Mod release worth it?

Hi. I got SoaSE from the store 2 weeks ago, GG Norway for getting games late.... I love RTS and strategy games and when they are in a huge sci-fi enviroment it is like "Drool". I always liked to tweak/mod games to extend the replayvalue, get more challenge or simply be able to having a bigger army.

 

After playing the game with all 3 factions for 2 weeks on various maps i started moding a bit for my own use.

I was wondering if there still is active players that is around this forum that would be interested in such a mod ofc if needed i can tweak and tune it for whatever people need, just don't ask me for new moddels/grafic as that is not my strong side (or well never bothered to learn it).

Changes i can include in the IMP mod is:

- smaller jumpangle (easier to defend with tactical structure)

- faster hyperspace, intergalactic travel time

- ability to build more capitalships and have larger fleet

- increased gamespeed, fleets, shipbuild time and speed, culture and income rates

- stronger capitalships (now they feel more like what i belive they should feel like)

- increased strenght of capitalship abilities

- remove focused fire on units that can/could target multiple targets (more realistic)

-  increased time to finish quests and bigger rewards (worthwhile questing?)

- remake of planet system so a wider variety of planets

- adding a system that allows to research into lvl 10 tactical, population, civilian, infrastructure

-  increased weapon dmg? (a bit faster fights will be scaled so the balance between ships stays the same when refering to dmg)

- enable research of more "trainable capitalship lvls" so you can train your capital ships to lvl 10 (will cost quite a lot though)

- Giving the pirates and rebels more ships to have fun with aka cruisers and battleships and increasing the various raid fleet composition

- Scaling up the damage on the orbital cannons and the psi equivalent so they feel like "real superweapons"

- remake of the templates for planetitems at start, highter variety and difficulty lvl on local militias including capitalships, tactical defense etc. (more challenge early and scaling it up so the new planet types of "high value" will have a higher difficulty lvl to clear to be able to colonizise)

- Give the artifacts more impact on the gameplay so they feel "more like powerfull artifacts"

 

This is just an example of what i could do, if you want new units with grafics i would need some help on moddeling, would be nice if someone could help me fix pirate "models" aka adding pirate flag to capitalships ;-) now the capitalships in the piratefleets are just considered "stolen" to justify the use of them.

Can also add a guide on how to do this and support for Galaxyforge etc ofc everything is 1.05 based.

If you got more ideas on what to add feel free to post a reply, also if you would test this mod and would give some feedback.

Future ideas is adding:

- Psi and Vaasari militia, with a 1:2 ratio to Tech (traders space should contain more TEC ;-) )

- Increased size of planetary bombardment beams (just for the looks

- T8 fleet uppgrade research adding the ability to uppgrade youre ships, 1 for frigates, 1 for cruisers, 1 for capitalships.

 

Sincerly Silv

6,012 views 4 replies
Reply #1 Top

Hi Silv

a great deal of your list already exists in many of the mods that are already in use by the community you might want to contact some of the moders like danman who runs 7 sins and see if there are projects out there you might want to get involed with, good luck & welcome to sins

Reply #2 Top

Alot of the mods out there would contain elements that i figured, its not strange that people who like to mod think alike ;-). What my idea was to generate a custom mod with a FAQ that allows the users to tune it to their likings, basically gonna add a faq on how to do what in it.

I do not think i gonna bother with adding new units as i like the base units of the game as it is now. So it will not be some moding of an existing "space univers) (aka warhammer40k etc). Also i do feel it is in its nature to scale up changes/additions/buffs with the scale the devs set for this game, with ofc minor tweaks but being mostly loyal to the balancing system that already exist.

So for those that do not really want a lot of new fancy units and a lot of new research buildings etc to get into this should be a good choice for a mod that can let you focus on what aspect you prefer or what strategy you prefer to use, fast rts, slower build up empire games, defensive minded (tactical and carriers) or just culturemania hehe ;-).

Reply #3 Top

What you have done sounds like a remake of Sins beta 1 only with Advent, and Vasari added. You just the jump inhibitors that prevent phase jumping in a grav well all together, and your set :D

As far as if it is worth releasing? That my friend is up to you. Do YOU feel that it is worth releasing? If the answer is yes then by all means do so. It is really up to the mod maker if it is worth doing or not.

It may be true that what this mod is has already been done, but give the guy a chance. He may have done it in a different way that some people may like over the others. That is not a bad thing. Variety can be good.

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Reply #4 Top

Hi silvimp

Sorry if my post sounded like a knock that wasnt my intent anyone who puts time in to sins gets my applause and as Majour stress states above if your happy with it then put it out to the community and i have no doubt it will be used and yes it is the veriety, produced by the likes of Major stress and many others that bring me many many hours of fun hope to see yours soon