Volumetric Explosions and Damage Effects ver1.2
Oct 20, 2009 Full Version 2 commentsThis latest version of the popular mini-mod adds completely new explosion effects for all three existing factions, plus a reworked and optimized particle...
The Last Stand is an addon project for the Sins of a Solar Empire, aiming to provide additional and original content, depth and challenge to the game, including three new races, new gameplay elements and tactical gadgets such as mines, interdiction abilities, deployable starbases, new ship classes and more.
10 comments by ManSh00ter on Jun 13th, 2009 digg this super bookmark
Hello everyone!
Its been a while since the last update, and while its not necessary to go into details, lets just say that I have experienced some technical difficulties which considerably slowed down my work on the mod. But, all this is about to change as the Episode I slowly draws to final stages of production!
Soon you will be fighting desperate battles against the encroaching Xin, or wreaking havoc across the galaxy while doing your best evil laugh imitation (optional)!
To tide you over until the next teaser trailer showing the ingame action in all its glory, here is a bit of information on the mod's biggest ship class - the Titan.
A Titan class ship is the most powerful unit a player can build in the Last Stand. The requirements are enormous, from research costs and time to actual building times and resource needs. They easily dwarf Entrenchment starbases in production costs, but on a plus side, a Titan can eat a starbase for breakfast, then burp flaming debris to incinerate the planet below. Proverbially speaking.
Each new faction, the Xin, the Clans Remnant, and the Hegemony will have one Titan class ship available via research, each having a unique approach to combat and utility. The Leviathan, the Xin equivalent, is built for one purpose only - to wipe out the enemy as quickly and decisively as possible.
Built from five separate modules, each larger than even the largest Xin battleship and easily dwarfing even smaller ships like TEC or Vasari battleships, the Leviathan is an immensely tough behemoth, designed to wade into the thick of action and detonate its most powerful weapon, an artificially created and maintained black hole.
Possibly the only machine in the known universe which can create and maintain a phenomenon of such awesome potential, little is known about the actual methods by which a Leviathan can maintain a full-fledged black hole in the narrow space at the center of its superstructure without instantly collapsing under the enormous gravitational pressure. The five identical modules are themselves autonomous, held in place relative to each other by the same forces they help put into being. In fact, it is speculated that the sole purpose of the modules is to provide the platform for whatever mysterious machinery controls the black hole.
Being so large, the Xin Titan does not have effective ship-to-ship weaponry. Instead, it relies on massive hordes of various assault and defense drones to provide point defense emerging from its ten enormous hangars, each of which could easily accomodate a cruiser or two. While this makes the large ship vulnerable to well prepared fleets which carry a lot of weaponry dedicated to taking out the drones, its most valuable ability lies in the fact that it can "excite" the black hole it maintains, creating massive assymetric gravity surges which not only suck all free-floating objects towards the gargantuan ship, but also obliterate any objects which stray too close, making the Leviathan potentially capable of wiping out an entire sector completely.
But, such awesome power takes time to unleash. It takes approximately six minutes to create a powerful shockwave guaranteed to wipe out the entire sector. While the minor shockwaves emanating from the tormented space-time in the center of the structure are potentially deadly to any ship, a determined fleet has an option to try and take out the behemoth before it can obliterate them - a timed race with only one possible winner.
Ultimately, your best bet is never to let your opponent build a Titan. Because if you do find yourself squaring off against one of these, you better come prepared and then some. When fighting a Titan, there is no room for second tries.
This latest version of the popular mini-mod adds completely new explosion effects for all three existing factions, plus a reworked and optimized particle...
The updated version of the Volumetric mod, this issue contains Entrenchment compatible version, new starbase and mine explosions, an improved fragmentation...
This mod enables fighter physics and behavior for larger ships, enabling ships handling characteristics to come into play beside their defense/attack...
A summary of the events leading up to the gameworld setting in the Last Stand mod. Lore heavy, gots picturz.
Adds voluminous effects to ship explosions, flotsam system for a more dynamic combat and generally makes space warfare a whole lot more interesting to...
A merge-friendly version of the Volumetric Explosions mini-mod, to be used with existing mod installs. See readme for more info.
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They are probing my earlobes with slimy tentacl...!!
Mansh00ter has been abducted by hostile Xin again... Let`s hope they will return him anytime soon and in one piece.
A TEC Rescue fleet has been dispatched to locate him. Heh Heh
May I ask for some new screens, please? :P
I make models in XSI, and textures with ZBrush and Photoshop
thx :)
hey ManSh00ter may I ask you which program do you use to make your models and textures if you could answer me I'd be very grateful :)
Thanks for the info.
Thanks to the clumsy way Ironclad is handling new patches, virtually every new patch breaks existing mods, so they have to be updated. Currently the Volumetric mod is patched for the latest version of both vanilla Sins and Entrenchment, while DBS is going through some stability testing and will be uploaded when those are done.
Whether the Episode I will be released before 2011. I can definitely say yes. :p
If you made a typo and were not sarcastic, then I can only say that right now, thanks to Ironclad and the lack of properly established hardcode limits I am dancing on the edge of a sword with the mod and may be forced to rethink the way the new races will be implemented.
To be precise, it has only lately come to the attention of the modding community that there are in fact too few hardcode allowances to enable us to put in complete extra races without causing engine instability and periodic crashes. The reason we found out so late is because it has taken this long for major mod teams to make enough content to "spill over".
We are in contact with Ironclad and they have made vague promises to "look into it", but the future remains uncertain. Rest assured, however, that Episode I is coming, in the planned expansion form if possible, and if not, then the Vasari are going to meet their terrible foe, die and make room for the newcomer Xin (and possibly boost pirate forces too). More on that when I actually know how the game behaves under the full load of the mod.
Ok. Here's hoping for the best.