Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
It's not as small as I thought due to the texture fixes and sound changes I made. I doubt I'll throw up a patch on moddb as a result.
I might release a smaller cumulative patch... I understand the file is rather large at this point and things like textures sounds don't change as much.
I fixed the hole in the Advent Rebel Titan Mesh if you want to use that from my mod.
If you didn't notice yet, they have a missing poly in the front of the Titan and the texture is also messed up on the left side where the hole is. I fixed the missing polygon and mirror'd the left side texture to the right side of the Titan.
It's as safe as what you are downloading from moddb as I'm the originator of the source for both. It's also why I don't include any exe's or self installers. The only thing in the 7z is the mod files.
BSG cannot be uploaded to moddb due to restrictions. It's only available from the file share I upload it to. I would only recommend downloading the mod from fileshares I have uploaded to though. For whatever reason the mod ends up on dozens of fileshares I never uploaded into.
You can click on the Fall of Kobol images on the main moddb page which will take you to here...
What Titan are you trying to build. Are you sure it's Arbitrate Tariff because no Titan is tied to that research. That research is for an Envoy ability.
I also can build both TEC Titans with the mod enabled with no issues. Response back and let me know specifically which Titan you may be having issues with.
Yeah, 2 of the 6 are rigged partially (Probably need more weapon points). They look really high quality partially due to how they are UV-mapped. This of course made the stock nephilim look well... like I textured them 4 years ago and didn't know any better ;)
;) I understood what you meant. Just commenting on what I put into this model :)
Yes, copy Patch 1 over Build 29, then Copy Patch 2 over Build 29.
Correct- Neutron star is broke due to a mini-patch 1.80 stardock released last week :(
I'm working on a patch for it and a couple other issues.
She is by far the model I spent the most time on as it's one of the first models I did and re-did and re-did. Probably half of what I know about XSI is wrapped up in that single model.
I crossed a decade barrier working on this mod o.O
That's why I never added it too. I think I have a way to speed up validation times though. Going to do some testing this week and see.
I should add pre-process on the manifest files and then add a warning if a file isn't listed. It really wouldn't be too hard.
Thanks, trying to get them as close to the twelve colonies as possible. This is Tauron.
Yep, just dressed it up with a texture that matched plague.
lol, well technically 1.51.20 was available for download today. It no longer is but, still lol.
From what I recall when moddb re-organized our mods into the expansion groupings they also without authorization converted several to Desura. Maybe they aren't doing that anymore.
I'm hopeful I can get 3 more quality models in play and I'll almost be finished the Rebellion version. I need a Titan for Nephilim and Plague and a corvette for Nephilim. Once these are done I'll be pretty much finished with the main port and can focus on cleaning up a few things.
Oh! I didn't realize you were that far along... cool. You must have quite a few models already rigged and in game then.
overestimated? You think you'll complete in less than a month?
1 month for just pictures and soundtrack right?
Agreed, I'm doubtful this dubious concept will work.
Huh? Capital ships aren't titans.
How do you plan to prevent building more than one?
Your correct, I did go through and make a lot of texture modifications as it was similar work across the board so I lumped them all in together.
The meshes need a few extra code lines that throw warnings in the logs. It doesn't appear to cause any runtime issues but it's on the list to do.
Another thought on the factions. Outside of contributions from interested parties like yourself (Thanks for the music, I'm not real savy in that regard), I am the only person that works directly on this mod.
I feel overwhelmed with the content I've added if I try to work on all the factions at once. Considering I've built the factions one at a time, I've decided to convert them to Rebellion one at a time. The only exception are the breaks I take to work on the code for Cylon which is pretty significant as it's a total overhaul of the entire research tree and abilities as designed by Cylon_Luvr.
So here's the deal. Plague and Nephilim haven't been converted to support Rebellion fully. They are missing necessary constraints. There meshes are still diplomacy level. Let alone they are missing anything Rebellion esq' to include them.
That said, If you snagged Plague in the last version, feel free to use them as a AI faction. The code will still work. I didn't intend to release them and don't plan to until they are converted.
I wish I was around during that time.
You should archive these mods then as they are no longer active.
Specifically, I fixed the hole and texture issue shown in this picture. The fixed mesh and texture is included in TSOP:R.
I don't like the dark look as much personally. Luckily this can be controlled with an option and entity file setting leaving the texture untouched. At the end of each entity there is a min shadow and max shadow. This is used in conjunction with the ship mesh highlight filter when zoomed in and out.
Set might look at using that option to add light to the model for those that don't like the space is dark look in games.
Sent a link to you in a PM.
It's from an Eclipse phase character manual. Let me see if I can grab the original file.
Corvettes tend to have 3 different weapon types. This will carry weapons favored by the rogues, namely lasers, missiles and autocannons.
Must have had SC stuck in my head when I wrote that.
Ya, modding time has really been a luxury this year. Coupled with I want to finish off with good models from quality sources, it's been a slow process.
Well, asteroids would be the most plentiful building source in space ;)
Comes complete with Yamato Gun, Stack Missiles, Rotating Asteroid Defense and Reflective Shielding.
It's always been just me outside of some model donations. I mean the actual Stardock/Ironclad developers I talk to.
I'm hoping to get the music in with Rebellion. Diplomacy is maxed on number of sounds slots. I talked the devs into increasing those with Rebellion.
I agree. I'm not sure what Set is planning with all the remodelling.
Moddb got a C&D from NBCU.
You can follow it on the sins forum ( Forums.sinsofasolarempire.com ).
Based on what evidence?
The emblem is the same skyline used. The hull is the same I've used on the other cerberus textures. It's a bit different from skylines but layered so whichever. I don't really care, but the overall textures are good.
The abbreviated change log for this version is in the news section for the mod. The detailed change log is in the readme.
It actually is pretty interesting, and I was surprised to learn that was the case.
I think back to that little tidbit whenever people talk about size based on a 2d image. A lot of people appear to inherently attribute the objects size based on it's relative size in the picture and discount any thought of distance from the primary object in focus.
Correct, I designed the original capability to allow a single type of ship to exist and shared it with Maelstrom to use. Maelstrom modified it slightly from my original Highlander ability, but the core is the same.
Also, our Titans will follow a slightly different path to acquire, but will follow "there can be only one" approach.
Did you know perspective was not accurately drawn by today's standards until the 1400's?
I go a bit deeper than html, with multi-threaded applications originally with C++ and now Java. Though the current app I'm on does actually have an html front end for the user interface. All the texturing/modeling stuff I self taught myself over the last 3 years.
Which texture? I have a couple I'm pretty proud of but texturing is very tiring for me compared to coding.
It would be amazing to work on this mod. Oh wait... it is!
We have a well rounded team with Lord_Set, skyline5gtr and myself now. Honestly, texturing is not my forte' so I'm really glad we have skyline5gtr. My background and current field is software engineering (i.e. coder) ;) My priorities are only a slight bit different from skyline's... family, work, motorcycle, modding, sleep.
It's always nice when the first comment provides such insight.
Oh, and that planet is from SinsPlus.
You need a program that can unzip a multi-part rar. 7zip worked, I'm assuming WinRar would work.
I downloaded all four parts and only had to un-zip the first part as all the other parts were found during the unzip process.
I wanted to make a holographic UI but couldn't quite get to that yet. I might eventually figure it out though.
ya, we'll have to work on scaling eventually... but it works for now.
This is a fully patched version. You'll only need the Sins of the Fallen R5 if you want the planets, addons, militia or flagship expansions.
My weekend work I talked to you about went ok but took very long. Hopefully I'll be able to start dropping in the uv-mapped objects and raw textures by the end of the week starting tomorrow. I may have an opportunity to look at some of the new models too.
Yes, I retextured the one from Sot13t to clean it up a lot. I'll post a pick of it.
The icon turned out a bit bright. Though this reminds me I need to check the specular on these textures to see if they are too bright.
Definitely, feel free to use this approach.
Glad you sorted it.
It's on Impulse for $10 dollars (Trinity). How much cheaper do they need it ;)
Trinity should be fine. My mod is a bit more complicated to activate and will be increasingly so with new releases as I try for a more plug-n-play approach. Did you follow these steps detailed in the How to install document?
Diplomacy/Trinity 1.21 Instructions
Sins of the Fallen
Select SOTF (D) Rx and press "Enable Mod"
Select SOTF (E) Rx and press "Enable Mod"
and then press "Apply Changes"
New features including the Plague and Nephilim races should now be playable.
Turned out ok, was really worried he seriously injured his knee but it ended up being a serious sprang.
posting while at the ER for my son....
All the new models look really good. I think this normandy is really excellent.
The Sins of the Fallen Complete (D) got packaged with a bad entity.manifest I didn't catch. The entrenchment version is fine. Here's the single file Dl.dropbox.com for those that already downloaded (Just overwrite the entity.manifest under SOTF Complete (D) R4). I'll fix the link for any new downloads.
This one makes a nice 1080p wallpaper
That's pretty cool. Good job.
Might be much later.
Done, copy the Mass Effect Races folder too. Put a theme song in when you start the game.
The carrier skin is more so because I got tired of seeing the gray texture that was on it.
We will be adding flairs to the ships. They just aren't on the demonstration ships yet.
Arbitrary lighting doesn't sound very good unless there is a specific light source to illuminate such as the windows on the Normandy.
The game has it's own lighting. Is there some other type of lighting you are referring to?
Not much to worry about in this regard. The models all conform very well to Sins standards and LordSet's ability to model with low poly counts is amazing.
Here's a shot of previous concept tests Moddb.com
To be honest, I don't really know or care much. They may have been modeled based on that by SolCommand.
Ditto, just wanted to throw some quick pics in to get some flavor. It will end the end be pictures that reflect the council.
I'm working on Hypercorp currently. This is one of the Transhuman factions originating from Earth. It's much nicer to have different models to fill the module roles required by sins: Military/Civilian/Factory/Trade/Culture/etc.
it looks like a turret. that's about were the similarity ends.
I've had this stated before on a different ship. Never actually played or messed around with Spore. This is for all intents and purposes an untextured ship. I've only uv-mapped the model to a basic hull texture show it shows in game ok for testing.
Uploaded a new image. This model is actually very nice and has a lot of detail in the interior.
Yes, it is compatible with the latest Distant Stars add-on 0.2.1. The checksum has changed from what was originally posted to 457982534 based on my testing.
The Cobra Destroyer is intended. I'm planning on adding a new capital ship to each race including vanilla. They will be a little tougher like the Cobra Destroyer but will be unable to bomb planets.
"Also there is no icon for building the planetary shield generator."
I'll add that to known issues. Thanks!
I like this shot.
Cleaning up the remnants of the Nephilim planet modules...
This was a rather huge fleet with lots of capitals built by the AI! 6 Ventrue Scourge (Siege), 4 Ragnarok Scourge (Carrier), 1 Invictus Scourge (Battle) and 1 Enslavor Scourge (Colony)! Plus a shiiit ton of frigates!
Just a title that they are being made for my mod and not ripped from somewhere else. The textures are being put together specifically for this mod and will be optimized to conserve memory.
Here's the original texture... Moddb.com
I have a new download at the main project site (See description). I may add a new one here given the number of downloads...
Definitely is. SolCommand made this originally based off Freelancer is my understanding. But it does look tight in the game.
Updating the plague feature and needed these two images...
Not intentional... Which two sayings? Most of my sayings were modified from various books or made up.
Cool. I can see it!
I updated the instructions to include the link for SinsPlus downloads at Ricks Galaxy (http://ricksgalaxy.homestead.com/links.html) if you didn't already locate it (This links didn't save right originally)
The SinsPlus addon should be available soon! It is currently awaiting authorization.
Quick note: Full downloads and patches must be installed in the same order of release. Simply download Alpha 0.2 then apply patches in sequence on top of the Alpha 0.2 original installation.
Skipping a patches will not work and will require you to reapply all patches again in sequence if this occurs.
Love seeing this with the Logo! Thanks for the nice compliments too!
The current download is for Diplomacy 1.011 current. An Entrenchment 1.051 version will be released but the date for this is still TBD.
When a mod crashes like that you will need to go into the 1.82 mod directory where you installed the mod and delete the EnabledMods.txt file which will disable any mod causing you issues.
You should only have one militia but that should cause a mini-dump. What is your checksum? What are your system specs?
I did the same activation in the same order you have listed above and it worked ok. I'll try deactivating the DLC's on my end and see what happens.
If you check back, let me know the answer on those two questions.
It sounds better when you do it ;)
Not that I'm aware of. There was a problem showing an older Plague background if colonial and plague were loaded together. Can't recall if that is just fixed internally or in the last build.
Activating a militia package requires the same Race package to be activated. For example: SotF(3) Militia(0..1) Rogue Reb requires SotF(4) Race(1..m) Rogue Reb.
You can add the Rogue after Core if you don't want the race selectable, but the assets need to be loaded.
I also added the Baked (Single Folder Version) for folks that wanted to try the main mod without all the configurable options.
BTW Bonus Density makes it far more likely to get Planet bonuses and stock artifacts on planets by upping the percentage of occurring.
They are from other mods or unfinished work so not available for downloading.
Do you have an onboard graphics option on your motherboard? Is it disabled?
It will be extremely hard to balance that ability for capturing CapitalShips. I need to remove planet modules too since that seems to not be supported fully and I'm afraid it may cause mini-dumps.
Plague starbase jumping won't be supported because of the ability to be a remote factory. It will mini-dump if you try jumping while constructing a frigate.
Weird I wonder if my reference file for that planet was really old because it has that value too. Fixed internally now, thanks.
Yamato shield: should be fixed now internally. Will do some more testing to verify.
Plague Rally Point: Doesn't work with plague spawning mechanism. This is working as designed.
Plague Consume Planet: Good catch, was using the wrong over time action. Fixed internally.
Plague superweapon: It should be spreading culture and disables regeneration on enemy ships. I'll do a spot check on it though I'm pretty sure it worked.
Colonial Separatist Titan: I'll check out the buffs and see what I can add for some flair.
The base factions in SOTF get support for all of the addons, the extended diplomacy tree and Destroyer class Capital Ships.
I agree on Full Colors... I'm redesigning that research now.
That is pretty odd for sure. I've never had the mod hang my system. Are you running on 64bit or 32bit?
I have a couple of minor suggestions for Armada III :)
1) Move the info card to the bottom of the game window. You have a few research tree items that you can't fully read because they display directly next to the Research window. PM or reply to me here if you are interested in this and I'll lookup how I did it.
2) Change the zoom distance on your ships to not allow zooming in all the way. I know some players like having that option but it causes a few minor issues. The first being some models become see through because the zoom is far too close when rotating the camera. The second is some textures look better from a distance allowing for better immersion in my opinion. Players can still move closer to some ships with the arrow keys if necessary.
Delete or edit the EnabledMods.txt file. Or create a bat file on your desktop that does the same thing.
See comment below...
Shield artifact is a bit of a prototype right now. My goal is to respawn the artifact on death, though I may resort to a capturable entity if that fails.
I'll look at the colonial defense platform to see if I agree.
Load nuclear ordinance adds extra damage to missiles. I am going to change it to autocast though and update the verbiage to make it more clear.
I'll be changing the target conditions for the Plague titan as it's over the top now.
Music is not so much my area and a lot was suggested/provided from other people playing the mod.
Relic research for colonial and cylons requires a download from the forums for 1.82.33 for those factions.
I downloaded and extracted from the moddb download and have tested various enabled setups from partial to full without issues. My recommendation would be to delete the current files and re-download.
Could be a corrupted download too which sometimes happen. I'm downloading the 7z uploaded and will test how it performs on my end.
You need to follow the activation instructions precisely or it will minidump. The activation order is included in the mod part names with Core being the last part to activate.
Are you restarting Sins after initially activating the mod?
Myfist has a nice set of tutorials for this on the Sacrifice of Angles moddb tutorial links.
I'm doing some testing with the LAA enabled exe. It doesn't take much for the mod to exceed 2GB if you aren't careful or even crash as it gets close on non-laa enabled (my system seems to be 1.7 - 1.8 for instability).
Trying to make progress when able. UnassumingWhiteGuy is potentially working on some more voice overs. If we had some more people step up we could probably finish the voice overs for the Colonials.
Forums.sinsofasolarempire.com (SG Races)
It was a bit more confusing in the beginning as I refined the approach for activating to be sure.
The first mod to have activations similar to this was Stargate Races. The load time is a bit better when I have everything in BIN format though.
Yeah, I can only support 10 icons per faction and I thought those went good with Hypercorp.
The are actually. Each row represents a faction.
Good feedback... I'll look through these and see what I think.
The patches are cumalitve. You'll need to apply Build 29, then Patch 1, then Patch 2.
There are some good mods for this game :P
Have you got a pick of it in game?
They are spherically mapped- which is also how Sins is mapping their new planet textures.
I've seen some tools for creating cube mapped textures from spherical (not sure how well they work though).
Hypercorp are in. It's nephilim and plague that need their titans. Plague might be this weekend.
Hero ships currently require a semi-complicated set of abilities and buffs to ensure only one of said unit is created. I built the initial version of this for Maelstrom to use and E4X expanded it to more of what you want. I would investigate the E4X mod if you interested in pursuing this further.
I sense you haven't done much actual modding with Sins yet. You might want to read up on the forums and start looking at mods that do similar things to what you want.
Something wierd with moddb I guess (I'm only able to upload a single file). Maybe try one of the mirrors.
You think I would have done Plague first! I seem to be working in reverse :P
Ha, guess that serves me right for putting the build together while I was working. The plague "will" work, but it's not built out for rebellion fully. You can try them if you want, but I'm not going to support any issues with them until I formally release them. I'd rather work on issues with Rogue and Hypercorp.
It will be both Rogue and Hypercorp. Probably going to put in the moons, artifacts and flagship addons too. Some people were asking for those to be added back in.
Yes... sorta. It was the colony capital ship for Archailect. Which I never released ;)
I've always like this model from SZO.
It's a giant mobile cannon with heavy forward offensive weapons. Can attack planets from across a solar system and has heavy anti-structure abilities.
Hi, sorry missed this reply. When does it mini-dump? Are you using Diplomacy 1.34? Does your system have 4GB of ram?
Yes, I have general plans to move to rebellion. I've been watching/playing the Beta and analyzing the new changes they've put in. I just don't have any set goals yet on what I want to do with Rebellion. Working on getting the Diplomacy release as complete as I can at the moment.
Cool, I spent some time with the family. Had a good time.
:P My favorite is the Rogue. Might be my next video, plus it's a good way to do some more testing.
Some of the jumpy is the recording software/compression. Some of the initial load time I should have cut out of the video ;) First time loads can take a bit.
This video has the Moons and Homeplanet addons activated. The Homeplanet is a fluff mini-mod I made that changes out what your home planet looks like.
Need to check out IskatuMesk's video ;)
It's going to be swapped out for something else soon, just working on the mesh and model.
Yep, part of the Min's Wind usage requires it's name stay the same in the mod. The other is modeled after the swordfish. The three piratey ships with flags are based off Captain Harlock anime.
The big green ship was created by file-o-soft and the other two were modeled by me. I also textured these three ships while the others shown here were textured by the original creators.
some of the frigates are apparently based off eve, though I've never played that game.
The fighters I created are similar in design to space battleship yamato.
So... are we able to host BSG mods again on moddb?
I'm glad to see my highlander ability is working out for your Titan's. I've downloaded the latest Diplomacy Expansion and will play around with it some when I get a free moment.
Hopefully these changes will make the AI a bit more dynamic to play against versus the crazy resource cheats it gets with Cruel and Vicious settings. I'd rather have a more interesting AI at Hard or Unfair levels personally.
On the directory stuff it's more of a balance between how many different things do I have to manage and how many different things do you have to manage. This release was so much simpler to maintain and track than my previous Entrenchment/Diplomacy releases. If you remove the militia, planets and addons the mods sits at 8 directories which is not a lot given the utility of the implementation.
My suggestion with R5 is unzip the archive and delete the directories you don't want (if any). The only required mod folder is SotF Core R5 and atleast one race folder. Your also free to combine the mod together yourself down to even 1 mod folder if you so desire. Just copy the mod folders in the reverse order they were activated in.
I don't have any issues with separate downloads (See SotF: Blood and Chrome) but wanted to get R5 out as one unit which I may re-evaluate in the future.
The AI is a bitch with the Plague race. It's partially why I wanted to help the AI improve as it actually does a decent job with this race. Which of course made me ask the question why? which prompted all the other things I'm looking at.
I'm sort of thinking about making this an optional Hard AI addon for those that need the additional challenge.
You know what I hope... That people would actually read the image descriptions before they make douche bag replies like this.
But hey, I thought I would give you the benefit of the doubt and check out your profile for superior uv-mapping and texturing skills. Surprisingly I found nothing.
I actually don't expect people to vote for SotF. I'm just having fun making the mod and thought I'd have a bit of fun with the MOTY awards this time around :P
I thought #8 was pretty funny though :D
I just tested it and it seems to be working fine. Did you try selecting another mirror on the download popup?
Err what? ;)
Ya a few new toys is always nice. Working in a few more fixes to that have been found by some people helping out with testing :P
Hopefully tomorrow, though if you don't want to wait just download the current R4 version and the entity.manifest in the dropbox and you should be good to go. The entity.manifest would need to overlay the one in the SOTF Complete (D) R4 directory.
If this is your first time to this mod, please look over the installation instructions. The mod has a few different ways to activate...
I'll post again when the link update is completed.
DW angels are scary!!!
Ya, no one pays attention when it says WIP...
For starters it's missing the glow in the middle. We'll probably need a particle effect for that.
WIP stands for work in progress. Your only being redundant.
ooo, nice views!
Structures that orbit planets is impossible unfortunately... Unless you are Ironclad and can modify the source engine.
This is partly due to how sins handles lighting in the game. There are two ways I prefer to handle this.
More realistic, hence darker except when illuminated OR with the mesh highlight filter which uses the entities shadow settings and doesn't require modifying the textures. I prefer playing with the mesh highlight filter on so the objects are brighter personally.
I really like the shot from the back. This ship has some really nice lines to it.
a gravity well most likely.
From Description: "These models are in various states of the texturing process with some only having the basic hull texture applied. "
They are definitely getting their own look thanks to SolCommand's work.
It's big too :P
Sharks are scary.
I toyed with various hull textures for these ships and settled on this look. I play with Ship Mesh Highlight filter on so it's not as dark in game, but I'll keep an eye on that.
Sins make awesome screen shots :P
Ya, these ships will be larger than regular capital ships as much as possible. I don't want to add to much bumber car effect but want them to be imposing.
I'm putting off the uplifted until next year. In it's place I'm adding the Transhuman Hypercorps. This will be a human faction that specializes in nano technology (somewhat similar to Vasari). Plus I like the ship models.
I'll hopefully have some news posted and features started for the races that will be released this year started within the week...
Its the 2nd point. This will be a new type of battleship added to each race. So Advent, Vasari and Tech will have 6 capital ships. It's always bothered me that capital ships have very low dps, so these capital ships will add the extra dps but will sacrifice planet bombing and will have less strikecraft (if any).
The Rogue demo has a variation of this currently with the Rogue Cobra Destroyer.
I'm reading a book right now that has a dying desert based earth as the backdrop. Pretty interesting so far.
Thanks for the notice. It appears the 0.2.6.1 may have something wrong with the archive. I'm doing some research and will either update with a new patch or a full version to fix the problem. Sorry for the issue.
Really? I was asked to do it. Why would this be funny at all? I already stated I don't knnow German and this was the only feasible way for me to get a translation. Additionally, the core strings were translated by various others. *sigh*
Thanks, I've actually had it merged for a while, just waiting for DS to burn in a bit with their latest release to regen the mod and ask for permission to release. I'd like to fully script the elements that build the addon. It's about 50% scripted right now. The nice thing with these bridge mods I don't have to merge DS like AHA did...
I also peek in AN occasionally to see whats happening. I'll poke in again soon.
I wasn't trying for a good shot on the ships, was just looking for the ability buttons ;)
This image is just preparation for the demo waiting to be authorized.
I'll download it and take a look. Is it for Diplomacy or Entrenchment?
Ya, this one is nice. It's only a 1024x1024 texture too :P
No, they are close to a release (about 75% complete for first release).
Yes. Some use ZBrush... I couldn't afford that.
I've never played freelancer and the original modeller didn't put any restrictions on it's use.
I'm a big fan of these ships Can-O-Worms.
It appears to be one and the same, this is the concept art provided by CanadaMan for his Halo: Sins of the Prophet mod. I modeled the mesh in the other images and textured it based off this picture.
TBH I wasn't aware of Pliigi from Stellar Dawn, definately interesting will check it out.
There's actually nine, but you can't see the bottom two.
Alliance will be a hybrid race from the base game with atleast 4 new ships and abilities.
Plague/Nephilim from Sins of the Fallen
Archailect/Rogue/Uplifted are in the works for Transhumans
Hypercorps will be next Transhumans (i.e. human only faction)
Then the two yet to be named which will be a separate mod.
It will be released before DOW, Halo:SOTP, 7DS, Vermillion...
Seriously though, probably in March for the Rogue race. I've been researching the research tree's and need to put them to code and nearly have a complete ship lineup I'm working on importing into the game now.
They are actually based off Captain Harlock a cartoon anime.
This is what the blue arcadia looks like :-/
eh, I like the blocky form.
Why? it looks like a pirate to me :P
hehe, the kids left their gun sitting on my desk and I thought it would look cool as a ship.
Wow, nice job Can-o-worms. It's a cool look. Whats the intention for a ship like this? Colonizer was my first thought. Kind of had a protected city look.
Sorry copy paste error.
This is for Entrenchment.
(E) = Entrenchment
(D) = Diplomacy
I take it you got diplomacy?
Hi Holybeast, nice to see you here. I remember you asking if there would be an Entrenchment version :P
I'm planning on using the fortress type model in the images above as a capital ship for Plague. I think the current bulging starbase works pretty good personally.
Thanks, I think I have a good plan for the Archailect's and getting the AI to work correctly.
empire at war will be awesome for you work :D
more of an occasional freelance and part time mentor for Vermillion.
I like it!
Hi gundammodfan, I hadn't had a chance to go over this yet with you, but unfortunately capital ships don't work with the highlander approach ("There can be only one!"). I've explored this with my Flagship mini-mod and maelstrom has explored it with his Dreadnaughts. There isn't really a good way to have a single type of ship that can be rebuilt when it's destroyed. I do like the idea though of fortress type ships and was thinking of something similar which I might try as an extension to the flagship mini-mod.
agreed. I'm thinking hangar right now unless a lot more detail can be added to make it starbase worthy.
Interestingly enough, I was asked to see if I could make some flood infection ships for the Halo mod. They have some cool concept art to go off of that is similar to this ship. I didn't even realize the flood had space infection ships until then.
I'll take a crack at it too.
This or something similar will most likely be adapted into the Ships on creation dialogue which will help with the effect a little more. I had to add something in as the default is a ship explosion sound which was lame.
Amazingly they show up in the game. I wish I could make them move though which I suppose could be possible with particle effects. I just don' have the time to learn how to make effects right now.
Well, I hope you kept a backup of the model so you can retrace what happened. Possibly could be the Sins optimizer, possibly could be to resizing the model. I have this happen occasionally after optimizing the polygon count on models. It can be quite frustrating.
I can't remember when I discovered this little tid bit. It's been a while back and took a lot of researching for such a small thing. I noticed on your model and with another mod I'm helping on this was occuring so thought I would pass on the knowledge.
check to make sure the textures are listed in the mesh. If there are two materials listed. Copy the texture lines to the second set. short of that I can still help.
and thanks for the plug too. Sins of the Fallen is my first mod ever too!
Thanks, It's a really simple model I created (less than 1.3k triangles), but it looks pretty mean in the game. Definately not a ship you want to come across.
She's not going to win any beauty contests... That's for sure ;)
Love the descriptions on the ships! I wish I had the same creativity as you with your lore.
Few if any non-infected, especially terrans, can fully understand the complexities associated with the Plague.
Well, simple models are sometimes needed or design paralysis hits. This ship is slated to function as a siege frigate which aren't built much anyways except by the AI. If by 3 pics down you mean the Nephilim long range frigate, that is a model that many have liked and shown interest in (and requested to have in personal mods). I think it works quite nicely in the game too as the Alpha 0.2 screenshot shows in the download.
I can appreciate you saying you don't like it though. There are models in the base game I don't really care for. We all have our personal preferences and I think this will look fairly cool after I add more texturing. This is a stock 5 minute texture job.
Did you freeze all transforms before exporting to dotxsi?
Hehehe, I see!
It actually represents the Sigil of the Archangel Azrael based on Angelology I found.
Thanks, all the models in this mod have been created from scratch. This one I did :P My texturing skills are still improving but I really like how this one turned out, plus it's a completely different look from the base game.