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Dawn of Victory [Total Conversion] - Feature Trailer Released 9/17

Dawn of Victory [Total Conversion] - Feature Trailer Released 9/17

http://www.dawnofvictory.com
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Dawn of Victory is a modification currently in development for the RTS/4X game; Sins of a Solar Empire. It is a “total conversion” replacing the games original models, textures, UI elements, and gameplay to create an entirely new and original experience.

It is our goal with Dawn of Victory to “maintain depth, but shift focus”, taking the things that made Sins of a Solar Empire a truly enjoyable game, and apply them to a different set of rules.

Above all, the team behind Dawn of Victory is committed to only releasing a product we can be proud of. While we pride ourselves on the quality of our art assets and aesthetics changes, we hope the true value of our mod is the unique and engaging gameplay.

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The storyline behind Dawn of Victory was originally little more than an excuse to create what we thought would be a unique and fantastic backdrop for the game. Loosely based on the “WorldWar” series of books by Harry Turtledove, we wanted to take the atmosphere that made World War II games so compelling, and transport it into a space opera setting.

Over time however, our backstory has grown into an expansive universe, spanning over 300 years of alternate history. Our community driven wiki, dedicated to the story behind the mod has grown to over 500 pages, with hundreds of individual contributors.

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  • New Ship Classes: Corvettes, interceptors, and more.
  • Redesigned Combat Model: Small caliber weapons may be effective against strike craft and frigates, but against heavy armor they won't make a dent.
  • Original Art Assets: Different factions have unique architectural styles and approaches to ship design. All assets have been created expressly for the mod.
  • Enhanced Ship Customization: Mount different equipment on your ships to achieve greater tactical flexibility.
  • New Doctrine Trees: Specialize your faction's approach to combat and more through purchasing unique abilities and bonuses.
  • Redesigned User Interface: The game's interface has been reimagined to fit both the style and gameplay changes inherent to Dawn of Victory.
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The Soviet Union relies on overwhelming firepower rather than subtlety to achieve victory. Soviet frigates and cruisers are well rounded and cost effective, but the true strength of the Red Fleet lies in its capital ships. The Soviet economy is vulnerable however, and must be protected until it is in a position to dominate.
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Kriegsmarine corvettes and frigates are the mainstay of German strategy. When properly deployed they can harass and intercept enemy units before escaping serious retribution. By denying their opponents the room to expand, the Greater German Reich can force their enemies into a vulnerable position before delivering the final blow with cruisers and capital ships.
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The Democratic Federation combines the best elements of the American, Andrean, British and French fleets. Large numbers of specialized ships are available, and when properly coordinated, become effective against nearly every threat.

 

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Applicants would ideally be familiar with UV mapping, and be proficient at recognizing existing unit styles and applying them faithfully either from a concept or working with a group to come up with a design. Models typically range from 1k to 6k polies. Each unit mesh will have only only one UV channel, as the engine limits us to one texture per mesh.
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Applicants should be familiar with normal and specular maps and have a commitment to detail. The art direction of the mod calls for mostly realistic texturing with some room for stylistic exaggerations; experience with generating "greeble" and weathering are a must. Texture resolutions range from 1024 square to 4096 square.

If interested, please send an email to [email protected]. Please include either some samples of your work or a link to your portfolio.

1,207,497 views 526 replies
Reply #301 Top

Quoting boshimi336, reply 299
The UI is ... amazing. Would those graphics UI elements be made available to the modding community upon request? 

The UI elements were created specifically to fit the aesthetic of the rest of the mod and we have been careful to overhaul everything at once to create a homogeneous feel and level of quality. It's designed to be a cohesive package, which is why we have done so many changes to different aspects and not just thrown new models in base Sins gameplay or released it as a modular package. We would really prefer not to see them present in a mishmash of base or mod elements (even at this stage, there are already poor copies popping up), nor would they be too useful considering many are specifically designed to make our gameplay elements (such as controlling depots) more intuitive. If a modder wants to create something similar, the .window editing shouldn't be too tough in the first place.

 

Reply #302 Top

Quoting Carbon016, reply 301


Quoting boshimi336, reply 299The UI is ... amazing. Would those graphics UI elements be made available to the modding community upon request? 


The UI elements were created specifically to fit the aesthetic of the rest of the mod and we have been careful to overhaul everything at once to create a homogeneous feel and level of quality. It's designed to be a cohesive package, which is why we have done so many changes to different aspects and not just thrown new models in base Sins gameplay or released it as a modular package. We would really prefer not to see them present in a mishmash of base or mod elements (even at this stage, there are already poor copies popping up), nor would they be too useful considering many are specifically designed to make our gameplay elements (such as controlling depots) more intuitive. If a modder wants to create something similar, the .window editing shouldn't be too tough in the first place.

 

 

I find it distasteful that people would blatantly rip someone's hard work without at least asking permission to use it ... leaves a bad taste in your mouth. That's why I was asking what the permissions were concerning those graphical features. Thanks for the response!

Reply #303 Top

Attention: The DoV team will be hosting a 64 slot Battlefield 3 server. So when BF3 comes out I want to see you all there. 

Details to follow

Reply #304 Top

Greetings Comrades,

The time seems right to finally mention our plans for the resource system in Dawn of Victory. It may seem strange that such a vital aspect of the game hasn’t been discussed for so long, but we have been hard at work making sure our changes were viable and provided an interested dynamic to gameplay. 

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Wilderness Class Replenishment Station



First of all, the three resource system found in Sins of a Solar Empire has been replaced. Credits, Metal and Crystal are now simply Manpower and Materiel. 

Manpower represents your soldiers, sailors, and airmen; the people behind your warships and stations. Manpower is gained in a way very similar to Credits in Sins. Capturing planets, moons and asteroids will increase how fast your manpower is replenished and like in Sins, you can purchase upgrades to increase the amount of manpower you receive from each world. 

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Materiel is where things really start to change. Materiel represents the steady flow of ammunition, bandages, helmets, tanks, and all other provisions necessary to keep your fleet supplied. Students of history will know that having the best planes or soldiers means nothing if you can’t keep them fuelled or fed. 

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Materiel is gained by capturing depots spread across the map. Each gravity well can have between 0 and 3 depots, each providing a fixed rate of income. Once captured, these depots must be connected to your supply chain through the construction of Supply Bases. Each Supply Base can support any depot within the same gravity well, or any depot in a gravity well directly connected to it. Each depot in turn can be serviced by up to three Supply Bases for maximum efficiency. For a more detailed look, be sure to check out the image below. 

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These depots aren’t serviced magically of course, but rather by trade ships such as the Soviet Tu-402. Destroying these trade ships will severely hamper your opponent, making blockades extremely desirable. While some depots can be found orbiting colonisable planets, making them easily defensible, more often than not you’ll find them in debris fields, asteroid clusters and other areas that are harder to defend. Protecting your supply line while exploiting your enemies' is the fastest path to victory.

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Reply #305 Top

AWESOME.

My head has just nearly exploded from it (if it had exploded, I wouldn't be typing this now would I?).

On a more serious note, I love the basis- it's pretty neat and quite radical in design.

I bow to the immense skill at modding which you guys obviously have.

Though I do have a comment/question- the debot system, it's based on the metal/crystal asteroid refinery mechanic, isn't it.

Reply #306 Top

Quoting Whiskey144, reply 305
AWESOME.

My head has just nearly exploded from it (if it had exploded, I wouldn't be typing this now would I?).

On a more serious note, I love the basis- it's pretty neat and quite radical in design.

I bow to the immense skill at modding which you guys obviously have.

Though I do have a comment/question- the debot system, it's based on the metal/crystal asteroid refinery mechanic, isn't it.

Yeah, sounds like they just converted credits to manpower and metal to material and got rid of crystal all together. Of course there are so many economic values they can play with to get these to act quite different, but not even these guys can make a gameplay mechanic completely from scratch. ;)

Reply #307 Top

Reminds me of Conquest: Frontier Wars, which was a decent game for sure. Though the supply system was for actual ship ammunition and not just powering extra systems.

Reply #308 Top

So in a nutshell, credits are replaced by manpower, metal is now supplies, supplies can only be "mined" via "refineries", and crystal doesn't exist. No wonder you said the resource system cripples the AI, I like this a good deal however. I'll be interested in seeing what you do with fleet supply.

Reply #309 Top

Company of Heroes: Vega Conflict

 

But very clever coding, guys.

Reply #310 Top

Quoting Lavo_2, reply 308
So in a nutshell, credits are replaced by manpower,

Well, if you remember the old USSR, there was plenty of manpower ( working class ) and no money for them... this mod only try to be the more realistic that it is possible...

Quoting Lavo_2, reply 308
I'll be interested in seeing what you do with fleet supply.

Maybe a good idea to speak with Tobi from the B5 mod... he is working on replacing the antimatter thing with a fuel system... spaceship need to tank from time to time for continue to fly...

Reply #311 Top

Very clever approach, fits nicely with everything else.

Reply #312 Top

So, on the topic of the German side, you may well have all the ships decided on, but I had a few ideas for a ship. Kind of dark, sinister, and sure to provoke some controversy, but here goes.

Basically, the equivalent of a siege capital, an SS capital ship. I understand that there was a plan to change the bombardment animation to that of invasion, so I came up with a colony-attacking ability:

Storm Troopers

An SS battalion is deployed to the planet's to seek out and eliminate loyalists, spreading fear and panic in their wake.

 

Basically causes a drop in loyalty, planet health and population, just like the vanilla siege frigate abilities.

Also, I've got an idea for the line when you select the ship. Fits in with the theme of these being the most hardline followers: "One day, every planet shall bear the swastika." I think you could get a really good snarly German accent to go with that.

So, err, that's it. Also had an idea for a supervisor's line when something bad happens (this could equally fit in with the Soviets), like a planet is lost: "Don't make us replace you."

DISCLAIMER: I in no way support fascism, Nazism, racism, secret policing, etc. Just so that you and the mods know that this is purely from a creative viewpoint, for use in a fictional setting.

Reply #313 Top

Quoting Oatesy03, reply 312
DISCLAIMER: I in no way support fascism, Nazism, racism, secret policing, etc. Just so that you and the mods know that this is purely from a creative viewpoint, for use in a fictional setting.

Quoting Oatesy03, reply 312
/evil German VO "One day, every planet shall BEAR the swastika"/evil German VO

Fix'd.

.............

I'm sorry, but simple spelling errors bug me. That said, I think it's a very interesting concept.

Quoting Oatesy03, reply 312
So, err, that's it. Also had an idea for a supervisor's line when something bad happens (this could equally fit in with the Soviets), like a planet is lost: "Don't make us replace you."

THIS. PLEASE USE THIS. I BEG OF YOU, HEED THIS MAN.

Reply #315 Top

Thanks for the suggestions, SS ships will appear in the mod, and it’s not impossible that an SS capital ship might make an appearance. We already have a similar ship planned for the Soviets; a KGB Border Guards Cruiser.

As for voice lines and such, we’ve made a great effort to make sure that the sides in DoV aren’t reduced to cartoonish two dimensional stereotypes. Most voice acting in DoV follows standard radio protocol and while a bit more boring than Red Alert style sound bites, better fits the atmosphere of the mod.  

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Reply #316 Top

Quoting Swiss, reply 315
As for voice lines and such, we’ve made a great effort to make sure that the sides in DoV aren’t reduced to cartoonish two dimensional stereotypes. Most voice acting in DoV follows standard radio protocol and while a bit more boring than Red Alert style sound bites, better fits the atmosphere of the mod.

Seems I'm just too used to C&C's characterisation of units. Props to you if you can get the fanaticism across even with strict radio protocol!

Reply #317 Top

Quoting Swiss, reply 315
As for voice lines and such, we’ve made a great effort to make sure that the sides in DoV aren’t reduced to cartoonish two dimensional stereotypes. Most voice acting in DoV follows standard radio protocol and while a bit more boring than Red Alert style sound bites, better fits the atmosphere of the mod.  

 

+42 respekt

I really hate the way the dialogue for unit lines has been written in most western games. Pop culture and other junk just detracts from the experience.

Reply #318 Top

Reply #319 Top

Nice! Makes me wish the actual game looked like that. :)

Reply #320 Top

Maybe in SOASE III.

Maybe then it'll have a campaign.

Reply #321 Top

I apologize for making Carbon post that but my account was hacked by spambots and I had to fight my way out of hell. 

Reply #322 Top

Quoting Swiss, reply 321
I apologize for making Carbon post that but my account was hacked by spambots and I had to fight my way out of hell.

Poor spam bots, they didn't have any idea what they were getting themselves into... o_O

 

 

Further, I advise that the Devs add custom map sharing to Sins of a Solar Empire: Rebellion.

Reply #323 Top

WOW...  :)  

 

I can't believe I have been playing the vanilla for so long. I feel like I did last year when I discovered what 31 flavors is.