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Gundam mod ? anyone insterested ?

By on March 29, 2008 9:11:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

whitewolfmxc

Join Date 03/2008
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Ok since nobody brought this up before , i think Sins of a solar empire is perfect for a gundam mod and its much easier to make compared to other franchises like star wars

The mod can mainly focus on years 0079 to 0083 since the techs are not to advanced compared one to another and balancing is easier , sicne 0087 has a lot of MS that can transform (dont knwo if this game can support)

reasons for chosing this game to mod :

1) gundam only focuses in the earths solar system so you only need to make one new custom star system with some space colnies and areas oif space

2) the jump routs can be normal space routs (without jump effect) but make speficific areas into choke points of the orignal story like fortress of solomon etc

3) heros system good for ace pilots (MS/MA)

4) ships and carriers , yep gundam style

5) MS (Mobile suits) can act like fighters (although i dont know how melle can be added but thats for later) so they can dock and fight individually after modding or by squadrums



Basic idas :

1) using 0079 to 0083 era

2) speificic action from AI or player will trigger story events , can cuase events like new factions (ep : taking side 3 or earth causes era jump to 0083 and new factions shows up and certain space routs are unblocked) , then you need to save and then change sides for different factions

2) mutipal factions , stage 1 before events :Zeon / earth fedaration /


Stage 2 after event : Dalas fleet / Asdriod Axis /earth fedaration / early TItan / Early AUEG

And some other minor factions : liek space pirites / lunar company /


OR time era can be done by researhcing tech ??? a ny ideas ?


3) Earth can be actually made into diffrent space sectors (sections like space above america etc)

the idea is theres a few of these "space sectors" very close together (like in some maps where planets are very clsoe togther and they look clutteering) , and when you zoom into one of thsoe secors its a part of earth at the edge of the map (like a peiece out of a portion) . and of course each sector is diffrent (exp lunar 2 space esctor will defitanlyl be a base that can build ships , while the space sector of south america which is the entrence of jabro will have lots of space ports (modifyed trade ports in game) where they will "spawn space ships and MS" to represent reinjforcements from earth Fed forces



PS: ok these are jsut ideas so far , anyone intersted ?
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March 29, 2008 10:00:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
No.
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March 29, 2008 10:45:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
What little bit I know about gundam, I thought it was mostly about the sobile suits. now you want to relegate them to the lowest part of this game. Then again, I've just been playing the demo...
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March 29, 2008 11:14:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
adding speificic action from AI or player to trigger story events


Not only is this another "omg I have an idea for a mod" thread, it's not even sticking to what can be done with the mod tools.

Anyone can come up with an idea, but I think a prerequisite to posting "I want a X mod" that's not a mini-mod should be knowing how to script, model, or skin.
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March 29, 2008 11:35:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Whats wrong for saying i want this kind of mod ? if you don't like it don't fracken read it.

Like i said i was looking for such a mod and don't even see a thread so i made one , and gave some ideas , thats all. oh and here comes the mod tools argument.....you know ideals can always be changed accordingly i didn't say it cant be , being such skeptical like you guys is really a bad influence to people who are serious about the idea.

Like i said im not likely to start the mod but yeah its "omg I have an idea for a mod" thread , but hey a lot of these threads "caused" some mods to show up , isn't that the case ? so you know what ? don't bother replying non constructive responses and giving out words that are insulting to others.
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March 30, 2008 12:51:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Yeah that sounds great it will be alot of work though.
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March 30, 2008 3:49:17 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
i could help with this

i'm a HUGE fan of Gundam and from the looks of it most of the work here would be in skinning and modeling (and maybe some sound effects)

unfortunately i can do nether

BUT

I can offer help with unit decision making process (IE what unit in game would fit best as what unit from the series and what it looks like) and layout of the maps (whats a colony and whats a derelict scrap heap and what goes where) maybe sound effects (music, weapon fire and what the units say when you select them)and search the internet for pics to work off of i mean what good are a bunch of modelers and skinners if no one knows what to tell them to make or what it looks like right?

so if anyone wants to get this rolling, ill help
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March 30, 2008 4:39:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Well thats some constructive feedback im also asking the guys for the gundam mod 0079 to 0083 from home world 2 for if they want to import their mod in this game since their mod was finished (well to some extend since theres still some things to add but they ended it anyway) and like eviljedi from star wars mod said importing models aren't too hard for sins from home world 2 , so i guess theres a possible plan ?
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March 30, 2008 5:50:54 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Could be a good mod, tho i think it's worth pointing out, i don't think you could have the 2 stage faction plan for a game, i mean as far as i know you can just jump ship and change faction midgame ( even in scripted events) as that could effect the entirity of all your previous units and structures. But if you wanted that maybe you could instead make an extensive reserach tree? that is so damn expensive it would take mostly specialisation in one area of faction units its ineffiecent to resarch to get tohers.

Like say mid down the tech tree have it branch to single tech, then fork out and have that one tech as prerequisite for all those, and have several of these for all the new faction things you want to include?
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March 30, 2008 6:09:57 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
can you explain more on that idea ? i want to know more

And you misunderstood , i mean if you advance to another era , you can still play as your orignal faction , its jsut if you want to pla with new ones you need to do what you said switch out and log as another faction , and the new factions popping up will have a good starting army so they will hunt you and survive

(although some factions was suppose to take some places from you , that i dont know how to do in game yet , any ideas ?)


well my original era idea was just a thought i knew it wasn't a big chance of making it happen, but if you mean by advancing time era by research ? it can be possible but i want more info on it


PS: updated post 1 for earth idea
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March 30, 2008 6:20:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Ah right, read it as like switiching (like say Age of empires upgrading to another era and it changes your units and buildings models etc)

But where your tech tree advances, you can write your own one for your mod, and say you have your basic faction tecs for say up to 5 military stations (if you keep them mind you) then the you say have 3 different new techs with no prerequisites (not needing anything before them basically), that will then still on same page, but span more research for your tree, say units that would be the new faction specific or anything, and they all require the first research to do it,

And if you wanted to you could make it so each starting point is really expensive to limit people from say researching all the tree and getting every unit, i mean long games would be hard to stop this, i mean im unsure if you can limit the research to be able to research one or the other, but it's an idea of how to get the range of units in. However this could limit your original units, due the to hard coded limit on number of ships (until/if dev's fix it anyway)
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March 30, 2008 8:09:54 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
i tend the get the idea not bad really , but if i can chose id go for keeping realism i want to still build old models (MS/SHIPS) even the time era is new , so the problem is will the build selection page be able to do switch pages or toggle downwards to make a larger unit pool ? thats a hard one LOL

if this cant be done the mod is pretty much harder to make >< or else you will have loads of different factories

OR

once the new era comes all of your buildings (just certain factories) will automatically be trashed and you will have to build over with new units but thats unfair isn't it ?
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March 30, 2008 11:06:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Not sure how do-able alot of that is atm, especially with the current tools, your probably best waiting and see if the dev's release more tools, and/or fix the hardcoded ship limit, because i'm not sure how easy it is to put in new factories at the moment either.

I mean a change in the hard coded limit would make putting in plenty of ships easier and means you can play about with what ships going where etc.
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March 30, 2008 1:37:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I am a huge Gundam fan as well. I think the best way to set up the research and ages in Gundam would be to set it up like Empire Earth. Have the research labs generate tech points to be spent on research. Make the research tree itself only let you research 3 things in military and 3 things in economy. This will give some new ship/MS to build or slight upgrages(live ammo damage up 5%). You also can only purchase the upgrades in size of fleet 3 times in each age (using credits, metal, and crystal), but unlike the military and economy tech, moving up through the ages will not cut you off from previous research.

After researching at least 4 of the 6 things in economy and military you can move up an age in MS technology, starting with Ginns(and ships) with live ammo working your way up to MS with lazers and special abilities. Each new age will give you 6 new things to research, but once you advance you can not go back and research previous things that you neglected to research. All of your ships/MS will upgrade as you move through the ages. The capital ships can be special Gundams or ships based on what age your in. They will not upgrade because they are more like heroes.

This would keep the game balance because if you move through the ages as quick as possible you will lose out on some bonuses and upgrades. I am pretty sure this can be done because a few people were making changes to the research tree. This I think is the best way to do the Gundam mod the way you were thinking.

Good luck and I hope this gets off the ground, this would be a really cool mod. I also suggest that you include a lot of the Gundam series like Seed as well.
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March 30, 2008 4:41:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
i think we should just stick to the 0079 stuff, when you think about it doing something in one era makes things A HOLE LOT EASER instead of doing everything and relying on elements of the game that don't even exist yet and say "oh someone will make this down the road".

lets be realistic here

if any of us want this mod to get off the ground we need to work with what we have
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March 30, 2008 4:43:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
whoops double post
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March 30, 2008 4:50:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
This is an awesome idea, I could possibly help out a bit, since I was into the series alot. But I understand the whole ship layouts! That would be awesome, capital ships like the White Horse and such... Very nice idea.

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March 30, 2008 5:37:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Wouldn't really work. I mean, unless you can make transforming ships, now that would be badass and I'd play it in a heartbeat.
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March 30, 2008 7:01:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
why would we need transforming ships ? its not transformers


Thanks for you guys constructive input , id keep in mind but yes we will still need to see what tools and limits this game provides

Well said from what Goon165 said, mixing 0079 or the whole U.C series with seed / destiny / even 00(although better than the previous two) is.....................a very bad idea...........especially for balancing with the U.C series and the hard part of having transforming models in game

(lets face it the new gundams like seed have a crappy story layout and the whole story isn't even much of a military history.....more like watching "300" but in gundam style......personally i hate those series)

PS: ok guys i think i have a easier solution for the time era to advance and making it story like

1) remember techs require certain buildings ?

2) time era one while having just Zeon and earth Feds , two buildings will be built

jubro HQ (its a space port where you can make all ships and MS in the South America space sector , see my first post fro further idea about this) , Zeon royal palace in side 3

These buildings exists from start of game

Once , you own the sectors (SA space sector and side 3) for detail you need to kill these two buildings to conquer the sector , while after you have these sectors you need to build the new buildings (not the same as mentioned above) ,

if your the Feds building in sides 3 (meant you won ) the new building is called Zeon republic senate (since according to time line the surrender of zeon kept its independence in a democratic way)

, and if your Zeon and your building in SA space sector it will be called Zeon Earth HQ

if you want to know how to make these buildigns exclusive to these two places its easy
make these two sectors "planet type" (literally) the same and ONLY these type of planet types can build these buildings (while preset vaule for these buildings will be done like Zeon can only build zeon HQ Feds only Zeon senate) ,


Heres comes the tricky part in your tech tree all the oo79 techs are like normal techs where some need others to be researched first to be researched . while ONLY if you researched all those techs AND you own the new buildings (Zeon need to have the Earth HQ , Feds need Zeon senate) , the Tech 0083 will be unblocked (since these techs according to faction will need you to have the buildings mentioned here) , then your tech can move on and research the rest of the tec tree

So the tech tree would look like 0079 (techs blah blah) - 0083 event - 0083 (techs blah blah)

PS: im also thinking another tech where yo go post 0083 where Aeug and Titians show up (but only early form where they still dont have transforming MS)

Also if you advance to 0083 you will get some of the other factions techs (Feds gets some from Zeon like zakus while Zeon will have some Gm's etc , since they won the war by achieving this) , vice versa to any new factions that you won

And once that tech is researched , story events that will take the story to 0083 will occur and new factions will pop up (although taking SA sector and Side 3 will trigger story too but those are just movies saying you beat the hack out of your arc enemy and no actual effect in game)


As for other new factions ,

OK so how does this all sound ? i think its more practical and it sounds possible ?
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March 30, 2008 11:23:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
did you have a brain laps while reading the second half of my comment?

i said "WORK WITH WHAT WE HAVE" and currently there is NO WAY to do story triggers OF ANY SORT thats why i said to only use UC0079 units and ships it's allot simpler and there easer to sort out what your going to use FOR EXAMPLE!

TEC=EF

strike
fighters = Saberfish
bombers = Public

Frigs
Scout = Ball
light = Gm
missile = Ball w/ missile packs
siege = Guntank
and so on...
you see where im going with this right?
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March 30, 2008 11:29:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Why not just make this a micro add on?
You know carriers? They can choose fighter or bomber now right?
Well, add 3 more choices. Let carriers make gundams, and put carriers lower in tech tree. Then add a bigger carrier with access to really powerful gundams a little higher on the tech tree. Then just use in game races for all the other units.

All gundams are added as strike craft additions to the current gameplay.

Gundams are slower than fighters, but have the best sustained DPS in the game. Deadly vs ships. Make scouts, flaks, and fighters, counter gundams.
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March 31, 2008 12:30:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
did you have a brain laps while reading the second half of my comment?i said "WORK WITH WHAT WE HAVE" and currently there is NO WAY to do story triggers OF ANY SORT thats why i said to only use UC0079 units and ships it's allot simpler and there easer to sort out what your going to use FOR EXAMPLE! TEC=EFstrikefighters = Saberfishbombers = PublicFrigsScout = Ball light = Gmmissile = Ball w/ missile packs siege = Guntank and so on...you see where im going with this right?


Then perhaps you missed my second line of part of my comment ? not seeing "but yes we will still need to see what tools and limits this game provides" ?

and the idea was assuming when the mood tools THAT can do it ? you get it now ?

For the obvious if the mod is to be worked on the first stage is getting the Feds and Zeon of 0079 first , no doubt in that so i don't see a problem . But i was also thinking ahead , thats all mate


and obviously you have missed the apart where i mention this is TO BE APPLIED to new factions if its possible to be any , the main description for the tech tree is basically on how to get new units for the feds and zeon to cause a look of "time era advanced in terms of tech" , when i say "story event or trigger" its only "literally" like i wrote for like already a few times now in that post , so dont get TOO carried away yeah ?

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March 31, 2008 2:22:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
TEC=EFstrikefighters = Saberfishbombers = PublicFrigsScout = Ball light = Gmmissile = Ball w/ missile packs siege = Guntank and so on...you see where im going with this right?


I don't think the guntank can fly in space. 
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March 31, 2008 7:18:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
well it can float in space and in the TV series it was mounted on white base as a cannon station
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April 3, 2008 9:48:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Hey, I found a gundam mod from HW2, if we can get them to give us the textures and such it should make it a heck of a lot easier for any modder.

http://youtube.com/watch?v=r4pDa8O9kII&feature=related
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April 3, 2008 10:53:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Id already made plans to contact them since i played the mod too , see my post on the relics forum ( im a regular poster there for many sub forums)

http://forums.relicnews.com/showthread.php?t=70252&page=135&pp=15
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