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 #1126 Top

Your mod looks amazing! I can't wait to try it out :)

Reply #1127 Top

That wyrm looks awesome, heh.

Not sure if this was asked earlier, but are you planning on making any of the capital ships like modern day warships, i.e. with point defence, medium, and large armaments? Or are they all going to pretty much have specialized roles like the rest of the races?

 

I always wanted cap ships to at least have some PD but the only game I've ever seen do that well is Freespace :|

Reply #1128 Top

You have no idea the ammount of paralyzing fear I will experience when I play against that thing.

 

The wyrm.........

It looks just like...........

THE DOOMSDAY MACHINE

 

Tell me that wasnt deliberate.

 

Reply #1129 Top

It isn't. This is the first time I see that thing. Though now I'm glad I dodn't go with the original concept for the Wyrm, because it would look allmost identical. :)

Xarchon, yes, the Remnant ships in particular will be designed for versatility. Where Xin ship design focuses on durability and few heavy-hitting weapons, the Remnant ships will be designed to be able to tackle any obstacle and "whittle it down" with a torrent of weapons fire. To that effects, allmost all Remnant ships will carry smaller strike craft (even common assault frigate types will be able to deploy one) while capital ships will bristle with both point defense and large caliber guns.

Reply #1130 Top

Quoting ManSh00ter, reply 4
It isn't. This is the first time I see that thing. Though now I'm glad I dodn't go with the original concept for the Wyrm, because it would look allmost identical.

End of ManSh00ter's quote

 

Really o_O

 

the resemblance as is is stunning. Anymore like it and you may have (c) issues.

Reply #1131 Top

Obviously, every model ever made is derivative of something else. What is with this obsession with equating original models to Star Trek or Star Wars or whatever? Enjoy it on its own merits.

Reply #1132 Top

Quoting Carbon016, reply 6
Obviously, every model ever made is derivative of something else. What is with this obsession with equating original models to Star Trek or Star Wars or whatever? Enjoy it on its own merits.
End of Carbon016's quote

Thats not exactly what I'm trying to do....

 

its just.....

 

*shivers*

 

If you'd been in the RPs ive been in, you would be very VERY afraid of that thing.

Reply #1133 Top

To tell the truth, I actually like that ship design a lot. Trek ships have always looked to me a little short on details, which made them look like plastic toys - only the latest movies have improved somewhat upon that. The above does a nice job of making the ship look alien and rugged. As for simmilarities, since probably both ship concepts have the requirement of a "maw", there you have it. If you browse a few pages back, you can see how close I came to the Doomsday Machine with the original concept drawing of the Wyrm.

Reply #1134 Top

Apparently the original "Doomsday" machine was supposed to be bristling with all kinds of weaponry (in order to make it *look* the part no doubt), so there you go... ideas abound. :P

 

The Remnant sound pretty cool for the reasons you mentioned. It's really too bad we can't get turrets to pivot/swivel and track targets. That would really bring out the epic level of battles already enhanced with the re-introduction of the Z axis and super-massive scale battle platforms. But all in all I think Sins does an impressive job of representing scale.

 

One last question: I'm sure you're aware of CybDevil's Sol system project and some of the mods that sprung off of it (increasing planet sizes, gravity wells, etc.). Are you going to be applying any of that scaling to planets and celestials in your mod? Planets in Sins never feel massive enough, if you know what I mean. I felt the same way about capital ships, but hopefully dreadnoughts will solve that problem.

 

Cheers for the mod though, you deserve this. :beer:

Reply #1135 Top

Big planets have already been implemented in the mod. All planets are now roughly three times larger, with acordingly expanded gravity wells. This makes for some interesting strategic play, especially when you get Remnant in, who have on average faster ships. Although it will make the gameplay a little slower on account of ships needing more time to traverse a sector.

Reply #1136 Top

Very cool ManSh00ter! :-) Any suggestions on how close you are to getting to the testing stage of the 'complete' game?

Reply #1137 Top

Take this with a grain of salt - after all, it depends on whether I'm going to have the free time necessary to work on the mod as much as I'd like to - but I am aiming to get an open beta out in July. I will be taking a two-month trip at the end of July and I'd like to get it done before I go so that people don't have to wait for two more months (and that they can catch all the crinks that will probably crop up so that I can iron them out when I get back).

The beta will have all the ship models, structures and research tree done, and also the majority of sounds. Minor game art, such as icons *may* use vanilla stuff, depending on how the other stuff goes.

Reply #1138 Top

Quoting ManSh00ter, reply 12
Take this with a grain of salt - after all, it depends on whether I'm going to have the free time necessary to work on the mod as much as I'd like to - but I am aiming to get an open beta out in July. I will be taking a two-month trip at the end of July and I'd like to get it done before I go so that people don't have to wait for two more months (and that they can catch all the crinks that will probably crop up so that I can iron them out when I get back).

The beta will have all the ship models, structures and research tree done, and also the majority of sounds. Minor game art, such as icons *may* use vanilla stuff, depending on how the other stuff goes.
End of ManSh00ter's quote

 

And you can probably get someone else to do the icons while your away if you wanted.

Reply #1139 Top

Wow. Just... wow.

 

Samurye. :ninja:

Reply #1140 Top
This is unrelated to sins but I am playing with the Softimage XSI Mod Tool and I wand to make a simulation of a nuke droping on New York City (no offence if you live there ) and I need to know how to get my buildings to explode/disinigrate/crumble/colapse. Do I have to make them out of tiny splinters or is there a way to get them to spit into smaller peices and rip apart.
             
Im sorry to ask this on this post but I asked DANMAN this and he told me this:
"I wish I knew more about XSI, but my knowledge is with 3D MAX.  This would be a good question for Mansh00ter, he is the XSI genius around here."
so I asked how to contact you and he said to ask here or pm you so I did both.
Sorry again for being a bother and by the way this mod looks great!
Soasertsus
Reply #1141 Top

Weird, I thought I replied to you in PM, but I can't find the reply.

Anyway, here it goes again:

You probably cannot do this easily in mod tool since its designed primarily for basic model building and not advanced physics simulation and animation like the regular XSI.

Within regular XSI, you can select your model, then go to NetView (Alt-5 or View->General->NetView), where you can find, under the "Model" tab, an operator named "Shatter". Adjust the number of fragments, crack detail, randomization of fracturing (for best "shatter" effect, check both uniform and pseudoRandom options) etc.

After that, you have to set up your simulation. You have to convert all the fragments into dynamic rigid bodies, adjust their collision so they don't immediately fly apart, and then set up a physics simulation of the blast. I'd use an Attractor daemon with a large positive value (positive values repel instead of attract) and animate its range so that you get a "shockwave" effect shattering buildings in succession.

As I said, this probably cannot be done at all in the mod tool. You could try to do it by hand by using a simple grid object with deformed surface which you can then rotate at various angles and use to "cut up" your model into fragments, but that would probably be way too time consuming, especially when you have multiple buildings.

Also note that physics simulations tend to take a lot of computing power, and the more objects you have flying around, the more time it will take to calculate everything, nevermind the actual rendering. Holywood-type cataclysm effects where you see whole cities blown up tend to take a lot of time to do even with their dedicated render farms, so keep that in mind. ;)

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Reply #1143 Top

OK, so i was wondering, will this have the huge research files like on Distant Stars?

Reply #1144 Top

Thank you Mansh00ter! Although I am angry to hear that its gonna take forever. I have alot of computing power so that wont be an issue. How much would regular XSI cost? I have been wanting it for a while but havnt been able to bring myself to buy it. And for future reference if I have another question would you prefer I pm it or post it here?

Reply #1145 Top

Sounds like ManSh00ter might need to make an "ASK MANSH00TER" thread just like DANMAN's thread.

Reply #1146 Top

Quoting SpardaSon21, reply 20
Sounds like ManSh00ter might need to make an "ASK MANSH00TER" thread just like DANMAN's thread.
End of SpardaSon21's quote

no, we need to have one thread about general modding questions free of egotism, which is more or less the status quo. there's no reason to tie it in with any specific person, although manshooter knows a hell of a lot more about this stuff than danman. i answer questions in that thread because it's a good community research in lieu of anyone actually stickying useful tutorials or having a working search but to have names attached to it is dumb.

Reply #1147 Top

Unfortunately, XSI costs. Quite a bit at that, but since its practically the industry standard when it comes to animation its no wonder. Current pricing is, according to the Autodesk store, 2995$. Which is still a few hundred bucks cheaper than 3DSMax.

Btw, its no longer called XSI, but Autodesk Softimage. Oh, and you can download a 30-day trial which has all the bells and whistles working so you can try it out and see if you want to invest into buying a license.

As for future questions, feel free to PM me, or make a thread on the forums, I usually check those out and help out if no one else is around. ;)

 

Oh and as for the Research trees - since this mod aims to be a sort of an "unofficial expansion" it will mimick the basic game mechanics, which means that the initial release will have research threes of a similar scope to the vanilla game. This may later be changed to allow more steps in certain research areas, but right now the focus is to finish the Episode I and make it viable for multiplayer as well. Drastically changing the way research is done may:

1. slow down the game too much as to make it unsuitable for multiplayer since the game is already a bit slower in pace due to large gravity wells.

2. introduce too many unknown variables to balance out - on top of the Dynamic Battle System and a completely new race this might be a bit too much to balance out on the first go.

Naturally, Episodes II and III will each bring something new to the game, so depending on feedback it may as well be a reworked research or economy system, maybe a new way to handle planet development etc.

Reply #1148 Top

Holy crap! 2995 dollars! And that a few hundred bucks cheaper than 3D Max?!o_O

I know this is a little...screwed up but would it be possible to download the 30 day trial more than once so after 30 days I can just download it again? After all those prices are a crime! How do you afford it and photoshop which I hear is 900 dollars?

Reply #1149 Top

Professional software is pretty expensive yeah.

Things like student discounts can get them down to a below a thousand dollars, though.

Reply #1150 Top

My personal advice is to invest into professional software of this grade only if you're real serious about your work. I advise you to try your hand at simpler stuff first, build up your experience, maybe try out various software out there and only then decide if you want to fork over cash for something definite.

Also, as Soor said, you can try (if you are eligible) for a student discount, or you can try out some of the cheaper options available. For example, you can achieve some pretty good results (actually on par with Photoshop) with Gimp, which is a completely free image editor. Blender for 3D stuff is also a good alternative.

You can't (easily) get professional grade results with such tools, but a good tool is not a guarantee of a professional-grade result either. I surmise you are relatively new to this (sorry if I am mistaken), so it would be a good idea to get some experience under your belt before you start spending serious money. The kind of project you describe would take at least a year worth of experience to do right (as in something you could show on TV wihout blushing)... if you lack the experience to fully utilize the rich features of a professional tool, investing in the same is like buying an expensive sports car when you're still trying to learn how to ride a bicycle. ;)