Planning a mod, Epic ships and Battle stations :)

but i need help

 

Ahoy there,

I am planning a mod for SINS during my holidays but i need a bit of help as i am new to modding.

I guess first i will let you know the concept behind it:

Basicaly i want to add, for each team, one very large, very mean epic unit,  One large, powerfull, expensive battle station, think that first station you put around a newly discovered planet, to protect it while you gain a foothold. (thinking this station could possibly handle construction of Epic unit, as well as other ships.)

I have XSI mod tool, for models, but i dont know much about it.

Anyone who knows how i can make models, export them and incorporate them into the tech tree, please help?

Cheers

 

83,964 views 30 replies
Reply #1 Top
here is an xsi tutorial, he is working on a texturing tutorial.

https://forums.sinsofasolarempire.com/311916

good luck!

ds
Reply #3 Top
I am somewhat familiar with manipulating the tech tree so when you finish the models get a hold of me and I'll get it on the tree.
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Reply #4 Top
It's impossible to make a 'battle' structure that constructs using the shipyard way of doing it. The easiest way is to make it spawn the ship but that looks terrible.
Reply #5 Top
Couldn't you tie the ship spawn ability to a sequenced buff where the initial action simply calls for a particle effect designed to mask the spawning of a ship (and provide a delay)?
Something akin to shell spawning for orbital cannons (superweapons) where you would replace the buffInstantActionType "CreateCannonShell" with "CreateFrigate" and of course, change the rst of the code as needed.
Reply #6 Top
LOL how wrong can i go, vanila ship construction looks crap anyway :P

Thanx for the help folks!
Reply #7 Top
Well, bailknight did make it look a little better with his graphic enhancement mods.
Reply #8 Top
Amen T Fife,
speaking of which, how do i merge mods?
Reply #9 Top
How about a particle system that spawns from the new shipyard prototype that covers the immediate spawning of the ship, (like the explosions cover the disappearance of the ship)???
Reply #10 Top
oops, already suggested by Manst00teer
Reply #11 Top
Amen T Fife,speaking of which, how do i merge mods?


Well, it depends which mods? I've already merged Sins Plus and bailknights 1.2.
Reply #12 Top
Big ships dont look right without proper animated turrets, trust me I've done one.

When you design your ships keep this in mind and do youself a big favour and use weapons which will look ok emitting a beam or projecticle from a point rather than cannons.
Reply #13 Top
yer, Ironclad has some explaining to do, not animating turrets. oh well...

now thinking i may do 2 stations, one battle station, and one maybe "advanced shipyard"

hardly had any time to work on this actualy, im still trying to get the know how:P
thanx for all the tips
Reply #14 Top
weevil, what do you have in mind for the station models, what are they going to look like. When I saw this post, the first thing I thought of was the trade federation battle stations from Star Wars I.
Reply #16 Top
HAHA I doubt they will look like that, i guess i was thinking a bit more along the lines of a "tall" station with alot of gun emplacemts, and hangars. I have been slack. I havent had the time to do much work on this at all.
As soon as i get some substantial material togeather i will post it.

meanwhile i will bounce this one off you, i was thinking for the epic units perhaps using some already existing components of various superweapons, i love the ring things around the vasaari supergunthing. and the two long flat bits on the novalith... thinking of incorporating them in designs, yes? no? maybe?
Reply #17 Top
If your saying build a massive ship around a superweapon, then yes that would look cool.
Reply #18 Top
but if i use too much of it it may look too... takky. still now you mention it... cap ship with novalith-like abilities would be devestating:) cheers:P

annyway... i am having issues with texturing, modeling is easy enough, but how can i do realy nice looking textures?
Reply #19 Top
[quote]but if i use too much of it it may look too... takky. still now you mention it... cap ship with novalith-like abilities would be devestating:)quote]

That would be cool if you could target structures and ships as well as planets. Just give the ship Lv. 5ish hit points and perty beefy hull and shield points, don't want to lose that mobile superweapon ;) 
Reply #20 Top
That would be awesome right there. A Novalith Dreadnought (my idea for a name) would look and be freaking sweet. With a weapon like it would need to be a big gun with a ship not a ship with a big gun. Has anyone ever played Forces of Corruption, the expansion to Empire at War? Well one of the lines of the Aggressor for the Zann Consortium is "Need a really big gun?" and it is spoken in such an ominous voice. If that could be ripped into Sins without George Lucas throwing a fit it would be sweet for a Novalith Dreadnought.
Reply #21 Top
gorge wouldnt care if any line from starwars was used as long as he is given credit in the mod and any way the most said line in starwars "i have a bad feeling about this is used in every game i own"
Reply #22 Top
I believe a problem has been encountered; how will the station be transported from foot-hold to foot-hold. If the station is going to be an early-game "weapon" then it and the ship that transports it have to be somewhat inexpensive.
Reply #23 Top
The station i was planning on being fairly inexpensive to start with, but not mobile, ie. you can build multiple battlestations. planning on them usin so much tactical spaces that it is impractical to spam them.

thinking possibly being able to be upgraded with moore weapons but i dont know how to do that... gosh wouldnt tracking turrets be nice.

anyway i am digging the idea of the "novalith dreadnought" and its other race equivelants.

I have material to go with now, so when i have time i will get some serious work done

P.S any ideas on what this mod can be called?