In The Admiral's Service: Ultimate Showdown was initially planned for Starcraft 2, but as Blizzard continually shut out modders, I looked for greener pastures. Supreme Commander seems quite inviting for a total conversion intending to change the game into a giant fleet battle game of biblical proportions, so let's give it a shot, yes?

Report this article Concept introduction and outline.

The project has officially begun. Some more information is released.

Posted by IskatuMesk on Feb 29th, 2008 digg this super bookmark


I have now messed with the game enough to say I can officially begin this project. It will be a long, difficult road, but that is nothing unusual for me. I have many things to learn; Lua, 3ds max, maya, ect.. I must learn how to animate, I must learn UV mapping, and I need to learn how to create textures and skins.

For the time being I am using as many SoaSE models as will fit roles. Once I become skilled enough I'll use these models to help evolve my own abilities, and replace their roles in this project. For the time being, they are helping being used for proof of concept experimentations (such as the Judginator's cannons).

Pheonix-IV will be assisting off and on with stuff too.

Anyways, the point of this little update is to provide you, the patient observer, with more information of what exactly I'm planning.

 

This is a Fleet Combat total conversion. There will be no naval or land units. The conversion is being built with the hope of having space-based maps. There is the possibility that it will be able to work with any map though.

Currently there are 7 major races planned. More may arrive as time passes.

The Confederacy - Ranged specialists who are built on defensive gameplay and intelligence. They have a wide variety of battlestations available and can build gateways to quickly transport units across maps. They Command Ships and small constructor units. Power is used for their battlestations. Confederates are all about overkill.

The Undead - The Undead are adept in swarming enemies with fast-moving warships equipped with deadly plasma weaponry. What they lack in defense they make up for in brutality. Undead use energy sparks to construct things within their influence radius. They use power primarily for expensive assist-capabilities of their late-game construction units and buildings.

The Space Cowboys - The Space Cowboys lack technology to match the Undead or other "superpowers", but they make up for this in mobility and cheapness. Space Cowboys can make use of chaotic situations to give themselves advantages and thus are heavily reliant on intelligence. (Irony!) Not sure how their economy will work yet.

The League of Lawyers - Wicked, evil and cunning, Lawyers are comparable to the Confederacy in ship loadouts but operate considerably differently. Since they are a medium-range engagement race with slower ships, they rely heavily on intelligence to deceive the enemy and provide opportunities that allow them to use their capabilities to the maximum. Lawyers can build deadly super weapons to help even the odds.

The League of Mailmen - Mailmen have been in a galactic struggle against Lawyers for thousands of years. They employ advanced missile technology to engage enemies at long and medium ranges. Micro and intelligence is key to countering enemy anti-missile technology. Lawyers also have a lot of direct-fire beam-type engagement weapons, and the Buster-class vessels. Mailman ships are very durable but quite slow.

The Xy`Kranasha - Joining us from the Lour Saga universe is the Xy`Kranasha, a highly advanced viral lifeform that scoured creation of life and built an enormous fleet with which to wage Jihad against other life forms. They possess the most advanced technology of any race, but this can be a major weakness. They require Psi auras to build structures in locations and their construction is oriented around enormous and vulnerable Fabricator worldships. They employ primarily energy weapons.

The Pants Legion - Pants fanatics who construct their ships out of cotton. Their ships are unstable and have a habit of exploding when under heavy fire, coating enemies in burning cotton. They employ primarily carrier-type ships that maintain their fighter squadrons automatically. This gives them long-ranged capabilities, where they are vulnerable up close. Pants Legion also possess a number of peculiar superweapons. Pants Legion require planets (mass points) to harvest cotton from, so their construction is very dependant on controlling planets.

Concepts -

Super weapons are not game enders. They are powerful platforms or ships with special abilities.

Virtually all types of missiles will be subject to SDI defenses (basically TMD). Some types of other projectiles will also be subject to special defenses.

Energy weapons and matter weapons (Ie, a beam compared to a cannon) will effect different races' armor in a different way. This will be a later-down-the-road kind of thing, but damage types will mean something (although not as retarded as in C&C where a rifleman can bring down a tank).

Assisting will only be capable by advanced workers for specific races.

Reclaiming will be impossible for most races besides Space Cowboys. Ships will leave behind little particles they can harvest.

Many races will require technologies to be researched for vessels as opposed to the Supcom "tech" level system. This will help level out the large range of vessels and develop build orders as opposed to rushing tech levels.

Area of effect shield bubbles will be very rare.

And now that I'm done writing that novel, I'm going to upload a short experimentation video showing off the Lawyer's Judginator supership fighting several Undead vessels. Enjoy this sneak peak to the future!

 


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