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 #1326 Top

I have returned with more questions, once again presented in a convenient list format. Only this time, to avoid potentially trifling amounts of confusion, I will use letters:

 

A. With the decrease in the feasibility of micro comes a decrease in the effectiveness of some abilities, and the support frigates and capital ships that rely on them. How are you tweaking abilities in Last Stand? More passive abilities? Less AoE abilities, or ones with longer range?

B. As the Advent, I am always outresourced in the early game, and I make up for that difference by careful guardian/drone host/illuminator micro until I tip the money scales by sheer abundance of planets (most of them the enemy's, if I do the clicking right). But as I lose my micro advantage over the TEC players (whose ship strategy lies mostly in building the right combination of ships, meaning lots of repair bots and cruisers, rather than getting to place those guardians in fun, divisive, inhibitive bubbles), I find that the game becomes increasingly centered around the struggle for resources to churn out more light frigates, which the TEC wins hands down. What does the economy look like in Last Stand? Should I be worried about my favorite psychic bitches becoming extinct at the hands of the space age robber barons? (Though I can still see the potentially extreme effectiveness of guardians in disrupting the very delicate strafing patterns of light frigates ^^)

C. Both Titans and Citadels are supposed to be really, really big and expensive, and we've seen lots of other late-game technologies (such as the Xin impaler drone, which I seem to remember is considered a late-game-type frigate). Naturally, It will take lots of time to build up the resources for appropriate research, more time to execute said research, and even more time to earn the money to spend a veritable fuckton of time constructing these mind-boggling wonders. Does this rake the original Sins races together in a category of "rushing/early game offensive" races? What does the early game look like for Last Stand races? How often on mid-sized maps will a Last Stand race crank out a titan?

D. From watching dynamic combat videos, it becomes clear that dogfighting frigates do not attack at the precise moment when their weapons recharge, since they need to readjust their courses first. This would make for slower combat, and since combat is the basis for all expansion, how will this affect the duration of games?

E. WHEN DO WE GET TO SEE REMNANT AND HEGEMONY SHIPS

F. Not really a question, but I totally fucking love squid faces. Davy Jones ftw!!!!!!11!1!

g. ...I've remembered and forgotten this question about four times, and I'm pretty much over expending the mental effort go exhaust myself with the cycle once again. But I DID have another question, even if I made the "g" lower case'd to indicate its relative unimportance. Chances are, I'll totally remember it about thirty seconds after I post >.<

 

As always, perpetual support and many boners over this mod's juiciness, accompanied with the general frustration that I can't experience this until 2010 that kills some of the boners. I was serious about seeing those other ships.

 

Cheers!

-Me

 

Reply #1327 Top

g (for "goddammit!"). Yes, I read the plot summary, and I heard from someone above that the main Sins game deals with that new spatial anomaly in the relative southern of the galaxy. How many points am I awarded?

Reply #1328 Top

H. Will ships reflect sunlight and stuff? Will they have somewhat dirty-appearing textures, like I noticed on some Entrenchment ships today?

Reply #1329 Top

A/B

Re: the Dynamic battle system changes, just go download and play that mod and see for yourself. It's already out \o/

Re: Advent balance, manshooter actually had to nerf illuminators bigtime because their multiple firing arcs made them so OP with the furballs we have.

C. If you mean if we play this online with the way ppl currently play sins online, then no. Doubt we'll see any titan's. Citadel depends on the tech level and cost, but you do see starbases in online play. I'd actually be interesting to see some good online players use the DBS and comment on how it affects gameplay.

Bear in mind though, manshooter is drastically increasing gravity well size, so it should slow down game speed a lot and make rushing less effective. We'll see how it turns out after he releases a beta i guess.

D. Manshooter also roughly doubled the dmg on all weapons to compensate for decreased firing time.

E. Well, as I mentioned earlier, First Contact is gonna be released simultaneously with Half Life 2 Episode 3, Diablo 3 and Duke Nukem Forever, so I'd imagine we'll see remnant ships some time after that, assuming the world survives exploding of course.

F/G. Um...100 points?

H. The sins engine is not capable of real time dynamic lighting, so I'd imagine no.

 

PS Sorry for jacking the questions from you mansh00ter, slow day at work :grin:

Reply #1330 Top

Sweet. In regards to H, a quick perusal of the image galleries reminded me once again that this game will be just as orgasmic as the original.

Reply #1331 Top

No sweat Banthracis, you pretty much answered everything as I would have. :)

Regarding Citadels and Titans. I want those to be endgame, and I want them to make your opponent (or yourself if you are on the wrong end of it) cringe when they realize you've got one. I do not want them to be unbeatable, certainly not the I-Win or you-can't-touch-me kind of weapon. So right now I think they'll be as attainable as orbital superweapons for vanilla races, while Citadels are going to be a tad easier to get, since they're basically only good for defending.

All this will probably change when the mod goes live and people start complaining about bugs and inbalances, which is the inevitability of online play. ;)

And now, a couple of images of the reworked Tyrant (the main Xin battleship) - these are test high sub-d renders for the animation short I'm doing for my portfolio (and for the Episode I intro), ingame shots coming soon.

 

Reply #1332 Top

Quoting ManSh00ter, reply 1331
No sweat Banthracis, you pretty much answered everything as I would have.

Regarding Citadels and Titans. I want those to be endgame, and I want them to make your opponent (or yourself if you are on the wrong end of it) cringe when they realize you've got one. I do not want them to be unbeatable, certainly not the I-Win or you-can't-touch-me kind of weapon. So right now I think they'll be as attainable as orbital superweapons for vanilla races, while Citadels are going to be a tad easier to get, since they're basically only good for defending.

All this will probably change when the mod goes live and people start complaining about bugs and inbalances, which is the inevitability of online play.

And now, a couple of images of the reworked Tyrant (the main Xin battleship) - these are test high sub-d renders for the animation short I'm doing for my portfolio (and for the Episode I intro), ingame shots coming soon.



 
End of ManSh00ter's quote

Holy crap that looks awesome!:drool:

Reply #1333 Top

can we get a befor and after shot. i forgot what the original looked like.

cheers :beer:

Reply #1334 Top

What sorts of techniques do you use for making the textures you use? I've been looking for some good tutorials on this.

Reply #1335 Top

Gamerking, an old version of the Tyrant can be seen in the "Xin Homeworlds" wallpaper, the middle image in the top row in the OP, or you can see it in motion in the old teaser trailer released over a year ago:

 

ZigZag, I use a fairly complex method involving XSI, Photoshop and Z-Brush. To put it in a nutshell, I design the geometry of the ship and UV-map it in XSI, then cut the model into one symmetrical half (actually I model only one half, but I frequently check how the whole thing looks), cut that half into sections, and then export so sliced half-a-model into ZBrush, where I rearrange the sections into manageable groups which I then polypaint on. After I'm done, I export color and normal maps from those groups into Photoshop, where I combine them into one continuous texture which Sins can read. I also do any needed texture modifications or minor repairs in Photoshop.

Then I go back to XSI and symmetrize the model - that way I get around the problem with ZBrush which requires all UV's to have their own unique space (which means you can't use overlapping which is a popular method for saving texture space when making game models).

And that's it! :)

Reply #1336 Top

I would pay 50 bones, easy, for an expansion of this quality.  If I were you, I'd charge people for this!

Reply #1337 Top

your not supposed to tell him that!!

cheers :beer:

Reply #1338 Top

New tyrant looks great. Always thought the old one looked a little pudgy around the middle.

Though now it does look like a hammerhead w/ a goatee   :grin:

 

And manshooter reposting an OLD trailer  :'( got me all excited over nothing!!

 

 

Reply #1339 Top

Quoting icen9ne, reply 1336
I would pay 50 bones, easy, for an expansion of this quality.  If I were you, I'd charge people for this!
End of icen9ne's quote

Quoting gamerking345, reply 1337
your not supposed to tell him that!!
End of gamerking345's quote

Its a good thing we modders are the ultimate communists of the digital world... ;)

Plus I think Ironclad and Stardock would get slightly vexed if I did that. :p

Reply #1340 Top

Bathracis, the "goatee" makes the ship look eeeevil. ;) As for the old one I always struck me as a flying alien Coca Cola bottle.

Reply #1341 Top

The ships in this remind me a bit of the Seraphim concept in Supreme Commander Forged Alliance, and also the Liir in Sword of the Stars.

Reply #1342 Top

ManSh00ter, will you please, please stop this annoying habit of given us awesome visuals and updates in the thread, but fail to update the OP with your new candy? :D Please!!!

 

That or give us the link to your website again, which I believe is also buried in this thread somewhere :)

Reply #1343 Top

I really need to sit down and update the OP, you're right... I know! I'll do it Soon(TM)!

:p

Reply #1344 Top

Wireframe render of the new Xin Citadel model:

Reply #1345 Top

Looks great! Going for the evil giant jellyfish?

Reply #1347 Top

what's its weapons?

Reply #1348 Top

Lots of heavy attack drones, plus the PAL - Plasma Accretion Launcher. It's an Anti-Titan weapon, really slow to fire, but really powerful. Can take out a capital ship in one hit.

Citadels are more useful for the various buffs and bonuses they give than for their weaponry.

Reply #1349 Top

God dang it mod still isn't out yet?

 

You'll release this when Ironclad releases Sins 2 lol :(

Reply #1350 Top

Quality requires time. Keep in mind this mod will add more new content than both Ironclad expansions put together so I think I'm keeping pretty good time considering its only a hobby for me and I'm doing it all by myself. ;)