Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
eh, I like the blocky form.
Why? it looks like a pirate to me :P
Work is progressing. I'm focusing on Plague and Rogue right now building and encorporating models from other sources.
As with other modders I'm using the pending Sins patch to focus on improvements to the mod and then will need to see what needs to change to support the new patch.
hehe, the kids left their gun sitting on my desk and I thought it would look cool as a ship.
Not intentional... Which two sayings? Most of my sayings were modified from various books or made up.
If you mean people who fanatically dress up like animals then no :(
The uplifted are advanced sentient animals possibly cybernetically enhanced but still very similar to their original form.
Looks nice. I really like the lines of this ship and think it will be epic when it is textured.
Cool. I can see it!
I see, nice! But I was thinking Colonizer Capital ship so lots of weapons are still needed :P
Colonizer capitals are my favorite cap ships in Sins, so I want them to be bad *** looking and functional.
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.
Cool, hope you enjoy the current version. The plague race is not complete yet, have not finished structures or voice overs. I think they are fun to play or play against though. They are a little tricky with their growth based research but can be pretty deadly. Capital ship research also will continually grow levels based on the current research level... so don't be too upset if you lose a plague capital ship. Nephilim are much easier to play having a straight forward attack approach.
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.
well, your mod is usually in the top 100 so there is obviously interest. I would agree with Arthmyx: "Silent support"!
Be warned, people have had issues with Softimage 2011. You might try and find an older version. I use 7.5 and it works pretty well.
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.