters in it instead of 12).
Thanks by the warning. Ah I forgot to tell you but I do not use the ValueIncreasePerLevel for the command points.
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