Modder currently developing Sins of the Fallen, a mod for Sins of a Solar Empire.
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.
Also, Transhumans will have it's own version too with the option to play standalone or with the Plague and Nephilim races.
Thank you. Here's my reasoning though for the versioning.
Version 0.1 was private.
Version 0.2 was the initial Nephilim release with simple textures. Version 0.3 is to mark a fairly complete Plague release including sounds with simple textures.
Version 0.4 and 0.5 are slated for texture improvements.
Version 0.6 and 0.7 are slated for ability improvements and additional balancing or research tree items.
Version 0.8 and 0.9 are slated for particle improvements (maybe just refinements if I don't figure out how to make particles myself).
Version 1.0 should mean I'm basically done, excluding minor fixes, with the Entrenchment and Diplomacy versions and moving to Rebellion hopefully.
Lots of missiles mainly, some lasers, maybe some auto-cannon.
Not sure on the big guns yet on the Arcadias. I have them firing the large laser effect from the Kol currently.
There will be a few custom buildings for Rogue. Any updates for Unit/Buildings will be put in the Rogue Feature... Moddb.com
Well, worked on my Sins Editor so no progress on the mod today :(
4 out of 6 capital ships complete... 2 more capitals to go (12 abilities)... Taking a break for the day.
Quick little update - Rogues have six capital ships currently with 5 possible abilities which have been designed out (2 out of the 6 ship abilities are coded). Research tree's are about 50% finished.
The fifth ability on each capital ship is an optional passive that comes with both an upside and downside to the ability.
As I'm the only one working on this mod outside of model contributions it may take a bit longer. I may throw it to you to test some of the mechanics when I hit that point. As it stands I have all the ships in game and am working on abilities, research trees and icons.
Yes, you could. Existing meshes can be used in multiple places. 7DS does a lot of this by using the same model for it's new races versus adding in new models. I have a couple other options I'm considering for Rogue scouts though. I'm also thinking of using the siege AI type to cause ships to go on more regular raids against players similar to how they like to send siege ships in when you play the AI now.
Merging Maelstrom with anything will be chore from what I've seen. He is already at or close to the hardcode limits for most things.
For starters you have to compare what common files are between the two mods. Then I like to create a bridge mod instead of trying to physically merge the two mods together. Any common files are merged here or files you need to specifically overlay to resolve conflicts.
TBH, I'm not sure if you can merge Bailknight's with Maelstrom due to the previously stated concern. I do know from the sins forum that he is looking at adding more effects.
The base mod has limited effects mainly for the plague race (intentionally at the moment). However, the Nephilim Effects addon and SinsPlus addons both add additional effects. In fact the SinsPlus adds Bailknights graphic mod, in addition to the other mods, to the core races in Sins.
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.
Yes. Some use ZBrush... I couldn't afford that.
All the races together will probably only be for Diplomacy with some form of TSOP and my own memory modifications and the last two mentioned are for a separate mod.
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.
It's a WIP article, I actually don't have a scout and siege lined up yet. It would be interesting to have the scout/lf combo but I don't think the AI would behave properly.
So... Sins of a Solar Empire: Rebellion is adding Titan class ships, so this should make adding Titans much easier down the road. Plus the AI may actually use them...
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...
Yes! it will be a fully playable race including abilities, research trees, and icons. I don't have any voice scripting made yet so I'm not sure what I'll do in that regard.
I've never played freelancer and the original modeller didn't put any restrictions on it's use.
Definitely is. SolCommand made this originally based off Freelancer is my understanding. But it does look tight in the game.
Only the expansions. Check out Maelstrom's mod if you only have original Sins.
I'm changing this to a frigate class and smaller vessel.
Hehe, only thing I could find that matched furries... Nice thing about Sins is a lot of the races can be left to your imagination. There are some good shots of sample Uplifted on Eclipse phase's website.
It's based off of Azrael's symbol from some Angel research I did...
Cool, 100 members watching this mod!!! Must not dissappoint...
I'm a big fan of these ships Can-O-Worms.