Mod Home Forum is setup: Sins of the Sirius Sector HomeThanks to Danmangames for hosting the foumModDB Page: Sins of the Sirius Sector on ModDBNexus Mods Page: Sins of the Sirius Sector on Nexus ModsFacebook Group: Sins of the Sirius Sector on Facebook
CREDITS: Credits Section on ModDB
Latest version of the mod can be found at ModDB or at the Nexus
=================================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.=================================
Well, the ship/station textures are compressed into the the .mat files wich are automaticaly extracted by the .CMP model importer.the weapon effects use a strange format '.ALE' and I dont know how to extract them....
If I can find a way to get them it would be great and save alot of time trying to remake effects...Missiles at least are easier because the .ale was only for the trail, the missile itself is a .cmp so I can always make a new trail or use standard sins effects with the freelancer missile models.
I'm probably going to change the Rheinland Battleship... I liked the idea of a plasma lance but in practice it looks too similar to the Tachyons.... so instead it is going to be a 'Seige Cannon'. A long range, railgun-like weapon that can only target stations/modules and Large capitals like the battleship class (small capitals like cruisers/destroyers and gunboats are safe)This gives the Rheinland Battleship a powerful weapon to use against stationary defences and to hit those pesky Kusari Battleships if they run away =P
:EDIT:
The mod HQ forum is set up at danmangames: Freelancer: Sins of the Sirius SectorThis HQ will be kept up to date more frequently than the thread here on SOSE forums, wich will be updated when I've got more to show.
I know there were no projectile based weapons in freelancer, but looking through game assets and old code there was going to be originaly (probably before Chris Roberts left) I also love projectile weapons so there will probably be a few.. However the energy weapons will be featured most.
as for targeting restrictions, this is done with the magic of armor types. I'll explain more later, but basicaly if a weapon damage type (eg. anticapital) does 0 damage to light armor, then that weapon will never fire on light armoured ships
So here is how the armor thing is going to work:
First, armor class will be divided by ship class, so for all intents armor type will be the ship class:
verylight = Light Fighter
light = Heavy Fighter
medium = Very Heavy Fighter/ Bomber
heavy = Freighters and other similar sized ships
veryheavy = Small capitals (like cruisers/destroyers and liners)capitalship = Large capitals like Battleships
module = Stations and starbases
the basic idea, is that weapon type (ie antilight, antiheavy) will be able to hit everything above their class, and two levels underneath.
So antiverylight can hit everything, but will do little damage to larger classes as it is primarily for taking out light fighters.
antiheavy on the other hand cannot hit light fighters, these weapons are designed for hitting slower ships and the light fighter is too small, fast and manuverable for the weapons to get a lock. It can however still hit heavy fighters, and VH fighters as these ships are not as agile as the light fighters.
This is the method I am using to ensure that large battleship guns cannot hit smaller agile fighters (for balance and asthetics)
I'm going to include the Directional Sheild FX shader from RC-1290 as after playing with it... it looks freaking awesome.
Going to record a video of the Rheinland Battleship using this shader as well as my current WIP weapon FX (just tweaked vanilla fx untill I can get some custom particles made)
Stand by for the Bismark class in action...Here it is, the Rheinland Battleship May take a while to process due to crappy australian internet standards =P
Upload was taking waaaay too long... will try again tomorrow...
Here we go, shows off the current weapon fx as well as the sheild fx....
Rheinland 'Bismark' Class Battleship
And also, since it seems 'starbases' cant have bombing points I've made the Bismark's torpedo bombardment work through an ability. The cool thing about it, is as long as you are within range it will work without you having to turn and face the planet >=D
Bismark Micro-Nuke Bombardment
I think I'll change the regular ship-to-ship torpedos into an ability too so that they can be used in a broadside battle... at the moment they're pretty useless as they only fire forwards.
I'm finding the music pretty good so far, but I haven't really tested it extensively either... I love the main menu theme so much.
Yeah, it's a lot of guns >=P battleship will generally have a lot more firepower that they did in freelancer.
Well, I would like to replace the UI sound fx with freelancers.
So that's something you could work on if you want. I want the freelancer rank up sound for when ace pilots gain a level =D
Some more Rheinland stuff:
Kiel Class Shipyard:
The Kiel Class Shipyard is one of the largest shipyard designs in the Sirrius Sector. These massive constructs were designed primarily for rebuilding Rheinlands capital fleet, and as such can build a Bismark class faster than ever. Of course all other ships produced at a Kiel Shipyard will be built faster than ever before too.Since the First Nomad war, Rheinland replaced Oder Shiyard with several Kiel Class Shipyards, recycling The Ring into a resort.
Rheinland 'Wraith' Light Fighter:courtesy of 'Shattered Worlds : War Torn' and DFM Engineering.
The Wraith is unique in the Rheinland Navy for technicaly going against their philosophy of heavy armor and firepower.The reason behind this is the Rheinland Naval Command recognised that while their firepower was unmatched, they needed to FIND the enemy before they could lay waste to them.
Thus the Wraith Light Fighter was designed as a highly mobile recon ship. Armed with a single 4 tube Stalker missile launcher, and using a light frame it is able to outrun most other ships.Since armor had to be minimal to reduce mass, the Wraith was outfitted with experimental sensor disrupters and coated with a special material to confuse targeting computers.
It also comes equiped with a rapid-boost afterburner and is able to depoly recon probes.The Wraith fills the role of a Scout/Recon vessel for Rheinland.
So ... is that an economic/trade 'starbase'?
Also, very awesome work on the Wraith!
Yes, thats exactualy what I'm doing.I based the Liberty one off the actual Norfolk Shipyard in game, I was going to base the Rheinland one off the ring, but I felt it was too unique a structure to be a generic shipyard... so we have the Kiel Class instead (named after the german port city and shipyard) the Kiel by the wat is much larger than the Norfolk class. Though I realised I forgot to put hardpoints for the 'build' effect... need to open it up in xsi and add some in.
Oh the other Rheinland stuff in shattered worlds is pretty cool. two capital designs and several fighters that should make good high-tech stuff...One of the Capitals I hope to set up as an Assault Troop Transport, It'll have an ability to launch marine pods at other ships (not fighters of course) to capture them, and an ability to land troops onto a planet and capture it (requiring the 'Marine Shuttles' upgrade in the upgrade menu =D )
Take your time hey, there is no rush for ui sounds just yet. Still lots of modeling work to do. Might do some Kusari stuff soon. Also I should have some pics of my curent w.i.p. Nomad Battleship soon too. Pity I cant get it too look exactualy the same as freelancer, but sins doesn't realy have support for transparent textures.
could you do the nomads as particle mesh -like the rotating pirate head?
I'm hoping I can... At the moment I have the outer layer as a sheild mesh with a passive 'adaptive sheild' type ability. That combined with the directional sheild FX means the outer layer lights up in combat getting more opaque the more fire it takes.
Actualy looks pretty cool, my in game explaination will be that the outer layer of nomad ships, while technicaly physical acts alot like a shield, increasing density and hardening in response to fire. Hopefuly I can use a particle effect to make the inner part transparent too, and then add the central glow like in freelancer...
Anyways, here's a look at the current wip:
When not under fire the outer layer is still visible, but much more transparent. Also some skyboxes make it stand out more or less, but overall I think it's pretty cool.
:EDIT: Holy Bovine Excrement! After screwing around in particle forge I've worked out how to have the mesh trasnparent.... Please hold while I do some editing and make this a reality.... Stand by for improved Nomad Battleship.Now I'm going to just need someone to make me a particle effect for the centre....
Well, it worked!
Here is the improved Nomad Battleship:
There are more pictures on the Danmangames forum for SotSS. =D
Nomad Battleship Demo
Wintercross ... that is probably the single most coolest thing I have ever seen in Sins. '
There is the limitation that if your game reachs the particle limit parts of the nomads might dissapear... but who cares when it looks so good! =P
Some new stuff to show off:
Liberty 'Independance' Class Cruiser:
Rheinland 'Emden' Class Cruiser:
The Independance is a Capital hunter, it's armament consists of: 1x forward Rail-Cannon, 8x Plasma Turret (4 left/right) 1x Ionic Burst Cannon (Ability Based Main Gun) and upgradable with 2x Multiple Heavy Missile Launchers.
The Emden is a Fleet support and anti-fighter ship, it has: 7x tri-barrell Tachyon turrets (2 each left/right/forward and 1 rear), 1x forward Plasma Cannon and a 4 tube Stalker Missile Launcher (ability based)It also will have some support abilities.
More pics for both ships at the Sins of the Sirrius Sector's Forum
There are many great features available to you once you register, including:
Sign in or Create Account