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Olympus Class Mod

Olympus Class Mod

Creating a new class of ships

I have an idea for a mod which I intend to create with an additional ship class.  I call this the Olympus Class.  These ships would be similar to the Capital ships one would imagine where they would be nearly indestructible.  These ships would have something similar to older ship styles where yes they would of course have forward cannons, but they would also specialize in broadside attacks capable of ripping a fleet to shreads.  In direct combat they would be unstopable as they are essentially a huge floating mass of guns.  These ships would also function as mobile starbases and as such they would be able to create a new type of fighters called Strike Craft.  The one weakness (so far) of these ships would be their mobility.  Directly engaging one would be suicide, but hitting it from behind could spare you.  What you would have to do is position a group of capitals behind it and tell them to continuously move to avoid it from bringing the main cannons to bear.  The reason that I say this is for balance issues.  Regardless of cost, once you had one of these in your posession, you could simply walk through heavily fortified planets to their capital and destroy it with the main cannon.  They would also have some characteristics of the capital ships in that they would also gain abilities and level up. 

These massive ships would be limited to one and only one for obvious reasons.  Another thing I was wondering about was:  where can you build such a collosus...  Well my solution is to resize the capital factory.  These ships would not directly be a new class, but they would have prerequisites and such high prices (aside from being the size of a planet..) that they may as well be a new class. 

These ships would also be requiring the research of the corresponding superweapon, as well as their own prototype.

Each would be centered around something related to that race.

TEC: battleship

Vasari: dreadnought

Advent: carrier

But anyways, here are some of their stats:

Trinity Blade

Forward guns: Prime Cannon, 9 StS Missile Launchers, two torpedo tubes, 12 autocannons, two uber heavy laser cannons

Both Sides: 7 very heavy laser batteries (150 per shot)

Abilities

Glory: boosts the shield regeneration and cooldown for a short period of time. 

Thor Torpedoes: essentially a combo of ion bolt and missile barrage.  It fires two huge torpedoes at the target.  IF its not destroyed outright, it will have its abilities, weapons, and engines deactivated, and will also be nucleararily contaminated.

Return Fire: for about a minute, all recieved damage is reverted also sent to the target, and by level three, it actually doubles the damage given.

Prime Cannon:  Available at level six, this unlocks the full power of the Trinity Blade.  It is similar to Cleansing Brilliance.  Every Passing second, it deals 1500 damage to the target, and anything in between.   The beam has a duration of 15 seconds.  This uses 1000 antimatter, and disables all systems after firing for 20 seconds, as well as its engines.

Judgement

Starboard: four beam cannons

Port: one beam cannon, 7 plasma cannons

Abilities

Onrush: sends forth a large group of strikecraft to deal damage for a short time

Prominence: A large plasma wave shoots off the star and into the target, dealing heavy damage and disabilizing it for awhile

Heavy Drones: slightly increases the power of the combat drones

Mass Conversion: Essentially a more powerful version of domination.  It CAN take control of capital ships (I have yet to prevent it from getting the other Olympus ships though...)

Norgul Genocide

Forward: six phase missile banks, three pulse beam projectors

Both Sides: eigth plasma wave cannons

Abilities

 Evacuation: Increases rate of movement for the ship by massive amounts and decreases the charge time for jumping

Colonize: Max population infrastructure instantly

Destroy Shields: Instantly destroy the shields for all the ships in an area

Genocide: Kills everyone on the planet in one fell swoop, increases your culture, and also sets planet health to 0.

Completion Guide:

Trinity Blade design: yes/Trinity Blade modeling: yes/Trinity Blade Texturing: no/Trinity Blade .entity: WiP

Judgement design: yes/Judmement modeling: yes/Judgement Texturing: yes/Judgement .entity: WiP

Norgul Genocide design: yes/Norgul Genocide modeling: no/Norgul texturing: no/Norgul .entity: WiP

Final Editing: no/Bug Checks:no/Release:no

Progress (based on completion): 33%

 due to some issues, this is now incorrect...

 

 

56,071 views 132 replies
Reply #51 Top
You wouldn't mind if I did a little modeling, would you?

An awesome design came to me last night. I'll post them here if you'd let me.
Reply #52 Top
Uhh sure, what is it for?

I would like all the help I can get. I think I'm more of a coder than a modeler, so any help in that regard is fine with me...I am good at modeling, but I would prefer that someone else does the texturing...

Also, I have "made" a shipyard for the TEC. I also have a planet that is able to support it. You cannon build it yet, but I am messing with window files so I can get the desired result. Soon though, it will be possible...As is, I just need the coordinates for the button, and you ought to be able to build the thing. As of yet, the shipyard cannot build the TB, but that is also in the window folder. Now I'm going to go play sins so I can figure out exactly where all the buttons are so I can figure out the matrix that holds the coordinates.


Also, I said "not at liberty to discuss" but should you join this one, I don't see why I couldn't tell you what I was thinking for the Tri-Star.. it has to do with the mobile artillery thing you asked about...
Reply #53 Top
DEC42, if u have ideas, draw it first and post a pic, then we can discuss it and then u are welcome to model and texture it, especialy if u are good at those things. And Volt if u want I can do the texturing and so on. Im starting to texture Judgment and will post once im done with the first skin, then there is bump map and bunch of other shit I will need to do. but if u want to concentrate on coding, then more power to you.
Reply #54 Top
Yah I'd prefer that... Modeling and coding for me I guess...Also I noticed a slight problem...there are no free spaces in the logistics category so I am going to delete, yes delete the refinery...I'll balance it out by buffing the trade port though...

Also once I do these next three things, one should be able to build both the ship and the shipyard. Also, the abilities are not completed, so as is, one could not use anything other than the Prime cannon.
Reply #55 Top
ok, and also, I'm about to try running the thing with these updates...I hope I didn't screw it over cus developer doesn't work...binkw32.dll doesn't seem to ever work...
Reply #56 Top
Well i did some texturing to get a feel for it, and this what i came up for the ships base color and looks, im not sure that I like it that much, but I think I will do something along the lines of this, also for some damm reason it uses low res picture, not sure whymakes me upset, anyway need to play with it more. here is couple of screenshots.

On the other note, how hard is it for you to update a model, or would it be fore me, like lets say if i update textures and do all the conversions (.XSI to Mesh) will any other files need to be modified or not, because im not sure how acurate the rendering is in XSI, and in Sins the colors can be off. Anyway. oh and do u want an .XSI file now or once im done with textures? Also something is telling me it will take couple of tryies to get everything to work like we want it to (that is all the textures show up ect...




Reply #57 Top
Well I don't think it would be too hard, also the design looks cool just one thing...there are no light strips...Surely the thing has to have a bridge somewhere... Perhaps on the area that slopes up to the star holder?


Oh and anybody want a minidump? Cus I've got plenty of them...If I try loading the thing in game, it just freezes, and if I try setting it as the default out of game, it won't load and I get minidump galore...Maybe there is some master file I haven't found, or perhaps mods can only have Gameinfo files and not string and window files? I'll try it that way tommorrow.. Not enough time tonight...
Reply #58 Top
in the design up there there is no lights adde yet Im almost done redoing the model, there is one major change, the exhost ports are differnt shape now, since Sins doesnt like polygons that have more then 5 sides. Oh and when you mod make sure to copy all of the files and folders where any modificiations were done, when i was working on my intensity mod (WIP) i had to copy the whole gameinfo folder even though i was edditing only one file, other wise i would get a mini dump.
Reply #59 Top
I did, in fact I not only copied that, but I copied everything else too. window and string were copied (even though there is only one string file...)
Reply #60 Top
Something I was considering, perhaps we should have 3 ships per race?

I know we'd only be able to build one, but this gives an element of variety and surprise. You're never quite sure what the enemy's going to build.

However, the three ships, in order to stay within your objective, would be geared towards the same orientation. All the Olympus TEC ship would be forward Titans, all three Advent ships would be Supercarriers, and so on.
Reply #61 Top
Hmm I guess...but I'd say lets leave that to the second version of the mod...and lets get these three out and about first.
Reply #62 Top
Hey Vold are you useing the Developer exe, it comes in the mod tools, and it will show you debug info and etc might be worth a try.
Reply #63 Top
like I said earlier..one of the dll's doesn't work, tried downloading it like five times from four sources...its called binkw32.

I mean once I can get that working we're good, either that, or we need someone who can alpha test it... Obviously we would not want you, DEC, or me, but maybe someone else that wants to help, that is if I can't get it to work...

I'm gonna try one thing to get it to work...if it doesn't, I'll try re-downloading the dll, if that doesn't work, we need to start looking for a new team member...

Well, after some relatively drastic measures, I finally got it to work, and as I speak I am listening to the "we don't know where they came from" in the opening video...

Well so far I have debugged the new planet I made. The way that it'll work is that this one planet has up to 60 logistic slots, this factory takes up 40 (don't think I ever said this) every other planet has at best 35, so that is what makes this desolate asteroid planet (same mesh as the dead asteroid) oh so very valuable.
Reply #64 Top
Woohoo!! I've debugged at least one of the files, but there is an ever so slight problem...I don't think that one can make a new ship class directly...whenever it mentions Olympus, it always says it could not convert into an enum (whatever that means)value...gonna run through some combat now...see how long it takes to crash...
Reply #65 Top
Cool. well actualy I converted judgment into .XSI and now trying to convert it to mesh, but I cant get the ConvertXSI tool to work, so if you know how to that would be good. Also how hard would it be for you to stick the ship into the game forexample be replacing it with a frigate or something like that so i could easly build it in order to see how the textures are working out and so on.
Reply #66 Top
Cool. well actualy I converted judgment into .XSI and now trying to convert it to mesh, but I cant get the ConvertXSI tool to work, so if you know how to that would be good. Also how hard would it be for you to stick the ship into the game forexample be replacing it with a frigate or something like that so i could easly build it in order to see how the textures are working out and so on.
End of quote


I saw your post about it. You just need to run it with Command prompt. To get the mesh on a frigate just rename the mesh to the name of the frigate's mesh
Reply #67 Top
And why exactly aren't I a candidate to test? =)

Perhaps it's not a Bink/Smacker problem.

http://www.gamershell.com/download_5527.shtml

Download that and see if it runs properly. If it does, it's not a Bink issue.
Reply #68 Top
I followed your guide in another post and it worked, now the only problem is that the null points dont transfer for some reason, need to figure out what i did wrong in XSI, Sigh. And i will try what u suggested.
Reply #69 Top
Hey, I'm finally back...overall, it works relatively well..I got developer to work and now I am running the mod. Aside from the occassional error, it is doing relatively well...I unfortunately learned that naming something TECHOLYMPUS as a ship type doesn't work...won't convert to enum (once again, don't know what the heck that is)

Also, soviet, I could easily do that... a little changing, and I could quickly redo one Advent cap to be the Judgement...for now I may just have to do that...as is simply adding a new class will not work out so well, so it looks like I'm going do plan e (yes e, I've already gone through a-d) research. These caps, unless I can figure it out, will have excedinly advanced research required. The TB will require the Kodiak, the Novalith, best armor, and a few other upgrades including high fleet upgrades...

Also, DEC, the reason that you are not a candidate to test is that you are not yet a member of this team (though at this rate you soon will be), but more importantly, I don't want these files going around just yet... You may get them later, but I am essentially the developer for this mod with a few designers, you included... As is, the code is just to incomplete for anyone else to find any worth for it yet...by the time I got it on filefront, it would be time for me to put up another update...So I guess, it is still in development. Once it is more complete, I will give those who helped and deserve hefty credit (basically anyone that helped)the prerelease version of it. This will be to remove any final bugs in it, and then I'll upload the final to the site. Until then I simply suggest that we stay on the task at hand, which is simply getting the concept to work.

By the way, if anyone can, I need new research icons made (as in the little buttons for the research tables). PM me if you are interested
Reply #70 Top
Actuly i just replaced it with a scout frigate, to see how it looks and what do u know i got a midget class ship that flies sideways its about the size of a striker and looks rediculus non of the texuturs applies etc but i think thats cuz i scrued up on somethingcraft...so yehh Im rescaling it as im typing this and gonna see how it works now....
2 min later

gah its still like a damm midgit ship... and it still flies sideways, well thats just a side problem... the bigger probelem its a midgit...dammit...will need to mess around with that for now will report later.
Reply #71 Top
Well i tinkered abit more and got it to scale right, forgot to freeze scaling, anyway i scaled it by a 1000 and behold


Scared yet.... Oh and it does fly sideways!!!!>.> have to fix that next and then on to textures and etc...
Reply #72 Top
Nice job Soviet. I am working on the details at this very moment, also, I will not be able to be on on tuesday, so don't expect anything from me...
Reply #73 Top
Well I scerews around in particle forge and started making plasma ball, as i expected it was batter then trying to skin sphere, since it apears only after ship is bield and i also made it look like its some what unstable. the shape doesn't stay perfect and it looks like its in layers wich is perfect. here is a preview, oh and i got skins to work, now just to make the look nicer and figure out why self illumination is faling at life.


Reply #74 Top
Nice, well when you can, just PM me the link to download the new mesh so I can add the mesh to the actual ship data.
Reply #75 Top
Actualy the mesh is the same, really. there only minor changes, like flair points, you should be able to start coding the abilities with what u got. I wil work abit more on this today and then upload evrything i got so far.