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  (40 - 50 of 203)
Hoho5000 Creator
Hoho5000 Oct 24 2010 says:

Hello everyone. Just to let you all know, I have resumed work on this mod. I would have posted sooner, but I just got my PC fixed. Also, the hard drive that I had all the mod files on seems to have crashed. Thankfully, I have most of the files backed, so nothing was really lost.

I'll be posting pics as things get done, so keep your eyes peeled!

+1 vote   reply to comment
freeforchat Oct 29 2010 replied:

it's great to hear the mod is back on progress.

but i do think there are some balance issue.
e.g. defensive turrents are having too few HP, weak space stations etc.
(i upgraded them to be more effectively "defense" something)
(i.e.double HP for turrents and majorir anti captial beam for stations)

call me if any help from me can help this mod.
let's embrace the shivans' captial class : )

+1 vote     reply to comment
vp21ct Oct 15 2010 says:

I know this game is on a rest, however, I do feel the need to point out some flaws in it, should it be picked back up again/some body tells me how to fix these flaws myself.

While it is VERY fun ((and I enjoy it greatly)) the 'Insystem' subspace stuff seems unnesessary. The point of the Phaselane set up is that those are the in system jumps. I think it would be best to just remove that ability for most ships ((Except maybe, MAYBE capital ships)) and just up ship speeds to more normal levels.

So far, the biggest problem I've found is that it turns fights into claustrophobic cluster****s, And that's really my biggest beef. Other than that, really fun mod.

+1 vote     reply to comment
freeforchat Oct 23 2010 replied:

in-system subspace jump is in for 2 reasons(i guess):
1.Because the ships in FS2 have it...
2.When ships' "normal drive" mobility is slow, planes will then have the advantage, just like in FS2.

However, slow ships will make reinforcement very hard.
So, in-system jumps are added to speed up ships strategic speed while keep planes have the tactic speed advantage.

--------- fact, your suggestion make some sense even in FS2 setting...

FS2 ships always have to slowly travel the last 10km to the jump node, instead of jump to the node directly.(to give an opportunity for player to kill some ships)
It's like ships have to move slowly around the plant gravity well(and give the opportunity for the enemy to intercept) in SINS.

What's different is:
1.SHIPS (in-system) JUMP:
in FS2, ships can (in-system) jump directly to the proximity of the node OR anywhere inside the gravity well of the WHOLE SYSTEM;
in SINS, ships can only (in-system) jump to the nearby plant...

in FS2, most plane can do in-system jumps to fight without capital ships in the proximity...
in SINS, plane can't leave the plant gravity well of motherships :(
(that's why fighters can be produced by cruiser, playing the role of "captical-sent-escorts")

3.As a result, in SINS system, ships inside the same solar system can't jump directly/send planes to support their ally.
Instead, they will have to do inter-plant jumps, jump and jump...


well...without the function of "arbitary in-system jump" in FS2, it may
not be possible to make the mod exactly to FS2...

+1 vote     reply to comment
The_Federation Sep 29 2010 says:

Will there still be the advent captial ship for the GVI in the final release? its kinda' out of place in the FS2 universe? also as it levels up when taking enemy fire the sheild mitigation go above 100% thus doesnt take any more damage and wont die!!!

at intervals in the game im experiancing a fatal error bug or something and the game crashes, though i dont know wether it because im using Windows 7... ill have to try on xp to see!

though so far im impressed with the work!!! :D

+1 vote     reply to comment
midnightjoker Creator
midnightjoker Sep 23 2010 says:

So i think i am going to have put the rest of this mod on hold for the time being. i have some serious real life issues to deal with for the next couple months. if hoho has the time maybe he can retake the reigns but i will not be doing anything on this for a little while atleast.

i do expect it will get finished eventually, possibly not by me.

sorry for the bum news. it bums me out too, i hate how little i can spend on it right now and you few readers know how poor my updates have been. must deal with life though, despite my best efforts to avoid it.

+1 vote   reply to comment
freeforchat Oct 1 2010 replied:

it's ok man.
everyone have to deal with their life.
(i left for a few weeks for my academic project too)

good luck on what you have to deal with.


hope someone will take the mod over, or you can come back to the mod after a few months.
maybe i can help with testing that time.

+1 vote     reply to comment
freeforchat Oct 15 2010 replied:

Anyone know how to add a new buff_xxxx.entity?
Is there some kind of "list" I have to adjust and add the name of my new buff?

because everytime I link an ability to a new buff, the game will goes error when I put my cursor on the icon of that ability....

+1 vote     reply to comment
freeforchat Sep 16 2010 says:

There are a few bugs, see if anyone is not yet debugged.

1.GVI mentu cruiser should need tech requirement.
(current setting of it: NumResearchPrerequisites 0)

2.starbase builder of GVI didn't add antimass generation rate.

3.GVI starbase can't "roll over" like GTA's one, hence its powerfull yellow beam can't aim at enemy ships.
Only weapon it can commonly use, is the yellow balls and anti-air blue beam. That beam is terrible for player in FS2, but not for the ships here.

4.GVI repair platform function is based on "Ability_GTA_RepairPlatform.entity"
and GTA-repair-ability relie on GTA-repair-buff.
The most important point is...they relie on GTA repair tech level for their rate of repair...
i.e. GVI player without GTA tech, their repair station won't show the repair button.
I tried to add GVI repair ability and buff(relie on GVI repair tech), but it just bugged when i want to build repair platform :(
currently, I make GVI to use GTA platform and GTA repair tech to solve it...

5.For this and another mod, "boarding party" doesn't work...
It just say "target is not captureable".
in the last release of FS2 mod, I removed the "target must be captureable" in the capturing skill, and then the boarding party is work again.
(after that, AI captured my largest capital ship in 10 i am not going to fix the capture bug in this release...)
dun know if this is problem of my solar empire's version.


Do you guys need bug report or other kinds of help?
(I am not a modder, but learnt alot from trying to debug in mod of this game)
(I dun have much time for the mod, but I can help if I am free, like some bouns help)

Or I can just keep playing as GVI while waiting for the third release with Lucifier? :D

btw...bomber squad in this mod is like 4 player-level bomber...
tons of torps and rockets kill a capital in 10 seconds...
even more powerful then the 3 legged creature in FS2. (forgot those names of FS2)

+1 vote     reply to comment
midnightjoker Creator
midnightjoker Sep 23 2010 replied:

hey thanks for the updates. i figured there would be more bugs in there. sorry i just cant put the time i want to into this anymore.

+1 vote   reply to comment
atlas117 Sep 9 2010 says:

i never played the 2nd free space, but i still have the 1st one. it doesnt play because its scratched to hold hell. but the game was awsome!

+2 votes     reply to comment
The_Federation Sep 13 2010 replied:

if you want to get you hands on FS 1/2 go to (Good Old Games) and you can purchas the game for $5.99 each...

this is a legit site. :)

Live long, Modd hard, Die happy!

+1 vote     reply to comment
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Freespace 2 Mod Project
Freespace 2 Mod Project
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5 years ago
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