A nation struggling to rebuild after a brutal war for survival, a corrupt republic on the verge of collapse, an alternate humanity prepared for war, and a puppet government struggling to break free. It is the link in between, that will decide each nations' respective fates, and that of both their home galaxies, as a whole.
Base Remastered shaders done by in order: Jon Micheelsen, dolynick, and the other members of the Sins Remastered team. The SoK dev group only claims the ships that are not in the original game release (such as the Murasame-class cruiser, Tokyo-class cruiser, Suzuya-class cruiser)
In the last article I mentioned rendering the ships with Remastered shaders (? IIRC), and how Kuztenov was still struggling with the GameInfo (he was largely hampered by a notoriously unreliable computer and ungodly amounts of schoolwork, give him a break), and in the said article I said something about light cruisers with Remastered shaders (? again IIRC). So ya guess what? Here they aare!
*PS: Before you go, here's a link to the SoK Discord server: Discord.gg*
Beijing-class light cruiser (hull symbol: CL)
Edelweiss-class light cruiser (hull symbol: CL)
Athens-class light cruiser (hull symbol: CL)
Live-combat test (added ~19 HRS after posting this, forgot that MODDB has a 5-picture requirement for articles, lol)
Live-combat test, again
Out of the three, the Beijing and the Edelweiss are fairly straightforward: the former is a light, escort cruiser meant to provide fleets with a base of firepower while the other ships deal with the enemy, and the latter is an offensive frigate wolfpack leader that sacrifices some armor for mobility. The Athens-class however is a completely diffrent story entirely, the ship is for all intents and purposes a 'man-portable electronic warfare platform'. In fact, few would be the ship that could see through the dense jamming field the Athens-class generates on a daily basis, and even less would be prepared for the ship's exprimental point-defense lasers being utilized as an ad hoc directional jammer, blinding sensors over a wide arc and rendering enemy ships unable to find their targets, let alone engage them, while simutaneously painting the targets for friendly ships with far greater accuracy.
I'm pretty sure battleships would be next in line, and I'll try to make them done faster than the timescale on this one. Time flies, dosen't it?
I decided to paint the cruisers with Remastered shaders for no reason.
You guys might've seen the official announcement for Sins 2 on PCGamer. For those who haven't, I've put a link below.
The proof-of-concept is finished. Granted, literally nothing went to scedule, but at least, things are starting to go to plan. Hopefully, we can continue...
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(buried)
oh boy, the autistic weeb is stealing art and posting fake screenshots again
**** off
I challenge you, to find where these ships bloody came from, and post sources as to where these ships are taken from, before you make another post, you doughnut
oh wait, that's right, you can't. So either delete every single of your comments and pretend this never happened or make a public apology for causing this whole ruckus, because you're either generating new meme material for the team, making a fool out of yourself, or perhaps both, and pretending that you're not, and right this moment I am at the limit of my damn patience
so either apologize or **** off, before you trigger me enough to block you, the team has been showing you so far an incredible amount of lenience and patience at this point
Chill, dude, that guy's a jerk alright, but you shoudn't go overboard with that
Fair, but I'm fed up with his crap
The Kuromorimine is great in Stellaris, but will it eventually be playable in Sins 1. Are you halting development, because of the tech demo for Sins 2 or outright we will wait for Sins 2 (2024-ish on Steam)?
AFAIK, we're rigging the mod to work with Sins 1 first, and the consider a port to Sins 2 later down the line. Right now, Scepton's dealing with UV mapping the meshes to work with Remastered shaders, and as far as I know, it's not going too well =(
Do you have something new to show us about the mod? In-game stuff...
AFAIK Scepton's duking it out with the Remastered shaders, he might have something new. The last I heard, he finished the cruisers--he's dealing with the textures now
Don't use the Remastered mod as an integrated mod. Very important for stability. Take for example the "AotF" mod. It plays semi well in SP and crashes constantly in MP when using mid to max settings. Not a good choice of action. Better just add support for the Remastered mod. Give people a choice. Play it smart as "SW:Interegnum"'s team.
Remastered has stability issues? Guess I'll have to make stacked mods then
EDIT: I asked around a little on the Remastered Discord server, and turns out, Remastered wasn't the problem; having too many 2k textures was. It was a game engine issue, not a mod one (too many 2k texes caused the 32-bit engine to crash)
Oh! Then I take my words back. Apologies.