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.
Looks amazing, cannot wait for a RC if you will share with us.
I have good news, I have development a system for to add heroes to the game as unique units which they can not be builded but they will be obtained with the research. Other changes are new units and how only the big starships are builded. Most of the smaller frigates and corvettes are reinforces from these big units.
My way for spawn the heroes is edit the start units. Each side will start with a few heroes which they can not be builded and after you research some technology as the 4 titan levels, these heroes will spawn more heroes (if they are alive). At my mod it will be a good system for spawn some special starships which they would not be good if they would be builded without any limit.
About the frigates and corvettes, star destroyers and other bigger units will add a few escorts from these type of units and they will be spawned with a ability.
The key or the point from all these two features is how the IA will use it because the unique heroes are from the begining at the game and the abilities for spawn units will be set at AutoCast, I do not feel that the IA uses them without it.
Now after these two changes I will add more units, specially heroes, I have added some of them as the Rebel Alliance captured ISD Liberator and Emancipator. I would like add most of the heroes from my FOC mod with one starship. By example the Millenium Falcon, Luke´s xwing or Giel´s Star Destroyer, I have not taken screenshots but I added these yesterday. Have fun.
Ah now remembering, I´m making another change, the credits, there will not be credits, it will be maintenance as on the old Star Wars Rebellion game (supremacy at some countries). My point for it is how the IA runs better with the original values for units and they are very low when you are thinking at SW universe. If the credits are maintenance, the lower values will look better. And yes I would like think at this game with a lot of changes at some very similar to this old SW game. I suppose that many of you will agree with it.
More news here, I have continued adding more heroes to the mod. By the moment I continue making it with the Empire and Rebel Alliance, I would release a beta with them and after it probably I would add the Black Sun as a faction similar to it at my FOC mod, I would like for to be a better faction of pirates. I have not plans for other factions in the mod, perhaps the Republic and CIS, but I do not know, other factions can be too far in the future from the mod. At the end, my primary concern is to make from this mod something as my personal vision from a modern Star Wars Rebellion game.
About testing, these screenshots are from a 50 planets map and I have been playing it in a E7400 with my older GTX460 and it could run it without problems. The unique problem for me is defeat one faction set as something bigger of normal level.
cannot wait! Great job!!!!
I continue working with the mod, I have been adding more heroes and I have added some changes at background images. I was adding the ARC Hammer but I have not screenshots by the moment from it.
I have a lot of additions today. I have added more units and I will add at least 17 new units the next days. I will answer your questions but I do not go to write a long text because at the end one screenshot is better than 1000 words.
gained a subscriber. I want to see this too.
Some news here. I have added a modb section for this mod.
is that the Eclipse SSD that I see?
Yes but it is not alone.
good, good!
are you also going to put in the Eclipse II model (the one with the different engine array AND the command tower on top of the superlaser)?
EDIT: can we see the 2 Death Stars too, pleasE?
By the moment there are four type of death stars but the Eclipse MKII is not as you tell. The command tower is not on top of the superlaser and yes, the design from my model is 100% as the model from the comic. I have published screenshots before. About other starships, there are two of them more with superlaser. Other starships will be the Eye of Palpatine, the World Devastator and the Tarkin Station.
4 types? WHERE??
Death Star 1
Death Star 2
The Tarkin
The Hutt weapon?
yes, but the eclipse mk2
http://starwars.wikia.com/wiki/Eclipse_II
has not only the tower, but also a different engine array
then again, I'm a star wars nazi, so probably other users won't get all crazy as I am
are you also remaking the textures to be on-par with SOSE's ones?
how can you make so perfect GUI icons for the custom units? can you share the method?
which scale are you using for the models, especially if compared to exisint SOSE units?
Please do not use the word "nazi" at relation to star wars or nothing relationated with here. If you want about the mod, please read previous 15 pages.
I have told before all the things asked by you and do not tell me that you have not time, less time I have for you and I´m here.
oh, sorry. mine was a neologism based on this
http://www.urbandictionary.com/define.php?term=Grammar%20Nazi
no need to fret.
I do am writing my final dissertation for my Master's Degree in LAw, but I can look at the thread, since there's a search function. apparently you are, since SOSE's shaders differ from EAW.
Many news here. I have added many more new units, many of them fighters and other starships.
The General Tagge and his Praetor Star Destroyer.
I know, probably it needs more work with lights but it is not easy, it will takes more time with some units. The Red Eye Heavy Cruiser.
Faragut Star Destroyer.
Imperial Star Cruiser.
Dark_Ansem asked about scale and one shot with the Eclipse and the Executor. If you are thinking that it is wrong, I do not accept the 19km of the Executor, for me 12900meters is more correct.
Other people asked about scale and battles, if the weapon ranges are too big and how you need to use the zoom for see units. At least from my perspective it is not bad.
The Imperial Research ship. It will be a unique unit as the heroes. There are many super units which they are unique and they can not be builded but at least when you destroy them, they are destroyed forever.
It is the TIE Bomb spawned from the Imperial Research ship. There are four fighters more at it, the TIE Booster, TIE Biggun, TIE Bizarro and TIE Warhead.
The TIE Raptor, this is the unique figher spawned by Zsinj and the Ironfist.
The TIE Agressor.
The TIE Opressor.
The TIE Scout. It is a scout figher without a squadron, I made it as a corvette for exploration.
I have added some more units but I have not screenshots by the moment. At least I have completed the units builded by the empire and I must work at a few heroes and unique units. But now I have one small question if you can answer it. There is a line of code named onlyAutoCastWhenDamageTakenExceedsPerc 0.200000 but I can not see it working. Can be it applyed to the code from spawn units?
For finish I have published a complete list of credits here. http://firefoxccmods.com/Descargas/soasecredits.txt
I want to try this. A LOT.
Today I have two new units. The Mobquet Transport and the Cargo Ferry, they will be the refinery ship and the trade ship from Rebel Alliance.
Nice, though I try to use YT series ships for the Alliance, though I suppose they're not quite big enough for Sins scaled cargo vessels.
Also I don't suppose you have an Action IV transport model anywhere do you? That was my first choice for an Empire trade ship being the most iconic transport from the EU.
the Action IV is one of my favorite freighter-type ships.
I have one Action IV model, even Evillejedi had one in the Homeworld mod and the original Pirate Frigate from EAW is a Action IV. It is not a very strange model in the world.
About where I will use it, it will be the Salvaje Karrde.
Доброго времени суток, ребята а не подскажите где можно взять этот мод а то на скринах он просто обалденный , или можно поучаствовать в тестировании ????????????????
Good day guys and not tell me where we can take this mod and then on screen it just funky, or you can participate in testing????????
The mod is in development, it will be released only at my site http://firefoxccmods.com/ , you can know about it here, at my site or at moddb http://www.moddb.com/mods/star-wars-alliance
About testing. I do not make testing, it is a lose of time where people try play before the end the game with the mod and most of the people are bad testers which they would not find a error even if they have it in front of them. Sorry but it is my opinion about it and I have 13 years of experience modding different games.
I have added these two transports for the Empire refinery ship (Bulkfreighter) and Tradeship (Xiytiar Transport).
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