What can you do in Sins?

Hi. I'm a veteran Starcraft modder of 9 years looking to retire. However, I had in the past entertained the thought of attempting to mod sins. Several rumors put me off though; arbitrary limits on how many capital ships you can have, the strange "lag" between weapons hitting and actually doing damage ingame, no animated turrets, and some 3 weapon limit on ships.

 

I'd like to inquire on what exactly Entrenchment did for modding.

 

Since it would be too much and too vague to ask a question like, "What can you do?" I'll instead ask a set of questions and hopefully someone can give me some answers on them.

 

What is the limit on ship sizes? Can you create ships larger than planets?

Likewise, can you make the no-jump boundary of planets much larger, to have larger battlefields?

Is it now possible to have more than 3 weapons on a ship? I realize they can be linked to multiple hardpoints, but can you have more than 3 individual weapon types?

I have 3ds max 2009 and maya 8. How difficult would it be for me to add in ships and configure hardpoints? Does Sins use a helper-based hardpoint generator like in Supreme Commander or do I need to use a third party application?

Can models be made to load multiple base texture files? If I have a ship that calls multiple textures for its skin, can it still be used ingame? (Not including normals and stuff like that)

How is the AI structured? AI is very important to me as a modder but I find that most games use platoon and dynamically-generated AI construction routines which I find to be clunky and take a lot of control out of the developer. I prefer Starcraft's/warcraft's build order based system.

Is there a limit on how many ships a race can have?

 

If I wanted to add a ship like this,

 

And give every major spire a beam weapon on top of two forward weapons, a main weapon, and several secondaries, while giving the ship a very shiny appearance + and intense glow, as if to make it appear like energy, could it be done?

 

I'd like to assess the potential of the game engine before I make my complete purchase. I would like to create a large-scale action and micro oriented conversion based on one of my original universes. I have given up on titles like Homeworld 2 because of poor developer support and gamebreaking issues with the engines.

 

Do you think it would be worth it to try?

 

I appreciate any and all comments.

 

14,188 views 31 replies
Reply #1 Top

Yes, no, no, easy, yes but Sins doesn't like it, extremely basic, yes (18 frigs, 9 caps), yes.

If you buy this game expecting it to be flexible for modding expect to be disappointed. There is just as much "poor developer support and gamebreaking issues with the engine" here as anywhere else.

Reply #2 Top

I suspected as much. Thank you for the reply.

Reply #3 Top

I've been giving this some thought. It seems everything I have heard about sins is quite accurate. But I'm still interested in trying.

 

I've been thinking about the problem with the small battlefields. I suppose I could scale everything down - shrink planets to about 1/16 their original size, and then have the large ships. I would divide my Superships and Megaships into the new hero capital class, and everything Battleship and below would become "frigates". I presume that Cruisers are also just frigates as far as the game is concerned. I could limit each fleet to their most important ships and turn all of the very small classes, like corvettes, into fighters. Could work, yes?

 

Is it possible to have the max level more than 10? Say, 42?

 

What about new buildings? To offset the imbalance of being able to simply jump out everywhere, I'd give the default jump speed a massive charge time. Then, I could create new structures that you can build in your territory that dramatically reduce jump time.

 

Likewise, I'd reduce or entirely remove the "influence" mechanic that prevents you from expanding on distant worlds and lets you jack worlds and stuff. The races involved in this mod don't even inhabit planets. :\ they just kind of blow them up if they get in the way. So, I'd like to use planets like they're used in C:FW - purely as instruments in construction.

 

I would like to give this a try, even if a lot of things like turrets just aren't possible. It'd be just for fun. I can't UV or skin though.

These are the kinds of ships I'd be introducing.

Reply #4 Top

Is it possible to have the max level more than 10? Say, 42?
End of quote

No.

What about new buildings? To offset the imbalance of being able to simply jump out everywhere, I'd give the default jump speed a massive charge time. Then, I could create new structures that you can build in your territory that dramatically reduce jump time.
End of quote

Yes.

Likewise, I'd reduce or entirely remove the "influence" mechanic that prevents you from expanding on distant worlds and lets you jack worlds and stuff. The races involved in this mod don't even inhabit planets. :\ they just kind of blow them up if they get in the way. So, I'd like to use planets like they're used in C:FW - purely as instruments in construction.

End of quote

If you mean allegiance/loyalty that decreases on further away planets, then yes. I guess culture too, you can just take out the buildings and research from all the races.

Reply #5 Top

Okay I think I'm starting to formulate how the game works. It uses lua, right? It probably has a lot of the gameplay constants hardcoded but all of the front-end in softcode. A lot like starcraft, actually. Except starcraft wasn't claiming to be a moddable game.

 

Okay, well, I'll probably end up buying the game anyway to play with my friend. You gentlemen may hear from me again in the future. Thanks for your time.

Reply #6 Top

It doesn't use lua. It's basically data driven. Every object of a certain type is expected to have certain properties (it doesn't have to use all of them, but they are listed) and most of the modding is modifying those properties. There are a lot of options beyond the basic stats, of course, and abilities are a lot more malleable since you basically have a pretty big list of various effects ("buffs") and you can combine them in many many ways.

Just as an example, Sins doesn't have a Homeworld-style carrier (as in, a ship that can build other ship). But there are ability triggers to spawn frigates, and there is a way to make abilities cost resources and have an activation delay. Combining all of that, you can make a new ship that can "build" up to 5 (Entrenchment, 4 in vanilla Sins) different frigates/cruisers.

It's a pretty basic example, of course, people have done a lot crazier stuff.

But since it's ultimately data driven, you can't expand on anything that isn't already provided for. For example, everything that can be expanded typically has a counter variable that tells the game how much of what. So, say, if you want to add a research topic to a race, you create the entity file for it, add it to the listing of available topics for the race and increase the counter of total research topics (the game likes its arrays). Capital levels don't give you this flexibility of expansion, it just lists out the 10, so you can't do much with those.

Reply #7 Top

Quoting Annatar11, reply 6
Just as an example, Sins doesn't have a Homeworld-style carrier (as in, a ship that can build other ship). But there are ability triggers to spawn frigates, and there is a way to make abilities cost resources and have an activation delay. Combining all of that, you can make a new ship that can "build" up to 5 (Entrenchment, 4 in vanilla Sins) different frigates/cruisers.
End of Annatar11's quote

 

A other example, in the stargate mod of Doylnick... you have a ship able to build orbital structure... you can go to a wormhole and build hanguar for fighter/bomber, gun platform, and some other thing...

 

IskatuMesk ... about your models... the game engine have a max limit around the 50k triangle by mesh... don't use these limir for ship like frigate else you will have a lot of lag in game... good numbers are something like 1k triangle for fighters, 4k triangle for frigate/cruiser, 12k triangle for capitalship... can use more ploy for model who are very expensive in resource, model that you will be able to build only one or two in the game...

 

About the buffers that Anatar speak about, you can find a list made by Sovereign797 here... it is a old list, i think that some new buffers exist in the very last version of sins ( entrenchment )... a other interesting list is the modifier list from bailknight who can be found here... these two list are very important if you wish create your own entity file... read them and you will have a idea of what you can do with sins...

 

Be aware that at each revision of the game engine, Stardock add some bonus for modder... long time ago, they have raise the harcoded limit related to sound, on request of modders... now, in last version, ship can have dynamic move like fighter/bomber... you can "stack" mods, use the new manifest system, etc...

 

Today, Sins engine is more mod friendly that one year ago... and i am almost sure that in one year, sins will be more mod friendly that now...

 

Reply #8 Top

Great responses, both of them. Some new information to think about.

 

All of my models are very low poly. The largest of the lot I showed you would be the Fear in the first post. That's a Megaship, intended to be extremely large and sits at around 9k poly iirc. The Glecterror, the very last ship, is also hovering around 10k I think, and that would be another Capital-class. The others are very low, around 4k-5k.They can all be optimized further; I'm not a very experienced modeler, but I could spawn hundreds of these models inside supreme commander without too much trouble. I try to keep them fairly low poly in case I ever use them in something.

they have raise the harcoded limit related to sound, on request of modders
End of quote

 

Can you elaborate? I'm an experienced sound engineer and voice actor and I'd be trying to do as much as possible with the game's sound-related capabilities.

 

now, in last version, ship can have dynamic move like fighter/bomber
End of quote

 

Do you mean you can make frigates/capitals move around like the fighters do?

 

Cool to hear you can make carrier-type ships, too.

 

It sounds like the game's data functions a lot like Wc3/Starcraft in that you are given a set of things to play with, you can mix and match, but can't really work outside them. How flexible is the game in combining these different buffs? I guess it's pretty hard for me to imagine applications until I actually get into the game and really understand everything, but I imagine you can create auras that lock out hyperspace completely for enemies, raise armor vs certain types of weapons, and stuff like that.

Reply #9 Top

The number of sounds was limited so that people who wanted to add completely new sound libraries for entirely new races would hit a wall. This was raised, the limit is still there, but now you can have a lot more swinging room than before.

As Thoumsin said, Entrenchment has seed the adition of a new control variable, at the request of modders, to allow any ship to use strike craft behavior. The ships with theis variable set to true will behave like strike craft, modified by their physics characteristics, like mass, top speed, roll angle and angular acceleration etc. I can personally confirm that it works like a charm, after some tweaking.

When it comes to working with buffs, the system is extremely flexible. You can mix and match as you please - as long as an effect exists, it can be used in practically any combination. You can stack multiple buff effect together, even time them - this includes visual and audio effects as well, for example its fairly simple to create "chargeup" abilities where audio and visual effects fire up first and then can be synced with actual gameplay effects.

Reply #10 Top

AAhh. So, charged weapons are possible. I could tie a chargeup to a beam weapon for a special ability? That sounds pretty cool.

 

Are these buffs used just with abilities or with base stuff, too? Say I wanted the base attack of a frigate's secondary beam weapons to have this chargeup effect. That can be done?

Reply #11 Top

while giving the ship a very shiny appearance + and intense glow, as if to make it appear like energy, could it be done?
End of quote

 

Sins engine is not very well documented... so a lot will be test and trial... some people can say you that it is impossible to make something with Sins, until someone is able to make the impossible...

 

By example, it was say that it is impossible to have moving part on ship... until the babylon5 mod was able to add a rotating part on a ship, using  the particule system in a way that nobody have think before...

 

Now, about the appearance of ship, it is all related to texture... and you can mesh them for have some special effect... some time ago, i have work on a ship for the Halo mod... take a look here... i am the Fileosoft guy there... the first post on these page show how look my model in poser 7 pro... the post 4 are some of my "experience" with the da map... first picture show a ship who reflect star and his partially invisible... second picture is a glowing ship... the screenshot130 is very shinny... all these picture was mistake with texture... but what was a mistake for me can become what you wish...

 

Final result for these ship can be see in the same page, just following all my mistake... for these final result, a other mistake have help me... nm map in sins have not a strong effect... by chance, i have find a method for give a strong bump map effect without the need to use any nm map...

 

About impossible, recently, someone have say me that it was impossible to shoot and intercept missile... short after this, i have find the oldest mod for sins, was made before sins go out, based on a beta version... the missile can be shoot down in these mod... in fact, the idea is very simple... a ability use antimatter for create the missile, in the same way that you create a bombardment platform in the actual sins... so antimatter is in some way the limit for ammunition.... missile are normally a effect in the game but the guy have transform them in a object who can be shoot...

 

So, if someone say that something is impossible with sins, don't be so sure of it... if you can't make something in the normal way, think about non normal way, think outside the box...make a lot of test and trial... it can misluck 1000 time but if you have success at the 1001 time, you will have found was you wish...

 

A lot of modder here have already made thing who was say to be impossible... if other can, maybe you can too...

 

My advice, buy the game... torture the game for have him made what you wish... don't hesitate to build a team... in some case, one guy will find a partial solution to a problem, a other guy a other partial solution... when the two partial solution are mixed together, it can happen that a problem is fully resolved...

 

And if really, you cannot make what you wish, simply enjoy the game like it is now... and don't be surprised if in one week, one month or one year, the sins devs add a new engine feature who will allow you to make finally what you really wish...

Reply #12 Top

Quoting IskatuMesk, reply 10
Are these buffs used just with abilities or with base stuff, too? Say I wanted the base attack of a frigate's secondary beam weapons to have this chargeup effect. That can be done?
End of IskatuMesk's quote

 

The best is to show you some code... below, you have the part of code for the secondary weapons from a atlantian capitalship... it is a beam weapons... take a look at the effect part... muzzle, beam , hit can have own effect and own sound... hit shield or hit hull use different sound... for all effect, the particule system is your friend... and if needed Stardock have a tools called particule forge for help you to build your own personal effect...

 

Weapon
    WeaponType "Beam"
    damageEnums
        AttackType "CAPITALSHIP"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "OVERTIME"
        DamageType "ENERGY"
        WeaponClassType "BEAM"
    DamagePerBank:FRONT 240.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 320.000000
    DamagePerBank:RIGHT 320.000000
    Range 5000.000000
    PreBuffCooldownTime 10.000000
    CanFireAtFighter FALSE
    SynchronizedTargeting FALSE
    PointStaggerDelay 1.750000
    TravelSpeed 0.000000
    Duration 3.700000
    WeaponEffects
        weaponType "Beam"
        burstCount 1
        burstDelay 0.000000
        muzzleEffectName "Weapon_PsiCapitalBeamHeavy_Muzzle"
        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds
            soundCount 1
            sound ""
        hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit"
        hitHullEffectSounds
            soundCount 1
            sound ""
        hitShieldsEffectSounds
            soundCount 1
            sound ""
        beamEffectSounds
            soundCount 1
            sound "WEAPON_PHASEPLANETBOMB_LOOP"
        beamGlowTextureName "AtlantianCapitalBeam_Glow"
        beamCoreTextureName "AtlantianCapitalBeam_Core2"
        beamWidth 30.000000
        beamGlowColor ffffffff
        beamCoreColor ffffffff
        beamTilingRate 9.000000

 

The first tool that you will need is the convert.exe ... it allow you to convert binary entity, mesh, etc to text file... by reading the code of the original game and from other mod, you will understand how everything work together... it is how i learn about sins myself...

Reply #13 Top

Hmm, I'm not seeing any images on the forum you linked to. Perhaps I need to register (I'll do so in a moment).

 

The code reminds me a bit of Homeworld 2 except in a format that you can understand without having to use a third party documentation just to read.

 

It's inevitable I'll buy the game/expansion anyway. I'll see if I can get to it sometime soon and seeing what the game can do first hand.

 

Now I'm registered and looking at the images. These "bugs" are very, very impressive. I wonder if the intense glow will have a similar effect with dark textures like I managed to get in Supreme Commander.

 

This is combined with a Fractal distortion effect through a particle emitter. Is sins capable of fractal distortion I wonder?

 

I'm really curious what that first effect, the kind of fade/camoflauge you have going on there, would look like ingame. I'm curious what the mirror and stuff would look like, too. Very interesting. I love playing around with textures and bloom and stuff. A lot of my races have very unique looking stuff.

 

I like to stay away from building big teams. I'll probably just work on my own and pester the forums or certain people for information when I need it. I find I work best alone. I'm schizophrenic and it can make things very difficult for me.

 

Reply #14 Top

Quoting IskatuMesk, reply 13
The code reminds me a bit of Homeworld 2 except in a format that you can understand without having to use a third party documentation just to read.
End of IskatuMesk's quote



I am not a modder myself but more a 3D modeler... and it is the first game that i have wish work on it... sins code have logical variable name and the structure is enough simple... if you seek these forum, you will find third party application for editing, convert, etc all the files...  all via a simple GUI...

Now I'm registered and looking at the images. These "bugs" are very, very impressive. I wonder if the intense glow will have a similar effect with dark textures like I managed to get in Supreme Commander.

For a effect like your picture, better use the particule effect ... the bloom map will make you texture to glow... because you wish your ship to remain black, the particule effect is maybe the best suited...

This is combined with a Fractal distortion effect through a particle emitter. Is sins capable of fractal distortion I wonder?



Don't know... have not yet work with the particule system... 

I'm really curious what that first effect, the kind of fade/camoflauge you have going on there, would look like ingame. I'm curious what the mirror and stuff would look like, too. Very interesting. I love playing around with textures and bloom and stuff. A lot of my races have very unique looking stuff.



These "strange"  effect are ingame effect... the fade thing is simply using a fully black texture with specular... with the reflection map push to insane level, the black skin begin to reflect star who are a the back of your line of sight... add a mesh up nm map and you have the final result.... move the sight angle and white dots move too... ship begin move, the white dots change too...

 

About playing around thing, you will have a lot of opportunity to make it... Sins engine ( code, AI or model/texture ) normally obligate you to follow some rules... some door are remaining open allowing you to experiment... if you go to far, you can have a mini-dump but in some case, engine allow you to make thing that who was not planned...

I like to stay away from building big teams. I'll probably just work on my own and pester the forums or certain people for information when I need it. I find I work best alone. I'm schizophrenic and it can make things very difficult for me.

Will be difficult to work alone... by example, you have write before that you cannot make the UV and skinning... segmenting, create the UV map and create the UV template is a job for a 3D modeller... the skinning is for a 2D artist... time is a major problem too... you wish create a fully new race... it is a lot of work for a guy alone, making everything from modelling, texturing, coding, sound, new icon for a tuned research tree, etc...

In any case, good luck for your project... Hope that you will be able to create everything you wish...

 

Reply #15 Top

Alright. I've got Sins and stuff installed and working.

 

I guess the next question is, where is the 3ds max plugin? I read the document for exporting models, but it's only for XSI and the process is very different then what I am used to dealing with in max.

 

It's a good thing Undead ships don't need real skins. If I can have two textures, one being the base super glowy dark texture, and one an animated "shimmer", an overlayed scrolling vein-like texture, that is player color, I'd be happy. I see the one of the Starbases has a moving texture on it, so I assume that's somehow possible. I don't know anything about animationg a scrolling texture, though.

 

I already have a vast majority of the Undead ships I'd put into the game modeled and ready to be hackjobbed into the game.

 

Reply #16 Top

https://forums.sinsofasolarempire.com/341022

Reply #17 Top

- There is an unsupported MAXscript done in the early days, but it has some quirks and problems a pity the creator didn't follow up on it cos he was obviously very skilled in that area. I don't think anyone else in the mod community has been able to follow up on it. If you do a search you'll find it...

- Fractal distortion may be possible if you were to write a new shader, the challenge then would be to apply the new shader only to your race of ships. I may be wrong but I believe the shader name for all ships is hard coded but you can use new shaders on particle effects. Stars in SoaSE use a random shader effect to animate the surface.

- Animated textures, now that is a subject that interests me also. What you can do is take a graphical image and animate it with constants in the particle system, but can you apply particle system effects to a texture skinned to the surface of a mesh? I don't believe so you would have to reverse engineer the Starbases but I suspect you'll find the effects have been done through clever design of the mesh rather than an animated texture on any of its surfaces.

I like the ship designs btw its like B5 Shadows meets Serentiy Reavers to my eyes.

Reply #18 Top

Since you're interested in plugging in new ships, Entrenchment also allows you to change their appearance from research. You'd need a mesh file for each "stage" and the game uses the appropriate one when the conditions are met.

MeshNameInfoCount 4
MeshNameInfo
    meshName "PlanetModule_TechOrbitalGaussDefense"
    criteriaType "None"
MeshNameInfo
    meshName "PlanetModule_TechOrbitalGaussDefenseMissiles"
    criteriaType "Research"
    prerequisites
        NumResearchPrerequisites 1
        ResearchPrerequisite
            Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSEMISSILEBURST"
            Level 1
MeshNameInfo
    meshName "PlanetModule_TechOrbitalGaussDefenseRailGun"
    criteriaType "Research"
    prerequisites
        NumResearchPrerequisites 1
        ResearchPrerequisite
            Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSERAILGUN"
            Level 1
MeshNameInfo
    meshName "PlanetModule_TechOrbitalGaussDefenseMissilesAndRailGun"
    criteriaType "Research"
    prerequisites
        NumResearchPrerequisites 2
        ResearchPrerequisite
            Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSEMISSILEBURST"
            Level 1
        ResearchPrerequisite
            Subject "RESEARCHSUBJECT_ABILITYACCESS_GAUSSDEFENSERAILGUN"
            Level 1
End of quote

This can be done with all ships and buildings.

Reply #19 Top

I see. Well, I hope the maxscript works with max 2009 and doesn't give me any problems. It's rather hard for me to learn new tools and I'd hate to have to add XSI to that already sizable plate of things I need to figure out. Whenever I find some time I'll try to throw in an example ship and see what happens.

 

I'm not a programmer so I guess writing a new shader is out of the question. :\

 

Cool to hear research can change stuff. I noticed that, it's used for the starbases and things like that. I'd probably find a use for that.

 

Here, have some more renders for your trouble.

 

 

As you can imagine they are from different races. The first one isn't finished.

 

The first is the Anahn Grand Vindicator. At 4,000 KM, this is the Anahn equivelent of a Battlecruiser. Its Railcannons use traditional cannon technology meshed with railguns to create ridiculously lethal mass drivers. It also has Oblivion-class 20X cannons and fusion-based beam weaponry. This would be a Cruiser inside sins if it were added.

 

Following that is the Xy`Kranashian Heraa. At only 400 meters in length, this gunship would be a fighter if it was introduced into Sins. It has 3x Kato hybrid elemental energy drivers that function at medium range. It's not very maneverable, but has a high speed and is capable of enduring significant damage.

 

Following that is the Xy`Kranashian World Eater II. If the Xy`Kranasha were added into the game, this monstrous destroyer of worlds would be a Cruiser-class, basically their siege frigate. Except it'd probably blow up planets in 1-2 shots. However, it has only two secondary weapons - Proteus-based "lightning" cannons.

 

 

Reply #20 Top

Rather than make a new thread, at least until I decide this project is going to be a serious attempt given that I already have to finish my last SC mod and I have another potential project on the backburner, I'd like to post some of the mod's concept and get your guys' feedback on it. Let me know what's possible, what's not, ect.

 

The Black Sun: Tears of the Apocalypse

 

Conceptual basis:

 

My conversion will transform SoaSE into a more fast-paced, action-oriented game. As it is, I find I can max out my tech far too fast and far too easily. I can get any ship I want within 30 minutes game time and starbases are too readily available. After that, the game turns into more of a chore, especially if the maps are very big. Large battles can take an extremely long time with both sides constantly reinforcing and unless the two sides are very unevenly matched they can even reach a point where they never actually end.

 

This mod is a combination of my personal ideas and yet another attempt at trying to make a representation of some ships from one of my original universes. As Sins is extremely small scale, all of my ships will be micro-sized versions of their former selves. Because of the weapon limit, only the most prominent and important systems will be shown.

Technology trees will be larger and more significant. Most capital ships will be unlocked through research. Capital ships in general will be far more powerful than in SoaSE, even in large-scale conflicts. Ships will generally do more damage than in SoaSE and battles will be shorter and much bloodier.

Since ships limits you to so few ships, I'll have to split some races into multiple factions. The Xy`Kranasha will be split into Llan and Amon Prophet swarms.

Smaller ships, like corvettes and gunships, will be turned into strike craft. This means that overall Strike Craft will be significantly tougher.

 

Races

 

I'm only going to talk about two races for the time being.


The Undead; the Undead are a demonic race from the Abyss, a dimension upon which Creation (physical space) encompasses only an insignificantly miniscule fraction of space in. That is to say, physical space is not infinite, and nor is the Abyss. The Undead construct vessels out of energy, forming a kind of energy-metal. A part of their tech tree will involve "Syncronizing" their energy-metal to physical space which over time increases their speed, agility, and shielding. As Undead are a very shield-intensive race, their physical armor is less impressive than that of the Xy`Kranasha.

Undead are heavily oriented around numbers and large terror weapons. All of their weapons are based on elemental energy, either Deimos; a crimson plasma-like element, or Dread; a devastating base element used by Guola, basically the Devil.

Most Undead ships have a specific purpose. The Artemes Battlecruiser is designed for range, the Spirestorm is designed for close combat. Most Undead ships do not possess weapons geared for multi-role engagements and so it is important to mix and match. To make full use of these ships, your syncronization will need to be maxed out. Undead possess a lot of offensive strength, but are generally less defensively capable and squisher. The exception is their hull regeneration which is far higher than that of any other race, thanks to their energy-metal compounds.

Undead ships don't use cannons for their weapons - they focus energy through proptrusions in their ship's hull. These spikes and horns are both for show and very functional, capable of harnessing Deimos energy to a point where they can slice through stars and planets like a hot knife through butter. These ships were originally planned to be used inside SC2 once it came out, but I later decided it would be wasteful to put them in a 2d game.

 

Capital ships;

The Undead will unlock new capital ships through research. Initially they have access to lower-end vessels, but they can gain access to the Spirestorm, and even the Fear later on.

Spirestorm concept -


The Spirestorm is a tremendous, slow-moving behemoth. Canon-wise, it's larger than a star system. In sins, it'll be about the size of a planet. It has two weapons - close-range pulse-beam weapons, and a primary Deimos accelerator cannon.

Abilities;

Spectral Shard Cannon - The Spirestorm gains a passive ability that has a random chance to fire a Spectral Shard when using its Deimos accelerator. The Spectral Shard Cannon will 1shot almost all lower-end ships and deal significant damage to larger ones. Levels increase damage.

Lockout Aura - The Spirestorm produces an aura that prevents ships from entering hyperspace when they are nearby. Levels increase radius.

Disintigration Aura - The Spirestorm produces an aura that disintigrates nearby enemy ships with psionic energy. This is basically a DoT to any enemies in range. Damage increases with level. At max level this will be significantly strong.

Dread Cannon - Ultimate ability. The Spirestorm charges a colossal AoE attack that devastates groups of enemies and leaves behind a lingering fire DoT.

 

Appearance - Undead will be very glowy. Their ships are typically black and emit a light-absorbing glow with a crimson tinge. Their ships have pulsating veins of glowy on them. In Sins, I know the black glow is plausible, but I don't know about the animated veins, which I'd make player color ingame.

 

The Xy`Kranasha;

 

The Xy`Kranasha are created by a virus known as the Scitor. Their story is fairly lengthy so I'll focus more on their technology in this post. Their ships are made out of both metal and machine, protected in a highly resistant film-like substance capable of absorbing traditional physics with no consequence. Supernovas, mass drivers, and other forces typically have no effect on Xy`Kranasha. Just like the Undead, their technology is extremely advanced even though as a race they had only existed for around six years. Xy`Kranasha ships will have high amounts of armor but only moderate shielding. They are also highly regenerative.

 

Xy`Kranasha ships typically possess full weapon compliments. The Gorekhan Premiere Destroyer, for example, has four beam weapons that cover the upper and lower portions of the ship in pairs. These beam weapons can attack any enemy around the ship, except for behind. The Gorekhan is also equipped with advanced Proteus weapons showcasing the Xy`Kranasha's mastery of this element, basically giving it long-range lightning guns. This will basically be beam weapons with a fancy texture and hopefully some way to add noise to the animation, like the Visari's siege capital ship ultimate ability. The Gorekhan also has close-range Kato cannons. Kato is another plasma-like substance, but it's not an element.

The Gorekhan ranges between 400km to 600km in length. The model is based on the B5 Primus cruiser, as the very original Gorekhan was basically the primus hacked apart for a SC mod 6 years ago. I've kept to the original design, but strayed away from B5 elements.

Kato is one of the Xy`Kranasha's primary weapon focuses. It appears like bright orange fire, and is fairly easy to create.

Whereas Undead move through space by psionic waves like fish in a pond, Xy`Kranasha use psionic waves to "bounce" off of each other and other objects. Their maneuverability is comparable to that of the Undead, but they are not as fast. While the Undead's comfort zone is close range, the Xy`Kranasha favor medium range the most.

 

 

Alright, I told you about two of the big players, and what I'd like to do with them. Now I have a bunch of more questions before I begin! Yay! This forum's search function is broken for some reason and has yet to be fixed, and so finding what I want to find is proving to be ridiculously difficult.

burstCount 1
burstDelay 0.000000

I'm not quite sure how damage works in Sins. I notice that it is very laggy, and doesn't occur when a bullet hits. It also seems that the display is not updated that often.

I'm most curious about the TEC Kol Battleship. iirc, it has a multitude of turrets, the beam weapons, the side cannons, and I think laser guns as well?

How do weapons tie to turrets and stuff? When you have a turret burst, is each shot actually doing damage, or is it faked?

        muzzleSoundMinRespawnTime 0.100000
        muzzleSounds

 

What is this RespawnTime? Is that a delay for the chargeup sound and effects to play before the weapon fires? If not, what controls this?

 

    DamagePerBank:FRONT 240.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 320.000000
    DamagePerBank:RIGHT 320.000000

 

This is pretty confusing too. Damage per bank is presumably referring to weapon hardpoints, yess? How does it know which hardpoints to fire from? If you have 4 beam weapons on the left side, does each beam weapon still do 320 damage? How do you set the radius of which a weapon can fire from?

  PreBuffCooldownTime 10.000000

PreBuff? O.o

Can you give me more details about the sound limit? How many new sounds can I add? And, lastly, how can I control the functions of music? Can I make different music play depending on the size of a battle?

I plan to replace every sound and every piece of music with my own, and my own voice acting as well.

http://www.youtube.com/watch?v=_LFDhGkPges

An example of my voice acting and sound editing capabilities.

You can also see some of my Undead ships that I put into Homeworld 2 a while ago. This may give you an idea what I plan to do in Sins.

http://www.youtube.com/watch?v=V5mHZdkur40

Thanks for your time, gentlemen. I look forward to showing you a little piece of my world.

 

(Okay I don't know how youtube tags work for this forum, and it isn't linkifying.)

Reply #21 Top

Quoting IskatuMesk, reply 19
I see. Well, I hope the maxscript works with max 2009 and doesn't give me any problems. It's rather hard for me to learn new tools and I'd hate to have to add XSI to that already sizable plate of things I need to figure out. Whenever I find some time I'll try to throw in an example ship and see what happens.
End of IskatuMesk's quote

 

The script for max only allow you to read the .mesh file from Sins... it is one way, not both way...

 

But for insert your own custom model in Sins, you need XSI... in XSI, you put your model, your texture, your null point ( weapons, particule effect, etc... )... and you save it in XSI format... after, you need the convert XSI from Stardock for create the .mesh file needed for the game...

Reply #22 Top

Okay. Is there a specific version of XSI I would need or would version 7 do?

Reply #23 Top

Either the full version of XSI or the free version called XSI Mod Tool will do. You can also do your stuff in 3DSMax and then export it as an .obj file, import it into XSI Mod Tool, add nulls for hardpoints, exhaust, set textures etc. and then export it as a dotXSI, ready for conversion to .mesh format. That way you don't really need to learn the whole production process for XSI.

Make sure that your model is in the center of the global coordinate system when exporting, otherwise it'll get offset ingame too. When resizing, make sure you do the Transform->Freeze all Transformations and Edit->Freeze Modelling because XSI works as a sort of an "interactive preview" and Freezing the changes bakes them to the model so they can be exported correctly.

And btw. nice models, I like them. What's the poly count on them? At first glance, it doesn't seem to be too high, and I like the attention given to actual geometry detail. They must be a chore to UV-map though. :)

Reply #24 Top

The script I link to in that tutorial works for 3dsmax 7 and up. Up meaning 2008/9 as well. And it imports and exports meshes.

Reply #25 Top

Quoting Carbon016, reply 24
And it imports and exports meshes.
End of Carbon016's quote

 

Seem that i have a old version who can only import... Thank you... will try these of your link when i have time... sure that it will help since i was not able to use XSI...

 

No a pro with 3dmax, but i can have my obj and texture fit in... will need to learn for the null point... again, thank you...