ManSh00ter ManSh00ter

[MOD] Sins of a Solar Empire: INVASION (new screenshots, May 28th, 2012.)

[MOD] Sins of a Solar Empire: INVASION (new screenshots, May 28th, 2012.)

Previously known as "The Last Stand"

 

 

Sins of a Solar Empire: INVASION is an addon project aiming to expand upon the existing universe of the Sins of a Solar Empire, providing original and high-quality content on top of the original game. Aside from the new content, the addon will also include multiplayer-friendly gameplay changes as well as reworked or new visuals/sounds.

ETA: To Be Announced

Planned changes/content will include:

  •  A new playable race, created to the highest quality standards. The Xin are a race of utterly alien origin, and the massive fleets of their living, semi-sentient ships have been ravaging the galaxy for millenia. Countless races have perished under their onslaught - and now TEC, Advent and the Vasari will have to face this terrible enemy and win - or die trying.
    Assume the role of the defenders and try to stem the tide of death and destruction, or take command of the invading armada and destroy the impertinent insects wherever they choose to make their last stand. 
  • Volumetric Explosions & Damage Effects, providing not only greater excitement to your space battles by transforming all explosions and persistent damage effect into true 3D affairs, but also better visual cues as to how the battle is going, enabling you to spot at a first glance the hotspots and even the level of damage on particular ships.
  • Dynamic Battle System, where each ship class' strenghts and uses are not determined only by its stats and abilities, but also by its flight characteristics. Certain ship classes will be able to move during fleet battles, which, coupled with the reworked stats of all ship classes should prevent "cookie-cutter" or "spam" strategies.
  • New Ship Classes for the new faction, ranging from specialist ships such as the Warmaster or Emperor Battlecruiser all the way to Titans acting as mobile superweapons capable of facing down an entire fleet on their own or even destroying an entire gravity well in one powerful surge.
  • Reworked Balancing, aiming to further focus various ship classes on their roles, removing any overlapping advantages which ultimately make one ship type or the other the ship to produce. Changes will also include increased gravity wells as well as greater class difference in turning rates and top speeds in order to further accentualize fleet placement, strategic positioning of forward bases and other such details which a great admiral make.
  • New Planet Types, which will also be visually enhanced, primarily by increasing their size in order to make them a true centerpiece of a given sector. New planet types will provide greater variety without providing game-breaking advantages to players.
  • Enlarged Gravity Wells which, coupled with the dynamic nature of space combat, will challenge players to an even greater level, requiring careful placements of planetary defenses and orbital structures, as well as fleets.
  • Unique Structures for the new faction, ranging from formidable Heavy Defense Batteries to deployable Outposts which will be capable of guarding even sectors around otherwise uninhabitable astronomical bodies such as stars or gas giants.

==MEDIA SECTION==

 

==SCREENSHOTS==

 

==TRAILERS==

DRONE SPOTLIGHT I

A short ingame exposition of the Scout, Assault and Siege drones.

 

 

 

==BACKGROUND LORE==

Pangalactic War Timeline 

Clicking the above link will lead you to the download of a .pdf document detailing the rich and dynamic history of the factions which will play a major role in the Last Stand mod, so if you are into background lore, be sure to check it out!

 

==UNIT INFORMATION==

 Pending.

 

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Reply #926 Top

o_O :omg: 8C 8(|     :'(

That sums it rather nicely 

Reply #927 Top

So ManSh00ter, when the hell do we get to drop big, heavy, explosive balls of plasma on our enemies?  You have got me hooked more than any other mod here, even more than 7DS at this point.

 

Seriously, are you a Xin or something?  Do you enjoy torturing us poor gamers?

Reply #928 Top

Yeah this mod is my favorite!!!!! (along with BFG mod but that's in early early stages)

Reply #929 Top

That is just delightfully orgasmic to look at O.O

Reply #930 Top

:') :dur: i think it needs somthing, what is it?  oh yea. the cannon should not be blue like all others it needs somting to show it apart... how about GREEN with Blue hightlights?

Reply #931 Top

That's what the actual plasma shot is for. Delightfully bright yellow with blue streaks breaking off as it speeds towards the unlucky victim. ;) Its got a long cooldown time, but I actually managed to blow up an enemy capital with three shots from this one. *And* its gonna have splash damage too.  }:)

Had a hell of a time making it work though. Its tough scripting when you have no idea about the syntax... and the error reporting is not that helpful either.

Reply #932 Top

I think this has been asked, but I'll ask again!

 

Is your mod improving the AI in any way?  Will the AI, when playing the XIN faction for instance, take advantage of all the new ships and structures?  Will the regular TEC/Advent/Vasari AIs play any more intelligently than they do now?  They can be rather stupid sometimes and I find well-programmed AI to be an asset to continued playing of an RTS.

Reply #933 Top

Unfortunately, Ironclad has not opened AI to modding, otherwise of course I would have made certain improvements to it (most notably its tendency to scurry back to homeworld if it feels a bit threatened). I can assure you however, that the AI will be able to fully utilize new ships and abilities - I am designing them that way.

Reply #934 Top

Hey Manshooter, ive been following this mod since that first Xin scout ship and i gotta say youve done an awsome job, better than any other mod out there.:thumbsup:

Reply #935 Top

Thanks. :) Already I am making the next batch of stuff for the next update - coming up are the Progenitor Mothership (colony capital ship) and the Major Uplink Portal, through which Xin capital ships are inserted into orbit.

For kicks, here are some rotoscopy sketches I made for the Progenitor. No.2 was selected.

Reply #936 Top

You can't use the name "Progenitor Mothership" for the Xin colony capital.  The Advent have dibs on that name for their colony capital.

Reply #937 Top

Nice looks cool. I was wondering is it possible to make the Xin titan or some capital ship of the xin be able to produce smaller ships like a cloning or reproduction cycle. I think it would fit well with the mother ship cause well its a mothership, so it would be cool to see a ship apeer from some opening and closing hole in the mothership. v_v just an idea :grin:

Reply #938 Top

You can't use the name "Progenitor Mothership" for the Xin colony capital. The Advent have dibs on that name for their colony capital.
End of quote

 

Yeah was going to say that lol...

Reply #939 Top

Oh, they do? Blast. Afraid I am not too familiar with vanilla unit names. I'll have to rename it then.

Thanks for the heads up!

And Vampir, way ahead of you. The Xin colony ship is totally unarmed, but it can spawn a number of assault or picket drones (anti-starfighter), it can produce Seeder Pods, which can colonize planets themselves and double as weak (VERY weak) siege drones, and it can also open up a wormhole to allow placement of a Xin Outpost, a powerful armored station which can guard any gravity well, including those around stars and gas giants (and even enemy planets if you somehow manage to get it placed without getting the mothership blown up).

Reply #940 Top

lol what are the chances that youd name it the same thing! :P

 

How about Queen-Class Mothership? She's big, she can colonize, and she can spawn lots of drones!

Reply #941 Top

O my god :(O :dur: you are awsome, some the mother ship can spawn ships, but how a bout the Xin frigats. will it be able to spawn them? and how about Queen Hive as a name, but then make it able to hold like 10 squadrons of fighter craft like a swarm of bees coming out of their hive. would be cool. but very cool anyway CANT wait im serious I CANT.

Reply #942 Top

and how about Queen Hive as a name,
End of quote

Didn't I kind of just say that lol. How about mix our two names, Queen-Class Hiveship!!!! :D

Reply #943 Top

Well, I have already decided the type name is going to be "Seedship", similar to "Seeder Pod", which are colony drones. But I haven't figured out the class name, so keep them ideas coming! :)

How about "Overseer Seed Ship" - maybe too simmilar to the Overlord Carrier? It should be something bombastic and powerful, we have Tyrant Battleship, Overlord Carrier, Sovereign Siege Ship, Wyrm Elite Battleship... "Queen" doesn't exactly fit into that. ;)

As for its ability to spawn frigates, it will only be able to spawn its own type of "neutered" drones, which are more like very large fighters than true frigates. This is to prevent abuse - the Xin drones are very dangerous, and since one of the key weaknesses of the Xin is their inability to move away from monolithic fronts and outmaneuver their enemies, having a capital ship which can double as a forward factory churning out drones would be unbalanced.

The Remnant will have exactly that however - a mobile ship factory for them handy flanking strikes. ;)

Reply #944 Top

Well, Empress sounds good. Wich, or Hecate. You might also try for some biblical references.

Reply #945 Top

cool sound good and one more request, plz make capital ships and carriers be able to hold way more squadrons. like the Halycon it holds 2 squadrons which is pathetic. it would be awsome to see at least 100 squadrons fliying around in a large battle. I got a good comp so i could run that many ships. would be cool if cap ship carriers had 20 squadrons and not 2.

Reply #946 Top

So is this availaible for download yet?

Reply #947 Top

not jet but ManSh00ter is very quick at developing this mod

Reply #948 Top

Quoting _Vampir_, reply 20
cool sound good and one more request, plz make capital ships and carriers be able to hold way more squadrons. like the Halycon it holds 2 squadrons which is pathetic. it would be awsome to see at least 100 squadrons fliying around in a large battle. I got a good comp so i could run that many ships. would be cool if cap ship carriers had 20 squadrons and not 2.
End of _Vampir_'s quote

 

Would need to be considerate to those with less able machines; maybe ten max for the carrier, three or five for the others?

Reply #949 Top

ManShooter, give the EVE fans what they want...

A ship whose pilot can never leave, that must log in with 500 Alliance mates online to prevent hictor-death, takes 8 months to save for and build... and can't be insured!  lolz

Love the work m8, beautiful stuff.

Reply #950 Top

Quoting Nachytsm, reply 23



Quoting _Vampir_,
reply 20
cool sound good and one more request, plz make capital ships and carriers be able to hold way more squadrons. like the Halycon it holds 2 squadrons which is pathetic. it would be awsome to see at least 100 squadrons fliying around in a large battle. I got a good comp so i could run that many ships. would be cool if cap ship carriers had 20 squadrons and not 2.


 

Would need to be considerate to those with less able machines; maybe ten max for the carrier, three or five for the others?
End of Nachytsm's quote
MAybe, but i was thinking up to 15 for the carrier as it gains experience and 10 to start with. 4 is best for the carrier cruiser otherwise their practicaly useless.