ZombiesRus5 ZombiesRus5

ZombiesRus5's Mod Yard (Rebellion Titan Victory Mini-mod)

ZombiesRus5's Mod Yard (Rebellion Titan Victory Mini-mod)

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This will be a place for me to ramble and post on whatever my current side project or experiment is in one place.

[video]http://www.moddb.com/mods/sins-of-the-fallen/videos/hypercorp-playthrough[/video]

Active Projects:

Sins of the Fallen Logo 
  
Sins of the Fallen is my main modding project which adds two new races to the sins universe with their own gameplay. 
 

Sins of the Fallen: Transhumans is the first expansion to the mod an introduces two new races Rogues and Hypercorp.

Sins of the Fallen: Blood and Chrome is the second expansion to the mod and introduces two new BSG races Colonial and Cylons.

How to add a race to Sins of a Solar Empire provides a starter race mod template based off the three built-in races of TEC, Advent and Vasari. This mod can be easily scripted to create add-on races for any mod and was used for SGI to create the Asgard and Goauld entities. I have an ant script if your interested for renaming the files and references automatically.

Entity Editor and Validation Tool provides an Eclipse plugin capable of advanced validation of all version of Sins of a Solar Empire. This is a moderately advanced tool requiring the ability to install and configure Eclipse. The tool becomes much easier to integrate and use after the initial setup is complete. For those that do not have the technical capabilities to setup Eclipse, a wiki version of the validation rules have been posted on the code.google.com project site.

 

Retired Projects:


Sins Flagship is a mini-mod that creates 5 Flagship Class Capital Ships for each race. Downloaded way more than I ever expected. Integrated as an addon with Sins of the Fallen.

Sins Pirate is a mini-mod that simulates random attacks against your enemies planets. This was more of an attempt to plan around with Insurgency and had a limited lifespan. Still if your interested in insurgency modding take a look.

Sins_Diplomacy_logo

Sins Technology Pacts is a mini-mod adding additional research options to the diplomacy tree based on pact types accepted. This mod is not complete and may never be, but if your interested in additional ways to mod pacts it's worth looking at.

121,916 views 146 replies
Reply #76 Top

zombies, just put the required bonuses, and add the random bonuses that you want to be available for the planet then enjoy

harpo

 

Reply #77 Top

bloody double posts. did not seem to have posted, and showed the reply in the reply box , so hit the post reply again, and found a double post!

harpo

 

Reply #78 Top

Quoting harpo99999, reply 76
zombies, just put the required bonuses, and add the random bonuses that you want to be available for the planet then enjoy

harpo

Thanks, I'm going to give it a shot. I appreciate the feedback and will hopefully learn for myself soon enough.

Reply #79 Top

Quoting Sinperium, reply 61
May I suggest considering going with the differing planet sizes as well? Similar to DS.

A dwarf, normal and gas giant size model?  This gives you 3 ranges for planet sizes.

I wouldn't want to add tons of load onto the game but the differing planet sizes are really enjoyable.

Here's a shot with differing planet icons. This is following the DS classifications of Moon, Dwarf, Normal and Huge. Though the icons for Huge and Normal are the same, Dwarf and moon have their own set.

Reply #80 Top

I liked working on the planet bonuses for my mod. I had Celestial Bodies and Sins Plus with the different sized planets as well. I made some planets very undesirable. Swamp was very bad that it had 2 negative required bonuses (unstable ground and I forget the other) with more negative and positive random bonuses. Volcanic and Ice also carried some required negatives with positive and negatives randoms thrown in. This made it so you didnt want to colonize every planet you came across and made desert and terran very desirable. This can change the game dynamic a lot as now the terran worlds become the focus of most battles.

I also removed all the tics added by Celestial Bodies and made the icons different sizes.

Feel free to use my binary meshes if you want.

Reply #81 Top

Here's a different test system based off of celestial bodies fictional Tenorias' system.

Reply #82 Top

Quoting myfist0, reply 80
I liked working on the planet bonuses for my mod. I had Celestial Bodies and Sins Plus with the different sized planets as well. I made some planets very undesirable. Swamp was very bad that it had 2 negative required bonuses (unstable ground and I forget the other) with more negative and positive random bonuses. Volcanic and Ice also carried some required negatives with positive and negatives randoms thrown in. This made it so you didnt want to colonize every planet you came across and made desert and terran very desirable. This can change the game dynamic a lot as now the terran worlds become the focus of most battles.

I also removed all the tics added by Celestial Bodies and made the icons different sizes.

Feel free to use my binary meshes if you want.

Thanks, I look through some of your bonuses too then. I'm using a mesh that supports 2:1 textures like whats on celestial bodies so I'd need a new binary mesh to support those style textures I believe.

 

Reply #83 Top

The varying planet sizes in both look really perfect. 

Hard to discriminate between the images.  Distant stars seems to have a little more warmth in the above and Celestial Bodies a little more contrast and sharpness--though that varies in places within each.  That's as an estimate of overall composition.

Both look great.

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I am working on a 3DS model of an exploded planet and am almost finalized with it.  I've kept the poly count down but have included details like impact craters with texture rings for showing crater depth and rock composition layers. There are large, semi spherical chucks in a roughly spherical pattern and varying rock chunks and debris.  Gravity still holding close to it's original shape but cataclysmically split.

The texturing would be completely beyond me at the moment.  If you are up to it I'm happy to share the model. Anyone is welcome to use it.

Here's a pic, it isn't textured or even colored here to show some of the groups (like the crater interior layers)  but you get the idea.  I'm working to make the small debris form a rough ring around the main body at the moment.  I've kept the poly count down and its about 9925 tri's and 7050 verts.  I have a version with more detail but the counts more than double. I think with good textures this will work.  it might even be possible to add some particle forge smoke and glow effects to the model center.  Maybe a dark, smoky cloud with a glowing interior.  Would be a neat and unique model then.

 

 

Reply #84 Top

Quoting Sinperium, reply 83
The varying planet sizes in both look really perfect.

Hard to discriminate between the images. Distant stars seems to have a little more warmth in the above and Celestial Bodies a little more contrast and sharpness--though that varies in places within each. That's as an estimate of overall composition.

Both look great.

Thanks, and what? I'm only adding planets and icons. What do you mean by warmth, contrast and sharpness? Do you mean the backdrop the icons are in?

Quoting Sinperium, reply 83
I am working on a 3DS model of an exploded planet and am almost finalized with it.

Looks cool. I could maybe throw it in 3d-coat and see how hard it would be to paint a texture on it and look good.

Reply #85 Top

I meant the pics themselves there.  Just the overall imagery (in your pictures).  Warm is a little softer light and merged in tone, the other is brighter and more sharp.  I just noticed the two mods produced a different atmosphere in those pictures as you stand back and look at them. The planets all look great either way.

A 3D coat? Hmmmm.  I want a program that creates textures but is free!  I have no problem creating them artistically--its actually getting them easily onto models that annoys me.

I have the surfaces saved as separate groups--basically, every surface that needs a texture can be easily done apart from the other surfaces.  I am still tweaking a little but will post it up when I am done and you can tinker with it.

 

 

Reply #86 Top

Interesting comments. I do think some of the images are a little dark and lose themselves in the starfield. They are all built using projections from the actual models themselves. Though what you are seeing is the see through undetected icons that can be made visible with the dev.exe.

I've uploaded three test systems to my download site at code.google.com. They are mainly just eye candy right now, but feel free to check them out.

 

Reply #87 Top

Quoting ZombiesRus5, reply 86

I've uploaded three test systems to my download site at code.google.com. They are mainly just eye candy right now, but feel free to check them out.
 

Yessssss....I'll go steal them...I mean, check them....out now.

Reply #88 Top

Quoting Sinperium, reply 87

Quoting ZombiesRus5, reply 86
I've uploaded three test systems to my download site at code.google.com. They are mainly just eye candy right now, but feel free to check them out.
 
Yessssss....I'll go steal them...I mean, check them....out now.

Haha, sure... One thing you should know. I made the entire Rigel mod today using images from Celestial Bodies. Give me time and I can add my custom bonuses too. Though I'm not sure when I'll get around to that. Getting kind of tired of modding at the moment.

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Reply #89 Top

It gets to be brain numbing.

I have to pull two faces off a shape and I'll have the shattered world ready.  Takes awhile with the basic 3D skills I have.

Planet bonuses are fun.  If you set them right you can actually create the planets almost entirely with the bonuses.

Reply #90 Top

Quoting ZombiesRus5, reply 88
Getting kind of tired of modding at the moment.

LOL I know the feeling.

Reply #91 Top

Quoting ZombiesRus5, reply 84

Quoting Sinperium, reply 83I am working on a 3DS model of an exploded planet and am almost finalized with it.
Looks cool. I could maybe throw it in 3d-coat and see how hard it would be to paint a texture on it and look good.

 

Maybe for the internal breakaways you could slap some particle effects in there for "fresh" and "not so fresh" combusted planets

Reply #92 Top

Quoting BadTune, reply 91
Maybe for the internal breakaways you could slap some particle effects in there for "fresh" and "not so fresh" combusted planets

True. I need to learn to make particle effects... *sigh* one area I haven't touched really.

Reply #93 Top

it's not THAT hard Zombie, i could show you how if i can get the damned particle forge to work on my laptop...

i've gone through every bit of info i've heard about it. copy DLLs, copy the Texture, Mesh, and Textureanimations folders, update .net framework, etc etc.

i have .net 4.0, will that work?

Reply #94 Top

Quoting Sinperium, reply 83
The texturing would be completely beyond me at the moment. If you are up to it I'm happy to share the model. Anyone is welcome to use it.

I have moons now... Your shattered moon would be awesome after it's destroyed ;)

Reply #95 Top

So what do you think of a tactical moon structure (Sorry no orbit, but they do rotate)?

It took a while to make the tangents work right, but it's pretty cool in game.

I'm thinking each home planet gets them and maybe have them randomly show up on other planets as capturable entities. I've two thoughts on ownership, one being they are destroyable like any other tactical structure (see sinperiums model above). The other being they are capturable after it's planet goes neutral... Or a combination of both maybe...

 

 

Reply #96 Top

Quoting ZombiesRus5, reply 95
I'm thinking each home planet gets them and maybe have them randomly show up on other planets as capturable entities. I've two thoughts on ownership, one being they are destroyable like any other tactical structure (see sinperiums model above). The other being they are capturable after it's planet goes neutral... Or a combination of both maybe...

Well that's a pretty cool way to implement them. What exactly do the moons do though? As of now I would think being captureable is the way to go (it would take a lot of firepower to blow up the moon completely), but that would depend somewhat on what their function is.

Reply #97 Top

How the... Does that thing give/take up tactical slots/structures or something? Maybe make it "destroyable" like planets?

Reply #98 Top

Quoting GoaFan77, reply 96
Well that's a pretty cool way to implement them. What exactly do the moons do though? As of now I would think being captureable is the way to go (it would take a lot of firepower to blow up the moon completely), but that would depend somewhat on what their function is.

As a tactical structure, they can have anything currently associated with a tactical or logistic type structure. It does add some flavor to the scenery as well as add an obstacle to move around.

I originally hoped they could be spawned as starbases but the galaxy scenario def doesn't allow that entity type which I wasn't too surprised after perusing the Distant Stars GSD, but wanted to try to make sure. I'm thinking it would be a natural place to house strikecraft or other interesting abilities. Could be a new set of research on the Defense tree. Still working through some ideas but thought it might make a cool addition.

It would also be possible to have race specific moons on home planets that only get abilities/improvements for that race and specialized/generic moons on neutral planets. The neutral moons could be randomized in the galaxy scenario def by using the WithChance types.

I also appreciate tangents a lot more now....

Quoting Lavo_2, reply 97
How the... Does that thing give/take up tactical slots/structures or something? Maybe make it "destroyable" like planets?

It's currently setup like a structure so you can attack it but not bomb it. Only planets can be bombed. They could definitely be destroyed though which might be kind of interesting. I'm still on the fence with this one. I'd think they would have to have some insane health though if they were destroyable.

Reply #99 Top

Awesome as always  :thumbsup:

Reply #100 Top

The moons look great. I think colonizing them separately from the planet would be a natural step, kinda like if we actually set up a colony on our moon. But I'm not sure how you would go about the logistics and tactical slots for the moon. *Unless you simply didn't give the moon any logistic or tactical slots, just population and exploration.