I like to announce EVE: RTS (work name) It's a mod about EVE Online developed by myself, featuring ships and other objects directly from the original Game. Models and Textures were extracted using TriExporter. CCP confirmed that I can use their Artwork. (see end of summary)
To make the Sectormode a bit more modular and make it easier to handle map Sectores, I implented a method of predefining some Sectors.
On this screenshot you can see 3 different Maps combined in One.
"Tanis" - Middle
"Hiigara" - Right
"Staging" - Left
If set up correctly, the Objects are fully rotateable.
I tested the Whole set of Campaign maps... They are working now.
Sorry, no upload today. But now, after setting up the Base for fast mapping the rest should not take until next weekend.
Oh another point I added the last Days. You can choose some more options now.
It's possible to deactivate Bases if no interest and you can change the starting fleet. For example if you choose to start without Gate you could have a Carrier, Shipyard or Mothership. So you could even play only a carrier war with medium ships.
Does this mod have any similar mechanics to the Territories mod?
Similar idea, yes. Code completly independant. It grew from the idea of having large area to fight with different environments and still not have to wait too long for ships to arrive at target.
In Version 0.21 I got some problems with effects and It was a lot of work to fix them - wich was not possible in every case. (everything was scaled down by 1/10 to make speed visually faster.)
When I recognised that my current script should allow me to use Gates too - and EVE uses gates. I thought, .. why not try it. And ... it worked out good. After a while I took a look at the Territories mod, but I did not like the way AI was programmed. Solid modification, but finally I ended up with my own code, so I can focus on AI and performance - the way I like it to be.
Biggest difference should be AI, the Bases and the Ways Sectors are couquered.