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

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1 comment by midnightjoker on Jun 18th, 2010

It's been a while since we had anything happen with this mod that we could really share and it is taking me a lot longer to get things worked out than with the first mod, BUT i think i can say some good progress has been made and i finally feel that im getting a freespace feel in the gameplay.

That, of course, is my lone opinion. So i am going to release a raw demo of the mod with only the GTA + (sins races) to get some feedback and give me time to get the other races up to speed. The release will be limited in terms of abilities and tech to research and still needs lots of finishing work on UI textures, balancing, voices, etc, but will give players a feel for where this is going and hopefully help to make it a better experience.

here is one download link and it should be up on moddb soon.

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Freespace 2 Mod Demo v2

Freespace 2 Mod Demo v2

Sep 8, 2010 Demo 5 comments

This is the latest version of the mod which includes another new race, the Vasudan Imperium. This update includes many fixes and adjustments to stats...

Freespace 2 Sins Mod Demo

Freespace 2 Sins Mod Demo

Jun 17, 2010 Demo 12 comments

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...

Post comment Comments  (20 - 30 of 203)
Entropy_Anton Feb 18 2011, 8:37pm says:

Can you speed up the Capital Ships?

+1 vote     reply to comment
Zweistein000 Feb 22 2011, 7:24am replied:

No, don't speed up capital ships. IIRC in fs2 fenrises (fastest ships in the flees) had a top speed of 30-40. Orions, hecates and other destroyers had a top speed of 15-25.

+3 votes     reply to comment
Entropy_Anton Feb 18 2011, 5:14am says:

Why when the ships arrive at the node and jump to another sector they dont subspace. It takes forever to not use the jump node or enter subspace!

+1 vote     reply to comment
Zweistein000 Feb 22 2011, 7:22am replied:

Because in sin they didn't use "phase jumps" when going through wormholes.
Subspace nodes are actually remodeled wormholes.

+1 vote     reply to comment
ANTMAN117 Feb 6 2011, 11:22am says:

Absolutely love freespace, following you guys every step of the way great mod!!

just a sidebar though, is it just me or are the fighters/bombers ridiculously overpowered? got geared up to watch some capital ships slug it out but many were destroyed after only a few passes with the bombers....

also can we expect to see the shivans make an appearance? in all there red glory

+1 vote     reply to comment
GilgameshMa Jan 11 2011, 8:09am says:

Seems awesome I'll track.

+1 vote     reply to comment
Holybeast Jan 7 2011, 3:21am says:

Will this eventually go to Diplomacy or get another update? also will the Gravity Fields of planets decrease

+1 vote     reply to comment
freeforchat Jan 9 2011, 9:35am replied:

inter-planet jump bug(jump to "deep space" after inter-plante jump) and "huge gravity well lag when building" is really disturbing

+1 vote     reply to comment
ind1 Dec 16 2010, 2:43pm says:

Loved Freespace 2 played it for ages, *Tracking your mod, good luck

+1 vote     reply to comment
freeforchat Dec 10 2010, 1:05pm says:

some sharing

first, about ships.
focus firing disabled engine, this made some ships of the fleet unable to support other ships in the front.
so, i change that to 40% range bouns as i rmb.

then, it's about starbase :

starbase is too weak to hold until slow cap class come to support...
so i added 50000HP and 5hp/s restore to it...
(it is too expensive to pay 5000 gold, just for a "antimatter refueling station")

also, to make it really giving pressure to the enemy assault force like the original setting of sin's starbase,
i added the anti-cap beam (ability of that stand alone turret) to it...(also because the green beam usually won't fire)

so, in original sins, starbase afraid of torpedo ships, in FS2 mod, it afraid of bombers. (the base don't fire ANY AA beam or flak as i saw yesterday)


but in order to make the starbase work like the one in FS2
i think :
1.more HP at the beginning (at least the same as a orion)
upgrading of it let it go to about 200000 finally(2 orion)
2.see if there are anyway bringing it some AA and green beam WHICH WORKS.
Then it can fight like a basic cap class at least.
as far as i rmb, the shivan have to hit a GTA station with advanced destroyer and bombers, but not just normal ships.

btw, defense turrets may need some buff too.
they are not firing far enough to defense a sector...

+2 votes     reply to comment
lordlandraid Dec 15 2010, 4:12am replied:

These changes sound like they'd improve the game play greatly, I kind of got tired of building tactical structures that the AI just avoids and spending loads of resources on a starbase which ends up being nothing more than a glorified paperweight XD

+1 vote     reply to comment
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Freespace 2 Mod Project
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