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 primary reason the Allegiance was used as a supercap was that, at the time, the actual dimensions of the Allegiance (specifically the ship named Allegiance; it's class was at the time unknown) were not yet known, and more importantly, the model was sitting around ready for use. In truth, if I ever can get through this backlog of rigging I have, I'd like to replace it with the Bellator, as that would be far more fitting.
But.........the Allegiance is not a starship from a unknown time, it is clearly a design from Dark Empire comics. There are enough information for to known the size from the design. http://www.theforce.net/swtc/dagger.html#cruiser1
Sure that you can recognize the starship under the Allegiance as a VSD III.
Of course I do not see any problem on use the size and other features that you like for a design. Only I inform because the Allegiance is not a Super Star Destroyer as the wookipedia tries to sell to all the world. But the wookipedia is full of errors, specially with starships.
But yes, you can replace it by the Bellator or the Assertor.
This is the Bellator.
And this is the Assertor. Both models made by me and Nawrocki.
If you like them, you can use them soon. Even you can change the texture if you want, it should be very difficult, they have a very normal UV, very symmetric and without problems, they are not high poly but the textures are HD, specially the Assertor, it uses 6 big textures at EAW (9 at SOASE).
That's incorrect. At the time, the Allegiance, the ship specifically that was named "Allegiance" whose bridge was destroyed by Emancipator, was only known to be a Super Star Destroyer. The class of the other warships, now Allegiance battlecruisers, were called "Imperial-class Super Star Destroyers" by some, to give you an idea of how far back we are talking. Additionally, the Bellator and Assertor were not yet canon ships either; the Allegiance was purely the best option avaliable at the time. Seeing the information that has become avaliable within the past few months, it's clear that the Allegiance is no longer a proper fit for it's role in SoGE, but the same time, there are far more pressing model issues than it.
That being said, if you're using the same/similar model as EJ's Allegiance, you can make use of the hardpoint rigging of SoGE's model; as long as you scale it down first the two should fit up perfectly.
Are you planning to port over the Bellator to Sins?
You can think all you want, I do not want enter at a long discussion because I have suffered the same coming from SW fans other times but I do not see any proof telling me other thing, at least by this time, even Evillejedi made the design looking the Dark Empire comics and the force.net agrees with it.
About the Emancipator and what it destroyed over mon calamari......we can not be very sure about if it was a Allegiance because most of the starship was no painted and it is escorted by other two starships which they can be a Allegiance class star destroyer. Of course all these unknowns open the door to other theories and they can not be ignored as bad.
Bellator and Assertor can be and can not be canon, they were lightly applied as canon on the Star Wars The Essential Guide to Warfare but at the end they are beautiful designs from Fractalsponge.
Probably I sound crazy to all you but I have intentions from port all the starships at my mods, Bellator will be included, the unique exceptions will be models ported from Lucasarts games if there are any of them (because I made new versions from some of them). Of course I will try add most of them with abilities. If you have played my EAW mods, you would know how I made some similar on them, abilities for spawn complete fleets.
No problem about the Allegiance, I converted it two weeks ago, it was the second model that I converted to SOASE. You can see it on the screenshots. But my model is different, it has a light mesh and two textures. At this moment I have converted 41 models, included some space structures, shipayards, even a SSD shipyard, new research stations, a orbital mine and soon a new orbital gun (the galaxy weapon model) and the orbital hangar. I find soase a lot easier than eaw, it is funny because one month ago I had not idea about how easy it could be, I´m very surprised.
As I said, it was simply the most avaliable model at the time; it was enough to fill the void, and now something better has show itself. It's rather clear now that the Allegiance is only slightly stronger than an ISD-II, versus being something comparable to the Bellator or even the Praetor-II.
I look forward to seeing your Bellator ingame, and do plan to use it to replace the Allegiance, assuming that's alright with you.
What I mean is, if you haven't rigged it yet, you can probably make use of the rigging that's already been done for the Allegiance that's ingame.
Your stuff is very nice, and I look forwards to seeing it in Sins!
Yes, I understand the problem from Allegiance, even I can be a few hypocrit because at this moment I´m the owner from SOTE mod and it uses the Allegiance as a SSD or some like it. http://www.moddb.com/mods/shadow-of-the-empire I published it few days ago. The same than the Star Trek TOS mod, it was published one week ago. http://www.moddb.com/mods/foc-alliance-star-trek-tos
About the Praetor-II, it is very similar to the Admiral Giel´s starship, Evillejedi made a model, I use it and at this moment Nawrocki is probably making a new skin for it because I want make a Praetor-II with it.
I have not problems if somebody from SOASE mods or other game with exception from EAW/FOC uses the stuff from my mods, only they must give credit to the original creators, nothing more. About credits you can ask me or check the readme.txt from my mods.
At your case Lavo_2, from my perspective you can take everything from me without ask. I do not know how I would be able say you a no by a answer when I use many from Warlords.
I made this yesterday but I wanted show you the new replacement for the Titan shipyard and the first ssd converted. I name to it SSD MKI version 2, there is another version with other color and after these others as the Iron Fist or the very customized Knighthammer. Of course I have a Lusankya and even a SSD from Black Sun. It goes to be fun.
Perhaps the build particles are not very correct, I made it fast as a test, I was not sure about if it would run, at difference from other models, I could not import to 3dmax the original titan shipyard for to take a look on it and only I opened the model with a text editor for check the hardpoints. The SSD shipyard was made by Rebel many time ago, a Xwing Alliance creator. He was the creator from other models very interested as the SSD MKII, SSD Legacy (a simple executor with a super laser), the MC108 and MC112, two heavy battlecruisers from Mon Cal. I imported them to EAW some time ago with many other old models from XWA, I suppose that if I had not made it, all these models would be lose forever.
How ironic, I was actually going to try hacking that in by just photoshoping the warlord's model black. Is that roughly what yours is? Heck, is there even a canon image of it?
Everything else looks good so far, just not sure if I agree with the green Empire hud icons though.
I do not remember a canon image from it, only the descriptions from the Dark Saber book. This is my Knighthammer.
About the green for icons, I used the same color from FOC, the Rebels use a red, the CIS blue and the Republic a different red. I made similar but different icons for all the new units, at a first moment I wanted replace each unit from the original game but it was a mess and I made a new file with new icons.
You can check all my units from the SW mods here http://www.firefoxccmods.com/enciclopedia/enciclopedia.html it is a complete list by sides and images.
Just curious, is there any way of limit one unit for be builded only one time?
You can only have one Titan unit on the field at any one time. You could give the Empire multiple Titans in their build list and they would be able to build one single Titan at any one moment. GoaFa77 has also come up with a complex ability and buff chain to create hero units, but it is extremely complex since Sins doesn't normally have anything like that.
But I´m not wrong, you can spawn them with abilities, I have not tried it coding it like a Titan and perhaps it does not run but sure that it will run coding it as a capital starship. My main idea is give these abilities to other starships and specially to some stations. By example, building the grey Implacable, you can build with a ability a brown Implacable, both are similar but the weapons and skin is different.
About hero units, I suppose that it can be studied with the past of the time, at a first place I go to replace the original units and add some more but I will not search into the code about the possible changes before I have all running.
Yes, you can spawn Titans via abilities at an unlimited number. There are however some complicated buff and ability chains used by Lavo_2 and GoaFan77 to make it so a limited number of a certain ship can be built at once.
In the past, before Rebellion was out, SoGE had the Executor as a capital ship entity; it runs just fine.
As for spawning supercaps via ability, it works just fine, currently caps of 1, 2, and 4 have been coded in. There's a downside to this though; only one spawning ability can be "active" otherwise the system will collapse on itself. To get around this, you can have a player start with multiple planets (even on random maps), which all have a different factory to start with, so they can build multiple types of supercaps. The AI will not "understand" this though, so odds are it will, at most, build 1 or 2.
Lavo_2, could you please fix that quote? I never said that.
Somehow it quoted you instead of Nomada_Firefox. Will fix; have absolutely no idea how that occurred.
I know, I played the first SOGE and the previous versions from Homeworld. The SSD as a capital was good. The unique feature that never I understood, it was SW Requiem and the SSD where it was as a starbase. I can accept that it was a different feature but never I liked it.
What do you want say with this? active? only one can be used? because I could run more of one without problems or you are speaking from the autocast, if I´m not wrong it auto activates a ability by default, I do not like it because sometimes it can be activated without click at it and you
About the IA, I can imagine what will happen with all these features, at the end all the games are very similar with this. Probably a headache can be a good description.
What I mean is, if you want to spawn all Titans with a certain cap, you can only have one such ability on a factory. If you have 2 Titan spawning abilities, each with a different cap, the buff chains will be screwed up, and will not work. However, if all the Titans have the same cap, it can work.
Also, you have to have the ability set to autocast, or else the AI will never use it.
I suspected the origin the relation from autocast and the IA. About the cap I do not see a problem use the same cap with all Titans, if you can set different price at credits, it will be enough.
This can be done.
Yesterday I added it as a replacement from the orbital cannon. Perhaps you like it. I do not know what I will make with the tech orbital cannon. About other super weapons, the Eclipse can be added easily as a Titan, at least a bomb beam gun cab be very good for this. The beam weapons and how they look, they are one of the better features from SOASE. I do not find strange that there are Star Trek mods for this game, my unique question and I have not checked them, it is what models they are adding because I can not imagine the models from Star fleet command running here when they have some of them 38 or more different textures, it can be a problem. It is just a thought.
Yeah, the two canon superweapons I've wanted to use for in game Super Weapons were the Galaxy Gun (Empire) and Center Point Station (Alliance/New Republic). We didn't have models for that of course, so we just renamed the Novalith the galaxy gun as a place holder. You canon looks cool though.
I know a ton of people have asked both Requiem and SoGE for an Eclipse, but I don't think even Warlords had a model, and it brings up plenty of balance concerns. You're right it's one of the few ships that could really take advantage of Sins' beams though (ironically I was talking to another modder last night who complained about them. I guess it all depends on what you're used to).
Very nice. If you get to the point of needing ability help let me know. I might like to borrow that and one or two other units.
As always thanks by the help. Today I have other special question. Have you tried it? one friend told me it at moddb.
I confess that I´m not sure about it or about understand it. It sounds me too easy to be true.
nd Center Point Station (Alliance/New Republic).
Or I´m wrong or Evillejedi made it many time ago, at least I have the model. The Galaxy weapon from me is from http://sketchup.google.com/3dwarehouse/details?mid=1a193c1f374208e573c7a06971d1b32f made by a user named Suk Munky.
About the Eclipse, the Eclipse I from my mod is a better version from the EAW Eclipse made by me, the Eclipse II is from JM for XWA but the Sovereign SSD (another design with superlaser) is from Evillejedi. Moddb and other sites accepts as good models improved versions from original models from games if you want know about it. But if it was a problem I´m sure that I can convert other without too work. There are many stuff in the world and if there was not one, I can make it.
But at the end, if you have super weapons.....I have most of them or all them. Even the Suncrusher (two versions).
When I convert all these, I will be more than happier from share them with all the SOASE people. I can share the softimage scenes if I do not lose them one day (probably not because usually I make backups) or the same soase model, the unique question for you would be if you want them with the same hardpoints than me. By example the SSD from screenshots has 20 hardpoints for turbolasers and 20 for ion guns and now......is there any weapon with only shield damage? it would be better for the ion gun. About proyectiles, I have made my own proyectiles, very similar to the EAW proyectiles, the same than the number from hardpoints.
If you have a hotmail/live account, I can add you to the soase modders skydrive editor list. We have a few people sharing models there now and would love a central location for all sci-fi models.
Here is the link to the public models folder, all with shared permissions.
20.7 gigs left to fill
I have send you a pm with my hotmail address, it is not a very secret address but I do not like publish email address at forums.
Your in . the XSI project. Storing all models and scenes in the XSI Project/Models. Create whatever folders you like.
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