UaW Mod

Posted a UaW style mini mod to medifire,

http://www.mediafire.com/?sharekey=a22f5e99ab5086bdb64026cfc0611236a6dce937a53f0e1b947708e37b913e74

edit:

 I recently came across a game that seemed intriguing, Universe at War. In many ways it seems the opposite of Sins, in that the gameplay is mostly on land and not in space. The difference in the factions however seemed very interesting, and i began to think how i might make a mod to appoximate what was in UaW.

Firstly i wanted to create not just a subtle difference, but major differences in the factions. With Vasari seeming so underpowered in the normal Sins game, I decided to make them the Most Powerful in the mod. All their weapons fire and hull strength is twice what the others are. Tech have the economic power in the normal Sins game and so i gave them the least costs in the mod, about half actually from what they normally are. Although this gives them more supply points, their ability to stand up in a fight is half as much, this evens them out in battles, but gives them an edge in longer battles.

The Advent i made low hulled in the mod, with only about 200 - 300 hull strength, i raised their shields and their fire rate, but not the damage rate, so they fire more often, but not with more power. On a per second basis, i guess that is not true, as their per second fire power goes up, but they are more fragile in their hull points, so they are powerful for short periods, the longer the battle of course the less chance they have. Against Vasari, their firepower will stand equal for short periods, but the Vasari with dedicated fleets in longer battles will overcome them.

In Advent battles against the Tech, the Tech ships have normal fire power, but lower costs and will again, overwhelm the Advent in longer battles if the Tech can call in new ships. On a one on one basis, the Advent ships would outgun the Tech, but with the cost advantage to the Tech it would mean getting overwhelmed in longer battles.

As a plus to the Advent i suppose, as long as they can keep the numbers of the opponent down, or make quick raids for short durations they could overcome the costs or the power advantage of the Tech and Vasari. But i have only played short games so i will have to see if that is true.

I have tried to concentrated the focus on one major component for each race, instead of the subtler differences in normal play. The Vasari get double hull and firepower numbers, the Tech lower costs per ship and the Advent get abilities and the higher shield level. That means that Vasari  and Tech dont have abilities, other than a colonize and explore and capture ability for resources.

It does change how the game plays, with the opening game much harder for Tech as they have less numbers in the opening game. The Advent can stand against the Vasari for short spans, but again, the early game is dominated by the Vasari.

In the middle game I believe the Advent have the edge, where there are enough ships to counter even moderate Vasari battles, but again, not if the Vasari bring in re-inforcements and force longer battles, but here in the middle game the Advent have their strongest advantage, against even Moderate Tech fleets as well.

End game, i believe, though i haven't actually gotten there, but based on the numbers, i believe, the Tech have advantage of numbers. Unless the Vasari can over come this early to mid game, i think the Tech threat will eventually overwhelm the greater firepower and hull strength, simply based on the amounts of ships the Tech can bring in.

And again, with the Advent, if they cannot overcome the Vasari and Tech by mid game, they will also be overcome by the sheer numbers of craft the Tech can bring into battles by the endgame.

Well, that is my UaW mod, you can play it if you like and let me know if my assumptions are off, or if it is interesting, or boring, haha, I just wanted to experiment with something new and different. It will probably have to be tweaked. Or even over-hauled if things are too out of whack, but i think it is fairly balanced, just not in the way you or i might approach a battle now based on normal stats.

Let me know what you think, take care,

-Teal

 

6,951 views 17 replies
Reply #1 Top

Not to be troublesome, but could you give some more details?

Reply #2 Top

UaW description is updated. Let me know what you think. Take care,

-Teal

 

Reply #3 Top

You should give the Advent phase missile immunity, especcialy if you're putting their hull down so low.

Reply #4 Top

Well, we definitely got some details now xD. Hmm I am a worshipper of variety so this might be interesting, but still quite far from Universe at War, though you made me think of how it could be implemented in the game and might result in a new race in my mod (once I get all the other stuff done). 

Reply #5 Top

Could UaW be done? UaW and Sins are very different games.

The resource collection would be interesting. iirc there is only one resource in UaW but each race got credits very differently.  Can a structure be built to generate resources without building extractors.

How would FLOW be implemented, as well the research tree limits.

It would be interesting to have a Light/Dark generator but what would it do? Boost ships speed then boost their range.  How would it work galaxy wide?

Reply #6 Top

:)  Would be interesting to see a "Full Implementation" of something close to UaW, mine is just a "change up" really, a juggling of values and focus on a couple of elements for each faction to try to produce something that feels different and plays different than normal Sins, that is all.

But it would be interesting to take each part of UaW and see how we could "cross over" into Sins, approximations probably, but still, it might be very fun.  :)

Thanks for listening, let me know what you think, and how it plays if you want, thanks,

-Teal

 

 

Reply #7 Top

If I remember right it is possible to make an ability which creates resources, just give that to a building and there you have it :D. FLOW would be harder, you could use phase jump gates for the traveling and antimatter as an enrgy source. The phase jump gates couldgradually drain antimatter and a generator could then add antimatter to other structures. If the gate no longer have any antimatter it won't work. The harder part of the FLOW is to make the "energy" buff travel through the lanes and add it to the surrounding structures.

The change between light and dark could be made through a activate/deactivate ability which has a big enough radius to cover the whole map. The light mode would have 100 % damage 1 % max mitigration low armor normal range and all weapons give a damage over time effect, the dark mode would have 50 % damage, maybe 90 % mitigration (okay maybe less xD), more armor, longer range and would slow down enemies that they fire on. Only one unit that you start with (and can't be made) have this ability and you can't just scuttle it (maybe the only unit that can colonize? Or make it is an invincible starting structure, to evade losing the ship in a fight). Extractors could make zero income and the only source of income would be the generators.

Hiarchy is the faction that I might implement as a race as the titans. The way I though of it is that they only have extractors as buildings and the rest will be giant warships. These warships is rather weak when build, but can be upgraded to specialize in different things. The way this could be possible is by making the ships as star base entities. I remember that there was a mod released in the summer which had star bases which could phase jump, but have forgotten the name, does anyone remember which is was? These war ships can be upgraded in an offencive way, some in different ways, and others will be more resource or construction oriented.

Sadly I only think it is possible to make researchprerequisites for frigates, so teching would be the hardest to implement.

And Teal sorry for kinda getting offtopic, and I haven't tried your mod, yet, since I have 2 midterm exams the next 2 days and using 3 hours on a game is kinda...

Reply #8 Top

:)  I understand, np. As for the mod that had "jumping" starbases,   :)  It was mine, StarFall for Entrenchment 1.03 i believe. Its on FileFront. I will look for the link and edit this post and put it in.

-Teal

 

Reply #9 Top

Hmm, I have been looking for the mod, but I can't seem to find it, also the jumping starbases was released in june or July, though it can be that it was one of the versions.

Can you tell how you made them jump?

Reply #10 Top

:)

I found it, but will have to look up the link again, will do that tonight after school and pop back (i hope i dont forget, sorry) but basically what you do is this:

create a frigate, take the guts of a frigate entity and trade out the hudicons, smallicons, and mesh and exhaust particle effects from your starbase. The abilities for the actual starbases i had to modify somewhat to get them to work in the converted "frigate", up the values of course for hull, shield, weapons, fire rates, etc...

And some abilities are fine as is, so they didnt need changing to get them to work in the "frigate". Of course what this produces is not exactly a "Starbase" in that it doesnt level, doesnt do some other things, like change out meshes, or update meshes when you bring in upgraded abilities.

Also, with respect to the actual Starbases, which of course can be made to act as trade centers, or cultural centers, my converted semi-starbase-frigate could not do those things. I haven't found a way to get a frigate to copy those things of course, which is probably why the devs created a whole new animal with the starbases, which are kind of like structures and kind of like a ship. Or more precisely probably more like the Hangar that has weapons.

Anyway, that is what i did. There are all kinds of drawbacks, as you can very easily see. But from the point of view of getting something that looks and acts, pretty much like a starbase to phase jump it was pretty cool.  :)

Let me find the link to the mod, or find the jumpable starbase entity that i modified and post it so you can take a look and see what you think.

Of course, just because i thought i could live with the drawbacks to get "something" close to what i wanted, a jumping starbase, doesn't mean that you will agree. You may feel the drawbacks are too much and elect to stay with grav well bound starbases. You could of course have both,  :)  Simply call one an "Attack Starbase" or something like that.  :)

Take care and talk to you soon, if you build this before i repost, let me know what you think?

-Teal

 

Reply #11 Top

Damn, I can see that my plans ain't gona be easy. The most important part would be the upgrades part of starbases, which I can see isn't possible with this method. An other way of making the phasejump would be giving them a teleport ability which, maybe, can be constrained to neighboring gravitywells. The only draw back to this is that it will cost an ability slot.

Well, thx for your help anyways.

Reply #12 Top

Just had a thought, what if you make a "CapitalShip" that has the starbase specs? I dont know if you could still get the tradeport or cultural upgrades, but it would level, and it might be closer than a "frigate".

Just a thought,

-Teal

 

Reply #14 Top

Quoting Teal_Blue, reply 12
Just had a thought, what if you make a "CapitalShip" that has the starbase specs? I dont know if you could still get the tradeport or cultural upgrades, but it would level, and it might be closer than a "frigate".

Just a thought,

-Teal

 
End of Teal_Blue's quote

Nah, that also won't work. The upgrades themselves (while limited) are the important aspect meaning you use resources to improve your ship.

Reply #15 Top

ahhhhh.... i see, well, sorry, it was a try

:)

-Teal

 

Reply #16 Top

Quoting garsterjaryjohnson, reply 13
what versin is minimod for?
End of garsterjaryjohnson's quote

I believe it was originally made for Vanilla 1.12, it should run in 1.181, i can test it and see. I hope its not one of my old 1.05 mods, haha, but it could be, it has been a while.

:)

-Teal

 p.s.  These people that do one mod have me a little envious, haha, they dont have to keep track of which mod for which version, they just update or they dont. With my idea mods trying a little of this and a little of that, mine arent anywhere as sophisticated, or elaborate, but they do get me a little confused sometimes, trying to remember what i was doing when and for which version of Sins.  :)

Reply #17 Top

haha well you don't have a reason for being nervous... i think. ou have delivered quite a lot of mods and while each don't do that mutch, they do have some interesting ideas. And I think it is hard to keep track of the content in just one mod so I don't wana imagene how hard it is with all of those mods you have delivered.