"The Legions" mod for SoaSE&Entrenchment

for v1.17&v1.03 respectively

I'm Whiskey144 (in-game name 'Lord Vraxedes' or 'Vraxedes Empire'), and this is a post about a mod I'm currently planning (July 4, 2009). It will feature at least 2 new races, new ships for all races, and some new structures as well. They will be constructed of both modified vanilla/Entrenchment models and new ones of my design.

!!IMPORTANT!! AT THIS TIME THIS MOD IS STILL IN THE PLANNING STAGE. MODELS AND SCRIPTING WILL (HOPEFULLY) START SOON. For some really great things, you have to wait a little while.

Currently planned races- the Legion of Vraxedes

                                   the Empire of Taun'Shas

The fluff (currently, may be subject to change):

When the Legion of Vraxedes Exile Fleet arrived on the edges of Trader space, they met a fearsome battle. With previous experience likely dictating that for the TEC, a 'shoot 1st and ask questions later' philosophy would be better, the fleet was severaly damage. However, no ships were lost, and numerous Trader vessel hulks lingered the battlefield. From these hulks, and from espionage in major Trader shipyards, the designs were copied, improved, and received updated Vraxeden armaments. With their newly reinforced Exile Fleet in place, they began to make their way through the fringes of Trader space. A second fleet, scheduled for rendezvous with the 1st, entered Vasari space. The Vasari instantly engaged the ships, thinking them to be new Trader designs. When they learned of the powerful weapons of the Legion, they sent emissaries to make peace. Unfortunately for the Vasari Exodus Fleet, the Legion would not engage in parley. The emissaries were sent away, and then their ships were destroyed. The attack was blamed on the convenient excuse of space pirates, and the Vasari, disbelieving the reports, declared war on the Legion. On the other side of Trader territory, a splinter fleet of the 9th Explorator Fleet, thought to be lost since before the Halcyon Era (~7,000 yrs ago), arrived
in newly conquered sectors now under the control of the Unity (Advent). The Advent viciously attacked the splinter fleet, believing themselves to be 'cleansing the galaxy of heretics'.

This was their worst mistake. When they too learned of the powerful weapons and technologies of the Vraxeden people, the sent emissaries to negotiate technology sharing. The emissaries were returned as stone-cold corpses. The Legion was purposely infuriating the Advent, as negotiations with several Trader factions had revealed the error of the TEC. This allowed for the TEC to begin reconciling themselves with the Legion, while the Advent swore that they would 'cleanse the galaxy of this new heresy-the Vraxeden people'. Meanwhile, the Vasari were rapidly developing new weapons, and beginning to mobilize the Destroyer Fleet, a new fleet created for the purpose of destroying the Legion. While the Vasari tried admirably, they fail spectacularly. When the vanguard of the fleet arrived, they were promptly destroyed, but communications sensor hacking ensured that an 'all-clear' signal was broadcasted for the rest of the fleet, allowing the Vasari to be led unknowingly into the sights of the Legion's best gunners.

WITH VALOR!!!!- battlecry of the Legion's warriors, it symbolizes the ideals of their warrior culture


The newly arisen Empire of Taun'Shas is intent on expanding their borders to include the known galaxy. With this difficult-to-reach ambition in place, the Empire began to expand its borders. As they expanded, they have advanced rapidly, to deal with local resistance, outside attack, and the remote possibility of internal rebellion and disorder. With their expansion came a price- much like the Vasari Empire they created their own downfall. Discontent people on the core worlds and initially-conquered clusters rebelled in force and numbers to significant for the leaders of Taun'Shas to do anything except escape. Even then, many of them barely succeeded, and several did not.

With this blow to their pride and their empire, the Taun'Shas people are hoping for an easy conquest of the newly discovered Trade Order. What they found was multiple systems entrenched in essentially a stalemate war, trying to hold off each other for as long as possible. The technologies of these races were captured, stolen and studied extensively to determine their properties. With this knowledge in place, the remnants of the Empire of Taun'Shas are ready to assume their perceived rightful place in the galaxy. They believe utterly in their purpose, completely in their power, and solidly
that they will eventually prevail. They do not believe it will be easily won, but they believe that won it will be.

ONWARD TO GLORY!!!!- battlecry of the Taun'Shas people, it symbolizes their desire to regain their former status in all of its glory and more.

 

Any new ideas on additional races will be welcome.

Pronunciation guide- Vraxedes= VRAX-AY-DEES

                              Taun'Shas= TOWN-SHAS (pretty much like it looks)

More info to follow soon.

Copyright 2009 Will Lynch

35,146 views 87 replies
Reply #1 Top

Here's some info on the mod, starting with new ship/strikecraft types:

Battle Carrier: combines the firepower of combat vessels and the strikecraft capacity of carriers

Battle Frigate: combines the firepower, armor, and shielding of heavier cruisers with the speed, maneuverability, and low cost of frigates

Strike Cruiser: designed for rapid movement in enemy territory, Strike Cruisers are cheaper alternatives to the more expensive Heavy Cruisers. While they may not have the armor or shields of Heavy Cruisers, Strike Cruisers have longer-ranged and also more powerful weapons, as well as more destructive abilities. These ships are perfect for guerilla-style tactics and are ideal for rapidly destroying weakly defended rear-line worlds.

Flak Cruiser: essentially a flak frigate upgraded to be more effective, these will be only marginally more expensive than anti-strikecraft frigates, and will pack more firepower into a slig tly larger frame. The TEC will recieve anti-strikecraft missile launchers; additional the TEC Flak Cruiser will feature the Flak Burst ability from the Kol Battleship. Advent Flak Cruisers will essentially be beefed up Defense Vessels, with more and longer-ranged anti-strikecraft turrets. The Vasari Flak Cruiser will feature additional Phase Missile launchers, and also some anti-strikecraft abilities.

Strike Fighter: heavy duty fighters armed with weapons only somewhat less powerful than bombers, but with the speed, agility, and small profile of fighters

Assault Boat: a specialized boarding strikecraft, the Assault Boat carries a team of shock troopers or marines, capable of assaulting enemy craft and causing heavy damage. Note that Assault Boats have to get very close to their targets to be effective, making them very vulnerable to close-in defensive turret fire

Gunship: much like Strike Fighters, but with added armor and armament, at the expense of agility and speed, the Gunship-class strikecraft are a welcome addition to many fleets

Torpedo Bomber: used exclusively be the Vasari, Torpedo Bombers carry Phase Torpedoes, which are more powerful versions of Phase Missiles

Mobile Star Fort: a powerful mobile orbital platform capable of jumping between planets, MSFs, as they are known, are used to blockade far-off enemy planets, until powerful capital ships or inexpensive siege craft can come to lay siege to a world. With these powerful orbitals in place around an enemy's world, an embargo is placed on the world, draining the worlds taxes, resources, and even causing planet population and health to drop, albeit very slowly (~0.1%/min). They also repel enemy culture and completely negate the effect of culture centers.

IPBM: even though the abbreviation sounds funny, facing one of these powerful warships down is not. Inter-Planetary Ballistic Missile vessels are designed to launch powerful and highly destructive payloads at enemy planets. Operating similarly to the standard Novalith and Kostura cannons, IPBM ships are capable of operating in the orbit of stars, gas giants, plasma and magnetic storms, wormholes, and asteroid fields, as well as dead asteroids and pirate bases. If a far-off pirate base or enemy cannon is giving you trouble, then this is the ship for you. The only downside is that the target needs to be scouted for greatest effect, and to determine if additional rounds are needed. These vessels are also ideal for taking out MSF ships.

Now for the stock races' new stuff (this is incomplete at this time):

 TEC-

Mini-Novalith Cannon-
 An adaption of the powerful Novalith Cannon to a smaller platform, the Mini-Novalith is also capable of engaging enemy capital ships, and destroying them with ease

Novalith Battlecruiser-
 With the arrival of the powerful and virtually indestructable Legacy Battle Carriers of the LoV, the Mini-Novalith Cannon was adapted to be fitted to a capital ship hull. This failed, and a new design, this time purpose-built around the Mini-Novalith, was drafted, accepted, and constructed. The result was the Novalith Battlecruiser. What the vessel lacks in shielding it easily makes up for with offensive firepower.

Nautilus IPBM
 Considering the success of their Ogrov Torpedo Cruisers, the TEC have built the Nautilus class. Similar to the Ogrov class in many ways, the Nautilus has the ability to fire the Super Novalith cannon. This weapon is a development of the Mini-Novalith, and is designed for additional bombardment power. Enemy colony out of reach of your Novaliths? Then build one of these bad boys and mobilize it to within range of the enemy planets. This ship is especially well suited to sitting at a star in an enemy star system and performing precursor bombardments to the invasion of your fleet.

Argonaut MSF
 A powerful Mobile Star Fort, the Argonaut of the TEC is a pinnacle in orbital defense design. Boasting multiple heavy autocannons, beam cannons, and missile launchers; as well as anti-fighter cannons and even the ability to launcher strikecraft of its own, the Argonaut is a force to that could easily turn the tide of conflict.

Strike Fighter
 TEC Strike Fighters mount powerful Pulse Laser and Autocannon batteries, allowing them to easily overwhelm enemy fighter and bomber craft.

 Vasari Exodus Fleet-

Kostura II-
 Similar to the TEC Mini-Novalith, the Kostura II takes the firepower of the larger Kostura Cannon and packages it in a much smaller frame. It has the same capabilites as the Mini-Novalith.

Kostura Desolator-
 Using the Vulkoras Desolator as a beginning framework, the Kostura Desolator nearly dwarves the massive Jarrasul Evacuator. It mounts the Kostura II cannon as its primary armament, and is well suited to the role of destroying enemy capital ships and heavy weapon platforms.

Orkulus II-
 After the fashion of the Kostura&Kostura II, the Orkulus II is a re-oriented, smaller version of the Orkulus. It features the ability to phase jump to and from gravity wells, and is constructed in Vasari Capital Factories.


Torpedo Bomber
 Unlike the other races, the Vasari have developed a new type of strikecraft designed especially for anti-ship work. The Torpedo Bomber carries highly destructive Phase Torpedoes, allowing it to inflict heavy damage against enemy ships

 Advent-

Deliverance Battleship-
 Unlike the TEC's and Vasari's Novalith Battlecruiser and Kostura Desolator, the Deliverance Battleship has no relation to the Deliverance Engine. It is however a powerful vessel in it's own right, designed for the cleansing of heretic worlds.

Assault Boat
 The Advent forces do not make use of Strike Fighters, Gunships, or Torpedo Bombers; however they make heavy use of Assault Boats. Loaded up with humanoid drone anima, Assault Boats carry a small crew of anima controllers, Advent Assault Boats can easily overwhelm enemy capital ships, and also have the potential to capture a capital ship crew, preventing the enemy from fielding a new replacement capital.
  Note that the reason Advent forces don't use Strike Fighters, Gunships, or Torpedo Bombers is that, for one, I don't think they have enough weapons variation to use a wide range of strikecraft. That, and the Advent would likely consider their drone anima craft to be perfectly sufficient to engage and defeat enemy strikecraft. Elitism permeates the Unity, and it will likely be their downfall. Underestimating an opponent has cost many a general or admiral the battle, and sometimes the war.

COPYRIGHT 2009 Will Lynch

Reply #2 Top

I like this idea...  I'll pop in from time to time to check up on this thing's progress.

 

Also, if you need some ideas/balancing, I'd be more than happy to help.

Reply #3 Top

thank's for your support Volt_Cruelerz. Any ideas on a 3rd race would be appreciated, though for now the Legion and the Taun'Shas are all that's planned.

UPDATE-

Legion of Vraxedes equipment- note that this list is not complete at this time. Future updates will elaborate/add to this.

edit- Solaris Excelsior Starbase
 One of the most powerful weapon of war in the Vraxeden arsenal, the Excelsior Starbase is unique in that it is capable of moving with good speed about the gravity well that it occupies. It is armed with a battery of powerful Nova Cannons, and numerous Heavy Bolter Cannons and Missile Racks dominate its hull. This varied and powerful armament allows it to not only strike ships around its native gravity well, but even reach out and touch enemy planets with its Nova Cannons.

Mars Legacy Battleship
 The most powerful design of the Vraxeden people, dating back to the birth of the Vraxedes Empire, the Mars Legacy Battleship capital ship was not only a fearsome weapon of war, but also a work of architectural beauty. With its powerful and multiple Nova Cannon batteries, the Mars Legacy Battleship warship is the largest of the vessels ever seen in the galaxy, bar the legendary Venerable Battleship of the Ancients of Zol. While in times of great need the Mars Legacy is deployed, only one recorded incident of a Venerable Battleship ever being deployed for war, long before the time of the Vraxedes Empire. While outmatched by the Venerable Battleship, the Mars Legacy is easily able to destroy any enemy and triumph. Mounting multiple Nova Cannon, Heavy Bolter, and Heavy Missile Racks and weapons batteries, in addition to special anti-fighter flak batteries, the Mars Legacy nearly rivals the size of many starbases. Only able to be deployed after intense research and resource aquisition, the Mars Legacy is easily able to roll through multiple enemy planets, starbases, and fleets, with its punishing broadsides, murderous prow weapons, and deadly dorsal and ventral batteries.

Nova MSF
 Mounting a pair of Nova Cannons, in addition to other powerful armaments, the Nova MSF is unique in that its design is actually reflective of capital ship designs. In contrast to the other races MSFs, which typically look like forts or defensive structures, the Nova MSF's design would make one assume that it belongs among battleships or carriers. However, with its slight lack of mobility, due to having a slow speed, the Nova MSF is excellent for reinforcing or consolidating already obtained footholds in enemy territory. Like Strike Cruisers, the Nova can also be used quite effectively for wreaking havoc upon enemy rear echelon support.

Revenant Battleship (capital, combat)
 Revenant means 'one that returns after death or long absence', and the Revenant Battleship fits that name well. Capable of taking massive damage, even to the point of near destruction, the hull and shield regeneration rates are fearsome to see, as it is capable of regenerating its entire health in but 15 seconds. This makes the Revenant extremely difficult, but not impossible to destroy.

Merkava Dreadnought (capital, bombardment/LR-combat)
 Drawing its name from the Hebrew word for 'Chariot', the Merkava Dreadnought's excellent speed and agility make this name fit. It's powerful armament make it superb for bombarding anything, from hostile MSFs to enemy worlds and more. Similar to the Magnus Carrier, the Merkava is based on the TEC Marza. Also like the Magnus, the Merkava replaces the Marza's autocannons, pulse lasers, missile batteries, and nuclear weapons with alternate bolter cannons, lascannons, more powerful missile batteries, and a powerful HNCM launcher array (Heavy Nuclear Cruise Missile).

Magach Carrier (capital, carrier)
 The fearsome Magach carrier truly is a 'Chariot of War Heroes'. The design for the Magach has been in service since before the Vraxedes Empire existed, and has continued through to the present day, long after the empire's fall. Capable of fielding more strikecraft and a greater variety of aforementioned craft than any other carrier, the Magach is truly a force to be reckoned with.

Magnus Carrier (capital, carrier)
 The powerful Magnus carrier is actually based on captured TEC Sova Carriers and stolen blueprints for said craft. However, it replaces all the armaments of the Sova with Vraxeden standard weapons, and even dorsal and ventral guns being equipped. This all combines to have a vessel with the abilty to deliver devastating broadsides, murderous prow assaults, and even punishing dorsal and ventral attacks.


Kutuzov Battlecruiser (capital, combat/support)
 The Kutuzov Battlecruiser, with its powerful weapons batteries and even more powerful abilites, has the ability to easily crush enemy opposition, even more so when used in support of other capitals, and even frigates or cruisers. Originally a conversion of captured Dunov Battlecruisers to Legion ordnance and weapons technologies, the Kutozov class was born when captured Dunovs received reinforced armor, frames, and shield systems. Now, the class
is constructed from scratch, instead of using converted Dunovs, as this was found to be more advantageous for installing the powerful Legion technologies, while converted craft suffered from structural integrity issues due to the higher turning rates and speeds of the improved sub-light drives.

Dread Archon Battlecruiser (capital, colinization)
 Taking its name from the Latin word archon, meaning 'chief magistrate', or 'presiding officer', the Dread Archon Battlecruiser is an unwelcome sight to the enemies of the Legion of Vraxedes. Capable of easily annihilating enemy defenses, destroying a colony, and then commandeering the world for the Vraxeden people, the Dread Archon is easily capable of causing heavy losses and creating advance positions. Dread Archon Battlecruisers also have
the ability to repeatedly construct Solaris Starbases.

 FRIGATES&CRUISERS-

Sholef Heavy Cruiser (cruiser, heavy combat)
 The Sholef Heavy Cruiser, taking its name from a Hebrew word meaning 'gunslinger' or 'slammer', is well named. An improvement on the Bogatyr Battle Frigate design, the Sholef Heavy Cruiser excels at short and medium range combat, and can even serve a limited role of anti-strikecraft defense, due to its powerful close-in defensive batteries.

Bogatyr Battle Frigate (heavy frigate, heavy combat)
 The Bogatyr Battle Frigate is a relatively new addition to the LoV fleet, and is designed for short to medium range combat. Able to take massive damage and give out twice as much, Bogatyr Battle Frigates are a must-have addition to any invasion force.

Mishka LRM Siege Frigate (siege frigate, planetary bombardment/LR-combat)
 Combining the roles of siege frigate and long-range support frigate, the Mishka (Russian for 'Bear') LRM Siege Frigate is capable of eliminating enemy defenses, and then destroying the colony, allowing for colony vessels to come in.

Vihkr Anti-Strikecraft Defense Frigate (Vihkr Flak Boat, anti-fighter/-bomber frigate; area defense against strikecraft)
 The Vihkr (Rus. for 'Whirlwind') Flak Boat is a deadly vessel, as it carries 8 anti-fighter batteries, including 4 cannon and 4 missile systems. It also mounts several anti-frigate weapons, allowing it to easily defend itself. Designed from experience and stolen blueprints for Vasari Junsurak Sentinals, the current Vihkr was one of several designs evaluated for its role, 4 others having been experimented with (1 Advent Defense Vessel, 1 TEC Garda Flak Frigate, and 2 old designs from the beginning of the 3rd Age of Strife), the Junsurak-based prototype was deemed to be the best.

Shmel Colony Frigate (colonization frigate)
 Unlike other races' colony frigates, the Shmel is easily capable of holding its own in combat, due to not only a well-balanced weapons suite, but also powerful armor and shielding. That doesn't mean that it should be part of an invasion fleet, rather, that if attacked it will be able to defend itself admirably, and it can also attack enemy ships if necessary. The Shmel can also capture neutral extractors found in uncolonizable locations. Receiving its name from its bee-like hull, the Shmel (Rus., 'bumblebee') Colony Frigate admirably advances the influence of the Legion.

Yastreb Battle Carrier (light carrier/medium cruiser)
 The Yastreb Battle Carrier mounts powerful bolter cannon, and missile batteries, and can also launch up to 4 squadrons of strikecraft, giving it the ability to inflict heavy damage to enemy vessels and strikecraft alike. Designed from captured Percheron Light Carriers, the Yastreb is an excellent example of the Legion's ability to adapt multiple designs to their own uses.

Nekomata Thunder (scouting frigate, scouting)
 Called the 'Thunder' for a reason, even a single Nekomata Thunder is a force to contend with. Armed with a powerful Thunder Cannon, an advanced variant of the Rotary Bolter, the Thunder Cannon is capable of raining down high-damage explosive shells in powerful fusillades. The Nekomata is also capable of capturing neutral Crystal or Metal Extractors, as well as deploying probes and remote sensors to enemy or neutral planets or planetoids.

Doragon Unmanned Gunship Carrier (UGC) (heavy frigate/light carrier; combat/carrier)
 The Doragon, or 'Dragon', UCAV Carrier is well equipped for assault on enemy vessels and fortifications. Capable of fielding a strikecraft squadron, and upgrading to field a 2nd, the Doragon is also well armed and armored, boasting powerful Heavy Railguns and fearsome Missile and Torpedo batteries. The history of the Doragon begins with Legion encounters with TEC Hoshiko Robotics Cruisers. Seeing the 360-degree launch capability of the Hoshikoes, the Legion strove to capture several examples to reverse engineer, up-armor, re-arm, and equip with 2 squadrons of Hawk UGSC vehicles. Additionally, the Doragon UGC is also capable of launching repair or demolition robots, allowing it to also support friendly ships.

OCV-MkII
 The Orbital Construction Vessel-Mark II (OCV-MkII) is unique in that it can construct structures around uninhabitable worlds, and even build extractors on asteroids of enemy planets. It is actually a relatively new addition, due to the need for mobile construction. OCV-MkIIs are the primary constructor system of the Solaris Starbase, and are unique in their reusability.

OCV-MkI
 The standard constructor ship of the Vraxeden Navy, the OCV-MkI is the predecessor of the larger MkII variant, and dates back to the before the 'Halcyon Era' of prosperity.

 STRIKECRAFT-

Hawk UGSC
 The Unmanned Gunship Strike Craft (UGSC) is a unique vehicle, as it is remotely or autonomously operated from the Doragon UGC. It mounts a pair of Bolter Cannons, as well as a Missile Pod subsystem. This combines to make it a potent craft to attempt to counter.

Predator Strike Fighter
 Reflecting the multirole tactical and strategic doctrines that have been used by the Vraxeden people for millenia, the Predator Strike Fighter is capable of inflicting heavy damage against enemy fighters, bombers, and ships alike with its twin Bolter Cannons and Missile Racks.

Vindicator Gunship
 A dual-purpose gunship and assault boat, Vindicators boast a Demolisher Cannon, several Bolter Cannons, and 2 Missile Racks. They also are able to get close to enemy ships and inflict heavy damage with Space Marine boarding parties.

Terminator Gunship
 Once again reflecting a multirole tactics doctrine, the Terminator Gunship is actually more of a heavy or torpedo bomber than a gunship. Mounting powerful torpedo and missile weapons, the Terminator lives up to its name with ease.

 STRUCTURES-

Fleet Factory
 The Fleet Factory is used to construct virtually all ships of the Vraxeden Navy, the only exception being capitals. The Fleet Factory is slightly more expensive in terms of metal than the other races' Frigate Factories; however the ships they produce are typically cheaper. Fleet Factories
also produce OCV-MkIIs.

Legacy Factory
 The Legacy Factory is used to produce powerful capital ships for the LoV. Larger and more imposing than the other races' Capital Factories, this platform also has defensive abilities and is even shielded. Much like the Fleet Factory, the Legacy Factory costs slightly more resources, but the ships produced are about half the cost of the capitals of the other races, in terms of credits and crystal, while requiring 275 units of metal, as compared to 400 for TEC, Vasari, or Advent capitals.

Panzerhaubitse-50mm Orbital Defense Platform (PzH-50mm Platform)
 The 'Armored Gun' orbital defense platform is well named, as it is well armored, and easily capable of causing massive damage and inflicting heavy losses on invading enemy fleets. Coupling this power is their inexpensive design, and low logistics needs.

Powercore Interference Platform-10,000 km Defense Platform (PIP-10k Platform)
 Fulfilling a role similar to the Phase Jump Inhibitor, and the Vasari Nano Weapon Jammer, the PIP-10k Platform is also capable of depleting enemy antimatter reserves, in addition to significantly delaying Phase Jump Drive charge-up times, and slowing down weapons fire rates and increasing cooldown times. Note that a scout vessel with the Infallible Jump Drive ability is affected by PIP-10ks, as the PIPs will also deplete antimatter.

Nova Cannon
 A powerful ultra-heavy Demolisher Cannon, the Nova Cannon fires a massive rocket-assisted shell to high velocity, allowing it to inflict heavy damage wherever it strikes. Coupling this destructive potential is the fact that it is able to be equipped to MSFs or Starbases.

Vessel Repair Platform-8,000 km Repair Platform (VRP-8k Platform)
 Similar to the TEC&Advent Repair Platform and the Vasari Regeneration Bay, the VRP-8k is also capable of repairing nearby friendly structures in addition to ships, albeit at a slower rate.

MRRS-ED (Multi-Role Research Station-Empire Design)-
 The MRRS-ED is a research station of older design, dating back to the Halcyon Era of the Vraxeden people. While it does require more crystal and metal resources than those of the other races, the research is about half as expensive. Offsetting this is the fact that they build exceptionally fast.

COMPARABLE TO= TEC Civic Research Station, Vasari Viturska Imperial Lab, and Advent Temple of Harmony

MRRS-LD (MRRS-Legion Design)-
 The most recent incarnation of the MRRS, the Legion Design is cheaper than the Empire model, but requires only one logistics slot.

COMPARABLE TO= TEC Military Research Station, Vasari Liturska Weapons Lab, and Advent Temple of Hostility

SHDP-LD (Standard Hangar Defense Platform-Legion Design)
 This platform fulfills the same role as the Hangar Defenses of the other races. It can field up to 4 squadrons however, making it much more of a threat. 

COPYRIGHT 2009 Will Lynch

Reply #4 Top

*jaw drops*

 

 

 

 

Nuff said.

Reply #5 Top

there's still more Volt_Cruelerz,

Here's the Empire of Taun'Shas:

NOTES ON ARMAMENTS- the Taun'Shas equip all of their ships with powerful weapons, as they predominantly use 3 tactics, one of which blends with the other 2. The 1st one is to let the enemy smash themselves on heavily fortified garrison worlds, the 2nd relies on the 1st to hold off invaders, while a powerful fleet is constructed. Once that fleet is constructed, they strike hard and fast, clearing multiple enemy worlds rapidly and easily. The 3rd tactic does not rely particularly on the 1st, and instead involves the careful preparation of a trap, and the subsequent luring of the enemy into that trap.

Empire of Taun'Shas Ships/Strikecraft/Structures

Pathfinder (scout frigate)
 The standard reconnaissance vessel of the Taun'Shas people, Pathfinders truly are their names. Not only do they place remote sensor pods on enemy planets to facilitate intelligence gathering long after the vessel has left the planet, they also have the ability to mark enemy space mines and lead a safe path through enemy minefields. Additionally unique due to their excellent long range assault capabilities provided by a single Sniper Railgun, an exceptionally long-range high-accuracy variant of Heavy Railguns, the Pathfinder also excels at taking out enemy ships or even starbases in neutral territory.
 Note- Pathfinders will feature a special ability called 'Fire CIDS'. CIDS stands for 'Close In Defense Systems'. This ability can not only target SCs, but also targets MINES. Happy hunting my brothers.

Moray Skimmer (light frigate)
 A lightweight frigate, the Moray Skimmer is primarily intended to provide light escort support to larger friendly vessels. Armed with a powerful Rotary Pulse Coilgun and a pair of Light Railguns, Moray Skimmers gain their name from their ability to 'skim' enemy gravity wells and rapidly traverse the stars.

Tigershark MkII Gunship (heavy cruiser)
 The second iteration of the Tigershark Gunship design, these Heavy Cruisers carry powerful Ion Cannons, Heavy Railguns, and Missile Pods for flexible and potent firepower in any situation. Tigersharks are a sure sign to an enemy fleet that they are about to take heavy losses, if they even survive the assault. The comparatively small size of the Tigersharks also allows them to rapidly change direction and increase speed, as well as allowing them to execute maneuvers that aren't even possible for most Heavy Cruisers.

Skyray Gunship Escort (lightweight anti-strikecraft area defense, LR-assault)
 A frigate design that is essentially based on the original MkI Hammerhead Heavy Frigate, the Skyray Gunship Escort is an excellent multipurpose ship for destroying light enemy fortifications and enemy vessels alike. However, the main role of the Skyray is to provide area anti-strikecraft defense, with its multiple and highly accurate missile systems.

Dunewalker MkIIIB Gunship (lightweight LR-frigate)
 A powerful long-range assault cruiser, the Dunewalker MkIIIB Gunship carries several close-in Ion Cannons, as well as multiple Missile Pods and a pair of Railguns.

Stingray MkII Gunship (minelayer, anti-strikecraft defense, LR-assault)
 A variant of the Tigershark MkII, Stingrays are equipped similarly to Skyrays. They also carry heavier armaments than the Skyrays.

Devilfish Colonizer (colonization, starbase construction)
 The standard colony frigate of the Taun'Shas, the Devilfish Colonizer is also armed and armored for a fight. Capable of not only colonizing neutral planets, the Devilfish Colonizer can also construct friendly Starbases, plus it can even take on most enemy frigate types and win. Combining all of these abilities into one, Devilfish Colonizers are formidable opponents.
 Note- Devilfish Colonizers ARE NOT CONSUMED when constructing Starbases.

Orca Gunship (LR-assault against enemy vessels)
 A powerful gunship platform, Orca Gunships can function in a dual role of either assault boats or heavy duty gunships, with powerful Missile Pod, Rotary Pulse Coilguns, and Ion Cannons.

Lionfish Transporter
 The smallest carrier of the Taun'Shas fleet, the Lionfish Transporter carries 3 primary strikecraft types. It's also equipped to defend itself fiercely, capable of even participating in offensive operations, with its multiple
barb-like weapons mounts.

Tigerfish Striker
 A powerful strike cruiser, the Tigerfish Striker excels at infiltrating enemy territory and then wreaking havoc with enemy supply lines. They also carry their own heavy strikecraft, primarily Tigersharks, Scorpionfish, and Orcas.

Wraith Space-Superiority Fighter
 Carrying powerful Ion Cannons, the Wraith Space-Superiority Fighter is designed to take control of space from enemy fighters, allowing anti-ship strikecraft to operate at maximum effectiveness. Wraiths are highly maneuverable and extremely resistant craft.

Barracuda Strike Fighter
 Carrying a pair of Heavy Railguns and several Missile Banks, Barracudas are well equipped for both space superiority and anti-ship work. Like Wraiths, Barracudas are highly maneuverable and extremely resistant. This makes both craft extremely difficult targets for flak frigates.

Scorpionfish Gunship
 A powerful cruiser, the Scorpionfish earns its name from its potent dorsal mounted dual Heavy Railguns. Designed to destroy enemy structures from long range, the Scorpionfish is also able to engage multiple targets.

Crisis Battlecruiser
 A lightweight Battlecruiser-type ship, the Crisis class is designed for rapid response and point defense type roles; that is to say that if the enemy suddenly mobilizes against you and is assaulting a world you control, then Crisis Battlecruisers that are nearby will be able to rapidly reach the contested areas, and also being able to easily operate in or behind enemy lines, the Crisis Battlecruiser is an excellent choice of capital ship for a fleet.

Broadside Battleship
 A powerful capital ship, the Broadside-class is renowned for its devastating Heavy Railgun broadside attacks, which earned the class its current name. Capable of easily assaulting enemy positions, destroying multiple enemy ships simultaneously, and other similar tasks, the Broadside Battleship excels in heavy combat and even close-in battles.

Whaleshark Starbase
 The largest system used by the Taun'Shas Navy, the Whaleshark is powerful system, capable of churning out frigates, cruisers, and capitals at a frightening rate. While this is just one of its roles, the Whaleshark can also equip itself with squadron hangars, additional weapon systems, and backup governmental quarters. Additionally, they can house a taxable population, due mostly to the fact that the Taun'Shas want to avoid casualties of their people in the event of a planetary revolt. They can also function as orbital refineries or trade ports, and with their myriad weapons batteries and arrays, the Whaleshark Starbase is a formidable force. Adding to this is the fact that it is capable of a ponderous movement about its gravity well.

Shadowsun MSF
 A powerful structural-based ship, the Shadowsun MSF is also the primary vessel used for the destruction of enemy starbases. Earning its name from the fact that it can siphon off hydrogen and plasma material from a star, creating dark sunspots, the Shadowsun MSF is easily the most powerful star fort in existence in the galaxy. Only the starbases and the Nova MSF can rival the firepower of the Shadowsun, as the Taun'Shas MSF has more weapons batteries capable of inflicting significantly more damage than even the Whaleshark Starbase.

Farsight Railgun
 The superweapon of the Taun'Shas, the Farsight Railgun has 2 firing modes- a solid colony-killer shot, or a clustered submunition round capable of inflicting heavy damage against enemy orbital structures, in addition to creating temporary rifts in Inter-Dimensional space.

Railgun Turret
 The standard orbital defense platform of the Taun'Shas, the Railgun Turret is also upgradeable to carry anti-ship Heavy Missile Pods and anti-SC Rotary Pulse Coilguns, for more flexible defense.

Hangar Platform
 Another of the Taun'Shas orbital defense, the Hangar Platforms are upgradeable to carry anti-SC Rotary Pulse Coilguns and anti-ship Plasma Rifles. This, combined with its monstrous capacity of up to 6 squadrons of strikecraft, combine to make Hangar Platforms formidable opponents.

Killing Blow Orbital
 The standard military research orbital station of the Taun'Shas, the Killing Blow orbital unlocks research for advanced rapid and heavy assault weapons, ships, and upgrades. It is also used to research defensive upgrades.

Patient Hunter Orbital
 A dual-role civil and military research orbital station, the Patient Hunter Orbital will unlock research for advanced heavy equipment, useful for trapping enemies in areas or destroying large enemy fleets with well prepared traps. They also unlock advanced civil research, allowing the Taun'Shas access to interplanetary and interstellar trade, orbital refinement processing, and cultural broadcast equipment.

Hero MFF
 The Hero-class Mobile Fleet Factory is a multipurpose factory platform, capable fo constructing capital, frigate, and cruiser-class ships.

COPYRIGHT 2009 Will Lynch

Reply #6 Top

*tries to reattach jaw*

 

How long have you been working on this?  Just curious...

Reply #7 Top

only about 2 weeks, and intermittently at that. The Taun'Shas didn't come until about maybe 4 or 5 days ago. A possible other race, the essentially unstoppable Ancients of Zol (Zol rhymes with 'awl'), might be added. You can check a little bit of info on their most powerful ship in my reply with the Legion's ships.

Just to make sure, the Taun'Shas Hero MFF actually can move. Plus, it may have weapons of its own (through the use of rapid-cooldown and low-AM cost abilities). That means you can build it, and if you don't like where you put it, or if you don't like where the Quick-Start (Entrenchment only) puts it, then you can just click it, and move it. Though one thing may obstruct this- moving structures in Sins 1.17?

Reply #8 Top

Wow Whiskey, the Taun'Shas are quite the ripoff of the Tau.

Reply #9 Top

well, that may be, but the IDEA of the race isn't actually a copyrighted thing. I can have a diplomatically oriented race that uses tons of high technology that relies heavily on the acceleration of projectiles to high velocity. I'll probably end up kinda moving around some of the names, and probably fish around (haha) for new names, all going with a predominatly predatory fish naming theme.

Reply #10 Top

sounds good. i'll pop by everynow and then see how it's going. if  you need any help in terms of balancing i'll be happy to help.

Reply #11 Top

One comment I have, I don't think that SC can carry more than one weapon or have an ability for that matter.  Perhaps this is different in entrenchment, but I don't think so...

 

Oh and please clarify and explain each of the weapons that these races use.

Reply #12 Top

No, I know their racial structure isn't copywrited.  I was just remarking at how similar they were.  You've even got Killing Blow and Patient Hunter tech structures just like the Tau Mont'ka and Kauyon Command Posts from Dark Crusade.  Plus Hammerheads, Skyrays, Devilfish, Piranha, Pathfinders, Orcas, and the Farsight Railgun Platform.  I don't why you would have a platform named after him though as he is a traitor who turned his back on the Ethereals.

 

By the way Whiskey, do you own any of the Dawn of War games?

Reply #13 Top

to SpardaSon21, no I don't own any DoW games, but I have the original DoW, Winter Assault, and Dark Crusade demos. Farsight Railgun is named that way because it will be able to kill an enemy planet with a single shot from accros MULTIPLE STAR SYSTEMS.

to Volt_Cruelerz,

the Legions weapons-

Bolter Cannon- pretty much like the TEC autocannons, but firing rocket-propelled munitions that carry more explosive payload. the Demolisher Cannon is a more destructive, but slower firing, version, while the mighty Nova Cannon fires monstrous planet-killing shells of similar design. Heavy Bolter Cannons simply fire bigger shells, while Rotary Bolters are multiple-barrel Bolters. The Thunder Cannon is simply a really big Rotary Bolter.

Lascannons- pretty much the vanilla beam weapons

Missile Racks- pretty much the TEC Missiles

Torpedoes- pretty much big missiles

Note- the Merkava Dreadnought of the Legion incorrectly says that it carries Pulse Coilguns. The Legion doesn't use these weapons, so I'll likely fight it with Lascannons instead of the Coilguns.

the Taun'Shas ordnances-

Pulse Coilgun- because coilguns are rather complex to explain in a reply, I'll probably start a post on the 'Sciences of Sin- how it all (should) really work'. Basically it uses a magnetic field generated by 1 or more coils to accelerate a projectile to high velocity. The 'Pulse' part comes in when the bullet reacts by 'pulsing' into a plasma (high energy) state.

Railguns- similar to coilguns, except they use 2 parallel rails. Plasma Charge Railguns fire special railgun slugs containing an explosive and lethal plasma charge. The second firing ability on the Farsight Railgun fires a special clustered shot, that inflicts mass damage to enemy orbitals and also creates a gateway on the planet. Basically, if the Taun'Shas have a gate on one of their planets, then they can DIRECTLY JUMP TO THE TARGETED PLANET.

Ion Cannons- every heard of ion thrusters? pretty much this is a weaponized ion thruster system that uses ionic material to explosively affect a target

Plasma Rifles- these weapons use simply magnetic and plasma technologies to propel a reactive plasma out the barrel and toward the target.

Missile Pods- pretty much TEC missiles

And I think that covers it all.

Also, check my 1st reply on the Taun'Shas, it's #3 I believe. I've revised to seem a little less like GW's Tau, in order to avoid any copyright or IP conflicts. I don't want to make a mod that someone will think I've stolen stuff for.

Reply #14 Top

an interesting mod idea. Defintely heavy borrowing from Space Marines and Tau of the Warhammer 40,000 weapons list, Nothing wrong with that by the way.

Also, yes you can implement abilties to SC (play a mod that does it already) but not sure as to the duo weapon. Will need some serious play testing to balance properly. Have Fun

Reply #15 Top

If adding a second weapon weapon the normal way doesn't work, you could try to add a second weapon by adding a damaging ability to the SC (something like ruthlessness, but less powerful, or something like a weak Ion Bolt with a low cooldown time (equal to that of the other weapons)).

 

And BTW, this mod sounds great. 

Reply #16 Top

thanks for your support guys. I'm beginning to brainstorm for up to 2 more races (Sins can handle up to 11!!, check the 7DS mod to see if its true). The 3rd will be the already mention 'Ancients of Zol', whose ships will look very much like the Warhammer 40,000 Titans in certain respects. The 4th will be a robotic-type race, as I read a post about an idea for one of the other expansions, and I thought it sounded a little like the 40k Necrons, but still, it was pretty freakin' awesome. They'll have to be rather different from the post I read (don't want to steal other peoples' ideas). Both of the in-planning races will likely be implemented in a patch, instead of the 1st release.

Reply #17 Top

thanks for your support guys. I'm beginning to brainstorm for up to 2 more races (Sins can handle up to 11!!, check the 7DS mod to see if its true). The 3rd will be the already mention 'Ancients of Zol', whose ships will look very much like the Warhammer 40,000 Titans in certain respects. The 4th will be a robotic-type race, as I read a post about an idea for one of the other expansions, and I thought it sounded a little like the 40k Necrons, but still, it was pretty freakin' awesome. They'll have to be rather different from the post I read (don't want to steal other peoples' ideas). Both of the in-planning races will likely be implemented in a patch, instead of the 1st release.

EDIT: Most amusely, the site seems to have double-posted this.

Reply #18 Top

Quoting Whiskey144, reply 13
to SpardaSon21, no I don't own any DoW games, but I have the original DoW, Winter Assault, and Dark Crusade demos. Farsight Railgun is named that way because it will be able to kill an enemy planet with a single shot from accros MULTIPLE STAR SYSTEMS.

to Volt_Cruelerz,

the Legions weapons-

Bolter Cannon- pretty much like the TEC autocannons, but firing rocket-propelled munitions that carry more explosive payload. the Demolisher Cannon is a more destructive, but slower firing, version, while the mighty Nova Cannon fires monstrous planet-killing shells of similar design. Heavy Bolter Cannons simply fire bigger shells, while Rotary Bolters are multiple-barrel Bolters. The Thunder Cannon is simply a really big Rotary Bolter.

Lascannons- pretty much the vanilla beam weapons

Missile Racks- pretty much the TEC Missiles

Torpedoes- pretty much big missiles

Note- the Merkava Dreadnought of the Legion incorrectly says that it carries Pulse Coilguns. The Legion doesn't use these weapons, so I'll likely fight it with Lascannons instead of the Coilguns.

the Taun'Shas ordnances-

Pulse Coilgun- because coilguns are rather complex to explain in a reply, I'll probably start a post on the 'Sciences of Sin- how it all (should) really work'. Basically it uses a magnetic field generated by 1 or more coils to accelerate a projectile to high velocity. The 'Pulse' part comes in when the bullet reacts by 'pulsing' into a plasma (high energy) state.

Railguns- similar to coilguns, except they use 2 parallel rails. Plasma Charge Railguns fire special railgun slugs containing an explosive and lethal plasma charge. The second firing ability on the Farsight Railgun fires a special clustered shot, that inflicts mass damage to enemy orbitals and also creates a gateway on the planet. Basically, if the Taun'Shas have a gate on one of their planets, then they can DIRECTLY JUMP TO THE TARGETED PLANET.

Ion Cannons- every heard of ion thrusters? pretty much this is a weaponized ion thruster system that uses ionic material to explosively affect a target

Plasma Rifles- these weapons use simply magnetic and plasma technologies to propel a reactive plasma out the barrel and toward the target.

Missile Pods- pretty much TEC missiles

And I think that covers it all.

Also, check my 1st reply on the Taun'Shas, it's #3 I believe. I've revised to seem a little less like GW's Tau, in order to avoid any copyright or IP conflicts. I don't want to make a mod that someone will think I've stolen stuff for.
End of Whiskey144's quote

 

I know the physics...  i'm writing my own sci-fi book...  Anyways, I was just asking for a list and what ships they were used on...  But thanks all the same...

 

I am not sure if you can add weapon types to the game...  If you can, I would like to know how, but I tend to think that they are hard-coded...

Reply #19 Top

damn man, you must be one hell of a modder

Reply #20 Top

no, just real good at ideas. sorry for the double post of the same thing (forums go boom page came up a couple times). Also, most of the new weapons are pretty much going to be the old ones, but souped in terms of velocity & damage, as well as featuring new effects IF I can figure out how to use Particle Forge. From what I understand, the weapon types are hard-coded, but you can change the infocard syntax and the damage amounts.

Reply #21 Top

Well, true...  It is easy to change infocards and damage amounts... I was hoping though that after the mods I've done, I had missed something every time...

Anyways, I can't help you with PF...  The thing won't work on my computer...  I could help you with modeling though...

Reply #22 Top

thanks for support Volt_Cruelerz. I'm actually quite stunned that my OP has already garnered ~20 replies. It seems small for other posts, and most of it's just me and you posting back and forth, but I'm encouraged that people are interested in my mod.

also, what do you think of the Ancients of Zol having humanoid ships (inspiration- 40k Imperial Titans). You can look at the Titans section on the ForgeWorld site, for some pics of what I'm thinking of doing. Only the Reaver and the Warlord are likely going to be something I use as a basis, while others will be scrapped.

But just think, a warship named the 'Necromonger' class (Necromonger means 'death dealer' (necro-death, monger-dealer)) that has some of the most powerful weapons and abilities of the game, that's gonna strike fear in peoples hearts.

!!IMPORTANT!! !!IMPORTANT!! THIS MOD IS SINGLE-PLAYER ORIENTED. THAT DOES NOT MEAN THAT IT IS NOT CAPABLE OF ONLINE MULTIPLAYER, BUT THAT IT WILL LIKELY BE A LITTLE IMBALANCED. I'M WORKING ON THAT AT THE MOMENT, BUT THERE ARE A GOOD CHUNK OF THE AFOREMENTIONED THINGS THAT I AM UNWILLING TO CONCEDE TO THE PURPOSES OF MULTIPLAYER. WHY? I DON'T PLAY ONLINE. I GET GREAT SATISFACTION FROM CRUSHING AI AFTER AI, SO THAT'S WHAT I DO. DOES THAT MEAN I HAVEN'T? NO. I'VE PLAYED ONE GAME ONLINE, AND EVEN THEN I DIDN'T DO MUCH (HAD TO QUIT EARLY). DOES THAT MEAN IF YOUR A PERSON I WON'T PLAY YOU? ABSOLUTELY NOT!! I'M ALL FOR PEOPLE HAVING FUN AGAINST OTHER PEOPLE, BUT I WILL NOT SACRIFICE THE KEY FEATURES OF THIS MOD FOR THE SAKE OF PERFECTLY BALANCED RACES. THE END, PERIOD, NO WAY TO CHANGE IT.

Reply #23 Top

well, titan ships yield severe balancing problems... One of my old mods identified this...  Once you buy a titan, it is more than capable of winning the game by itself.  Apparently, to someone who completely disregards balancing, this won't matter.

 

Sure, this fits the concept of realism, but having some races soooooooo powerful destroys balance and as such, using one of these against even nine ganged up unfair AI's would still yield your victory...

Reply #24 Top

not necessarily. I just got a great idea for a new Advent research. what it is is it more than doubles their # of cap ships to 40 (from 16). Note that this a civic research, as it harnesses the power of the unity. Plus, each of the vanilla races also has an uber-powerful ship that can be used. Additionally, the largest and most powerful of ships (like the Shadowsun MSF & the Mars Legacy Battleship) can only be acquired after INTENSIVE RESEARCH PREREQUISITES ARE MET. Though you are right, I don't particularly care about balancing the mod too much, as what I hope is that the Legion and Taun'Shas will fairly easily match up to the other races, if being slightly better, while the Ancients of Zol would have pretty much the ability to rain down destruction from their homeworld to anywhere in the galaxy. Also, the 'titan ships' I mentioned are supposed to kinda LOOK LIKE the 40k Titans, not actually be them. I say this because I'm not sure if you understood when I noted that. Also, the Necromonger class will likely be a cap ship (the name just fits does it not?).

Reply #25 Top

 The idea sound pretty cool but i want to see some file progress. How much of it its done besides description and ideas? Do you have the models of the new ships and stuff? I really want to try the mod out lot sof the ideas sound very exciting