Just a quick fix for the issue with Liberty... turns out a few things got jumbled in the galaxyscenariodef file which was causing weird stuff to happen...
Due to character limits I've made a separate Credits section which details all the people who have contributed in some way as well as the list of great voice actors who have helped out.
Sins of a Solar Empire Forums Post is HERE
Facebook Group is HERE
The events in this mod occur 10 years after the story of Freelancer.
Not all of the Nomads were pulled through the Hyper Gate by Edison's
work, in fact those events led to another group being awakened and
consequently getting another shot at taking out the colonies. However
this group is larger and more experienced than the previous ones awoken
by Rheinland, and they're not happy about being separated from their brethren.
About 5 Years ago: all the trade lane and jump-gate
technology 'inexplicably' failed, however thanks to some breakthroughs
by Ageria Technologies, Cruise drive speed has been increased to fill
the gap left by the failure of the trade-lanes. They also developed a
system to allow a cruise drive to be 'super charged' in close proximity
to a star, allowing for long distance jumps between systems. While not
as fast as jump-gates it helped to keep the colonies in contact.
4 Years ago: the relative peace shared between the colonies since the
nomad infestation started to breakdown. The Kusari Empire annexed GMG and raised the
export taxes to Bretonian space, raising the cost of vital H-fuel.
Bretonia responded in kind cutting back on the raw resources they were
exporting to assist in Kusari rebuilding. Once Liberty de-regulated
Ageira Technologies' new cruise drive upgrades and shared the designs throughout
the colonies Rheinland was no longer held back, and started flexing
their muscle again. Focusing on moving their newly rebuilt fleet to gain
a foothold in contested space.
3 Years ago: the first Corsair
capital ships were seen. A large Bretonian military convoy carrying
supplies and materials were ambushed by a Corsair fleet led by a cruiser
of unknown design. The cruiser destroyed the escort gunboats with ease
and raided the transport ships. Corsair raids become more frequent and
daring requiring the houses to devote more resources into their military
2 Years ago: Secretive 'Nomad Cults' have been on the rise,
these Fanatics believe that the Nomads were the messengers of 'God' and
that Edison is the Devil Incarnate who tried to stop mankind hearing their message.
While they were thought to be a few harmless kooks at first,
they have recently become quite aggressive and militant;
and their insanity is quickly spreading.
Current day: relations between factions has
deteriorated even more. With increased military focus due to piracy and
border disputes and the political situation quickly turning sour,
all-out war could break out at any moment.
Welcome to yet another news update!
This time I'm going to give you are rough idea of how the new shield system currently implemented on Bretonia, Liberty and soon Rheinland.
Basically, it came about while I was thinking of the differences between Sins and Freelancer... In Freelancer when your shields go down, they remain offline for a certain amount of time before they start regenerating themselves again.
Sins however has your shields constantly regenerating every second regardless of incoming fire or shields being down etc.
In my desire to make taking down a ships shields more serious, I devised a cunning plan!
Basically, I decided to make shield regeneration part of the 'shield' ability along with the factions unique shield ability. By doing this I was able to craft the ability to regenerate shields and provide it's unique ability while the shields are up, but when a shield becomes critical (a certain % into red) these effects cease until the next cycle of the passive ability.
This means depending on how long it was since the last cycle, your shields could be disabled for a random amount of time (up to the total cycle time, which is 30 seconds on a Light Fighter (slightly more on larger craft)
One the ability cycles, it is set to give a quick boost the shield strength, and then if the shield remains stable (ie: Doesn't get hit with damage knocking it out again) it will resume it's normal regen etc.
This means when a ships shields go down, it might be better to retreat rather than take lots of hull damage, especially on Capital Ships since they don't regenerate hull like Fighters do.
The numbers and times are subject to change as I balance the system, but so far it is working as desired.
Eventually I will also make tech upgrades which will level up the abilities for each shield class.
As a quick overview, since Sins can't have the strong and weak vs weapon types on shields like Freelancer has, I decided to give each shield type some special effects based on the idea of the shield technology.
Liberty has 'Graviton' shield technology, which wraps their shield in powerful spinning gravitational fields. This makes them effective against physical weapons like kinetic rounds, missiles and torpedoes as the field often slaps them aside reducing their accuracy and damage potential, represented by extra damage resistance to physical weapons.
Bretonia utilises 'Positron' shield technology, which encases the hulls of their ships with a layer of charged anti-electrons that atomise incoming fire. They are paired with special energy sinks that absorb a percent of the heat generated into their capacitors. Hence Bretonian ships absorb a % of damage as energy. (which combined with abilities like shield batteries will make for some tanky Brets.)
Rheinland has 'Molecular' shield technology, but as for their special effects I will get to that another time =P
Anyway, hope everyone is enjoying the latest Alpha build! I am currently working on a patch to fix a few bugs and oversights so I hope to have that ready soonish.