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
--------------------------------------------------------------------------------------------------------------------------
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.
Yes, for a weapon, put in the following: DamageAffectType "AFFECTS_ONLY_SHIELDS"
Recently I've made a custom ion projectile, similar to EaW but draws inspiration from other sources. Here's a picture of it near a green Turbolaser, you are welcome to use it if you wish.
Thanks Lavo_2, I wanted know if there was a "AFFECTS_ONLY_SHIELDS", I have been only 3 weeks playing with soase files that I could not discover all the features.
These are my proyectiles by the moment.
For small corvettes laser I use it and anti fighter guns.
Turbolaser-ISD and other similar units with normal turbolaser
Heavy turbolaser-ISD MKII, Allegiance, Titan, a powerful turbolaser for heavy cruisers.
Very heavy turbolaser-Heavy Battlecruisers and SSD
turbolaser red.
ion gun at progress, perhaps I will change it.
Those single and dual Turbolasers look great! The trio or quad looks really out of place though, imo wouldn't work well in Sins. The ion shot also looks a bit too similar to the Turbolasers; a change in it's dimensions would be appropriate. I'd also say that the majority of it should be colored blueish-white rather than blue, but that's just my opinion.
Yes probably the ion gun must be different, I made it when I wrote the previous answer and now I was thinking at some different, perhaps more as a particle and not as a mesh with a texture like this. At the end the particle editor remembers to the eaw particle editor and many things similar can be made.
Other thing that I was thinking, it was the planets, I would die if I can not add a coruscant planet. I would be very surprise if I can not use the eaw planet textures at a soase planet model, probably it will be a great addition. If I´m not wrong, I can edit with a text editor the original planets and replace at them the textures. It is easier and faster than create them at softimage.
You might be able to add an EaW texture to a Sins planet, however the Sins planet textures are made in such a way that they won't suffer from a "pinch" at the poles, the EaW texture might suffer from that. The Sins Plus urban planet also looks very similar to Coruscant, and might be good enough for you.
Also, where I can download the KDY Endurance? Is it in FOC Alliance?
Yes the pinch at the poles is one of the things that I do not like from eaw but it is a matter of the mesh and the uv, I tried at the past made some as soase planets but never I could make some like it.
The KDY Endurance is on the last version from my mod but if you send me a private message with your email, I will be happy from send you it later (now I go to leave home).
Well I have added the first Rebel Titan and some more units. The basic Empire is almost finished, after it I want add at least one fleet reinforce with the Dominance, Warhamer and Predator, other with the Relentless and its escort starships and other more with Assertor, Bellator, Secutor, Custom Corvette and Vigil. I´m not worried about if I must add these SSD as capital ships or as Titan, it will be very similar at the end. I suppose that the Dark fleet abilities from the phase stabilizer starbase will be enough but I will replace the starbase by one comunications relay station.
A
Just a simple question today, is there any piece of code for spawn with a ability always the same type and number of starships? I do not want nothing random.
Yes, there is. Here's an example:
instantAction buffInstantActionType "SpawnShipsAtPlanet" instantActionTriggerType "OnDelay" delayTime 0.000000 spawnShipsLevelCount 1 spawnShips minFleetPoints 386.000000 maxFleetPoints 386.000000 requiredShipCount 1 requiredShip type "SUPERCAPITAL_NRVISCOUNT_PLACEHOLDER" minCount 1 maxCount 1 randomShipCount 0 spawnShipsArrivalDelayTime 1.000000 spawnShipsHyperspaceSpawnType "FleetBeacon"
Thanks, now it runs. I thought on the gameconstans code for the pirates but I had not idea from how I needed change it. Now I could finish the Relentless fleet.
I see someone's an IMPS fan!
Yep, from IMPS and many more SW stuff.
Today I have been working a few more on Rebels, I added a old model from Evillejedi, if I´m not wrong he made it as a Star Defender (perhaps a viscount) and I always have used it as a MC90.
At a first moment I thought to add shields as the hull of the starship but after to see them into the game, I believe that a sphere is better and it uses a lot less of resources.
This is another MC90 model, it is the design made by JM from this starship, I name to it MC90B. I have used for it the Defiance skin but I have several different skins for all these Mon Cal cruisers. Probably I will use others with ability fleets by example.
That first model isn't an MC90; EJ made a specific MC90 which is in SoGE. That model is, I believe, a Strident-class Star Defender.
Yes as I told before, if you look the warlords site screenshots http://warlords.swrebellion.com/wp/ probably he made it as the Viscount, perhaps some people see it very strange but when he made the model, there was not canon design for the Viscount. Of course I use it as a MC90, personally it is my favourite design from all EJ mon cal. About the MC90 from EJ, I have at least two different skins for it, one blue and one green but by several reasons I do not go to use it, at least a first moment. The same will happen with the MC80C or B or Mon Remonda as you know it, I will use the JM design, it is very different to the EJ design, if you want know, I have at least two new skins for the EJ design and at least three or four (I do not remember) for the JM design with different colours and details. I tell it if somebody from SOASE wants use them, I will not stop to nobody from it and when I can, I will upload several models to the soase modders skydrive editor list, only I need found some of free time for this.
And now remembering, the last strident star defender from EJ never was released, if you check the screenshots, there is a model with many good changes on the design. Probably there are a lot of EJ never released, the New Corellian Destroyer was other by example. Some people perhaps do not like them but I like a lot the EJ designs, most of them are fantastic and they were made with very few information, it was a huge and great work.
I have another small question. Where are there the difficult multipliers for weapons? if I´m not wrong, the game must have them because the units make more damage or shields are weaker when you play in a high difficult level. Is there anything like it?
If I'm understanding you no, the AI only gets economic benifits and possibly free research/extra construction speed on very high difficulties. Their ships are never any better than a players could be.
Of course, you can give the AI exclusive, free research that would simulate this effect (SoGE does this a lot), but sadly that will apply on any difficulty level.
SoGE does not give the AI any sort of ship boosts; it only gives the AI 3 capital ship experience levels instantly. This is also more to mold the AI's ship production lines than anything else.
Thanks by the answers. Now I know what has happened, the change of type of shields mesh, all the models added use now a sphere as a shield and thanks to it, the enemy can have a better accuracy over them. It is different to the EAW way but it is not bad.
All weapons in Sins are 100% accurate, all the time. Changing the shield mesh shouldn't have an effect on weapon damage or accuracy.
Yes, weapon effects, the shield mesh, all of that is purely cosmetic. The only thing that might make a difference is the model size, as the range values seem to be based on the edge of the models, not the center (I could be totally wrong on this but SSD abilities seem to have much longer areas of effect and I assumed this was why).
It is strange because I do not see any explanation for how the damage has been increased. I will test it with the older shields and I will see what happen.
Here I have a few more screenshots from new units and structures. Lately I have been working more at the Rebel Alliance side. About other small things, I have added new particle explosions (with 18 new explosion textures) and I have been testing a coruscant planet, unfortunately I do not see how make it with a soase planet model, it uses a very strange uv and it was made for textures made for specially for it. The unique way would be use a planet model from my EAW mod, the unique bad thing are poles, they are not perfect but it can be camouflaged.
About new question, do you know how made a new planet with softimage? I have tested it and I have seen strange things. It does not use a bump map (nm texture) and the DA must be different. When I loaded it, I see as a strange blink in the planet. I do not know because it happened.
If you are willing to use the standard planet model, all you have to do is copy and existing planet mesh and assign your new textures to it (notice Sins uses a cross shaped texture to avoid polar pinching). For planets the cl texture is what appears in the "light side" of the planet and the da texture is what appears on the "Dark Side" of the planet, not the specular and other stuff like it is for ships.
Yes, I knew but I forgot tell you that at the end, a new coruscant with my textures can not be made probably with a original planet, the uv need be expanded a lot.
Thanks by the tip about textures.
There are many great features available to you once you register, including:
Sign in or Create Account