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  (70 - 80 of 203)
The_Federation
The_Federation Jul 5 2010, 9:51am says:

im not quite sure if any one has asked but through playing sins, is there only a max of 3 basic weapon systems per ship.

the sins moddels of FS2 have fewer weapon systems than that of the FS2 universe ships!

+1 vote     reply to comment
midnightjoker
midnightjoker Jul 13 2010, 8:10pm replied:

- yes one of sins' limits are 3 main weapons per ship. thats why flak, as well as super beam weapons are abilities.

+1 vote     reply to comment
The_Federation
The_Federation Jul 18 2010, 11:00am replied:

then like flak can the standard lasers be added as anti strike craft ability? make it fast refresh and target one squad at a time to allow weapon targeting and traking like standard weapons.

+1 vote     reply to comment
The_Federation
The_Federation Jul 18 2010, 11:05am replied:

maby create the same with missiles as well! the FS1 missile ability was a bit too Deadly...

+1 vote     reply to comment
Gazownik
Gazownik Jul 2 2010, 6:58am says:

One thing trade ships are too fast and why they are not form Freespce universe, i dunno maybe Posejdon Class? Why wings of bombers and fighters haven't got shield?
I think the Charybdis Class should have that upgrade form Vasari so you can see jumping enmy units.You know Vasari got that ship, i can't remember the name of that ship.

it's only my opinion and sorry for my English

+1 vote     reply to comment
midnightjoker
midnightjoker Jul 13 2010, 8:07pm replied:

- trade and resource ships are 'nice to haves' that may get added far down the road.
- will add more appropriate abilities over time.

+1 vote     reply to comment
Gazownik
Gazownik Jul 17 2010, 4:00am replied:

Ah OK good to know thx.

+1 vote     reply to comment
Hoho5000
Hoho5000 Jul 12 2010, 1:35pm replied:

This mod is (unfortunately) nowhere near finished, and some of the ships and whatnot in the latest release are either missing, or not complete.

Fighters and bombers don't have shields because the game is hard coded not to allow shields on fighters. To combat this, and I realize it isn't quite the same, fighters and bomber do regenerate health.

Also, there are only a few abilities currently in game. The Charybdis will actually work in the final release.

+1 vote     reply to comment
Generaljj
Generaljj Aug 20 2010, 12:16pm replied:

im not sure, but you might have to make upgradeable health for it to let it work

+1 vote     reply to comment
Generaljj
Generaljj Jul 15 2010, 9:47pm replied:

thank you for the update

+1 vote     reply to comment
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