Sins of the Fallen: Transhumans (Rogue Trader Play Tester Request)

This is a formal request for anyone interested in play testing the race Rogue Traders for Sins of the Fallen: Transhumans.

Basically I am looking for people who like playing incomplete mods to help further them along and feel comfortable giving candid feedback. I'm not tied to any of the features or research trees and will be willing to adjust based on player feedback. The only thing I won't really entertain is request for new models. The only new models I will be adding will be for structures.

If you are interested in helping refine this mod or identify issues/problems feel free to PM me here or email sinsofthefallenmod at gmail dot com.

 

Specific areas needing addressed:

  1. Research tree improvements/balance
  2. Frigate based abilities (centered around raiding)
  3. Particle effects suggestions
  4. Balancing suggestions
  5. Ideas for voice dialogues
  6. Starbase and research
  7. Another other areas of improvement

 

Current state of the mod.

  1. The Rogue Trader fleet is pretty much set excluding the scout which is currently using the Tech mesh
  2. Research trees are shelled out and partially balanced (mainly for cost)
  3. Capital ship abilities are defined but could use improvement especially in regards to particle effects.

 

Previous modding experience is not required, just a desire to give feedback.

I will start with a private dropbox download and may switch to a file sharing mechanism depending on ease and frequency of distribution required (assuming people are interested). This mod will only consist of the Rogue Traders race as a standalone addon for Entrenchment. Diplomacy is NOT required to playtest this mod initially (I'm holding off on Diplomacy until the core mechanics are down).

My hope is getting additional feedback will help speed this race's release up quite a bit (I had similar productivity gains with Nephilim).

Thanks for your consideration,

ZombiesRus5

 

 

A quick view of the Rogue Traders fleet...

Rogue Traders


Various Rogue In Game Shots

Cybernetically enhanced humans fashioning themselves as pirates will be the first to pass through Pandora's Gate. These pirates aren't like the pirates of Sins making occasional raids for the highest bidder. Instead the Rogues are scavengers, trash talkers, and are generally just looking for a good fight to pass the time. Don't be surprised to see them offer "protection" to nearby worlds for a moddest kick back. Their affinity for the less than honest way of living meshes well with the pirates of Sins allowing for lots of back room deals. Sporting fast ships and a criminal mentality you might find yourselves facing losses both financially and militarily before you realized what happened.

Starbase

Capital Ships
Rogue Mercenary Rogue Raider: Cobra Destroyer (Battleship Class)
Rogue Min's Wind Capitalship Rogue Raider: Nim's Wind (Carrier Class)
Rogue Ghost Class Capitalship Rogue Raider: Ghost (Support Class)
Rogue Arcadia Class Capitalships Rogue Raider: Blue Arcadia (Colony Class)
Rogue Frigate  Rogue Raider: AnnaV (Siege Class)
Rogue Arcadia Class Capitalships Rogue Raider: Green Arcadia (Battleship Class)

Frigates
Rogue Mercenary Light
Rogue Mercenary Long Range
Rogue Arcadia Class Capitalships Colony Raider/AntiFighter
Rogue Frigate Rogue Carrier
Rogue Frigate Rogue Utility0
Rogue Frigate Rogue Utility1
Rogue Frigate Rogue Heavy

 

15,763 views 20 replies
Reply #1 Top

I've received a few responses so far which is awesome!

If you are interested let me know!

No modding experience required. Just looking for a few souls who want to give the race either a quick play through occasionally and provide feedback OR really dig in and make suggestions to drive out how this race turns out.

I'll continue either way but it's easy to get caught up in technically putting something together that works versus what can be done with creative feedback.

Thanks again, ZombiesRus5

Reply #2 Top

I would love to help but I've got lots of DS on my plate.

Reply #3 Top

Quoting Ryat, reply 2
I would love to help but I've got lots of DS on my plate.
End of Ryat's quote

No problem. Appreciate the response none the less. I'm also working on your icons and buttons for the DS Flagship mod. I should have it done by the end of the week :D

Reply #4 Top

Sweet

Reply #5 Top

Yup yup. gtg here. :D

Just point me in the direction and say what you need done and i can do it. Well besides the modeling that is. :P

My modeling skills are... rudimentary at best hehe.

Reply #6 Top

Quoting Malanthor, reply 5
Yup yup. gtg here.
End of Malanthor's quote

Sent :P

 

Reply #7 Top

Hey guys,

For those of you installing Transhumans: Rogue Traders, the checksum I show is 103039168. Remember stack Fallen Rogue Traders (E) on top of Transhuman Races (E). The Transhuman races will be combined into a single mod for final release, but keeping them separate really helps with isolating testing issues.

 

Feel free to provide feedback however you feel comfortable. I don't have any rigid requirements or formats to provide it in. If your style is a journal of thoughts and ideas, or creating a issues report in a spreadsheet, it's all good by me. I'll compile what I get into a format I will follow.

You can email me at sinsofthefallenmod @ gmail dot com (just make it a valid email format) or PM me here (I need to clean out my PM probably though).

 

If you are interested and haven't asked, just send me a PM or email to sinsofthefallenmod on my gmail account. Looking forward to your input!

 

Reply #8 Top

One of the simple things I'm curious about is the use of pirate flames on the arcadia class ships. The blue arcadia has them but the green variations do not.

Like it?

Don't like it?

Reply #9 Top

Kind of mixed here. With the green arcadia that is on DS it looks nice. But with the blue it kinda clashes. Maybe if you tweaked the colors per ship to either similar or opposite colors you might make it work.

Reply #10 Top

Quoting Ryat, reply 9
Kind of mixed here. With the green arcadia that is on DS it looks nice. But with the blue it kinda clashes. Maybe if you tweaked the colors per ship to either similar or opposite colors you might make it work.
End of Ryat's quote

Not a bad idea. I'll have to open up the pirate particle effect and see how easy it is to tweak the colors. I'm guessing not too hard considering.

Edit - It's kinda like trying on different outfits until you find what you like!

Reply #11 Top

I used GIMP to modified the pirate's weapon fire. You might want to try that. Wouldn't mind even using some of them to enhance the pirates for DS. :P

Reply #12 Top

Damn man, these ships look wicked good!

 

Reply #14 Top

I wish I could take credit for all of them. But working with other people has it's own rewards. In any case two of the models were proudly done by myself, one by Thoumsin, one by Rebelmoon and the others by SolCommand. I however, have done the work of preparing and fixing them for importation into Sins and have not encountered any issues with them yet.

I really like them personally too.

Reply #15 Top

As for voice dialogue: well it depends how high pirate factor you want! :D

"There is booty to be had lads"--- there is stuff/loot to be had guys.
"Argh"--- typical pirate phrase after or before another sentence, but can also stand alone :P
"Aye aye captain" ----
"me and me scallywags be ready captain" ----me and my vilainious bunch are ready captain
"ahoy"---- hallo
"ahoy ye landlubbers" ----hallo you land based sod.
"Raise the jolly roger(lads)" ---raise the pirate flag
"shiver me timbers" ---holy crap
"no prey no pay"---- sais itself, must raid.. must.. RAID
"aye aye ye scurvy dog" ---yes yes you prolific pirate :P
"Ahoy Matey!" ----hallo friend
"ahoy me hearties!" ----hallo my friends
"Avast ye (sod)"---- pay attention to this (you sod)
"Batten down the hatches" -----tie everything down, a storm is coming
"heave ho" ----give it some muscle and push it.
"yo ho ho" -----cheerful exhortation to demand attention
"Bilge sucking ... ---- <nasty word>" insult :P
"Blimey" -----exhortation of surprise"
"dead men dont bite" -- ---- kill em all
"Bring me one noggin of rum, now, won't you matey"--- bring me a drink, wont you friend.
""Fifteen men on a dead man's chest — Yo-ho-ho, and a bottle of rum!"  --- good ol pirate saying
"hold yer horses ye landlubber" chill, you land based man :D

"prepare to be boarded"

 

Ive never really looked into sins voices, do each ship just have 1 or is it 2 sentences?

Would need to tailor each sentence to each ship according to its role, example:  there is booty ahead lads wont fit a diplomatic vessel -well maybe if its indirectly but still. :D

What kind of dialogue do you want Zombie? High pirate factor or low, and do you want it clean cut or mixed in with future stuff like

"heave ho, ye space rats", "ahoy captain, me spaceship is at yer command" "ahrr, more power to the plasma reactor ye scallywags" etc  or instead of landlubbers it could be planetlubbers, hehe

Just need some feedback from you regarding what sort of dialogue types you want.


 

 

Reply #16 Top

A lot of those would be great for the pirate vessels and I could see some for the Arcadia's.

I just did a google search and came up with this link which has a lot of cool quotes that would fit the mercenary vessels.

http://wiki.guildwars.com/wiki/Mercenary_Hero/Dialogue

 

Reply #17 Top

Wow! thanks for the quick play through guys...

Here's a compilation of the feedback received.

I'll be going through adding comments and making adjustments as necessary.

Transhuman Tracking Spreadsheet

 

 

Reply #18 Top

Aye some of those were quite nice. I dont know if you want just random sentences or answers to you clicking on the ship and as such, some form of affirmative "yes captain" and generally following this form just with more flair, or totally different sentences like the standard sins sentences. Ive personally always thought that the standard sins sentences were rather strange for a huge spacevessel, sound more like the captain is treating it as hes personal riding bike. When it comes to pirates that gets a bit more easy ofc, less discipline and more power to individual captains i reckon so one can be more crazy with answers without throwing logic overboard.

But you do want sentences like: example (not a affirmative) prepare to be borded! when clicking on a ship or do you want more "yes captain!" any preferences, in which way do you lean or are both just fine with you?

 

Reply #19 Top

Quoting Malanthor, reply 18
But you do want sentences like: example (not a affirmative) prepare to be borded! when clicking on a ship or do you want more "yes captain!" any preferences, in which way do you lean or are both just fine with you?
End of Malanthor's quote

A combination of both is suitable. It just depends on the situation. I do like differences though as it makes it easy to identify ships.

Here's what I want to do for example with Plague

CapitalBattleship -> OnAttackOrderIssued : I warned you!
CapitalBattleship -> OnAttackOrderIssued : Scream all you want!
CapitalBattleship -> OnCreation : You will fear us
CapitalBattleship -> OnGeneralOrderIssued : I must feed
CapitalBattleship -> OnGeneralOrderIssued : I'm curious what happens when we die
CapitalBattleship -> OnSelected : I stalks in the night like a disatrous beast
CapitalBattleship -> OnSelected : I will release you from the pain of living
CapitalBattleship -> OnStartPhaseJump : Phase Organs Connected

LightFrigate -> OnAttackOrderIssued : I must
LightFrigate -> OnAttackOrderIssued : Catch me before I kill more
LightFrigate -> OnCreation : It hurts!
LightFrigate -> OnGeneralOrderIssued : Torment me no more!
LightFrigate -> OnGeneralOrderIssued : I want this nightmare to be over!
LightFrigate -> OnSelected : I long for death
LightFrigate -> OnSelected : End my torture
LightFrigate -> OnStartPhaseJump : Must I Jump Now?

Here's what I did do for Nephilim

CapitalBattleship -> OnAttackOrderIssued : Silence the Deceivers
CapitalBattleship -> OnAttackOrderIssued : You'll see what I am able to do
CapitalBattleship -> OnCreation : I will purge the infestation
CapitalBattleship -> OnGeneralOrderIssued : I'm ready
CapitalBattleship -> OnGeneralOrderIssued : Are you sure?
CapitalBattleship -> OnSelected : Our duty is eternal
CapitalBattleship -> OnSelected : Our duty is unending
CapitalBattleship -> OnStartPhaseJump : Phase Manipulation Ready

LightFrigate -> OnAttackOrderIssued : No one lives forever
LightFrigate -> OnAttackOrderIssued : I'm on it
LightFrigate -> OnCreation : Ready to protect
LightFrigate -> OnGeneralOrderIssued : Right Away
LightFrigate -> OnGeneralOrderIssued : You got it
LightFrigate -> OnSelected : Fear denies faith
LightFrigate -> OnSelected : I long for combat
LightFrigate -> OnStartPhaseJump : Receiving Phase Probabilities

It's pretty standard down the ship line to have these events. Core sins can and does have more variations but I decided on only a couple for attack, general order and selected. I wouldn't go higher but it could be just a single dialogue for each. More starts to get closer to hard code limits the more races I add.

 

Reply #20 Top

:yes: For those helping to test Rogue Traders a new build has been posted with the same link previously provided. You only need to download the Fallen Rogue Race (E).7z package as the Transhuman Races (E).7z package hasn't changed. :beer:

This build adds some flavor text provided by Malanthor with some minor edits made as well as fixing some errors.

If you have some suggestions for research names and descriptions feel free.

I'm thinking these should border more on humor, dark or otherwise, in dealing with pirates trying and their intimidating practices.

 

Back to the dialogues... We can also associate sounds with ability activation. Some of those listed above would be cool with some of the abilities.