The Freespace 2 Mod Project aims to bring the Freespace universe to the Sins engine.

Report abuse Freespace 2 Sins Mod Demo
Filename
FS2_GTAOnly_Ent_1.051.zip
Type
Demo
Uploader
midnightjoker
Date
Jun 17th, 2010
Size
279.76mb (293,345,625 bytes)
Downloads
515 (1 today)
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Description

This is a demo of the mod we are working on for Sins of a Solar Empire - Entrenchment. The demo has one new race, the Galactic Terran Alliance. The demo has limited technologies and abilities but should give players a sense of where we are going with the mod and hopefully provide some good feedback. There are a couple bugs i am aware of, graphical errors (cerberus, ui elements), etc. This release is raw but hopefully fun. i have also included a few maps using the jump nodes. Just unzip the mod and drop the folder into the Mods-Entrenchment v1.051 folder.

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Freespace 2 Sins Mod Demo
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james340
james340 Jun 19 2010, 10:52am says:

downloading now!!!can't wait to test!

+1 vote     reply to comment
james340
james340 Jun 20 2010, 12:49pm says:

how do you make it go? : p

+1 vote     reply to comment
Holybeast
Holybeast Jun 20 2010, 6:09pm says:

wow amazing demo :D wish the GTA ships were faster though and that tther space ship was with health but overall amazing

+1 vote     reply to comment
Shockwave271
Shockwave271 Jun 22 2010, 1:41pm says:

Very great demo, full version's going to be great when it comes out. I've got some feedback I'd like to share.

I agree with Holybeast on the speed of the ships. I was thinking maybe an increase of ship speed, reduced cooldown of the intersystem jump, and/or make the gravity wells smaller (they were HUGE).

I thought being able to build Orions in large quantities as a noncapital ship (frigate factory) was nice for the large amount of beam cannons flying everywhere, but I was thinking it deviates from the FS2 universe a little since capital ships generally were more difficult to come by. Also thought the Hecate destroyer should have a few more HP (150K or something).

Only other thing I noticed was in regards to repairs of capital ships being slow. Maybe a rate increase to the repair platform & GTM Hippocrates would help, but obviously don't want to make it too high that smaller ships are instantly repaired.

That's all I've got for now. Glad to provide feedback for you. Looking forward to the main release.

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The_Federation
The_Federation Jul 5 2010, 6:18am replied:

i guess u have to look at it being slightly realistic, u can just expect ship to repair real fast, plus this puts pressure on you to try and save these vessels.

and in the fs2 univeres the only reason there where few capital class ships seen was because they where on the front lines holding the enemy fleets back.

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james340
james340 Jun 24 2010, 2:01am says:

I liked this a lot!! ship speeds could be increased slightly, but the intersystem jump is damn handy for getting out of a tight situation fast, really nice addition!

I like the repair rate, means you can't just pull a destroyer straight out of one massive fight to another, you need to repair. though a working repair station would help... ; )

over all though, real tight mod, liked a lot!

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Popevader
Popevader Jun 26 2010, 5:49pm says:

Ok, I've played it for a bit and have some hopefully helpful feedback:
1.) I agree with the above: ship speed, instersystem jump being awesome, and to remove orions from the frigate factory, and to increase Hecate HP.
2.) I thought frigate survivability was a bit low, along with their cost (both supply and resource)- too many ships to too few fighters in my opinion.
3. Bombers seemed a bit week when attacking destroyers, but that's a subjective note.
4. Haven't gotten to play it enough to say much beyond that though.
5. maybe give ships the ability to spawn gun platforms for defense against fighters/light cruisers?
All in all, excellent work. I'm impressed.

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The_Federation
The_Federation Jul 5 2010, 6:29am replied:

just to note if you have never played FS2 the whole game rovolves around fighter and bomber squadrons, they rule the skys!

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kaloonzu
kaloonzu Jun 26 2010, 7:41pm says:

For me, I tweaked the ships speed and Jump Ability as follows:
For Ship Speed, I went on the Freespace 2 wiki and took the original ship speeds and multiplied by a factor of seven, with the exception of the Faustus, which I multiplied by 12.
For the Jump Ability, I tweaked the cooldown to 90 seconds and the anti-matter cost to 50. I did this for all six variants of the ability.
If you want to do this yourselves, in Windows 7, go to Users/(username)/AppData/Local/Ironclad Games/SoaSE/(Entrenchment Mods Folder)/(FS2 Mod folder)/GameInfo/. Everything is in there, you just have to look. MidnightJoker, you should look into those numbers. Really did help with game speed.

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Generaljj
Generaljj Aug 16 2010, 4:39pm replied:

tryed to do it myself, bringing most ships to 300-350, and fighters to around 500-600. but mini-dumped. had to reset the mod by reinstalling

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Generaljj
Generaljj Aug 19 2010, 3:39pm replied:

or you can make the maps smaller, that would help. I did, and it acctualy makes the game more enjoyable for me

+1 vote     reply to comment
The_Federation
The_Federation Jul 5 2010, 6:21am says:

i personally like the idea of slower ships because it puts more pressure on the player to stratagise more and try predict moves of the other players, this create a high level of skill in defencive/offencive/counter stratage

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Platform
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MD5 Hash
e4b6f654cbd7fd72c48244b5f4e0dfd0
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