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[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 #1201 Top

Oh boy, I hope so.  I've been watching this one ever since its beginnings a year ago.  =D

Reply #1202 Top

Yes, Episode I is closing in. :) I can't say the exact date, since I have a bit of work left to do, but the major chunk of the workload has been done.

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Reply #1203 Top

Thank god. I think many of us have been waiting the full year for this mod to come out! I really wish I new how to model... or model like that... What sotfware / tutorial sites do you use? I've been looking to start to learn how to model :P

Reply #1204 Top

This looks incredibly creative. And while starbases have been a fantastic add through Entrenchment, I have been missing a titanic ship class from the game. Good on ya. Lookin forward to the mod!

Cheers

Reply #1205 Top

Thrawn, yeah, I know its been a long wait, but considering my goal was always to deliver a sort of an unofficial expansion which would be on par with the official content, the wait was to be expected. I must say that over the course of the last year I've learned a LOT when it comes to game content production... which is good news because it means you won't have to wait as long for Episodes II and III as you've waited for the first one. ;)

I am using XSI, Photoshop and Zbrush for my work. Over the years I've read more tutorials than I remember... and some white papers too, in the quest for that "extra edge". ;) A good site to get useful advice and tutorials are the Digital Tutors forums  who also have a line of really good video tutorials for most popular CGI packages out there, and even some primers on next-gen game modelling and texturing. They are not free, but I can say they are hands down the best video tutorials I came across.

Cepheidsoul, yep, what's an epic space strategy without huge spaceships!

I am at a stage where I'm just plugging in various parts I made over the last year into a coherent whole, and it looks good! Can't wait to show you guys an epic space battle with a full Xin vs. Hapless Local Fleet!

}:)

Reply #1206 Top

So do you use Zbrush just to slap skins on or to model too (that seems more for actual artists, like with digital pen thingers and stuff, not for mouse and keyboard). Stinks that those XSI tutorials aren't free... and it's 6 hours for the first set of tutorials lol :P

 

Good to hear its almost done. Stink I'm leaving for Ireland and won't be back till the 7th ish of July. Uh I hate flying

Reply #1207 Top

First off I'd like to congratulate you on almost finishing such an awesome mod mansh00ter. It definetly looks professionally done, giving Ironclad a run for their money actually :grin:

 

I do have a question though. You mentioned you'd double gravity well size and tripled planet size, I was wondering if you were also planning on modifying the range of things such as starbases, static defenses, phase jump inhibitors, repair platforms and increasing minefield sizes, as large gravity wells make many of these things far less effective. Balance wise it simply makes it a lot easier to move in a fleet of seige frigates avoid defenses and take out a planet, especially since the larger gravity wells means it'll take longer to get a fleet in.

 

 

Reply #1208 Top

Thanks Banthracis. :)

As to your question, static defenses will definitely be overhauled. I am not sure about minefield sizes, that will have to wait for the open beta, but turrets will definitely have their range vastly increased. Coupled with balance changes as a part of the Dynamic Combat System, it will be difficult to succeed with a rush siege frigate attack against an even lightly defended planet, unless you send in a whole little fleet of them, but then be prepared to lose a lot of them in the process.

Thrawn, I do both the detail modelling and color painting in Zbrush - that's what its best for, you can do stuff which would either be impossible or really time consuming to do by hand in Photoshop.

And don't worry, the release is not *that* close! As I said, I still have a bit of work to do... ;)

Reply #1209 Top

Just one question regarding the titans. I haven't really played any mods using titans before, I assume that they will be built at the standard capship construction yard. Or will there be something speccial involved.

Reply #1210 Top

Quoting vp21ct, reply 9
Just one question regarding the titans. I haven't really played any mods using titans before, I assume that they will be built at the standard capship construction yard. Or will there be something speccial involved.
End of vp21ct's quote

 

ehm... at page 47 there is screen shot with titan and 2 cap. ships... i guess that a special construction yard just MUST be... How can you  build that monster in so tiny construction yard as that one for capital ships is? ;)

Reply #1211 Top

i know this may come as on out of the box question, but would you allow me to help you with the Clans Remnants as far as ship coding? I know enough to make new ships now, but probably need some more time to learn Entrenchment modding. Im not that adept with stuff like weapons and new abilities but i will do what i can to help.

Reply #1212 Top

what, i offer to help and the thread dies on me?

Reply #1213 Top

Heh, sorry, I'm on vacation so I haven't checked the thread much. Thanks for the offer! I actually do plan on getting a team together when I start the production of Episode II sometime this autumn, so if you're still interested by then, we'll talk. :)

 

Reply #1214 Top

Back from vacation, and here are some shots of the upgraded and reskinned models for the Seeder Pos and Spitter Drone. The seeder was reworked because of its high poly count (which would interfere with the idea of having to send a LOT of them if you want to punch through defensive lines and deliver the slow-sapping planetary diseases and whatnot to your enemy) and the spitter drone because it had an atiquated design which stood out from the rest of the Xin ships.

Total time spent on it: two days. :p

 

The Spitter Drones, mkII

compare with the old version:



New Seeder Pod. You can now build a crapload of them...
As seen here. Can you say INVAAAAASIOOOOON!

This is just placeholder candy while I finish unleashing multimedia goodness on the new website and the upcoming Unit Recap: Drones.

Reply #1216 Top

just wouldering this race seems to relay on the ocean type shapes of fsh squads and jellyfish i find for the nex 2 races have you thought about what there ships may look like wether it be a revised human faction or completey random??

Reply #1217 Top

wat?

Reply #1218 Top

Well, all three factions are alien, but the Clans Remnant have most in common with humans when it comes to design. So their ships will have a recognizable design, with corroded metal plating, complicated machinery, and so on. The Hegemony ships, actually Consul ships will be the most abstract of the three races. They will have a completely alien look, with lots of mixing going on between physical and energy aspects of their vessels.

Reply #1219 Top

wow thats a lot of seeders :3

Reply #1220 Top

Whens it gonna come oooooout :pout:

 

Also is that intro to XSI 6 DVD set thats $50 (on the digital tutorials page) really really good? Or is there a free one that's about the same out there?

Reply #1221 Top

When it's reeaaaady! ;) Its all about quality when I'm in charge. :p

Regarding Digital Tutors, yes, their tutorials are quite good. 50 bucks may seem a lot, but you get high quality detailed tutorials (more like digital lessons really) which are generally clear and easy to follow and understand because the guys take time explain to everything they do. No button clicked just like that and such.

I'd only advise you to invest in stuff you really have no clue about and for which you have the listed prerequisite knowledge and resources. Intro to XSI 6 is a good product, considering it explains pretty much every use of the program and you have more than seven hours worth of stuff to go through... the snag is that it really shines if you have the full version of XSI, not the mod tool. As far as I know, the mod tool lacks the more advanced features which have to do with rendering and animation. But they cover the basics of modelling, UV mapping and so on pretty well.

Reply #1222 Top

Intro to XSI 6 is a good product, considering it explains pretty much every use of the program and you have more than seven hours worth of stuff to go through... the snag is that it really shines if you have the full version of XSI, not the mod tool.
End of quote

 

Well I don't have $3000. Although I do have utorrent >.>

 

:P I'm kidding but autodesk stuff is all stupid commercial liscences so its all too expensive :|

Reply #1223 Top

True, they don't really shine when it comes to offering student licenses and such, at least not where XSI is concerned. I think they're trying to push back XSI in favor of Max, which is their native 3D package.

Reply #1224 Top

On last question before I buy a tutorial (I decied I should). Should I get the v6.5 or the v7 tutorial? Isn't the mod tool based off the v7?

 

Thanks for getting me started though Mansh00ter :D

Reply #1225 Top

just an idea for the titan, have the builder unlocked by the civilian research tree and the ship and weapon unlocked with seperate researches in either the military tree and/or the defense tree so you would have to invest a lot into reasearch but not just into military.

and stop asking when it  will come out! enough already... when mansh00ter decides to put it out, you can drool all over it