SotSS is a 4x/RTS mod based on the Universe of Freelancer/Starlancer

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Just an update on my current progress and plans for the next update

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Hey everyone!
I know things have been a bit slow here recently, that's mostly due to everyday life being pretty busy of late. Plus I had to catch up on many of the games sitting on my shelf! =P

anyways, I'm slowly working on the next update which will probably see some additions to the Rheinland lineup to flesh out their fleet. I'm also hoping to get some voice recordings from several people in time to add in.

There are a couple of Very Heavy Fighters planned for Rheinland that just need the .mesh conversion and entities written up, plus I need to finish off the Westerwald Troop Transport to give Rheinland a comparable vessel to the Liberator Frigate

I'm also going to overhaul some of the weapon sound effects to make a distinction between fighter and capital weapons. For example the lasers on a Defender MKII will sound different to the Lasers on a Dreadnaught etc.

If I have the time I'd also like to replace more of the station/module meshes for Rheinland (and liberty too)

If I can manage the concentration and time I also plan to replace the neutral 'rebels' with the generic pirate ships from freelancer so you no longer end up in a fight against swarms of rogue Liberty ships lead by Dreadnaughts =P (however, this planned fix may get shoved back to a late update)

Meanwhile I also plan to fix any bugs I find, I know for example there is an issue with the random events from stellar phenomena (problem with the 'mad vasari' Nomad ship)

If any one picks up on some bugs or incorrect/missing information let me know so I can try to get it fixed.

ALSO:

How is everyone finding the alpha so far?
Any thoughts? Suggestions?
Had any epic battles, stories or taken good screenshots?
I am interested in everyone's feedback as it helps give me motivation to keep working on this mod

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Saurissimo
Saurissimo - - 66 comments

You're alive!

Of course there is a thought! I beg you, replace kinetic weapons with laser/tachyon/neutron or wathever those factions used in FL. Kinetics just don't fit in there at all. Just imagine Star Wars with machineguns, or Battlestar Galactica with lasers. It would be a bit... weird. Same with autocannons in FL.

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Wintercross Author
Wintercross - - 539 comments

I dunno... my reasons for adding Kinetic weapons is twofold;

1) I like Kinetic weapons in space and adding them to Freelancer was one of the first things I modded into it =P

2) When I was modding Freelancer I noticed a lot of weapon models with names like 'Autocannon', 'autoshotgun', Railgun etc.
This lead me to believe that Kinetic weapons were originally intended in Freelancer but due to Microsoft's downsizing probably got cut.

Maybe I'll make an addon at a later date that replaces Kinetic weapons for those that would prefer it (as a compromise =P )

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ipwndu
ipwndu - - 42 comments

i dont mind the dreadnoughts sitting around pirate/neutral worlds. those i actually like. the actual pirate faction is what i want to see changed the most i think.

on to your questions:
so far im actually enjoying your alpha :D its been a very nice alternative to the vanilla sins game. there is this one nebula with a few h-fuel extractors that the bots keep sending loads of ships after. unfortunately their scripts force them to retreat every single time since i have more ships than them in the sector so a massive battle doesnt happen there much, sometimes it does but then after a bit they sitll retreat so if you could find a way to get rid of that that would be great.

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Wintercross Author
Wintercross - - 539 comments

I'm not 100% sure, but I think there might be a constant to alter the retreat values... I'll have a look

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Wintercross Author
Wintercross - - 539 comments

Sorry, forgot to mention...

The Pirate faction will eventually be replaced with Corsair warlords. They will be a lot harder to deal with than the current pirates (who are super weak vs everyone at the moment)

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