[MOD] Confluence Militia 3 (Version 4 on hold...)

Playing Jeopary Theme...


Version 2:
...Entok Militia
...Thesk Obliterators
http://files.filefront.com/Confluence+Militia+Packzip/;10681954;/fileinfo.html

Version 3:
...Entok Militia
...Thesk Obliterators
...Space Whales
http://files.filefront.com/Confluence+Militia+3zip/;10781596;/fileinfo.html

Confluence Militias 4 (on hold):

In the process of trying to make new meshes for this mod, my endeavors have evolved into another project. While the new project creates content that will be a vital component of this mod, it is still another project, and it's progress will greatly increase the quality of future content for this mod... ...and I rather enjoy the possibilities that the new project opens up...

Having opened up the Pandora's Box, I can't go back to repurposing the stock SINS meshes...

space ponies?
silly pics
Enhanced Planet Defenses!
Boom-Da-Yada!!!


Version 4 details:
(recent developments (the mesh project) put all aspects of this mod in flux, and I'm looking towards rebuild it from the ground up, based on the SINS 1.1 fileset, transfering elements from the massive clutter that has accumulated in the Alpha version of this mod)
Local Militias:
---Entok:
(new space-farers)
---Central Command
---Defence Drones (small swarm ships, designed to be destroyed quickly)
---Minefields:
-----Proximity Drift Mines

-----Field Inhibitors
---Spawning Grounds
---Space Whales and Space Manatees
(fun things like this mutated into minefield functionality, Boom-Da-Yada!)
---Thesk Obliterators
(massive planet-sieges guarding volcanic planets)
---Miners Union Asteroids (Striking union forces colonize dead asteroids so your colony ships are not so tempted)
---Playable Race: Eshlor
-----Capital Cruisers
(50 capital cruiser slots, each is 1/2 the strength of a regular capital)
-----Siege Platforms (with stacking siege weapons)
-----Corvettes
-----Destroyers

***********************

I know it's a hot topic and people have been waiting for the mines...

  ...But I want to wait for the proper version of SINS 1.1 to make sure the code transfers, and to merge with the 1.1 fileset

   All my mine coding is complete (took 10 separate tries, with new code for each attempt)
It seems that the Buff system is almost designed to not be able to make mines, so it was a tough one to crack...

   The mines currently have built-in engine-inhibitors to reduce the speed of targets so they don't escape their range before exploding, and hopefully in SINS 1.1 the revamped explosion-system will make them explode immediately when triggered, and the engine-inhibitors can be an extra unit that makes the minefields more deadly.

   I have both Frigate mines and Planet-module mines, and the neutral-militia frigate-based mines don't drift while the same mines spawned by capitals drift just fine (and it's the same unit).


32,258 views 34 replies
Reply #1 Top
OOPS, almost forgot to put the file location:

*****

http://files.filefront.com/Confluence+Militia+Packzip/;10681954;/fileinfo.html

*****

Sorry... (at least it's filefront!) :CONGRAT:
Reply #2 Top
WWW Link

Hey it worked!!!
Reply #3 Top
Just a week and version 3 is out... ...with Space Whales!
WWW Link

I just couldn't resist once I found out I could convert SINS shield meshes into whales, and have them flying around in asteroid belts...



Reply #4 Top
hmmm weird  :D 
Reply #5 Top
Just a week and version 3 is out... ...with Space Whales!WWW LinkI just couldn't resist once I found out I could convert SINS shield meshes into whales, and have them flying around in asteroid belts...

This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weighs 483k.

This image has been resized. Click this bar to view the full image. The original image is sized 1024x768 and weighs 398k.
End of quote


Is that the only change for ver 3? If not, then how do you remove them?
Reply #6 Top
What??? Don't like the new fangled space whales?

The whales live in the spawning grounds planet type (all the whale scouts come from that one planet type too), so removing the planet type will get rid of them, and removing them from the Build list from the Entok race will keep players from building them (and there are two whales at the Entok home planet to start with)...

Although I'm glad to see you like the other parts, if you care enough to want to remove the space whales :) :D

Looking up at the quote I noticed it says the file "weighs" about 400K, which is weird considering the pics contain whales.

I just figured that some people wanted to reenact Startrek 4 or hitchhikers guide :) -yeah, that's the ticket :CONGRAT:
Reply #7 Top
Next version could easily have DRIFT MINES in place of whales, I solved all the coding problems for the mines, except for them chain-reacting, which bogged down the CPU too much...

Since the whales are spread out over the gravity-well, they would make a perfect mine-field, and I would just drop their top speed to 50 and put in the ability I built, and that's it...

So, I could let you vote...

TEXT "1" to DriftMines

TEXT "2" to SpaceWhales
Reply #11 Top
2 space whales ftw!
Reply #12 Top
LOL!!!
Reply #13 Top
Currently, drift mines are swapped into future version 4...

They do everything right but explode in a timely fashion, and when you're going all out past them, they explode behind the ship half the time, but the rest of the time they blow up right when they need to.

I'll do one of three things:

Leave them alone: ...and you can out-run the blast radius at top speed

Make them explode IMMEDIATELY (I think they wait for the "Full Second Interval")

Give them a HUGE explosion so nothing can outrun them...

...Reminds me of the lightning that struck my 60 ft. cottonwood tree the other morning... ...There was a strip of wood and bark from the top to the bottom of the tree exploded off, and out in a 135 degree arc at least 50 feet from the tree. The water in the wood instantly evaporated and exploded, leaving board-sized pieces strewn about in the yard...

I've decided version 4 should have another full militia, one that will take over all it's neighboring planets and have a mini-empire (but designed so as not to take over any human-controlled planets)...
Reply #14 Top
I've been making malignant neutral militias that colonize neutral planets and make multi-planet mini-empires of connected worlds.

Of course if all the center worlds are colonized then siege frigates will be more important. Also it makes it so there is no difference between neutral worlds and enemy homeworlds, which means players will just attack each other instead of spreading in the center...

This changes the game too much away from what it should be, so I'm rethinking the designs for malignant colonizing militias all together...

*******

The original Entok militia keeps getting upgrades that make it more like a regular race... New ships (re-skinned ones you won't recognize easily), more weapons, and effects that take good advantage of specific hull designs.

I want to make a plasma-power-coupling cradled in the center part of the ship that glows electric blue, with a port on the front that fires the ship's plasma-core as a super-weapon (but I haven't constructed that ship yet)...
Reply #15 Top
Okay, I had a look at the SINS 1.1 fix list, and I found out that the explosion timing that ruins my minefield implementation is fixed by the developers, YAY!!! (I had no idea it was broken to begin with)...

Of course, this also means that I'm not releasing the minefield designs until 1.1 comes out officially (Do'h!), as I will still need to adjust the explosion ranges to closely match the visual explosions on screen, so that a KOL will take maximum damage when the explosion appears to wrap around the hull. It will be very satisfying when that happens all the time (or at least when it's consistent and doesn't wait for the "Full Second Interval" to come around).

At least I thought that was the problem, but it seems the scout ships usually explode BEFORE the mines do, which looks silly, so again I'm so very happy to find out that the explosion timing is greatly improved (or perfected) for SINS 1.1...

Anyway, my Confluence Militia Version 4 will wait until after 1.1 is officially released...

I was releasing new versions every time I added a new militia, so the number of militias was reflected in the version number, since this entire project was originally supposed to be a collection of separate militias that could be changed out as the player saw fit, with separate versions giving players the opportunity to pick and choose from the designs I laid out. I abandoned that protocol when I realized I like to continually modify the designs, and when version 4 started to cannibalize version 3 for its functionality...

Anyway, when Version 4 comes out, there will be several militias, with added ships and structures for previous designs, as well as weapons improvements for some of the weaker ships (but not too much, since those ships shouldn't be made too powerful)...

Reply #16 Top
Wow. Awesome.
Reply #17 Top
Humph, i want SPACE WHALES waaaaa mommy :SNIFF!: X-(
Reply #18 Top
Oh, I learned what the conflict was with the space whales and the mines, and I no longer have to choose between them...

In the GalaxyScenarioDef file, once a Planet Module is put in a gravity well, any ships spawned thereafter will be put into fleet formation, which doesn't work for minefields (but is kinda cute with militant whale armies).

Anyway, the whale files are still mostly intact and no longer have to be sacrificed for the greater SIN...
Reply #19 Top
Space Whales are back, but their spawning grounds only occupy one map-slot, so they will be rather infrequent, but there are still a few scout whales that make the rounds through the galaxy so they can be seen...
Reply #20 Top
Here's a "new" starbase made with 'Mesh-Legos' :CONGRAT:



Just thought it would be nice to have quick-and-dirty variations on existing designs.
It opens up the possibility of having 'add-on' components to ships and structures when they are upgraded and researched... :CONGRAT:
Reply #21 Top
ok, well, what is this mod??? i just dont get it
what exactly does it add, are there space stations, in which version, and what in the world are space whales :NOTSURE:
Reply #22 Top

Just a few replies up, you replied that you wanted SPACE WHALES... ;p

This mod is a work-in-progress that contains everything pertaining to:

LOCAL MILITIAS

I'm working on new and exotic fleet setups for neutral worlds, minefields, outposts, space whales, anything that you would find when you leave your homeworld and explore the galaxy...

Right now, the emphasis is on seeing where I can go with the SINS architecture, exploring the code and exploiting the stock graphics...

I'm working on version 4, which already has three times the stuff as version 3, and I am currently the only person who has successfully coded proximity mines, which several people PM'd me about because they want mines too...

I'm doing what I can until SINS 1.1 comes out, at which point it will be merged with the 1.1 fileset and I'll determine which things should stay in the mod...
Reply #23 Top
Let's try that again, the font wasn't big enough :) :D
LOCAL MILITIAS

Here's another 'Mesh-Lego' Outpost:

Reply #24 Top
Oh, now I see what you mean... I erased the earlier version content lists, and only have a future-version content list, I could make the text bigger to illustrate that better...
Reply #25 Top
Oh, if you want new space stations that occupy neutral worlds, I am currently working on a few things in that area...