DANMAN3712 DANMAN3712

The "Ancient Ones" or Atlantians - new race

The "Ancient Ones" or Atlantians - new race

I have successfully created another race within Sins, giving it a 4th race.  So far, I am making them an "advanced" form of the Vasari, and am trying to tie them into the story as these guys mabe what the Vasari were running from.  This race looks like the Vasari (so far), but are much more advanced, and even older than the Vasari themselves.  For now I am calling them the "Ancient Ones", or the Atlantians, since I have this thing for Atlantis and Stargate.  They are Vasari, but have Psi power like the Advent.  So far, they everything will be doubled with their stats, including phase space speed, entering phase space, weapon damage, hull points, and shields.  They will however all cost double as well, including build time (better things require more time).  I think this race would be great for players who want to "turtle" for a while while building up their superior fleet.  They key to beating this race would be killing them off early, before they can build an unstoppable armada.  Please let me know your thoughts and opinions or ideas you all might have.  I have been reading the mod posts for awhile now, and will try to address popular concerns too.

DANMAN

51,951 views 49 replies
Reply #26 Top
It's probably too late into the production of the mod for this to matter, but I figured I'd comment anyways.

The Alterans (aka The Ancients / Atlantians) were more of a peaceful race than a kick-ass military race. If you were trying to balance a race off of them, I would suggest improving civil and culture advantages the most. While the Alterans no doubt had powerful weaponry and technology, they didn't use it without cause.

To avoid having to add new weapon types, might I suggest using the energy wave weapons exclusively? They look similar to the Alteran drone weapons used in the 'Chair' arsenal.

:P
Reply #27 Top
looks neat 2 me and all... but i'd suggest b4 actualy releasing this as a mod to SERIOUSLY compare and rebalance if needed.

i've seen alot of games where people add a "super race" and some ofthem actualy went GREAT :)

while most kinda crashed and where either to strong or with sucky designs (designs are O.K. here sow balancing remains:) )



just noticed...
the Atlantian Capital Ship Factory text doesnt quite fit (facTORY = outa the box )
might wannalook after that...

" I have also managed to retexture some of the beam weapons, as such both the Atlantian Battleship and the Hive Ship now shoot BLUE beam weapons"
blue beams???? aint that ADVENT specialty?

since they seem a pretty powerfull race i'd add some different weapon styles
(ionic storm generators (geez what a name:P)
just a simple idea... al the gunz focussing on creating
an ionic storm that does damage..... who knows.....
Reply #28 Top
Saikou:
Yes, the Alterans were more of a peace-loving race, and only attacked when provoked, in which they would wipe out all in their path. The Atlantians that I am designing actually fullfill this role, so your interests are at heart. With this race, it will take the player an increadible long time to amass a fleet, due to EVERYTHING costing triple in order to balance the system. So you would have to be peaceful, until you have the power to decimate the race that ticks you off later on.

Shadow: I have noticed the text out of the box, and I am working on that. Thanks for pointing it out.

and yes, beams are an ADVENT thing, but the Vasari have them too. What I am doing is blending the ADVENT and Vasari together, as far as tech goes. So the new Atlantian ships fire both Wave and Phase weaopons, as well as BEAM weapons. And the beams are BLUE.

I'll post that screen shot soon.

DANMAN
Reply #29 Top
Love the new race, but in terms of story...

It's more than a bit overused to make the aliens that are bigger and badder than the current big bads simply older than the next oldest race. Consider; the Vasari developed a large interstellat empire. Why did they not encroach on or get noticed by these Atlantians sooner?

I would suggest a departure from the rule that the adversary of the big-bad-ancient race is a bigger-badder-ancienter race; what about a younger race with an innate knack for tinkering and the ability to reproduce quickly, who were able to overthrow the Vasari empire by stealing some of their technology and making it better?

As the history of our world shows us, all empires have a tendancy to overextend themselves. Take Rome for example; they weren't conquered by an industrial-age civilization that came out of nowhere; the (western) Roman empire spread itself too thin and was overrun by hordes of barbarians weilding Roman weapons.

Just a lil something to think about. Again, great work!

/me is much more interested in background fluff than actual game mechanics, it seems <_<
Reply #30 Top
Will the Great,
HHMmmm. Something to think about. I like your idea. I may incorporate this either inth the Atlantians or into another race that I am making. I plan on adding at least 4 races (7 DEADLY SINS)...get it?

I like the "new" race is better idea, rather than the old-bad-ass is bigger-bad ass. I do like that approach. I 'll have to go over things and get back to you. Thank you for the comments and praise. Keep 'em coming!

DANMAN
Reply #31 Top
Id keep the current race as it is and just move onto new ideas with new races!

Keep up the good work
Reply #32 Top
PirateNeilSouth,
I've considered that too. I do intend to create even more races, including a new "menace" type race, as well as a "savior" type race. I was thinking aloing the lines of an "Angelic" type race, based on the Advent.

DANMAN
Reply #33 Top
sounds like COOL MOD will it work with sins plus?
Reply #34 Top
recode,
This mod has been incorporated in my other mod, 7 DEADLY SINS. Please go to that thread. And to answer your question, yes! 7 DEADLY SINS is a super combo mod, in which the Atlantians have been merged with the most up to date versions on SINS PLUS + Bailknight's Graphical mod + Sins Enhanced. Go check it out, download, and enjoy!
And please post any comments that you may have, as all are welcome.
See you there!

DANMAN

Here is the link to 7 DEADLY SINS:
WWW Link
https://forums.sinsofasolarempire.com/306277
Reply #35 Top
Got an interesting idea for the super cannon for the Atlanteans, Make a weapon that shoots an anti-matter shell (or whatever you come up with) at a planet and destroys that planet and changes the planet from whatever type it was into a asteroid belt.

Think of the death-star in Sins...lol

Would make it easier to control the galaxy, you'd have less population to complain that you've increase the taxes again....lol
Reply #36 Top
DeadlySeraph,
Love the idea, but so far there is no way to change a planet mid game. Perhaps in te future this can be done.

DANMAN
Reply #38 Top
I think you should give the ancient ones the ability to control the planetary shield on the relic worlds and maybe add it to there homeworlds. Also it would be cool if they had a ship that could generate a planetary shield or a shield around there entire fleet.

DarkStar
Reply #39 Top
I think you should give the ancient ones the ability to control the planetary shield on the relic worlds and maybe add it to there homeworlds. Also it would be cool if they had a ship that could generate a planetary shield or a shield around there entire fleet.

DarkStar
Reply #40 Top
That's a neat idea.

DANMAN
Reply #41 Top
how do u use mods

please don't hijack the thread, go to the 7sins thread, everything you need to know about installation is written there.

Btw, Keep up the good work, i like how the atlantians are comming along!
Reply #42 Top
Thank you Loger.
They are coming along very nicely indeed. LOTS of new stuff for the next release.

DANMAN
Reply #43 Top
let me first say that i love this mod. i use it all the time when playing 7 Deadly sins. tho in my oppinion the race is incomplete. i love how you took the visarri ships and made them atlantean. they looked the most like what atlantean ships in my oppinion would look like. i believe it would be better if you finished the mod. finish making the rest of the ships atlantean. maybe ask someone to make you some new models. then pose an update. i can say with how amazing this mod is that i wouldnt have stopped working on it till i was finished. if i was any good at modeling id add more myself and send you the idea to see what you thought, but sadly i dont know anything about modeling. hope to see more from this sometime in the future. but know i think what you have is kick ass.
Reply #44 Top
Moonhaven,
Thanks for the kind words and ideas. You know that 7 DEADLY SINS contains the Atlantians right?
Anyway, new models and textures for the Atlantians will be included in the next update. I already have 3 CAPS done, with 2 more to go.
Actually, by the time I am done, the Atlantians will have 10 cap ships, 5 regular that are TITAN sized, and 5 normal size. To get around the limits of the game engine, the TITANS are actually CAPS, and the regular size are really just big frigates.
Stay tuned for the next update of 7 DEADLY SINS, where you will see the brand new Atlantians come to life.

DANMAN
Reply #46 Top

sounds ike there going to be way overpowered to me but well see

Reply #47 Top

Check the year on the post. Atlantians are in the Seven Deadly Sins mod.

 

:fox: