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[MOD] Sins of a Solar Empire: INVASION (new screenshots, May 28th, 2012.)

[MOD] Sins of a Solar Empire: INVASION (new screenshots, May 28th, 2012.)

Previously known as "The Last Stand"

 

 

Sins of a Solar Empire: INVASION is an addon project aiming to expand upon the existing universe of the Sins of a Solar Empire, providing original and high-quality content on top of the original game. Aside from the new content, the addon will also include multiplayer-friendly gameplay changes as well as reworked or new visuals/sounds.

ETA: To Be Announced

Planned changes/content will include:

  •  A new playable race, created to the highest quality standards. The Xin are a race of utterly alien origin, and the massive fleets of their living, semi-sentient ships have been ravaging the galaxy for millenia. Countless races have perished under their onslaught - and now TEC, Advent and the Vasari will have to face this terrible enemy and win - or die trying.
    Assume the role of the defenders and try to stem the tide of death and destruction, or take command of the invading armada and destroy the impertinent insects wherever they choose to make their last stand. 
  • Volumetric Explosions & Damage Effects, providing not only greater excitement to your space battles by transforming all explosions and persistent damage effect into true 3D affairs, but also better visual cues as to how the battle is going, enabling you to spot at a first glance the hotspots and even the level of damage on particular ships.
  • Dynamic Battle System, where each ship class' strenghts and uses are not determined only by its stats and abilities, but also by its flight characteristics. Certain ship classes will be able to move during fleet battles, which, coupled with the reworked stats of all ship classes should prevent "cookie-cutter" or "spam" strategies.
  • New Ship Classes for the new faction, ranging from specialist ships such as the Warmaster or Emperor Battlecruiser all the way to Titans acting as mobile superweapons capable of facing down an entire fleet on their own or even destroying an entire gravity well in one powerful surge.
  • Reworked Balancing, aiming to further focus various ship classes on their roles, removing any overlapping advantages which ultimately make one ship type or the other the ship to produce. Changes will also include increased gravity wells as well as greater class difference in turning rates and top speeds in order to further accentualize fleet placement, strategic positioning of forward bases and other such details which a great admiral make.
  • New Planet Types, which will also be visually enhanced, primarily by increasing their size in order to make them a true centerpiece of a given sector. New planet types will provide greater variety without providing game-breaking advantages to players.
  • Enlarged Gravity Wells which, coupled with the dynamic nature of space combat, will challenge players to an even greater level, requiring careful placements of planetary defenses and orbital structures, as well as fleets.
  • Unique Structures for the new faction, ranging from formidable Heavy Defense Batteries to deployable Outposts which will be capable of guarding even sectors around otherwise uninhabitable astronomical bodies such as stars or gas giants.

==MEDIA SECTION==

 

==SCREENSHOTS==

 

==TRAILERS==

DRONE SPOTLIGHT I

A short ingame exposition of the Scout, Assault and Siege drones.

 

 

 

==BACKGROUND LORE==

Pangalactic War Timeline 

Clicking the above link will lead you to the download of a .pdf document detailing the rich and dynamic history of the factions which will play a major role in the Last Stand mod, so if you are into background lore, be sure to check it out!

 

==UNIT INFORMATION==

 Pending.

 

4,163,392 views 1,794 replies
Reply #26 Top
about something like that, but so far couldn't find a real tactical use for such a unit. Unless you could completely cloak a fleet and sneak past fortified planets, but then the whole point of enhancing static defenses would be void. However, I do plan to implement mines which would be great as a countermeasure for cloaked fleets, and if that works out all right, I might try to tinker with units to make something like this, but coding it into AI behaviour, making mines able to detect cloaked ships and detonate, making cloaked ships not be detected while phase jumping etc. - not even sure if that can be done. Time will tell.
If the cloak was on a timer, and cloaked ships couldn't fire - and perhaps had their shields depleted - it could be very handy for sneaking fleets around fortified planets, without compromising planetary defences.

Anyway, the idea gave me a similar one you might use; the ability to view an enemy planet remotely for a limited period of time.
Reply #27 Top
Have you successfully implemented the mines yet? I would be curious to know how you do it, because I haven't got them to damage themselves correctly.
Reply #28 Top
The Titan idea is pretty cool I think - possibly make them in such a way that you can only have one made at a time? Make it cost a tonne to build, slow as hell and only one at a time, but on the upside make it powerful and able to wreck anything in its path (once it gets there). Also the idea of a flagship specifically designed for fleet use would be kind of cool, something that's similar to a capitol ship but gives all the ships in its fleet certain bonus's.
Reply #29 Top
Whether Titans are going to be limited in number specifically or just by having their supply cost appropriately high (so you can have more than one) will have to wait for testing. Right now I am leaning towards the second option because I would like to leave the choice to the player. So you could have several Titans going about, but that would mean you wouldn't have much of a support fleet.

In fact, supply cost would outweigh the combat power of a Titan. That would make it impractical to have a flock of them at the expense of regular units, because a head-on clash with a regular fleet (and its combined firepower) would see them destroyed.
Instead, the huge ships' role is exactly that of a flagship. It would give bonuses to the rest of fleet and add considerable firepower; coupled with the ability to construct Outposts, a Titan is an invaluable tool. It just doesn't pay off to spam them or send them out on their own.

Mines: working on it. :) Currently testing a "placeholder" variation which nukes the entire gravity well. The thing is, SoaSE uses a rather convoluted system for weapon buffs and abilities, so I have to take it slow or I'll just mess it up. ;)
Reply #30 Top
Ok, another small update. First, a concept change for the Xin race; originally only the scout analog was supposed to be a hybrid between a genetically modified creature and an artificial exoskeleton - I have decided to expand the idea to cover the entire frigate line. The Xin value their lives greatly, and are unwilling to risk themselves in combat unless the stakes are apropriatelly high. As such, they use modified organisms grafted with armor plating, propulsion and weapon systems for their frigate strike forces. These hybrids are semi-sentient and valued by the Xin as humans would value attack dogs.

The Xin cruiser and capital ship lines are, however, crewed by the reclusive aliens. As such, they retain their organic design, but lack the obvious organic components visible on most Xin frigates.


Also, I've been hard at work making new models for the Xin race, and this is the result:


Xin Constructor

The Xin Constructor frigate is, similar to other races, a small vessel designed for orbital construction and repair work. Its concept is simplistic; a giant amphibian creature native to the Xin homeworld, the Constructor has been heavily genetically altered, to such an extent that the only vestiges of its original shape are the dorsal ridges and fins - everything else has been shaped to fit its new purpose. Its scaly hide, still covering much of its body, has been adapted to withstand the rigours of vacuum. The mouth was removed, replaced by a chin extrusion coupled with nanite generators embedded in the creature's head - used for construction and repair work. Its sensor organs have also been altered. The eye has been enlarged and fitted with a tough crystalline shell for protection. The reptile's ears have been flattened out, now appearing as tough leathery membranes capable of sensing infrared radiation falling upon them, aiding the Constructor in its duties. As with other Xin frigates, an artificial exoskeleton has been grafted on the various parts of the host, providing support for engines, shielding and armor plating.

This much for now. Coming soon (hopefully), another art update (new kabooms) and another model (Xin Scout Mk II, the original one looks like crap in my humble opinion).

Cheers!

Reply #31 Top
Here is another art update, this time its the Xin Scout model, mark II. This will replace the earlier concept shown in this thread. As with all Xin frigates, this one is also a blend of organic and mechanic. The goal was to create something which looks sleek and fast compared to other frigates, but not fragile, as all Xin ships are supposed to be tougher (and more expensive) than their counterparts from other races.

So without further ado, here are the screens!



Hope you like it!
Reply #33 Top
The only thing I would like is more realistic "death models". When fighting I have noticed that basically when you destroy a ship, its gone vaporised. But in reality I would really doubt that would happen. I would love to see more along the lines a destroyed ship having (if majority of attack hit its back) having its engine blown and the ship just floating around in space. Completely dead. Along with that, having smaller ships having windows or chunks missing where they were hit. And depending on what type of fire hit the ship. You can have melted parts, bullet holed hauls.

And I think the cherry on the cake would be having bodies float near the ships, only near blown out sections. (seeing one hanging half way out the window would be nice).

I know all this is just eye candy and would probably need a computer twice as good as they recommended. Which luckily I have.

Either way that would be something I would like to be built into a mod.

BTW great mod. Keep it up
Reply #34 Top
Here is another art update, this time its the Xin Scout model, mark II. This will replace the earlier concept shown in this thread. As with all Xin frigates, this one is also a blend of organic and mechanic. The goal was to create something which looks sleek and fast compared to other frigates, but not fragile, as all Xin ships are supposed to be tougher (and more expensive) than their counterparts from other races.So without further ado, here are the screens! Hope you like it!


It looks like a whale. lol. But it works. The only thing is you should make it more sinister. Right now looks like something you want to pet. Not attack, maybe thats its secret weapon get you close and then devour you.
Reply #35 Top
Heh, yes it does look like a whale. An armored space whale. ;) Luckily, that was the idea. Unlike other races, which all follow an overarching shape theme (be it blocky TEC, curvy Advent or insectoid "bite-yuor-head-off" Vasari, I envisioned Xin ships as each having its own theme. For example, the next model I am going to push out, the main attack frigate, will look like a blend between a spider's head and a squid's body. Sinister enough? ;)
The Scout is, on the other hand, supposed to look like it can't put up much of a fight. And it can't. The unit will be able to fire in all directions, but only with a short-range "shock-beam", something like an electric arc, maybe useful for getting rid of a few pursuing bombers, but not for much else.

As for debris; this is also something I plan on touching as a part of my graphical overhaul. The explosions proved rather easy; and it seems possible to add specific explosion data for every ship, including specific mesh debris. I plan on adding the following effects to explosions:

-directional sub-explosions for cruisers and capitals (right now those mini explosions look like puffs, what I would like to make them do is spray flames and sparks outwards from the hull)
-floating bodies; nothing like a bunch of frozen corpses to make a battle look real deadly, however for performance reasons this will likely be a particle effect, unless I manage to make VERY low-poly corpse models
-ship-specific remains; the goal is to have every cruiser and larger ship leave a recognizable part of its hull floating around in addition to standard debris. The idea is for these chunks to be low poly, so the poly count will steadily decrease as the battle progresses, as not to stress the hardware.

Anyway, I believe with some work, all of the above can be done. It is on my to-do list, but after I finish all the models for the Xin. The ship-specific remains will likely be an update, as that requires a lot more work than the other destruction paraphenalia.
Reply #36 Top
The textures on the ship remind me of the covenant from Halo lol. But it is a good model, I like the whale look lol.
Reply #37 Top
This seems to be shaping up to be a really good mod, alot of good ideas and even the new race all seem cool. I just hope it can be combined eventrally with small mods like Sins Plus or others. But so far, good work. ^^  :CONGRAT: 
Reply #38 Top
This is a excellent mod, Don't let this die! I would also like to know if you're capible of modeling and scripting a new planet. The idea is a type of Bio-Organic planet that only Xin can take.
Reply #39 Top
Has anyone ever played Hegemonia, that game had great effects for ship and station damage, and when the bigger ships or stations blew up they left a hulk floating about.

Here is a link to some screens, http://media.pc.ign.com/media/487/487287/imgs_1.html
about 8 pages total there.
Reply #40 Top
Tolzak, yes, I like what Uzii did with the new planets and planetary bonuses, and definitely intend to include his work in the Last Stand. Needs to be noted though, that The Last Stand will have a more "realistic" scale when it comes to planets. The planets will be five times the vanilla size (about as large as stars are now) and will have about three times larger gravity wells. This is to provide a more meaningful combat area (for example it would be possible now to actually shield your vital structures with the planet itself, and intercept and damage approaching fleets significantly before they manage to reach your orbital facilities). And they look better too! ;)

Fbles, while the answer to your question is yes (I just tested making of a totally new planet mesh yesterday), for the purposes of balance it would be necessary then to create race-exclusive planet types for all races, which is illogical since TEC and Advent are all humans, for example. Instead, gas giants, stars, nebulas, junkyards etc. will remain uncolonizable, but you will have an option to deploy an Outpost there to safeguard the sector. I believe that would provide a more dynamic experience for all races.

And thanks for the encouragements, everyone! :)
Reply #41 Top
Since you are making the planets bigger. Are you going to make the suns bigger as well?
Reply #42 Top
I thought i might let you know, that this mod has me excited. The models of the new ships for the Xin look great, really unique and pretty, really giving a sense of what the civilization is. So anyways, great job, keep up the good, hard work.
Reply #43 Top
Since you are making the planets bigger. Are you going to make the suns bigger as well? Also, are you going to make capital ships bigger? As it is right now, the ships aren't that big, so the fights aren't as epic as they could be. Another question, Bailknight's Graphic MOD seems to coming along nicely, is there anyway you will incorporating his mod into yours? Other than that, I can't wait for your mod to come out, it looks great.

Whoops double post, kind of. I must have click post by accident on the above one, I don't remember doing that.
Reply #44 Top
Really neat ships, they remind me a lto of Liir vessels from Swords of the Stars, I'm really looking foward to giving this a try when it's released.

A concept I had for one of the capital ships special abilities would be a area effect bio electric shock that temporarily disabled all enemy vessles in the a radius around the ship for 3-5 seconds and maybe does a fair bit of damage as well.
Reply #45 Top
Since you are making the planets bigger. Are you going to make the suns bigger as well?

First off to make Planets bigger would yes require to have sun bigger now it won't be to big. In real life Suns are huge and planets are nothing but tiny rocks to them.

Second off, from your other quote is that the ships are fine the way they are infact they were to big at the begining why increase everything just to make it all bigger but the same as it started off?
Reply #46 Top
I would also like to add on a new idea, Invasions. Diffrent then bombing invaiding keeps the planet as it was with all upgrades and health. Heres a list of Pro's and Con's to invaiding (If it is possible)

Pro's:
All advancements to planet stay
only 10% damage done to planet.
(This one is Very Unlikely to be made) Captures all stations around the planet.

Con's:
it's extremely slow (10-15 min Yet if you add on more troops you will invaid faster)
Troops can die on planet and fail to invaid.
Alliegence will be extremly low.

Another thing is bombing when all population is dead the planets still there.
I belive you should increase pop and make it so when it hits 0 the planet falls
Reply #47 Top
Hey new scout ship looks like a fish! :CONGRAT:

Silveressa wrote:

A concept I had for one of the capital ships special abilities would be a area effect bio electric shock that temporarily disabled all enemy vessles in the a radius around the ship for 3-5 seconds and maybe does a fair bit of damage as well


So like an electric eel? I like it!
Reply #48 Top
Saga, yes, the stars are going to get an increase in size as well, to keep up the scale difference. Not five times bigger because that would make their sectors way too large, but maybe twice the size they are now. The gravity wells around stars will also be expanded, I dislike the vanilla narrow band representing a gravity well around the most massive stellar body in a system...

Also, I've looked into Bailknight's mod and it does look nice, but I plan to overhaul the combat graphics myself. In addition to new effects introduced with the Xin, the plan is to have better shield hit effects, better debris, I have already drawn some new explosion effects with the goal of every race exploding in their own unique way etc. I must say that he did a very nice job with the TEC weapons, so as not to do a thing which has already been done well, I wouldn't mind incorporating some of his tweaks into the Last Stand, sure.

As for capital ships, right now I do not plan to have them resized. Thing is, with SoaSE, unless you make a model ridiculously huge, they will always look tiny when you zoom out enough. I am first and foremost concerned with relative ship size. Capitals must look large when they are next to a frigate. Titans must look large parked next to a capital. And so on.

Silveressa, actually the concept I have for the Xin long range frigate is for it to fire artificial singularities for area of effect damage (balanced by the rate of fire and ship cost of course). And some Xin capitals are certainly have nifty AoE attacks too. But those are still on the drawing board. :)

Fbles, while I also thought about invasions, right now I cannot promise anything as I don't know if such a thing is possible (capturing a planet). It would certainly be a nice feature, but we'll have to see if something like that can be modded in.
Reply #49 Top
Here is another update: a new model, this time for the main Xin assault frigate and also a bit of a status update. I have been a bit busy with other stuff for the past week or so, but rest assured, the mod is progressing slowly but surely. ;)

First, the goodies:



A bit about the design. For this unit, I had two primary goals in mind. It had to look pretty, because as the main assault frigate, this will be the ship one will spend a lot of time looking at (hopefully not from the wrong side!). And second, the design had to convey two things - that this baby is tough, and that it is nasty. Of course, the overall organic theme had to be obeyed as well.

Naturally, I went for insects. The scarab, I felt, was a good choice (much better than the original concept mating a spider's head and a squid's body, which ended up looking like a friggin' turtle). And as we humans are always so unnerved by the proportionally huge mandibles some insects sport, I just had to work them in. :)

In the end, I am particulalry proud of how this one turned out. Needless to say, the rest of the Xin ships are going to follow simmilar levels of production quality as well! ;)

For those who like to read the story, here is a bit of lore for the ship.

Chok'Ra Assault Drone forms the backbone of the Xin frigate line. Tough, well shielded and armed, this semi-sentient bio-construct is found on every frontline where agility of a frigate and decent firepower are needed. It has only one, albeit exotic weapon; the singularity accelerator. What at first glance look like mandibles of some giant insect are in fact gravity-shaping nodules, allowing the Assault Drone to bend the gravitons present in a gravity field in order to form an artificial event horizon, a black hole. When the Chok'Ra needs to attack something, the internal glands coupled with magnetic containment generators nestled in its head fling a gob of superheated plasma and use the miniature black hole to accelerate it to incredible speeds actually using the "slingshot maneuver" known to astronauts from the earliest days of space flight. Even though such plasma shots are notoriously unstable and dissipate quickly, the sheer speeds at which they are thrown at enemy ships allow the Assault Drone to attack at decent range, on par with other ships of its class.

In other news, I also managed to figure out the particle system, which is evident from the "wormhole" effect I made for the Chok'Ra (a placeholder, the final version will look better).
Also, the attempt to resize the planets for a more immersive scale has been put on hold temporarily. Seems the cloud layer cannot be resized, so I will wait for Ironclad to release additional modding info, maybe there will be some clues. The goal is to have the planets look something like those from X3.

This much for now, planned next (finally) - Xin explosion extravaganza, and of course, new and exciting vessels of universal conquest, the unusually designed anti-fighter frigate, the long range flying accelerator (we all love artillery, don't we) and the awesome meteor-throwing planet bombarder!
And wait till you see what I have in mind for the bigger ships... :D
Reply #50 Top
Oh, I am SO downloading this when it gets out. I clap for you and your ideas good sir! Go! Go and create the mod of your dreams!