Dynamic Combat 1.0 RC a
Oct 3, 2010 Demo 16 commentsThe latest iteration of the dynamic combat system which will be employed by Last Stand, this mini-mod standalone enables the feature on vanilla game versions...
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 9th, 2011
Of all the Xin ship breeds, it is the Chimera motherships which perhaps present the greatest threat to undefended but populated worlds. Although it does not sport the fantastic firepower of an Emperor battlecruiser, or the immensely strong armor coating of a Tyrant battleship, the mere presence of a Chimera in a theatre of war can none the less often turn the tide of battles.
The primary purpose of a Chimera is to seed new worlds for the Xin. For that purpose it can grow specialized pods in the bioform vats located throughout the vessel, and release them into the atmosphere of a planet once all defenses have been taken care of.
However, even if the planet is inhabited, the Chimera can still claim it for the Xin. But in that case, instead of seeding a desolate world with new lifeforms, the seeding pods release specialized organisms custom-tailored to wipe out existing eco-chains and reform them to better serve Xin purposes.
In other words, instead of scorching the surface of a planet like a Sovereign planetary assault ship would do, the Chimera can effectively create a Mass Extinction Event by introducing extremely aggressive agents into a world's biosphere. This process, however, takes longer to complete than simply glassing the planet, although once started it is difficult, if not impossible to stop, even if the Chimera is chased away or destroyed in the meantime.
In combat, the Chimera fares considerably poorer than more dedicated ships; it is not designed for front-line duty. Its primary weaponry consists of quad guided plasma ejectors located behind the "head" - like most Xin ships sporting these, the Chimera can attack targets both to the front and to the sides, although the low firing speed and number of ejector ports means it will be at a disadvantage against more combat-ready ships.
In addition, the Chimera can also release periodic swarms of gestated proto-drones; small, larvae-like creatures which are meant to one day become full sized Xin drones. These creatures still do possess the ability to move on their own, and can utilize their rudimentary weapon apparatuses to attack targets by latching onto their hull or blasting their shields point-blank range.
Last but not least, the Chimera can release clouds of specialized spores through the cracks in its outer layers of armor and skin. These spores can then be ingested by other Xin vessels, whereupon they can perform various maintenance tasks, providing rapid regeneration of damaged Xin ships and even being metabolized for a quick boost in energy replenishment.
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Will the dynamic combat be an integrated part of the mod (as in, will we be unable to NOT use it)? I ask because adding in such ship movement will diminish the usefulness of a lot of channel abilities. For example, cleansing brilliance will have trouble going through multiple targets, and shield regeneration won't affect many ships.
If you are including dynamic combat, I would suggest giving these abilities a decent range increase, as well as a range increase to capital ship weapons if you haven't done so already. I know, asking for more work. Sorry :P
Yes, I will be testing many vanilla abilities once the mod goes into final stages of production, as well as listen to player feedback and release balancing patches if necessary.
The mod will change a lot about how the original game plays. In addition to dynamic combat movement, you will also have much larger gravity wells so that real flanking maneuvers are possible, there will be major weapon type changes, further ship role diversification so that no single ship type will be good for every situation, and so on.
ManSh00ter!!! So stoked for your mod! I've been following it for the last 8-9 months. When can we expect an video/trailer showing this beauty in action?
Soon, I have been busy with paying jobs lately, but I try to put a few hours of work in the mod every day.
Next in line for an update is a cruiser spotlight video, and it will feature finished ships, models, effects, weapons and all, duking it out.
And once all the graphical assets are done, and there aren't that many left to do, to celebrate the momentous occasion, a release date trailer. :)
awesome! I cant wait to see all your hard work in action! :-)
been quiet here, im certain once you release the mod every gaming company around the world will want to hire you as a paid non involved advisor...basicly a do nothing job with ooodles of money.
I like your idea. ;)
So I'm gussing this amazing mod insn't going to be for rebelling :(
but enywho this mod is one of the best mods i've seen for sins of a solar empire yet
Actually it is highly possible Invasion is going to be later expanded to work with Rebellion.
Initially this won't be the case, since Rebellion brings entirely new mechanics to the game to which I can't adapt yet, since it's not yet out.
But who says there aren't factions in the Xin Hierarchy as well... ;)
Yeah, that update is coming, been busy with the whole New Year thing. :p