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=================================The events in this mod occur 10 years after the story of Freelancer. Not all of the Nomads were pulled through the Hyper Gate by Edison's work, in fact those events led to another group being awakened and consequently getting another shot at taking out the colonies. However this group is larger and more experienced than the previous ones awoken by Rheinland, and they're not happy about being separated from their brethren. About 5 Years ago: all the trade lane and jump-gate technology 'inexplicably' failed, however thanks to some breakthroughs by Ageria Technologies, Cruise drive speed has been increased to fill the gap left by the failure of the trade-lanes. They also developed a system to allow a cruise drive to be 'super charged' in close proximity to a star, allowing for long distance jumps between systems. While not as fast as jump-gates it helped to keep the colonies in contact. 4 Years ago: the relative peace shared between the colonies since the nomad infestation started to breakdown. The Kusari Empire annexed GMG and raised the export taxes to Bretonian space, raising the cost of vital H-fuel. Bretonia responded in kind cutting back on the raw resources they were exporting to assist in Kusari rebuilding. Once Liberty de-regulated Ageira Technologies' new cruise drive upgrades and shared the designs throughout the colonies Rheinland was no longer held back, and started flexing their muscle again. Focusing on moving their newly rebuilt fleet to gain a foothold in contested space. 3 Years ago: the first Corsair capital ships were seen. A large Bretonian military convoy carrying supplies and materials were ambushed by a Corsair fleet led by a cruiser of unknown design. The cruiser destroyed the escort gunboats with ease and raided the transport ships. Corsair raids become more frequent and daring requiring the houses to devote more resources into their military and police. 2 Years ago: Secretive 'Nomad Cults' have been on the rise, these Fanatics believe that the Nomads were the messengers of 'God' and that Edison is the Devil Incarnate who tried to stop mankind hearing their message. While they were thought to be a few harmless kooks at first, they have recently become quite aggressive and militant; and their insanity is quickly spreading. Current day: relations between factions has deteriorated even more. With increased military focus due to piracy and border disputes and the political situation quickly turning sour, all-out war could break out at any moment.=================================
The other handy thing is the AI should be a little more capable with this approach.
Video showing the particle fx I've been working on
some more pics:
Liberty Constructor:
These Heavy Constructors are used for asembling Liberty's orbital assets
Liberator Class Cruiser:(model from discovery, used with permission from Dartstriker)
The Liberator is a Heavy Cruiser used for transporting Marines and Military Hardware.It acts as Liberty's Colony ship, but can also launch boarding pods, and land shuttles on an enemy planet to damage and eventually capture it.
It's also armed with broadside guns and flak turrets, however it will normally need a good escort as it is slow and has weak shields.
Comparison shots of Liberty's current Capital fleet; Dreadnaught Battleship, Liberator Cruiser and Independence Cruiser
Wow, just wow, those particle effects are simply gorgeous! Looks like I'll have to lurk around here more often now, if you're getting back into the swing of things here.
Question about the ships shown in the video; are the weapons they're armed with placeholders at the moment? Because honestly, the more I see projectile guns the more it distresses me, and it looks like every single ship there was armed with them, so that's a lot of distress. I know this is your mod, creativity and personal likes, yadda yadda, but it really detracts from the "Freelancer" vibe of the mod for me. Kinetic weapons should be really rare, if at all, not all over the place at least.
Sorry, just had to get that off my chest.
Are you changing the capital ship system back to the frigate-based concept you were considering before?
Yeah, weapons aren't final yet still wip.
For the capitals I'm going with a compromised set up. Standard capitals will be frigate based with special "flagship" capitals using the starbase system.
At least the ai should like it better.
Ohhh freelancer! this looks great!-Blaz
Some more updates...
WIP Liberty Fighter Torpedo:
Liberty 'Upholder' (Model credit to Xing from Discovery) Very Heavy Fighter assaulting a Liberator:
The same Liberator taking a beating:
The Upholder is Liberty's primary VHF. It's armed with 3 Plasma Cannons and Two Torpedo Launchers. They pack a punch against capitals but are vulnerable to other fighters however, so good to give them an escort.
New video featuring the Upholder, new Liberty Plasma particle and Liberty Fighter Torpedo Particle
a Liberator convoy escorted by a Dreadnaught Class Battleship:
Some pics from a recent stress test battle:
Just incredibly well done--sorry I am late to your party. great work here.
Have the mod almost ready for Alpha Release, just finishing the updates for the recent patch
Alpha 0.1 of Sins of the Sirius Sector is now live!
Get it HERE or at the moddb page when the upload is ready
I haven't been around much, due to working on another mod, but luckily I just finished a new beta release.
And then I come over here to find the first Alphasfkjdf;gkrdf
GOOOD GOOOD
Congrats on the first alpha release man!
Hopefully our 7DS one is not too far behind
Let me know if you need any help, i'd be glad to assist.
Well that was good timing for me. Getting it now.
A potential bug here. I get a minidump whenever the game autosaves. Could just be me though...
Hmmm... odd. You have v1.80 of Rebellion right? Also, SotSS should be the only mod loaded as I don't think it would play nice with any other mods.
I haven't experienced any minidumps on autosave at all... Is this happening to anyone else?
Alpha patch 0.11 is awaiting authorisation on the moddb page.
just a small fix for capital shield regen rates, lowered the reflection on stations and changed the starting ship/s to Liberators
it'll be here when ready: http://www.moddb.com/mods/sins-of-the-sirius-sector/downloads
I had a little game of it just now. Thankfully it was for 1.80, as Steam updated Sins even though I SPECIFICALLY told it not to do so... Bloody thing.
Oh man, Sins loads up, plays the main theme and zooms in on a Freelancer outpost... I was almost frothing at the mouth. I think that might indicate I like Freelancer a little bit, I guess. Just a tad.
Those particle effects are simply amazing, those engines... MMM
Seeing these new Liberty ships in person was awesome, like the Liberator. Great work there!
Oh, in case you were wondering, as I only set up the music for 6 factions before, I am still planning on doing the Nomad music, I just wanted to wait until I had something to test it with easily, as it was the 7th faction, I believe.
For some reason, the STARFIRE Patriot did not seem to want to fire at gravity well NPCs, but fought fine against player ships. It just flew around. Not sure what happened there.
Also, Patriot Scouts are well suited to fighting normal Patriots, due to the Graviton shields protecting against kinetic damage the normal Patriot's kinetic guns.
So Liberty has damage resistance to everything ever. [/trollface]
But seriously now, lots of bullet guns for a game with no bullets. And a single faction which has resistance to all bullets. This will be a problem.
The STARFIRE Plasma guns are set up as ANTIHEAVY which can hit everything except Light Fighters and gets a damage bonus vs Freighters.I could change it to ANTIMEDIUM which can hit Light Fighters at reduced damage and get a bonus VS Very Heavy Fighters
Sometimes ships will chase another ship they can't hit. It's an AI flaw I can't fix, so in game I justify it as stubborn pilots trying to get a lock because they think they're really hot stuff =Pmost of the time they pick the right targets but occasionally you get an Independence trying to chase a Patriot.
About the Patriots and Kinetic weapons,
the Patriot Scout is a scout and a Light Fighter Interceptor, thats why it's armed with a laser and Seeker/Stalker missiles, where as the standard Patriot is armed with guns for taking down Very Heavy Fighters. So since they have pretty much the same stats, the Patriot-S will do better against a standard Patriot due to it's weapons loadout.
Liberty does have a few Kinetic weapons, but other factions will have a lot less. Kusari wont use them at all. Just lots of energy weapons and missiles.Also, Graviton shields block a % of any physical damage. This includes missiles and torpedoes. I will probably make a separate ability for fighters and capitals as 15% might be too much for fighters.
Each faction is going to have some things unique about them and Graviton shields are one of Liberty's.Just wait till you face Bretonia. Their Particle Conversion Shields are going to absorb a % of every energy attack into 'antimatter'. >=P
Also, all the neutrals will eventually be pirate ships and minor unlawful factions etc. which wont have any fancy shield tech.
Glad you had that wow moment on the main menu! I was hoping it would have that nostalgia effect.no problems with the nomad music yet. They're a way off for now.
Right now is the Liberty Civil War.... =P
This could prove to be a major issue later on, requiring mass micromanagement of battles and AI getting stuck fighting things they can't damage, etc, but we'll see how it works out. How in the world do you keep finding ways to do things that Sins hates? It's amazing!
Oh, random thought that crossed my mind while I'm coding some horribly logical thing.
We have credits from planets, metal from asteroids, but how about changing crystals to H-Fuel? Have the crystal asteroids as a little invisible mesh or whatever with a large nebulous particle effect, and "building" an extractor places a mining ship in it. Might have a few different ones according to the factions if it's possible, I'm not sure what models you have at your fingertips.
It'd be cool to send off BMM ships to clouds as Bretonia, or GMG vessels as Kusari, etc. IMG might work with the BHG.
The micro isn't too bad. I try to balance it out a bit, like the dreadnaught has lasers that can hit everything, but the broadside rail-cannons can only hit capital classes.So just occasionally you have to manually issue attack orders. Upholders seem to like chasing capitals over light fighters though which is cool (especially Liberators)
I'm still torn on what to do with crystal. Part of me wants to go the H-Fuel route... while I'm also thinking of sticking with my Personnel and Freeport system. Was also considering making it MOX which according to the Lore is required to power the reactors on capital ships and stations....
Hmm, well consider this then.
Have the H-fuel clouds rarely around planets, but have large amounts of them in uncolonizable nebulas. This will increase the worth of such gravwells, while also being harder to hold onto. In addition, it would also translate some Freelancer lore into the gameplay itself, in that H-Fuel was a highly sought after and contested resource, causing the 80-Year War and all sorts. Suddenly these fuel filled nebulas are hotly contested spots.
Have fighters require tiny amounts of H-Fuel, but the cost for bigger ships scales up dramatically, requiring you to get a decent source of fuel before you start pumping out capital ships. Colonization capitals should require far less, for gameplay reasons, obviously. Wouldn't want to get stuck with only a trickle of fuel, would you?
With the nebulas, I came up with two different types of Nebula (In terms of gameplay, not looks.) that you can find.
The first is like normal uncolonizable gravwells; there are abandoned miners left about the cloud that can be boarded and crewed. Hard to hold onto, but profitable.
The other is a large central mining station, like the big GMG ones, which acts as a kind of asteroid that looks like a miner. This way, you can establish a foothold on this station, and then build additional miner ships to harvest the clouds nearby. These bases could have all sorts of H-Fuel related planet bonuses attached to them. Some of these bases could be abandoned, some could be captured by pirates or criminals, with some defenders.
Ahh, I'd so love to see the white clouds of the Walker nebula filled with miners, powering your industrial warmachine.
I think you've sold me on the idea. I'll probably take the idea of Freeports and make them act like capturable trade ports in neutral wells...
Also, something interesting of note: I've been messing with the 'hyperspace' radius settings and now have it so that ships can cruise drive from most of the 'grav well' with only a small area around the planet where you can't (and anywhere in empty-type wells like storms or asteroid fields though I've lefts stars untouched)
It's awesome for multiple reasons, first of all it fits freelancer lore that cruise drives can pretty much be activated anywhere, secondly it makes the game harder and more tactical. Ships can jump right out of a dangerous zone in 5 seconds unless you have some form of cruise disruption, it also means you can jump siege ships right into range of bombing a planet, or quickly skip past the front lines if your opponent isn't paying attention. This is going to make cruise disruptors and stationary defence pretty important. I'm thinking of making 'wide-area cruise disruptor' stations that put out a disruption field in a radius, like the regular sins phase inhibitors except it completely prevents jumping.
:EDIT:
Also, thanks to Stellar Phenomena DLC I can make the culture switch trigger Nomad ships, and the Rogue Vasari Titan? Gonna be a badass Nomad Battleship. Just need to work out how to make it friendly with an actual AI Nomad Player...
Now that is freakin' cool, I love this idea. I never bother with phase inhibitors in vanilla Sins, as well as most mods, but this sounds like something actually useful to build now. Maybe you can make these wide-area disruptors use the cloak-detecing scanner station's model, from near the end of the Freelancer campaign?
Well, if the Nomads are gonna have the IsPsi identifier, then perhaps the Rogue Titan can have an ability that checks for Nomad player ships in it's gravity well, and changes to their side. Of course, this is probably a bad way of doing it, it could probably be easily exploitable. Hmm.
Man, I really need to get the Sins DLCs. Especially Stellar Phenomena. If there's one thing that Freelancer smashed into my brain with a sledgehammer, it's an utter fear of stellar bodies.
WARNING ENTERIN(*explodes*)G SUN'S CORONA
Well, I was intending on using IsPsi on Kusari so that I can make their energy regen faster when orbiting stars, and slower when in ice clouds etc, since they rely on solar wings for auxiliary power...
Maybe I can work something out with the Nomads... I'll just have to play around with it and see whats possible.
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