ManSh00ter ManSh00ter

[MOD] Sins of a Solar Empire: INVASION (new screenshots, May 28th, 2012.)

[MOD] Sins of a Solar Empire: INVASION (new screenshots, May 28th, 2012.)

Previously known as "The Last Stand"

 

 

Sins of a Solar Empire: INVASION is an addon project aiming to expand upon the existing universe of the Sins of a Solar Empire, providing original and high-quality content on top of the original game. Aside from the new content, the addon will also include multiplayer-friendly gameplay changes as well as reworked or new visuals/sounds.

ETA: To Be Announced

Planned changes/content will include:

  •  A new playable race, created to the highest quality standards. The Xin are a race of utterly alien origin, and the massive fleets of their living, semi-sentient ships have been ravaging the galaxy for millenia. Countless races have perished under their onslaught - and now TEC, Advent and the Vasari will have to face this terrible enemy and win - or die trying.
    Assume the role of the defenders and try to stem the tide of death and destruction, or take command of the invading armada and destroy the impertinent insects wherever they choose to make their last stand. 
  • Volumetric Explosions & Damage Effects, providing not only greater excitement to your space battles by transforming all explosions and persistent damage effect into true 3D affairs, but also better visual cues as to how the battle is going, enabling you to spot at a first glance the hotspots and even the level of damage on particular ships.
  • Dynamic Battle System, where each ship class' strenghts and uses are not determined only by its stats and abilities, but also by its flight characteristics. Certain ship classes will be able to move during fleet battles, which, coupled with the reworked stats of all ship classes should prevent "cookie-cutter" or "spam" strategies.
  • New Ship Classes for the new faction, ranging from specialist ships such as the Warmaster or Emperor Battlecruiser all the way to Titans acting as mobile superweapons capable of facing down an entire fleet on their own or even destroying an entire gravity well in one powerful surge.
  • Reworked Balancing, aiming to further focus various ship classes on their roles, removing any overlapping advantages which ultimately make one ship type or the other the ship to produce. Changes will also include increased gravity wells as well as greater class difference in turning rates and top speeds in order to further accentualize fleet placement, strategic positioning of forward bases and other such details which a great admiral make.
  • New Planet Types, which will also be visually enhanced, primarily by increasing their size in order to make them a true centerpiece of a given sector. New planet types will provide greater variety without providing game-breaking advantages to players.
  • Enlarged Gravity Wells which, coupled with the dynamic nature of space combat, will challenge players to an even greater level, requiring careful placements of planetary defenses and orbital structures, as well as fleets.
  • Unique Structures for the new faction, ranging from formidable Heavy Defense Batteries to deployable Outposts which will be capable of guarding even sectors around otherwise uninhabitable astronomical bodies such as stars or gas giants.

==MEDIA SECTION==

 

==SCREENSHOTS==

 

==TRAILERS==

DRONE SPOTLIGHT I

A short ingame exposition of the Scout, Assault and Siege drones.

 

 

 

==BACKGROUND LORE==

Pangalactic War Timeline 

Clicking the above link will lead you to the download of a .pdf document detailing the rich and dynamic history of the factions which will play a major role in the Last Stand mod, so if you are into background lore, be sure to check it out!

 

==UNIT INFORMATION==

 Pending.

 

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Reply #1151 Top

Whichever file server Mansh00ter puts this mod on will go down about 5 minutes after he gets it uploaded, due to the sheer volume of download requests. Great work, can hardly wait.

Reply #1152 Top

man you never can amaze me with this and some of your other mods im just stunned and greatful theres ppl out there like yourself willing to put in the time do do this stuff to expand on a great game great job and i hope to see you add dynamic to this also "fav mod released so far" :)

great job

Cursed

ps. By the way do you have any vids of this yet to get a better look at it ??

Reply #1153 Top

must have content............ :drool:

 

Actually, take your time and make it uber-PWNFUL. :w00t:

Haha paradox! ;P

Reply #1154 Top

any updates?  it's been a quite a long time since we've had one

Reply #1155 Top

An update is coming soon, likely next week. The reason for this long of a delay is mostly because I've been busy with paying jobs lately but also because I am making an official website for the entire project, so I'm saving Leviathan info and media for the grand opening. :)

Reply #1156 Top

Quoting ManSh00ter, reply 5
The reason for this long of a delay is mostly because I've been busy with paying jobs lately but also because I am making an official website for the entire project, so I'm saving Leviathan info and media for the grand opening.
End of ManSh00ter's quote

You do realize that in so doing you are essentially setting us up to have a heart attack when we get overwhelmed by this awesome stuff. Even when you give us a small update our hearts race faster and threaten to die because of the sheer awesomeness. Now you want to overwhelm us by the Leviathan, media and an uber-website for it all?! I hope you have insurance mister! :)

Reply #1157 Top

holy shit, this mod is insane!!!!  its been a while since I last checked up on it,  and man has it ever gotten bigger!  i think ima die once this thing is released cuz its gonna be so good!  shit seven deadly sins is nothing compared to this beast!

Edit:  I have a question though, your post says that you are making new planet types, does this include stars as well?  I currently work on a mod called Urban Expansion which is essentially made up of Sins Plus and Solar Sins and was 90% of those at the begininng of the mod.  But I have conintued work on it and version 1.2 of the mod, which will be released this coming sunday, will have brand new unique features to Urban Expansion differanting itself from Sins Plus and Solar Sins, which as far as I know are the biggest planet mods around.  I would be glad to do the planet modding and all that stuff relating to it (I also make new star textures and stuff and am currently working on a pulsar star with the pulsing effect and ability) and seeing how you have so much work to do if you would merge Urban Expansion into the final product of this mod I would be honored.  My mod also adds new skyboxes to match the colors of the stars (made by me) and 3 new stars as of 1.2, two of which are made by me.  The Purple Star and the upcoming Brown Star.  In 1.3 of the mod I plan to add the pulsar stars and some more planets, 1.2 will include dwarf planets as well.

If anything in my mod interests you as far as planets, stars, skyboxes, and space annomilies go I would (once again) be honored if you would allow me to do the modding of the planets and stars for this mod.  It is up to you I'm just throwing it out there xD.

Anyways feel free to take a look at it:
Urban Expansion

Good luck on the XIN and hope to hear from you soon.

Reply #1158 Top

shit seven deadly sins is nothing compared to this beast!
End of quote

i could say no, but untill the Entrenchment version for this mod is out, we have only specualtion. for now, i reject your reality and substitute it with my own

Reply #1159 Top

lol I guess you're right but you have to admit that from what we've seen so far that this is top-notch stuff that looks official.  7DS is a great mod but there are lot's of missing pieces in it making it seem un-official.  I'm not saying it's a bad mod, hell it's definetly the best released so far but I do think the quality could have been improved if rushing things didn't happen.  Imagine how bad this mod would have been if manshooter released it a month into the process, leaving us with no unique sounds, no unique models, and no unique icons of any sort.  I think it would have been bad.  But since he waited this mod will be either first or second best when it comes out!

Reply #1160 Top

this brings alot to the game and it seems like manShooter has much more talent than 7ds but for what they have 7ds have done a great job that is of top gear bring you many mods into one which is always good. keep up the good work both of you

Reply #1161 Top

well thats all alright. Besides i think we are all over being Fanboys (or Fangirls) of this mod or that mod. besides, Dan and ManSh00ter have promised a Xin Vs Atlantain fight. I speak for everyone when i say that we all are expecting that even More!

/Off Topic/ 7DS is meant to be Nostalgic more than anything, including the Beta models of the Original Kol and Old Marza (makes the new one look like a panzy) Races from Star Control and MOO. Dont worry, we even will onclude BSG, B5, Star Trek, Star Wars, and even Halo. /Off Topic/

Reply #1162 Top

Imagine how bad this mod would have been if manshooter released it a month into the process, leaving us with no unique sounds, no unique models, and no unique icons of any sort.
End of quote

like Kyogyre's Bsg mod.... No offense but...

*shudders from dissapointment*

Reply #1163 Top

Bit confused here... Hegemony and Clans Remnant... Star Control 3 and Mechwarrior? Are you adding other fictions' races into a SINS mod, or are you developing something new here that just shares some names?

Not trying to sound nasty, just curious as to how it's going down.

Models look great, btw.

-Itharus

Reply #1164 Top

Own fiction 100%. There may be similarities in names and such. Hegemony, for example, is a prominent culture in the Hyperion book series. Clans Remnant being in Mechwarrior I had no idea about. If you want something else, you can also call them the Legion Alliance or even Nomad Fleet. They won't mind. ;)

Xin: a race of intelligent cephalopods ranging up to 9 meters in length. Their ships are semi-organic, semi-sentient and filled with water to sustain the Xin.

Clans Remnant: actually three alien races. One looks like an armored cat on two legs, one like a gas sack with bioluminescent tentacles dragging behind and the third like a small upright armadillo. They have junkyard ships which look like rusted boxed hammered into shape with guns slapped on. Ok, cooler than that, hopefully.

Hegemony: very tall, very thin, clad in all white and always wearing hoods. Their ships are golden/black with sleek lines (much like the Xin actually) interspersed by sections of rough machinery etc.

 

 XSelenS, thanks for the offer! I have already made a selection of new planets which will get in the Last Stand mod... there probably won't be any new star types as the vanilla set covers most realistic ones. I checked out your mod - good effort there, keep it up (here's a tip - try to desaturate you coloured backgrounds a little, it will make them fit in better. Always use slightly desaturated colors for backgrounds as they're easier on the eyes, especially on long gaming sessions).

Work continues to progress well. The website won't be ready for yet anoter week though, so I'll just post Leviathan screens/renders and lore here as usual when its done. I'll save the Second Teaser movie for the website though. :p It'll have lots of new Xin units in action as well as a snipet from a CGI intro sequence...

Reply #1165 Top

In that case, more power to you! Good luck with it all :)

-Itharus

Reply #1166 Top

Quoting Mr_Blunt3d, reply 12

Imagine how bad this mod would have been if manshooter released it a month into the process, leaving us with no unique sounds, no unique models, and no unique icons of any sort.


like Kyogyre's Bsg mod.... No offense but...

*shudders from dissapointment*
End of Mr_Blunt3d's quote

gee... thanks...

Reply #1168 Top

well blunt even though manshooter has his reasons not to since his mod is more of a story and no offence on different levels of custom adds than kyogre's but than again you must of downloaded it  either way i say good job to both

Reply #1169 Top

Is this for entrenchment? Any chance of titans for TEC, Advent and Vasari? Sorry to ask, but I didn't want look through the entire thread.

 

Reply #1170 Top

The mod will be Entrenchment compatible, and likely only the first episode will have a non-Entrenchment version released. That said, there won't be any Titans for the vanilla races, simply because they have orbital superweapons and the new races don't.

Reply #1172 Top

i cant wait! this mod is on the top of my list of must have!  :drool:

Reply #1173 Top

Hey Mansh00ter, I was just thinking, for the hegemony, you could have sleek ships with prominent angles.  (think lincoln's face but smoother :D ).  and/Or, the Remenant shouldnt be quite so blocky.  Since they were integrated into the Hegemony, it would be such that the Hege had some similar characteristics.  I was thinking that the whole blocky shape of ships, structures, etc. should be visually superseded by lotso angular planes, and the hege should have much fewer and less pervasive angular structure. :andrew:

 

I'm gonna be gone for a while to D.C. for National HIstory Day (website category) woot! but i wont be able to check your stuff :'( so it would be awesome if you could make some stuff :drool:

 

Thanks a ton man, your mod is so ninjaful that it pwns even bleu cheese! :ninja: lol cya man.

Reply #1174 Top

aother tip even though you'v done so much is add a debris that when the starbases or cap ship blow up that chunks of them float about for 30 secs or so

as well as i always thought that when a ship blows up that if your in a certain area that you would take some damage or effect "weapons disabled engins ect" that sorta thing mabey grant all ships a skill or ability that they use when hp's are under 10% that destroys them self simalar to the tec star base ability.  timers and damage  and effect change due to  size frig cruiser or cap.

i know if anyone could do it you could

let me know what you think

Reply #1175 Top

Ship-specific debris is still a "maybe" for the volumetric mini-mod, pending research on how many explosion entries can there be. Explosion splash damage - to be honest I'd like to limit that to specialized "kamikaze" ships which will be part of the Remnant strategy. The reason being is that the new dynamic combat system makes it hard for you to control where your ships are at every moment and also makes the ships fight at relatively closer ranges than vanilla (so called "furball effect"), so you might end up losing an inordinate amount of ships due to secondary explosion damage.

Flankers, I've finally brough the Titan to a satisfactory shape... actually a CGI render and lore update will soon be up. Ingame shots will follow when I fully restore my files... had to reformat the hard drive and now have a crapload of applications and hardware to set up. :/ Fortunately, no mod data has been lost thanks to a perfect-timing backup. ;)