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?

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This project is being switched to Supreme Commander. That means I am going to have an immense amount of power at my diposal. With the help of Pheonix-IV, two ships are already in the game as example/concept material. So, I've resumed modeling. Several new ship models have already been completed, including the Blood Moon.

Posted by IskatuMesk on Feb 7th, 2008 digg this super bookmark


This project is being switched to Supreme Commander. That means I am going to have an immense amount of power at my diposal. With the help of Pheonix-IV, two ships are already in the game as example/concept material. So, I've resumed modeling.

In addition to the original races, I plan to add at least two more - The Xy`Kranasha (from UF), and the Asthurr (from BoTC).

In addition to my original gameplan, I'll be able to add SDI systems (anti-missile) grant weapons characteristics, such as capital guns being unable to directly target fighters, proper shielding systems, and so forth. Of course, this will all come with time, as I must now learn the exceptionally complicated engine to begin the goal of creating this conversion.

 Through experiments and discussions, I've learned that Supreme Commander's graphical engine is actually pretty efficient, which means I can spam distortion and polies to no tomorrow and not really suffer peformance hits. However, projectiles are another story. Balancing performance impact and missile counts is going to be tough. Ultimately, this conversion will require a far beefier computer than vanilla SupCom to run in large games. Which is okay, because this project is going to take a very long time to complete.

 As far as unit counts and such are concerned, I've lost caring how many units are added. So long as I get models done, and the unit serves a unique role, I'm going to make it. I foresee the biggest problem for the project being AI programming and skinning/animating. While I may be able to learn enough of max to rig these models for ingame usage and testing, there's no way I'm going to be able to learn skinning and texturing - at least, not anytime soon.

 AI programming is going to be an interesting challenge, namely because SupCom's default AI is programmed to use an extremely backwards, CPU-intensive, and for lack of better terms, utterly retarded system. I'd have to re-program everything I can get my hands on to make the AI adhere to an on-paper build order and unit creation system, as opposed to randomized platoons with priorities and other unpredictable (and painful to modify) silliness. This means that initial AI support probably isn't going to happen. In other words, I am going to need trusted testers later down the line, which I'll probably pool from the communities I am a part of and not really hold a public beta.

 Like all projects, I don't plan to release this until I deem it finished (or, god forbid, the project dies). So, the learning is going to be slow, and the creation process slower, but it'll make progress. 

 I plan to release video media later down the line as more stuff is tested/experimented with.

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