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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.=================================
Some very cool ideas
May I suggest you add what version this is for, eg Rebellion 1.1, it will save a lot of postings.
Ah yes... good point, thanks for that =P
I am over the moon right now. Finally, a Freelancer mod for Sins? You sir, have my full and utmost support and appreciation. BEST DAY EVER.I've often considered how to setup a Freelancer mod with Sins limitations, I hope if you don't mind if I give some feedback on your ideas and give some of my own? Maybe it might inspire you?I came to the same idea you did, with having fighters as frigates, however, I felt that because of that, you couldn't really use the regular Sins fighter mechanics anymore. Having a group of Defenders flying around fighting, and then having another group of Defenders that were handled completely differently, seems a bit odd. Plus, ships do sometimes act a bit weird when attacking fighters, only shooting some of the time and as such, the squadron based fighters would likely have a great advantage over the normal frigate based ones. Plus, the fighter based ones would be free, essentially. They won't cost personel or anything.Your ideas for the Capital ship functionality are pretty cool, with the whole starbase mechanics allowing great customization. I do feel, however, that they may be better suited as just normal capital ships instead of starbases. War between the four houses didn't involve single capital ships per battle. Of course, you could up the limit on how many starbases each gravity well could accept, but it would still feel somewhat unwieldy, I believe. I don't believe starbases would get selected with the rest of your ships in many situations, you would have to manually chase after them a fair bitYour elite pilots as fighters in the capitalship role is quite interesting, I'd love to see where you take that.Does this mean that if the Corsairs are a playable faction, that the Outcasts will be the pirates? Or did you have something else in mind?The Bounty Hunters Guild and the Corsairs also don't have any capital ships in vanilla Freelancer, so would you have asteroid bases instead? Could be very interesting, stuff like deploying an asteroid base off in some useless system that constantly builds and repairs new fighters for raiding or hunting pirates.Well, anyway, I'll be happy with whatever you end up doing, and I hope all my rambling didn't bother you or anything.P.S. I squealed like a little girl when I saw this in the modding section.
I have a way of making the limit of starbases praticaly non-existant meaning you can have as many capital ships in a grav well as you want.
sins traditional fighters work fine alongside the 'frigate' type fighters. I have ways of limiting weapons fire so that weapons that can't fire on the traditional fighters cannot shoot the frigate type fighters either.
Also, squads will be greatly limited compared to traditional sins, with Academies housing two squads (of 3 or so fighters, and acadamies will take up a fair amount of module slots) and battleships having to sacrifice armor or other abilities to field a Squadron.
Frigate based fighters have the advantage that they can act autonomous of any capital or module.
As far as the bounty hunters and corsairs... I'm hoping i hear back from the discovery dev team with permission to use some of their assets =D
tried to get into the discovery server back in july, but email never replied to. GL on this mod. Too bad there is nothing in the way of campaign for SOASER or it'd be fantastic.
I hope to as it will help provide a bit more diversity in the house ships as well as providing capitals for corsairs and the Bounty Hunter Guild. In particular some of the house style freighters for troop transports and support ships.I'm also thinking of making some of the minor factions act as 'militia forces' at a later date.
If I'm not able to get permission to use the assets, then I'll have to cut back a bit, and corsairs and the Guild will probably act as 'mercenary' units similar to what the TEC get in 7DS
EDIT: About the auto attack ai, I've been testing a little and I haven't seemed to have had too much trouble with it... Probably due to the fact that the 'fighters' have much lower speeds than in regular sins. The Patriot for example has a base speed of 600. I'm planning to make 'afterburner' abilities that will provide a short burst of speed to some ships, but generally they will move a bit slower than normal sins.I will keep an eye on it and test a lot more though to make sure there is no really weird behaviour...
@Samaz: I know hey! Having some sort of scripting or campaign structure would have been awesome. I would have planned out a campaign probably as the Order trying to take out the Nomads.
Will the Elite fighter pilots basically be like the level 19 Ace fighter pilots you encounter in Freelancer? That would be neat. I'm assuming you won't have Titans of any sort, because they would also use the random elite pilot names, which would be odd if it's meant to be something or someone specific.What are your thoughts on the whole Loyalist/Rebel mechanics for this mod? I came up with an idea that I thought was pretty neat for it.I remember ZombiesRus5 was working on research mechanics in Sins of the Fallen, where instead of the normal Loyalist/Rebel mechanics, he used a discarded Rebellion research modifier that changed the player to the appropriate side ingame, and locked out research for the other side. Perhaps you could find out how that works from him or something?Basically my thinking was that in Freelancer, the Rheinland military gets heavily infested with Nomads, to the point where their ships start sporting cloaking devices and nomad lasers and all sorts, but there were also a few small sections of the military that escaped infestation. The same goes for Liberty. You could have all the factions start off normal, but at one point, you could choose to have your faction become Nomad infested, which unlocks nomad tech, or become a rebel faction that fights against the Nomad infestation, and unlocks special ships, like the Osiris Battleship. The bit that would make it great, unfortunately, I don't think can be done in Sins, which would be to increase your relation bonus with Nomad players; as far as I know, a bonus like that can only be global, I've never seen it work on one faction specificly.But yeah, the reasoning behind doing it this way is that the Nomad Infestion was mostly quiet and subtle. You're playing the mod squabbling with the other houses as usual, all of a sudden BAM! Bretonian ships are decloaking behind your defences. Unless you're constantly checking the other factions, you won't even know they're infected until it's too late. Mmm, sorry for typing so much again, I think about this sort of stuff a looot.
I too was thinking about how to balance and limit the capital ships. There is (as far as I know) no way to make 'starbases' use supply.
Then the thought occurred to me; give them an 'upkeep' cost, by making them produce 'negative trade income'. It means if you build capitals without being able to support them, your economy will crash into the ground preventing you building more ships until you cut back on your capitals.
Of course the limit of personnel will help too, as I'm hoping to make the recruitment ability actually reduce the orbiting planets population, which will again reduce your tax income for a while.
About the Nomads... I have a few ideas.'artefacts' for example I want to make as various alien remains which can unlock special abilities, ships and research.For example, one will be a 'cloaking device' when you have a planet with this artefact as liberty, it will allow you to build Osiris class cruisers with a cloaking ability. If you lose the artefact, you can no longer build the Osiris but it's abilities remain intact.As far as Nomad infestation, I hope I can use the diplomacy pacts here. My thoughts are any pact made with nomads will destroy your relations with other factions and perhaps harm other aspects of your faction while allowing you access to some powerful nomad technology.The rebellion 'faction' choice I might use to some extent later, for example it would work well for a Cosair/Outcast split, and also for Kusari/Blood Dragons. But that would depend heavily on available ship assets.
Gameplay.constants
Made the music mod. I edited the songs to be generally longer, and setup the music into the basic 6 Sins factions to test them. Worked pretty well, tested it for a few hours with a few factions. Each faction has their own specific music, along with nebula music depending on their location (i.e. Crow Nebula for Kusari), and extra music that is shared between all factions. I also made a nice little main menu theme that fits rather nicely, both quality and lengthwise.
Well that sounds pretty good, would love to use the Freelancer music when I release the first version.
Another thread just made me realize I ought to post this here, but FYI the AI will never jump starbases, even if you have the research. So unless you want to make this a multiplayer only mod you're going to have to figure out something else for them.
Hmm... that does indeed suck... However I'm pretty set on using this method to help set my mod, and the ship classes apart. 'leveling' like traditional capitals seems better for the Elite/Ace pilots, and the upgrades of starbases suits the capital ships.
I guess the mod will have to be only semi-single player compatible. Though I hope the Sins team fix this in future, after all they fixed the AI never using super weapons.The Nomads should be fully compatible with AI as I don't think I'll use the starbase mechanics for their ships.
You maybe able to make two version of each ship, and using an AI exclusive research let it build normal capitalships while human players will use the starbase versions. The feasibility of that though depends on how many capitalships you are going to have, as you can only have 9 types of capitalships built from factories.
I agree I think using Starbases as customizeable capital ships is a good idea, but only for a fairly unique or limited thing, like a race specific mothership or maybe even as a titan substitute for all races. If freelancer has as many capitalship equivalents as Sins does, I don't think it will be feasible to set them all up as Starbases.
Yeah, two years and expansions after the game came out. The AI also doesn't use Striped to the Core or Wail of the Sacrifice, and I don't think it uses any of the returning Armadas either, among other things. So I wouldn't cross your fingers unless you can get everyone to agree that the devs should fix it (or really add the ability for the AI to use it). I don't think most people care honestly (and many single players probably don't want the AI to use those things. Some were upset when the AI started using superweapons).
Hmmm, I was starting to think of ways we could work in AI specific stuff to fix that, but having the Elite fighter idea really breaks it completely. Wintercross, if you're dead set on using caps as starbases, the only option I see is to make seperate copies of factions for AI use only that use them as normal capital ships, and have no Elite fighters. You could make their stats not increase by level, but give them abilities that passively increase them instead. A research that gives them slow XP all the way to Lvl 10 would allow them to upgrade in a somewhat similar manner to the starbases, and of course, they'll choose abilities randomly instead of just the first ones they can get.
Personally, I'd rather have it work well in singleplayer, as it's been years since I've been able to play a multiplayer game of Sins with my friends, but I'll go along with whatever you have in mind.Ah, what a pain, giving the factions all these fancy abilities that the AI has no idea how to use.
well, each house faction only has 3 capitals ( a couple more if I get permission for the discovery stuff) so it's not too hard to work with.... Most of the fleet will be made up of 'frigate' fighters, and combat freighters/transport ships etc.
I have an idea for AI compatibility.... I can give the shipyards abilities to spawn AI capital ships (wich will be unlocked by ai only research) This should help make the AI a bit more of a challenge without making them too overpowered as the spawned caps should take up fleet supply. This way they can still use the Elite/Ace pilots properly, and will still have capitals that roam around.... I'll probably give the abilities fairly long cool down times to prevent the ai spamming them too much too.
That is the best solution I can come up with while still keeping the original concept fairly intact.
So you'd have either a fighter pilot called McCollins, and a Liberty Dreadnought called Smith, or you'd have a fighter pilot called LNS Mt. Rushmore and a dreadnought called LNS Yukon. It doesn't affect gameplay, but it hits immersion over the head with a mallet and dances on it.(I also realised while writing this that the Elite pilots could only have their last name, as there is no way to sync up their name and gender. Unless they were all the same gender.)
Well, the AI capitals will probably be frigates... I want to keep the Elites separate and like you said it would cause naming problems...
I might actually have an answer for keeping the ships separate... I can use the rebellion selection screen. so on the left is Liberty, right is Liberty (AI)
That way I can also not give the ai the starbase increase code so that they don't have like, 20 starbase battleships around their homeworld =P
Yeah, for elites I'm going to just use last names for simplictiy. I'm thinking of making the names like: Ace. West, Ace. Hawks etc.
currently working on some variants... Got a Recon Rhino for scout, Combat Rhino with cannons, Missile and torp Rhino for LRM and an unarmed rhino for the trade ship.
Also have a Defender with autocannon and missiles, the defender I posted the pic of earlier will be an Elite/Ace Defender.
Also, I heard back from the Discovery admin, They're gonna check with all their modlers for permission to use the assets and get back to me.
My thoughts on Shielding is something along the lines of having passive abilities and research to set each faction apart.
Obviously because game mechanics are different there has to be some creative license...
Liberty for example tend to use Graviton shields, I imagine this as being something like a powerful magnetic/gravitational field which slaps projectiles aside.. So I'm hoping to make Liberty shields gain a % chance to avoid damage. (physical only if I can)
Bretonia I'm thinking of a % absorption of energy weapons into antimatter. (the model for Bretonian shields is called a 'conversion shield')
I was thinking I might make Kusari shields regen faster, and give Rheinland shields Phase block (Considering making Torpedos act like phase missiles) though that might change.
I have an idea for ship balance for the four houses:
Liberty ships will be the base line, with balanced maneuverability, speed, armor and weaponry, and a few powerful special weapons (like the cruiser main gun)
Bretonia will be about 'tanking' Heavy armor and shielding with more focus on forward guns on the caps, their ships will be a little less agile than Liberty ships.
Kusari ships will have slightly weaker armor and lower anti-matter reserves, but will have superior maneuverability and speed along with slightly stronger shielding. They will focus on quick strikes and counter attacks and will outrun most other ships of similar class
Rheinland ships will focus on armor and firepower and have high antimatter reserves, with weaker or slower regenerating shields, with slower acceleration and turning due to higher mass. Rheinland battleships will have devestating long range broadside barrages.
as for the Bounty Hunter Guild, Cosairs and generic Pirates I'm not too sure yet.
I'm going to use armor type to designate ship class, so that anti-capital weapons for example cant be used against light fighters.
Here's what I have so far:
Verylight - Light FighterLight - Heavy FighterMedium - Bomber/VH fighterHeavy - FreighterVeryheavy - Small CapitalCapitalShip - Large CapitalModule - Stations/modules etc.Pirate - Nomad armor (this is so I can make certain weapons less or more effective against nomads)Titan - ??
Excellent ideas, I think all of that is perfect.Bounty Hunter caps I think might be more about speed and firepower, and adaptive abilities that enable them to survive even in the edges of known space. They'd probably have weaker hull and shields, not being built to proper military standards though. Weaker hulls and shields, rapid fire high damage laser cannons, and heavier particle guns.Corsairs are geniuses when it comes to ship building, so I imagine they'd have fairly tough hulls. With the heavy use of short range neutron weaponry, their ships would likely need to quickly close the distance to enemy caps and rapidly blast them into dust. High hulls, short range neutron weaponry, with pulse gun support.
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