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

[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).


32,256 views 34 replies
Reply #27 Top
Thanks Traker!

Here's a pic of the mine mesh I designed and converted to SINS(by hand)
BEFORE:


AFTER:


Just couldn't find a mesh converter that would make SINS format (AND work on my outdated computer), so I used a converter off the internet that makes about fifty formats and searched through the resulting files for something that most resembled SINS format. There are still a couple stray triangles to find, but it's in the game... (after a couple hours of cut-and-paste)...
Reply #29 Top
All the screenshots are for version 4, which will not be released until after it's merged with SINS 1.1 (sorry for any inconvenience :) :D

The first three versions were released in one-week intervals. Since the original plans for the mod were simple, they were completed quickly. Then I decided to stock up on features before the next release since SINS 1.1 was announced and I didn't want to release something that would only be valid for a few weeks.

I'm glad to hear you're interested (and I hope the merge to 1.1 goes smoothly, I would hate to lose any of the functionality)
Reply #30 Top
I just finished converting (by hand) my Space Mine mesh, and was able to create a valid set of UV mapping points to give my design the look it needed...





Boom-Da-Yada!!!
Reply #31 Top
Someone pointed out that the timeline of the next release of this mod may suffer due to me writing a Spaceship Mesh Generator utility...

This is very true... ...I also ran out of Stock SINS meshes to plunder for my mod, which was an obstacle that I'm solving with future output from my program :)

In learning how to convert the mesh of the above mine to SINS, I also learned how to create new meshes, and I can stop trying to combine stock SINS meshes like legos, which sounded like a good idea at the time ;p :d :p

Although I like using the Orbital Refinery as an Obliterator class planet-siege, it is simply too recognizable. It needs the sense of sheer terror of seeing a REAL Obliterator class vessel on an intercept course for your fleet... My spaceship mesh generator has a big job ahead of it...



Reply #32 Top
Helio, I love your work. I'm working with 7DS on the GalaxyScenarioDef file -got working Advent, Vasari, and Empire Militias in (on par with current militia) and considering adding more races for placement. Made some nice "Pirate-ish" templates -they will really like your space stations.
Love the work m8.

Register at 7 Deadly Sins Forums Danman will hook you up with access to all the neat stuff.

I PM'd you, Helioforge, with pics of what I've got for the GalaxyScenarioDef I'm working on.
Reply #33 Top
thanks, I'll check it out...

Heres a new starbase based on my spaceship generator:


I'm still deciding on where to place the windows on it...
Currently it looks too much like a whale :)
Reply #34 Top
Looking at those pictures you posted, it looks like I got my wish for local militia improvements. I heard that galaxy forge was updated, but I didn't realize how much!

It also means I can concentrate on making races and structures and not have to worry about trying to merge all my nasty code in the GalaxyScenarioDef file...

Finally, it means that this mod will have to be renamed as "Helio's Content Mod" or something like that... :CONGRAT: