ManSh00ter ManSh00ter

[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.

 

4,165,093 views 1,794 replies
Reply #1701 Top

A few new shots to bridge the gap until the new trailer:

Some examples of new particle effects Some examples of new particle effects

Some examples of new particle effects

Reply #1702 Top

Nifty.  Now gimme!

Reply #1703 Top

:smitten:

Reply #1704 Top

ah is aimin' me HARPOON to get me some o' them thar whales

HarPOON

Reply #1705 Top

I wonder if this or Black Mesa has "been in development" longer hehe :P

Reply #1706 Top
arg the wait is killing me i really want to try this out.
Reply #1707 Top

Time for a monthly update ManShooter--or we're callin' the cops.

Reply #1709 Top

Kitty cops.  So cute.

See what happens when you don't post regularly ManShooter?  Hurry, save your thread!

Reply #1710 Top

O.o'

Reply #1711 Top

Arggghhhhhh!

 

There, thread updated. :p

Reply #1713 Top

Hey...at least we know he's alive.

Reply #1714 Top

Gentlemen, creating professional quality teaser videos requires time. Time I occasionally spend actually working on the mod, hence the delays. :p

Reply #1716 Top

But we're all watching you ManShooter...oh yes...we are watching you.

Reply #1717 Top

Quoting Sinperium, reply 1716
But we're all watching you ManShooter...oh yes...we are watching you.

 

That would explain why all my watches keep disappearing ... O:)

Reply #1719 Top

O:)

Reply #1720 Top

Wrapping up the last of the static structures this week. Can't believe I'm pretty much done with graphic assets...

Here's a few shots of the Masticator, the Xin analog of the extractor units. This is how the model looks when sculpted, before it is retopologized for the game.

And this is how it looks as an (unoptimized) retopo mesh as it will be used in the game:

Reply #1721 Top

Quoting ManSh00ter, reply 1720
Masticator, the Xin analog of the extractor units.

 

Second breakfast anybody ... ? :D

Reply #1722 Top

Man, those things actually make my stomach queasy. They're like a cross between a tick and a black widow spider.

Except the one in the top center has that cute, Huey, Dewey and Louie duck-face. #:(

What the heck is, "repotologized"!?

Reply #1723 Top

Retopologized.  I think ManSh00ter is saying it will be resurfaced into a low-poly game model.

Reply #1724 Top

Fo' schnizzle?

Reply #1725 Top

Retopology is a process where you take a high-poly model (in this case, the sculpted model is about 300 000 polygons) and retrace its surface topology so that you end up with a generally same shape but with much lower polygon count (the retopo mesh has about 12 000 polys), which is more suitable for game engines, and pretty much anything else, like render scenes.