Tkins

Ideas for A Complete Conversion Mod

Ideas for A Complete Conversion Mod

Questions regarding different ideas for a new mod.

The topic has changed considerably from the original post so I'm giving a little update (I've left the original post below for anyone interested in how the discussion arose).

This thread discusses different ideas and possibilities for an upcoming mod I'd like to create. As time goes by I'll update it with more details but here is the main overview:

 

The Plot

The first three are the New Earth Order, The First Republic of Earth and the Liberatis. All three factions are fighting over Earth. The Republic was the original global government that set out to colonize worlds as a united race. Recently a Civil war broke out between the ex general, now self proclaimed Empress and the Republic. Since the Republic had lived in relative peace, the sudden attacks by the Empress were quite successful in overwhelming the remanants fo the Republic. Due to a coincidence of events, The Empress fell near fatally ill and the Republic managed to sign a peace agreement.

The Liberatis are a rebels faction who disagreed with this peace agreement and continued to fight in order to free earth from it's imperial masters and even the Republic when they get in the way.

After nearly 5 years of sickness, the Empress is healed; However, this time the Republic has managed to build a fleet to fight back. The three factions continue to strugle over Earth.

Far before the civil war over earth, one of the Republic's expeditions deep into the Milky Way galaxy encountered a sentient Silicon based species (name pending). They would appear as robots to us but are actually considered a life forms with emotions and individual thought. They in a losing battle to their distant cousins though, another silicon race that lives with a hive mentality. They are of one mind and have set out to conquer all the stars.

Against orders from Earth, the expedition fleet managed to help the Silicons in driving the Hive from their home solar system. Enraged by their loss, the Hive attacked the Republic killing millions of people across Human settled planets. To stop the invasion, the Republic withdrew it's support for the Silicons and the expedition fleet. Eventually the Silicons and this fleet would encounter many races under siege by the Hive and help to unite them into one Federation.

 

In this mod I'm hoping to develop a number of changes beyond just the different races. Each race will have a unique style of play based on their story based situation ie. the Rebels will have ships, bases and abilities based on hit and run guerilla warfare. ALso to note, there will be 4 ship sizes, in order of size S->L: Frigates, Destroyers, Cruisers, Battleships. The cruisers now in sins will be more like the Destroyers in this mod. Cruisers will then be used as a solo war ship to attack behind enemy lines, usually taking on dual roles (sniper/raider, interdictor/tackler, anti ship/building. Battleships will then take on a fleet support role having abilities like the Akkan range bonus. Almost all of their abilities will be area of effect ie. increased damage, fleet heal, weapons jamming etc.

The New Earth Order (N.E.O.)

Fleets will be based on raw force. They will be slow moving heavy hitting ships, mostly battleships, cruisers and some destroyers. Their frigates will be reserved for spreading culture, colonizing and scouting. They will have a strong economy built on slow but strong progression.

Liberatis

Fleets will be be based on speed one hit abilities. They will have fast frigates and destroyers, some cruisers and few battleships. Example of their tactics: cap killing destroyers, these are destroyers that have only one large laser that can only hit capital ships. They will also have an ability that does heavy damage, but with a long recharge time, meaning they will have to jump into a grav well, use their abilities on a capital ship and jump out. Their economy will be based mostly on using non colonizable resources and stealing resources from other races.

The First Republic of Earth

Fleets will be more midranged. They will excel at using cruisers and strike craft (light, medium and heavy carriers). They will have a very strong economy and excel at rapid development of their empire to sustain their fleets.

Federation

A well rounded race using technologies fom all different races. Their main asset will be adaptability due to their wide range of available ships and technologies. Aesthetics, they will be comprised of all different looking ships, except a captial ship fleet that has been designed specifically for the new federation. They will have a strong economy that can change quickly from production to trade.

The Hive

Their fleets will consist of mainley mother ships. They will have no frigate factory and will be completely dependent on their mother ships to generate frigates and destroyers. This race is all about spamming as many ships as possible and overwhelming their foes with numbers. Their economy will excel at producing metal and crystal but will lack the diplomatic capabilities for trade and will have a penalty to credit generation (credits, for canon reason, will be man hours).

Page 5 for more details: https://forums.sinsofasolarempire.com/329761/page/5/#replies

 

Combat Mechanic

Battleships: These will be the heavy hitters that support their fleets through passive ability buffs or area of effect modifiers. ie. an attack battleship might improve damage and rate of fire. A support battleship might improve shield regeneration and mitigation. A electronic warfare battleship might reduce chance to hit on enemy ships and lower their shield mitigation. 

Battleships will do a lot more damage for their costs compared to frigates and destroyers, but have a low chance of hitting them. ie 80 avg dmg (on each side, F,L,R) but 20% chance to hit frigates and destroyers. They will have higher chances of hitting cruisers and battleships ie 80% (cruisers will be built out of capital ship factories to make this work). I'm thinking they may need one gun each that does damage and chance to hit equal to a frigate*

Cruisers: will do have high damage with high chance to hit. ie. 50-60% chance to hit frigates at 50 avg dmg 80% chance to hit battleships and cruisers. They will be faster than battleships but much weaker in structure. Their abilities will be more self centred (gause gun, ion bolt, planet bombardment, shield regen). These ships will be good at raiding behind enemy lines in solo attacks, or hunting down enemy frigates/destroyers in a fleet.

Destroyers: these ships will be support vessels to the battleships. They will be good at killing strikecraft, repairing, hosting small squadrons, They will do low damage but have high chance to hit for their cost ie 5-10 dmg 80% CTH. They will be fairly fast and well armoured/shielded.

Frigates: Frigates will excel at either killing other frigates/destroyers, or infiltrating enemy lines. ie they will have the speed to get into the middle of an enemy fleet and drop an EMP bomb that stops enemy ships from using abilities for x amount of time.. Their damage will be low against battleships and cruisers although with high success of hitting. ie 5-10 dmg 80% CTH.

 

My hope is to create a fleet structure where Battleships are great at killing other battleships and cruisers while being the main support for entire fleets but lacking accuracy enough to kill the smaller ships. Cruisers will be weak to battleship attacks due to their low HP, but excel at killing enemy frigates/destroyers because their guns will be small enough to hit them. Frigates and destroyers will then hopefully do low enough DPS that they won't be able to focus fire kill battleships in an efficient manor but serve their role by killing one another and supporting battleships directly and distrupting enemy fleet abilities.

*This would be to avoid having a battle where battleships can not defend themselves at all versus smaller ships resulting in a complete stale mate. Hopefully having one gun that can hit will make those battles possible but not all that efficient.

 

I'd really like any and all feed back. If you have any ideas that might fit this please share them here.


Cheers!

 

EDIT

These are some links that Relate the topic and discussion below.

Another link for future use

Moving Battles:

https://forums.sinsofasolarempire.com/317641/#1941610

Ships Creating other ships:

https://forums.sinsofasolarempire.com/330426

Modelling (XSI) and Particle Effects:
https://forums.sinsofasolarempire.com/311916/page/2/#replies

https://forums.sinsofasolarempire.com/305381/page/3/#replies

 Link to Teal's Mod and Research Ideas

https://forums.sinsofasolarempire.com/331735/#1961737

Justin's Mine mod

https://forums.sinsofasolarempire.com/331698

Rescaling in XSI

https://forums.sinsofasolarempire.com/331790

Making Battles more about Fleets rather than a Fleet

https://forums.sinsofasolarempire.com/332389

Modding Pirates

https://forums.sinsofasolarempire.com/332236

Modding Research

https://forums.sinsofasolarempire.com/328126/#1970149

Galaxy Forge stuff

https://forums.sinsofasolarempire.com/174739

Combat Mechanics

https://forums.sinsofasolarempire.com/305565

 StarGates

https://forums.sinsofasolarempire.com/334176

ConvertData

https://forums.sinsofasolarempire.com/320363

         TXT files for Entrenchment

https://forums.sinsofasolarempire.com/334188/#1990795

 

*following is the original post*

 

Hey All, I'm just looking for some feedback from some informed Sins players so that I can then start a modding post and hopefully change the "focus fire" syndrome I experience in most games.

 As I understand now, Shield mitigation climbs the more damage is being delt. After the shield mitigation caps out, all further damage is in essence unrestricted. So if you have 10 ships causing damage and you add another 20, there is no penalty beyond the already maxed shield mitigation. Also, since ships regenerate, any low level damage being dealt to ships is negated.

 What I'm wondering is, if shield and armour regeneration was turned off, would this make spread fire more useful? 

To help direct this thread a bit to the final purpose, modification, I'm gonig to ask this: Is it possible to:

 

A) Turn off ship self regeneration so that repair ships and repair stations can still repair, but ships no longer regenerate. (this is the easiest solution I can think of)

 

B ) Make ships only regenerate when not being attacked.

 

C ) Make ships do less damage when under fire. i.e. if under attack ships damage output is -10%

167,493 views 165 replies
Reply #126 Top

Cool!

 

For the increase in build times I was thinking of using the "Embargo" ability but just reversing it. Think that would work?

 

Well you didn't miss any specific questions. There is a very long post above about how I want to design the mod. Your input on how it would work would be nice. I want to see what "gamers" think of the new battle system I want to design.

Reply #127 Top

For the increase in build times I was thinking of using the "Embargo" ability but just reversing it. Think that would work?

Reversing in the sense of targeting friendlies? Then yeah, easily - just need to change the target filter, game doesn't care if you're debuffing your own units rather than buffing :P

Well you didn't miss any specific questions. There is a very long post above about how I want to design the mod. Your input on how it would work would be nice. I want to see what "gamers" think of the new battle system I want to design.

As for this - I'd say make the mod you want to make. You're making it because you want to, right? There will be people who'll like it, and people who won't. And you're a gamer as much as anyone :P So try it, if it doesn't work out like you imagine it you can change it. But you always have to try it for yourself to see if you'll like it before changing it ;)

Reply #128 Top

Oops I said "increasing build times", I meant decreasing as in making them faster.  Still workable?

 

I guess you're right. I'll just see how it works when I'm done!

Reply #129 Top

Oops I said "increasing build times", I meant decreasing as in making them faster. Still workable?

Yeah, it's the same modifier, just flipping the sign :P Or should be, anyway.

Reply #130 Top

ANNATAR IS BACK!!!!!!!!!!!! YOUPI

As for increased built time..why go so far as to use embargo when you can simply use InstantenousStrikeCraftManufacturing which already has an inherent planetmodule and building speed time for all ingrav well.. youll just have tor emove the part that makes it created instantaneous crafts and VOILA!

Reply #131 Top

ANNATAR IS BACK!!!!!!!!!!!! YOUPI

You should know, ye who hath locked me up in thine dungeon for so long :( Your vile experiments shall never see the light of day! NEVER!

Reply #132 Top

I think I have one more question before I let you go! HAHAH.

 

My game plan right now is to use all the current meshes in the game and just reorganize all the ships into new factions. AKA using the Akkan as a battleship and using the Kol as a cruiser, andt he Radiant class as a long range cruiser.. etc. All the stats and everything will be completely different, just the meshes will be the same as I won't have any for a long time. 

My question is, will the icons still move over to with the original meshes? How does that work?

Reply #133 Top

I'm soory, but look at all the knoledge I gained out of it (Ability wise...I hold my ground fairly well now ;) ) and am able to relieve of the painful (but pleasant) duty of passing on the knowledge to future generations! :)

PS: how dare you say, our fully refurbished pool house is a dungeon, Mister I played Gears of War 2 for tens of hours non-stop and ate all the chips we had available in our food closet ;)! LOOOOOL J/K!

We've all been busy...exam period (ending today....tonight!)

Reply #134 Top

Mister I played Gears of War 2 for tens of hours non-stop and ate all the chips we had available in our food closet

Actually, I'd have loved to do that :P

My question is, will the icons still move over to with the original meshes? How does that work?

As long as you don't change them, sure. All the icons are part of the entity file:

hudIcon "HUDICON_CAPITALSHIP_PHASEBATTLESHIP"
smallHudIcon "HUDICONSMALL_CAPITALSHIP_PHASEBATTLESHIP"
infoCardIcon "INFOCARDICON_CAPITALSHIP_PHASEBATTLESHIP"

Reply #135 Top

Damn you answered before me :(

Reply #136 Top

Sweet! That should make playing and testing fairly easy.

 

Hey Justin, what do you think of that game plan?  Just mix the meshes around and change all the entity files so that we can get a working mod going before doing the actual modeling.


How long do you think it would take to change the stats and abilities on about 75 ships and 20 buildings?  I'm thinking we could probably set up all 5 Factions this way and have a playable game. They would only be missing the artistic feel of the mod. Bonus would be they would have icons representative of what the ships are!

Reply #137 Top

Well I got my mods codding up and running in what 2-3 weeks! And thats about 20 vessels and 2 structures for now...but about 30 new abilities :) LOOOOOL!

But now Im damn good at it..with all that experience, I rarely get a minidump or error message (only minidumps I get is when I add an ability and ship is in-game so game crashes cus of new entity he didnt spot ;) )!

It all depends really on how much new abilities you ahve (their the tough part)!

If its just vessels and stats (if you already have hull, shield points, attack damage and weapon count...) ready at your disposal and plan on using base abilities!

A total of 95 ship/structure stats should take no less than 1-2 days work (and Im talking having EVERYTHING BESIDE you). I could send you my schematics papers to see how I set myself up if you want!

But yeah if youre ready....1-2 maybe three days at latest!

Damn repeating myself! LOL! I think you got the picture ;)

 

BTW Nephil codding is 100% complete since yesterday :)

Reply #138 Top

Well I got my mods codding up

Cod is a fish!

Reply #139 Top

CoD is also a game ;)! A very gooooood one!

Reply #141 Top

Justin should know the Cod! He lives pretty close to them! HAHAH

Cool, I'll get EPIC mod this week sometimes and check out your Nephil (get them in the Epic mod!). I'd like to see how everything turned out.

Well, I'll talk to you tonight on msn. I'll work out an excel sheet and see what schematics you use. If I get everything set up, maybe this weekend we can work through it?

 

Annatar you should join us! ;)

Reply #142 Top

I shall never join the dark side! With Entrenchment beta tomorrow and Demigod beta 2 on the horizon, I'll be too busy anyway :P

Reply #143 Top

heheh yeah I figured.

 

Maybe we can play a game of Entrenchment!

Reply #144 Top

Sure! Man...Kiedjor baught was sooo kind and baught it for me! So from here on out Im getting Entrenchement!

As for Nephil, the codding is done but I dont plan on releasing them until AT least I get the names and descriptions of ships right (half done) and redo ability names!!! Then I might consider sending it on its own!

PLUS Ill have to remodel it to fit Entrenchement beta...cus unless Im mistaking since its bringing lots of new stuff out..Im gonna have to save my v1.12 files right?

Anyhow qith vacation in plain sight... Im planning on working ALL OUT!!!

XSI here I come :)

 

Reply #145 Top

Im gonna have to save my v1.12 files right?

Yes, definitely.

I expect Entrenchment will turn a lot of things upside down.

Reply #146 Top

How much do you expect to change from beta to full release? I think I might want to do my mod with Entrenchment instead as a lot of the features go well with my "Rebel" faction.

Reply #147 Top

SHIT!!!

Well as long as it adds more modding opportunities (who knows maybe more ability slots..*drools at the idea*!), I'll survive all the way! Cant w8 to test their Starbases vs. my BattleFortress and HomeWorld!!! EPIC CLASH!!!!

oh w8 w8...Ill make  a minefield using MY MINES and detonate when his starbase shows up!! LOLOLOLOL! disabled instantaneously! PS: Im thinking about various mine types...the usual damage dealer! A tracker mine, A anti-matter "sucker" mine, A vortex mine (disables all engines for few seconds..etc)!

Not to mention new ship ideas! LONG LIVE VACATION!! and SoaSE of course!:D

BTW: Tkins...what do you mean by I living by the cod?? didnt get that one :(

Reply #148 Top

Honestly, I don't know. For one thing, we probably won't have the convertdata program for Entrenchment for a bit, and I know there will be at least 2 beta phases (Blair referenced beta 1 in another thread, implying a beta 2 somewhere too).

So who knows, we may not even be able to do any Entrenchment modding until final.

Reply #149 Top

BTW: Tkins...what do you mean by I living by the cod?? didnt get that one

Well, you keep writing 'codding', with the root word being 'cod' (the butt of my fish joke earlier, too). The proper spelling is coding, with the root word being 'code'. So you left off the 'e', and he was running the same pun: living by the code (makes sense), vs living by the cod :)

Just my guess, anyway.

Reply #150 Top

I'll go with Annatar's explanation, sounds wittier.

 

 

(I actually just meant he lives near the east coast, that's where all the cod be by'e! Off dem der newfy-land shores! Eh By'e?)