Sins of a Blueplanet Test Build
Read the Licenses At the Links Provided Below:
License (Must Read)
CC BY-NC-ND 4.0 License
GPL V3 License
Some Things to Point Out:
- This is a Test Build, so Things will be Broken or not Working as Described.
- This is a Early Build so its not Finished.
- Gameplay in this version has changed a lot compared to previous versions.
- Any Save games you make with the Test Builds will Break upon Further Development.
- Things will Change as i Expand the Build Further.
- Your Feedback will be Important.
- Please Report Errors on Moddb or File a Error Report on the Git labs page.
- If you want to Constantly keep up with the Latest Changes, please Download the Mod using GIT.
- The Stellar Phenomena & Outlaw Sectors DLC are Required to get the Full Gameplay experience out of the Mod.
Click Here to Download The Latest Build
Happy New Year Vader and SOABP Fans!
Should the GTA and PVE be playable factions seperate from the GTVA? That way historical scenarios become possible and the maps could chronicle the setting's bloody history and how events led to the invasion of sol
Perhaps the maps themselves should be named after and loosely based on the various mods the fanbase has made over the years. It would pique people's interest and allow for maps that don't involve the entire galaxy
Could you add the broadcast center back in? To reflect the political nature of the conflict? One of the main causes of the civil war was that the GTVA knew that they couldn't survive a peace alongside the Federation.
The system that I am imagining is that UEF culture would build broadcast centers to overrun planets as per vanilla while the GTVA would build broadcast jammers that are tuned more for resisting hostile culture then for spreading their own. This way players can look at the "broadcast center" and "broadcast jammer" and immediately know how it works without further explanation
is this dead or should we keep hoping for a new content release :)
I really don't know, on one hand i really want to finish this, but on the other hand sins of a solar empires hardcoded limits in the engine are really limiting lots of possible features and is also restricting the visual assets i can add to the game.
So again i'm not really sure at this moment in time.
If you need ideas look at the Halo mod for this game or maybe even ask another SoSE modder to provide feedback
You have a lot of really really good assets already implemented. If you can rearrange this into a playable game then a lot of people are going to be impressed by the results
Thanks for update. This mod looks beautiful. I added this to 'followed' box & i'll share word about this if gets updated to match current patch o/ Wish you good November, Rest of the year & launch for new one. #freespace #engine #SinsOfASolarEmpire #Stunning
I hope you go back to the second version you had, leave it more like sins tech tree, make it not take 6 hours to do anything in the game, keep more like sins. I like the mod but please don't make it take ages to play and finish a game. But still very good job, I would just back track a bit.
Maybe this is a good opportunity to learn to work within these limitations. So many awesome ideas have come out in the cradle times of videogames, ideas that are no longer nurtured, just because with technology everything can just be made to go through the roof on raw power.
not with the ironclad engine, the base code is from 2006.
If you finish it you won't have to ask yourself that question anymore and can move on to a more agreeable game engine
the issue is that this mod is pushing the game engine to its limits in some ways, while im prioritizing performance the most, its starting to get to the point of what more can i do to improve it.
Changing the pacing the game would help. I think ships are too slow and the economy too slow
the new economy system will make it viable to raid the enemy's systems to damage their economy income
i am in the process of changing how the economy works, i might play around with other aspects of pacing to see if that helps