Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
I don't want to modify the base game or create issues with my stacking of SinsPlus or whatever else comes down the road. In reality Battleship capitals are not very strong. If you look at their base weapon damage they are very weak compared to the 50 supply of heavies. It's really about the abilities.
The latest version 1.011 was due to a desync issue in multi-player games. It doesn't really affect this mod unless you play multi-player.
This should work with Diplomacy 1.011 (desync hotfix) and 1.01. I don't know if it would work 1.00 or not.
Your models are coming together quite nicely. If I may ask what is the poly counts your are hitting now?
Diplomacy is the second expansion available from Impulse. It requires Entrenchment be purchased as well. While diplomacy is not near as good as Entrenchment the quality of mods coming out makes it worth the price.
Maelstrom is the only mod I know of that is worth playing on Regular Sins (v1.191) currently.
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.
What are your system specs?
It's hard to tell based on your comments but you may be hitting the memory limit with Sins.
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
I'd like to comment on cmadd20's review...
"It is a good mod that adds two great teams with an interesting desighn. The beast is a team that is completly different from enything seen in SINS before. While this mod adds teams that are mystifying and scary it is rather bland and does not drasticaly change the fealing or gameplay of the game."
First I appreciate the comments, it's good to get critical feedback like this. My original goal was to not modify the core game while introducing two new races balanced as much as possible with the existing 3. This of course means I did not change the gameplay much other than the few racial features that make the two races feel unique.
To the credit of this mod... all the models were custom created by myself and a few sins forum members who joined the cause several months back. Outside of some great ideas offered by the modders everything else was done by myself. I don't think the review offered above is negative at all, it just made me think of the years worth of effort I personally put into learning how to mod sins and come up with the ideas for this mod. It's been a lot of fun trying to make something other people want to play and I hope to continue to make improvements.
I'm also hoping to make the races in the Transhumans addon feel and operate differently from the existing races... Time will tell.
Ok, it's definately SinsPlus. TerranHome planets have a maxStarBaseCountPerPlayer of 2 :P
ok, sorry wasn't thinking about the 1v1 when I wrote the response. I didn't change anthing about number of starbases per well. IIRC you are using sins plus, I can see what they had set.
Sounds like fun!
On the two starbases in one well... Is that in a Sun, or two different AI's built starbases in the same well?
Cool, was hoping to include more content... Hopefully that will be resolved in the first quarter of next year.
Happy Holidays and Merry Christmas for those observing.
I posted the latest build with a couple new models (nothing major yet). I plan on spending the holidays with the family and will begin the work to complete the Plague structures and dialogue next year in addition to begining work on the coding for Transhumans which I'm excited about personally.
Sorry, real life has prevented me from working on the mod other than some posts... I haven't been able to touch any modding for a week now. Hopefully an update will go up soon, but it will mainly be a couple of model updates for plague along with a new window for player picture selection allowing up to six races to be displayed.
I like the idea for the tactical structure for speeding up phase jumping.
Pacts work fine with my modifications. The main delimiter with pacts is if you are playing a unlocked free for all or with locked teams. unlocked free for alls take more time to develop the relationship requiring you to do missions and what not. Locked teams usually results in pacts quicker. In either case I find researching down the diplomacy tree seems to kickstart the AI (might just be a coincidence).
The sad fact is no modder can currently create new pacts and leave the current system of pacts in place. The game is hardcoded to support only 18 pacts period. You can modify the existing pact types and switch them around which is the approach I used.
Yes, I had to remove two pacts from TEC, Advent and Vasari to make three new pacts for Nephilim and Plague. The Diplomacy expansion is NOT very moddable with the new pact system. I really hope Ironclad rectifies this with an update (chances aren't likely but they have been known to make changes for the modding community in the past, i.e. dynamic movement).
I'm not sure how I'll handle the situation with the Transhuman addon. A complete redesign of the pact system may be in order or just fall back to the current system or maybe offer both!
Ok... The lore for sins doesn't really say where the TEC peoples originated, could have been Earth maybe. I never really viewed them as from Earth though I do think they may be very similar to Earth's Humans. Sorta like Farscape's races all look Human.
Ok, bailknights graphic mod and TSOP squadron audomation are not compatible with other mods that add new content due to the changes they made in those mods. I would need to build a bridge addon similar to the SinsPlus addon to incorporate those mods (I'll look into it).
The reason why the shells are not going away is Bailknights mod changes the explosion data which overrides my mod's explosion data.
could you explain "had to disable squadron automation"? I'm not sure what you mean and what is happening. Also, what version are you using?
"Are the shells for the plague supposed to remain floating in space forever"? They should disappear and I have not seen this occur. Are you running with one of the stacked addons like SinsPlus or TSOP? I can try and recreate this with more information.
Thanks! and your right there are roughly 12-15 less research items from the core races. The core research and technology is accounted for in the custom research trees while some of the more obscure research is not. Specifically the civilian trees are the lightest between the races. Any ideas for civilian research would be considered. For example, the core races each have a unique tactical structure/ability while my races do not. There are also some other obscure research items that could be considered.
I agree! The next terran race will be a rogue pirate faction. I would like to add a human faction eventually too, just need a solid idea for what that might be. It could also be a cross-over with another mod! :P
I agree on Full Colors... I'm redesigning that research now.
See comment below...
It's in the FAQ
Put one up today for authorization :)
Goafan, psychoak and I put our heads to together to see if we could figure out how to make it work. We found using a six digit "fake" dlc id allows us to hide the research in the tree. I went ahead and put an impossible research pre-req on the hidden research just to make sure the AI doesn't pick it up ;)
So yeah.. they broke my system with 1.8. I was putting a dlc id of 0 to hide/disable the research. Apparently with 1.8 I need a six digit number for it to work right. I can release a small patch for this.
I redid them. Let me know if it's still sounds odd to you. It should be a much softer radio effect now.
The only real risk I can see is if you exceed the hard code limit for meshes.
These aren't really new. These concepts were introduced by other modders/mods which are being extended now by other mods (as intended).
The convert xsi has an upper limit on how big a mesh it can convert.
Have you converted any models to meshes yet?
I'm a little concerned you appear to only have taken cool pictures of 3d models and re-posted them here.
Have you actually verified their poly counts. Have you converted them to mesh format to make sure they are compatible with Sins?
A lot of Sol Command's later work is pretty poly heavy for Sins if supported at all. There's also a lot of manual fixing you'll need to do to make them Sins compatible. How much XSI experience do you have now?
It just seems jumping the gun a little bit to say your using a model but not doing any verification whether it will work or not.
TEC militia are the default when an optional militia override isn't set.
try it without the flagship mini-mod.
Please follow the installation instructions and ensure the order of activation is followed. Also, use the recommended settings.
Please also restart Sins after activating the mod. There is a well known issue with Sins and mods dumping after initial activation. SOA2 also has this specific issue.
All six new factions (Nephilim, Plague, Rogue, Hypercorp, Colonial and Cylon) have an additional Capital Ship making at-least 6 total.
That's because Halo AI's are hardly anything original.
Will be a long long road ahead if you only have one untextured model.
Are there any community resources for 40k? Any other mods to synergize with?
I'd like to see what it would look like if the lines where moved to a bump map and then put back into the texture with a bump filter.
just all kinds of awesome
Sounds like your Diplomacy version needs updated to 1.34.
I won't be splitting my factions up into Rebel/Loyalists. I will be adding Titans and corvettes though to balance out with the current factions. And your dead on with the time consuming part. I'll do good to get a respectable titan mesh for each faction.
True it is just a game and no it would not be air.
Air is the term used to describe the "gasses" that make up the breathable atmosphere on Earth. That Green "smog" is most definitely not air.
derp, it's coming from the stations. And and any gas/dust/etc released by a station would eventually be attracted to the nearby planets gravity.
haha, developer executable :P
I have my own process for creating the main view and info card icons. We are creating icons similar to the vanilla game in look and feel.
Not sure if that means you like it masterjake ;)
I'm sorta drawn to steampunk and thought it fit nice with the Rogues :P
Titans are not built from the capital ship factories, they have their own factory specially sized for the much larger models.
For Diplomacy we will probably use a spawning process similar to what I designed for Maelstrom that limits the player to a single Titan.
Sorry, it was directed at Unikraken has a friendly poke. I didn't know you were on a similar mod or one at all.
It also appears the replies have a limit as to how far they will nest when doing "reply to comment"
BTW, nice on the models!!!
When's your public release for SotP? ;)
But seriously, I've been working a lot of odd hours and long hours in the week. I hope to get back into this soon, but work and family has taken a precedence.
Ok, so thats the Advent UI from rebellion colored purple. I'm not sure how back porting rebellion content is going to go over.
Why does this actually look fun though!
Lack of animation especially on ships like this does stink. But considering the scale of the battles with Sins it's a small price to pay.
Yes, it is, though it won't last long. Mainly it's used by the AI to harass enemy worlds.
lol, just so we're clear :P
I like my mod and think it's good. I just have a hard time thinking of it as 1 of the top 100 mods on all of moddb :P
If you know about what I've done with Sins of a Solar Empire, you'll understand #5 and part of #6 ;)
Thanks for voting for SotF though!
Your welcome. I've been testing this setup now since early September (hard to believe). Everything seems to be going fairly well with quite a few play testing the R5 mod without many issues.
I also have a side project going on in the sins forum you might want to check out. Just look under the modding sub-forum and you'll spot it fairly easily.
you must suck at searching then :P
I posted it as a patch at the same time on moddb, but it takes a while to be authorized. Here's the link again (I deleted the previous comments to reduce multiple links).
Looking into this one. The PlayerRogue.entity didn't get regenerated for the complete mod. It should be accessible in the transhumans only but will show as Novalith research with the wormhole icon (needs a string fix).
Ya, no color yet. Just a rough outline of the texture for hull lines and where color will be filled in though some of it will remain various shades of gray too.
This is really stretching my ability to texture so just looking for feedback if it's looking right or not.
TBH, this was only about 15 minutes worth of work and is still very much a WIP. It will need some more attention but definately will work for the moment.
Pretty, much in concept. If the SR2 or SR3 would be considered a "hero" or capital ship type unit, then I couldn't really see it taking up the same amount of fleet supply compared to the Destiny. It would just be another way to balance the game.
In comparison Vanilla Sins has all capital ships taking 50 fleet supply...
Yes, nine is the build limit per race currently.
This particular release has three mods essentially: Sins of the Fallen (original two races), Sins of the Fallen: Transhumans (Rogue race currently), and you can play them both together (system specs permitting).
The reason for the stacking is two fold. If I were to release this mod without stacking it would require 6 separate uploads all around the same size to accomplish the same thing. By supporting stacking I can make one download that allows all three versions to be played.
The core sins game operates in a similar fashion. If you look in the install directory there is an Entrenchment and Diplomacy directory structured. The Diplomacy directory only contains new or modified resources, which is the same thing my mod is mirroring.
I will continue to operate this way going forward unless or until I drop Entrenchment as a supported expansion (most likely when Rebellion comes out).
It's not meant to replace Stars, Distant Stars, etc...
It's more of an exploration of the various textures that exist and making them available to Sins for casual changes and to any mods if they choose to use them.
Working on them. The concept works great, but they still need research tree design, buttons and abilities built.
Well..., after since I'm taking a break and all ;)
Nope, but it did look promising. The four barrel green arcadia originated in that mod however. The original created fileosoft allowed it's use.
On the nephilim mating practices even I'm not real sure how that works :P I kind of left that open ended for the players imagination to fill in the gap.
Sorry to hear about your issues. However, the mod works fine with Diplomacy v1.2 and does not mini-dump on start. Did you follow the instructions and delete any previous installations of the mod in the v1.2 directory. This version is NOT a patch and should not be overlaid on a previous version (0.2.4 or earlier) in the v1.2 mod directory.
Hey mangosofdoom... Maybe you've found a silver bullet for research which I would love to know or you might have some issues with your plans for frigate, cruiser, capital specific upgrades.
Using research modifiers only there is very little that applies only to capital ships and all other modifiers are global to ships and structures like hull and shields, etc. There are ways to target weapon damage buffs based on weapon type, but of course if frigates, cruisers and caps share the same weapon type, you get the picture.
You can simulate some of the frigate/cruiser specific upgrades by using abilities, but then capital ships get the shaft due to their limited number of ability slots in my experience.
Also, having researchable abilities has never worked right for me when I tried it on capital ships. The engine still seems to want to treat researchable abilities as level up type abilities.
Not really my call... But from what I watched in some of the Halo shows is there are indeed small creatures like this that roam around for the flood.
I contacted SolCommand and got them from the source.
Borg - Check. Mon Calamari - Check. :P
It's tough to texture these rounded ships. This is fairly repeatable but still allows me to get some different looks on the capital ships. I have some variations for frigates so they are similar in design but not exactly the same that I'm trying out too.
They are pirate raiders... Ships don't need to match. They use what suits them. In my lore only some of the ships originated from the pandora gate. The rest are added to the rogue fleet after arrival. Simple enough.
Nice concepts. Check out my eclipse plugin and wiki sight for some useful Sins modding stuff.
The soase weebly is also a good sight if your not familiar with it...
Looks nice. I really like the lines of this ship and think it will be epic when it is textured.
As a reference..., I have a about ten models between 2-3 MB and one model that is 5 MB that I haven't released yet. I may try optimizing the last one some more but it will work.
Is the 7000 polys in just triangles? or is it around 14000k triangles? I have several models around 3MB that are 10k triangles that work well. But most of the others are near the existing Sins thresholds (500-1.5k fighters, 1.5-3k frigates/cruisers, 4-8k capitals in triangles with a few exceptions).
Another thing to consider is the size of the texture. For frigates and cruisers I've gone with 1024x1024 to keep the memory usage down. I've increased it to 2048x1024 or 2048x2048 only when necessary. Learning to unwrap by hand will allow you to make more use of a smaller texture and get good details.
You might find other ways to save on memory like using a common trade and refinery ship for all races. Reusing some structures, etc.
Even with the changes Stardock/Ironclad is making it won't allow the game to go over 2GB so being memory conscious up front will save you some headaches down the road.
I'm trying her out as a massive starbase right now. She's got a really great top view in the game.
That was my understanding too, but I like the idea and if they want the flood in the sins it makes sense they have to make some creative decisions.
not at all :P It was more a comment about this ship being kinda scary looking compared to most ships in sins (first thought after I read your comment).
Well, I wasn't sure when I would buy Fallout: New Vegas. I guess the decision has been made.
At the moment yes. A lot of work went into creating the Diplomacy release for the Nephilim race. I plan on release an Entrenchment version, but a release date is still TBD.
Well... I've been working on the core of this mod for a while now and recently made quite a few advances with my own knowledge and acquiring a small team to help with providing some of the models.