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 #1576 Top

Quoting ManSh00ter, reply 1574
MOD HAS BEEN RENAMED

The new name is Sins of a Solar Empire: INVASION
End of ManSh00ter's quote

Cool! For a moment I thought Fredled resurrected some old mod of yours.

Reply #1577 Top

You sir need to be running your own company, that was fantastic. I do believe the Frasers need to call you. Let's make that karma an even 80... k1

Reply #1578 Top

Very nice!  I will be looking forward to this one

Reply #1579 Top

Did someone say "FredLed" and "resurrect" in the same sentence? Im on it!

Reply #1580 Top

manshooter, this will be asked by many, but it will probably get  the same answer as always, but

any idea when you migth be releaseing the mod?

harpo

 

Reply #1581 Top

That trailer was great, and the quality of this mod is astounding. I can't wait to play it. 

Reply #1582 Top

Quoting ManSh00ter, reply 9
Clustering several mines together may have a cumulative effect, but may also waste a lot of mines on a passing scoutship.
.
End of ManSh00ter's quote

I made a cheap "antiscout mine" that does scout killing damage and has a longer range trigger and effect than the other mines.  You put them in with the big  ones and they can take out the scouts.

Looks cool--i liked the turnip shaped siege frigates.

Reply #1583 Top

Glad you guys liked the new trailer! More to come! :)

As for release, I'm aiming to release the mod definitely this year. When exactly I cannot say for sure, since the usual quantifiers apply (free time, work obligations etc.)

But when I get closer to a definitive release date, I'll be sure to announce it spectacularly. ;)

Reply #1584 Top

Also, here is a background lore update for the Scout, Siege and Assault Drones. Enjoy!

SCOUT, ASSAULT AND SIEGE DRONES


Drones in general are approximately the size of frigate ships; they have no crew and posess, like all Xin ships, a degree of sentience, enabling them to operate semi-independently, make autonomous decisions and also obey complex orders or follow tactics at least on the level of complexity employed by the other three factions. As such, they are often equipped with sensory organs designed to enable them to perform their roles, which cannot be found on larger, crewed Xin ships.

Their origin is, again as with all other Xin creations, organic. While nobody knows exactly how Xin build their living vessels, there is no doubt that these organic ships can and do perform just as well if not much better in the hostile environments of space as their non-organic analogs.

One other distinctive quality all Xin vessels share is the lack of a visible propulsion system. It is speculated that the Xin ships, from the smallest Scout Drone to the gargantuan Leviathan utilize an advanced form of gravity manipulation, where intense gravitational tidal waves are created and shaped in order to propel the ships through space.

Drones also come in many shapes and sizes:

==SCOUT DRONES==

 

Lookit!


The Scout Drone represents the eyes of the Xin fleets. As such, they are generally smaller than usual, and built for speed rather than offense or defense. Unlike most Xin Drones, they do not have a tough coral-like carapace, instead relying only on a specialized type of organic "glove" for protection against hazards of deep space.

Their eyes are extremely large and, in addition to the central optical organ, positioned at various places along their bodies to maximize data input. Protected by a mirror-like membrane, these organs can sense light in an extremely wide spectrum, from ultraviolet to infrared. It is speculated they can even sense radio waves and gravitational disturbances (mass).

The long tendril-like antennae are just that - communication organs. The primary role of Scout drone is to observe and report, and it is well equipped to do just that. Scout drones, like all living creatures, need to feed from time to time to replenish their energy reserves. They do this, however, very rarely; each drone needs to feed only a couple of times a year. Unlike most other drones, the Scouts grapple suckling protrusions present on some of the larger vessels and orbital structures with their rear tentacles and firmly attach themselves to the structure before proceeding to feed.
An alternative way, utilized by all drones and Xin ships is to ingest nutritious spores via their body orifice(s). These spores are usually released by the Chimera, large seeding ships responsible for creating new Xin colonies.

==ASSAULT DRONES==

 

That's...

 
Assault drones are built for one thing only - killing. They are fairly fast, tough and posess a powerful plasma ejector organ, which can spit out gobs of superheated plasma out of their central orifice. The plasma travels at a relatively slow speed, but is viciously effective at punching through both shields and armor, simply by either melting everything in its path or overloading electronic systems with a localized EMP pulse and a surge of electricity. The main orifice of the plasma ejector also serves for ingesting food when necessary.

Designed for front-line battles, the Assault Drones are encased in a thick layer of hard, chitinous armor which helps protect them in combat, in addition to the numerous shielding growths which project a strong energy field around them which is hard to break through.

Like other Xin ships, the Assault Drones also utilize the gravity wave generators for propulsion. Two small eye organs at the back of the main section provide the drone with limited visual input; it is speculated that the Assault Drones track their targets either with the help of Warmasters and their smaller cruiser sized variants, or by detecting the mass of their targets in space.

==SIEGE DRONES==

 

Siege Drones


Siege drones are specialized units designed for attacking the surface of enemy planets, thus preparing them for seeding by the Seeder Pods or Chimaera capital ships. To that purpose they are unique amongst Xin Drones is that they do not require external sources of energy and thus have no orifices for feeding. Instead, they produce vast amounts of energy through their internal gravity-mass transmutation organs, the exact details of this process still being very much unknown.

As the result of having such levels of energy stored within their bodies, the Siege Drones are capable of emitting and focusing extremely powerful beams of synchronized electrons, producing a weapon capable of punching through even the thickest of atmospheres. However, Siege drones lack the brainpower to lock on and track smaller targets, so are unable to turn their planet-razing weapons against space ships and stations, unlike larger Xin ships.

Reply #1585 Top

Interesting, can't wait to see more

Reply #1586 Top

Reply #1587 Top

Mansh00ter, you have made a grown man wet himself.

I salute you.

Reply #1589 Top

can't wait anymore!  i have literally gone insane ever since i left the military, now i have nothing to do until school starts up in august and if I go through one more day of nothing i'm gonna do something insane...

 

when, when will this be released? haha O:)

Reply #1590 Top

For this weeks update I am proud to present one of the more useful additions to any Xin commander's arsenal: the Warmaster class capital ship.

Xin Warmaster

 

While all Xin ships possess a degree of sentience, the Warmaster is unique in that it has a much more developed neural structure than other ships, even capitals. This enables it to perform complex calculations and structured reasoning necessary to coordinate entire fleets, regardless of their size, thus increasing their combat effectiveness beyond what they would be able to achieve on their own.

This is made possible by the Warmasters unique sensory apparatus, which is not present on other capitals - its nine wide-spectrum sensory blisters, protected from the rigors of hard vacuum and radiation by mirror-like membranes mimic those found on the Scout Drones, but are much larger in size and an order of magnitude more effective. This allows the Warmaster to sense not only from infrared to ultraviolet radioation, but also magnetic disturbanced (such as generated by planets, ships etc.) and even gravitational fluctuations.

In other words, nothing can hide from its gaze.

Xin Warmaster

 

The information thus gathered can be efficiently distributed by the Warmaster's ten high-yield communication tendrils, allowing it to simultaniously communicate with every ship in the fleet.

Last but not least - while the Warmaster is not the most powerful ship in the fleet, it is by no means defenseless. Not only can it utilize its eight gravity well generators to prevent enemy fleets from jumping into phase space, it can also use those same generators to emit powerful streams of directed protons, which serve as excellent short-range defense.
For larger targets, and longer ranges, the Warmaster uses eight large caliber guided plasma ejectors located on the side bulges. This, in addition to the customary powerful shielding and think organic armor makes the Warmaster a force to be reckoned with on any battlefield.

Xin Warmaster
Reply #1591 Top

I can't help but feel that the Stock races are going to be just  a bit outclassed by our betentacaled friends }:) .

Reply #1592 Top

The Vasari will enjoy the challenge the Xin present. We will run no longer. *_*

Reply #1593 Top

Can't wait for this to be playable :D:D. It all looks great.

Are the new types of capital ships also being made for the vanilla races or just the Xin?

As for the trailer about the scouts: on 0:51 en 0:54 you see some awesome fire fight spectacles going on. What type of ships are firing here? Already existing ones + new effects? Or are those the new types?

Reply #1594 Top

I believe that currently the Vanilla races will NOT get new types of capital ships. They will be unique to the Xin. Keep in mind however that with Rebellion coming out, they will then getting new ship types. It will be interesting.

Reply #1595 Top

@YourzZzZ

What you see in the video are the improved weapon effects from Bailknight's Effects mod, which is incorporated into the Invasion. Of course, the Xin have equally impressive looking array of weapon effects, its just that you will have to wait for the pre-launch combat and gameplay trailers to see them in full.

In addition, Invasion will sport improved volumetric explosion effects, which add a lot to the feeling of overall carnage of space battles.

As for new ships, Invasion will not, as Boshimi336 said, sport any new ships for the vanilla factions - and with Rebellion on the way I don't see the point anyway. But it is possible that there will be an enhanced version of the mod later down the road, if Rebellion proves to have interesting gameplay mechanics.

But one thing is certain, it will be interesting to see how puny TEC, Vasari and Advent Titans fare against Xin ones! I will make sure to install extra facemelting rays! }:)

 

But jokes aside, Xin won't be overpowered, that just makes for boring gameplay. "Oh look, I just doomed another armada with my doomsday weapon of doom!" We don't want that.

Well, not all the time, anyway. :p

Reply #1596 Top

Quoting ManSh00ter, reply 1595
@YourzZzZ

What you see in the video are the improved weapon effects from Bailknight's Effects mod, which is incorporated into the Invasion. Of course, the Xin have equally impressive looking array of weapon effects, its just that you will have to wait for the pre-launch combat and gameplay trailers to see them in full.

In addition, Invasion will sport improved volumetric explosion effects, which add a lot to the feeling of overall carnage of space battles.

As for new ships, Invasion will not, as Boshimi336 said, sport any new ships for the vanilla factions - and with Rebellion on the way I don't see the point anyway. But it is possible that there will be an enhanced version of the mod later down the road, if Rebellion proves to have interesting gameplay mechanics.

But one thing is certain, it will be interesting to see how puny TEC, Vasari and Advent Titans fare against Xin ones! I will make sure to install extra facemelting rays!

 

But jokes aside, Xin won't be overpowered, that just makes for boring gameplay. "Oh look, I just doomed another armada with my doomsday weapon of doom!" We don't want that.

Well, not all the time, anyway.
End of ManSh00ter's quote

 

Oki thnx. For what version of the game will the mod be exactly? In case I have to make a backup of my old game directory before (or if) new patches and rebellion come out.

And YES we do, there's nothing more fulfilling than utterly decimating an enemy with overwhelming fire-power :D

 

Reply #1597 Top

Quoting YourzZzZ, reply 1596

And YES we do, there's nothing more fulfilling than utterly decimating an enemy with overwhelming fire-power

 
End of YourzZzZ's quote

 

It's not quite as satisfying when it is your fleet that is getting face melted. Especially when you throw everything you have at the enemy fleet and it doesn't do any damage, it just makes them madder ... :omg:

Reply #1598 Top

Stardock should pay you...just saying :)

Reply #1599 Top

I figured the Xin wouldn't be overpowered as a race, but one on one with comparable ship classes a Xin ship would always win. Still nice to see that you're making efforts not to break them too hard though :grin:  

 

Once this gets ported to (or released for) Rebellion, Sins will have become everything I wished it was at release. 

Reply #1600 Top

Quoting ajfoster, reply 1598
Stardock should pay you...just saying
End of ajfoster's quote

Hear that, Stardock? :p

Quoting blobness, reply 1599
I figured the Xin wouldn't be overpowered as a race, but one on one with comparable ship classes a Xin ship would always win. Still nice to see that you're making efforts not to break them too hard though
End of blobness's quote

One on one, Xin will nearly always win. Their battleship will almost always tear apart a vanilla battleship. The problem for Xin is that, even though their ships are superior in performance, they are much fewer in number. So basically, when they focus their strength they can be overwhelming - but then they have to leave themselves exposed for a counter-attack and leave their background defenseless. Should they fail when attacking with their full strength, it will take them longer to recuperate from their losses as well.

Also, the Xin are slower to move and maneuver, both in normal and phase space - outside of their territory. Within their territory, the Xin can build a cheap network of wormhole relays which enable them to zip around at great speeds (applies only for phase space travel, in normal space they're as slow as usual).

So hopefully it will all balance out in the end. If required, of course, further balancing will be done post-open beta launch, when more people have had a chance to try out the mod and voice their opinion on how it plays.