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.

121,914 views 146 replies
Reply #126 Top

Quoting Sinperium, reply 125
One opinion here--everyone seems to make the binary system symmetrical when asymmetrical is much more natural.

No problem with planets being similar in size but when they are exactly side by side and the exact same widths, it comes across as artificial.

Has anyone considered a dust cloud-like particle effect between them and maybe even a debris ring around both?

I would think it's possible. I haven't done a binary system yet or particle effects. Given the binary systems are one model, it should be possible to add particle effects like you've suggested.

Quoting Sinperium, reply 125
These look really nice and it's good to see they are a little off-axis from each other and have size variation.

It looks really cool in the game. The moon placement is random every time too as it follows the same rules for structures.

Quoting Sinperium, reply 125
Maybe as an add-on. No doubt it will take some jiggling. I noticed one mod had an "add these changes" list for each file type so it could be added to other mods.

Which mod?

Reply #127 Top

I do believe it was sins plus...i don't know.

but Sinperium if you're going to make remarks about the things in mods and sins that are unrealistic, sins may as well be trashed.

Reply #128 Top

Unrealistic?  You swap the folders and files and its "realistic".  If you can make a starbase into a moon and vice-versa, it is pretty much only limited in potential by what it is you want as an object and what you want it to do.

I have no particle forge skills--though I can give it a long, mean stare when I am motivated--but many others do and find it pretty easy to work with.  Adding a simple particle effect isn't that difficult for a person that knows how to go about it.

Now rotating and talking Max Headroom heads in space or a floating Kryptonian council...that would be hard.

A starbase can be a moon, or a defense center, an area ability buff generator--lots of things it can be.  It could be a giant Vasari statue in space that shoots lasers from its eyes or a pair of rotating space ponies.  Pretty much up to the modder and his or her skills. You could pretty easily have a planet and a wormhole animation together as an example.  I'm imagining it's not that difficult. A planet can be replaced by a giant ship with planetary capabilities, etc.

I think it was Celestial Bodies now that I am thinking about it that came with the "add these" instructions.  Was very nice.

I've looked in 7DS, DS and Maelstrom and it's really amazing all the "impossible" things they pulled off.  Lots of untapped potential.

Reply #129 Top

While I love the new 2:1 texture UVs to save a lot of memory load I think I want to take this 1 step further and reduce the mesh itself. 

The typical SoaSE planet mesh

1271 points, 3590 edges, 2320 faces

The new 2:1 planet mesh

1742 points, 5220 edges, 3480 faces

Times this by a typical 90 planet map and holy cow thats a lot of tris that need to be calculated for orbit.

I have them both is XSI and will work on some testing.

 

Reply #130 Top

That's really what I would love to see--really optimized things that allow us to add a few new things inand still keep cpu needs minimal.

Reply #131 Top

SoaSE Planet Mesh -                1271 points, 3590 edges, 2320 faces

ZombiesRus 2:1 Planet Mesh -  1742 points, 5220 edges, 3480 faces

myfist0's 2:1 Planet Mesh -         758 points, 1540 edges, 784 faces

This is the bare minimum with very little blocking effect but the savings will be tremendous. I used a sphere with 5000 radius, U 28, V 28. We can probably go less for moons and dwarfs but will need more for giants to avoid the block effect. I set the Glossiness to 20 but I will try lower. Planets should not be shiny.

Here is the UV I had to create from the spherical UV

Reply #132 Top

MyFist0 please do this to each and every planet and make them as pretty as the one in your picture =O

Reply #133 Top

Wow--I like the economy on MyFist0s.  That's pretty amazing.   Please produce some sets that we can use!

Reply #134 Top

I'll use whichever is best. The one I've been using is from File'o'soft. I'll gladly use a myfist0 version too :P

Whenever your ready I'll add it here for download and in the sins model thread for anyone to use.

Thanks

Reply #135 Top

Zombie, I had an idea about the moons but I'm not sure about how to get it to orbit. I thought maybe have it show up as sort of an asteroid type thing, randomly showing 1-4-6 moons and maybe making something to build on them like with the asteroids have extractors you could build cities or such on the moons. Maybe give them an elevator mesh, or something that covers the moon entirely to change it's appearance.

 In the case of how it's built, maybe you could slip an ability into the starbase constructor, it DOES take quite a bit of materials to build a space station or at the same time a city, you could try fitting abilities on the moons as well like small scale arms/lunar shielding/economic upgrades, practically a lot of what the planets themselves have, even hangars might be able to be incorporated into them, you could even use "starbase parts" in the design to make the build with a starbase constructor a little more realistic an idea, maybe a lower part or any part for that matter of an argonev placed over the planet like an elevator, parts of the hull, a ring around the moon for the advent......something else for the Vasari that I don't know(image of a sphere and the vasari starbase not meshing in my head well) but these are just some things that popped in my head.

Reply #136 Top

Quoting ZombiesRus5, reply 134
I'll use whichever is best. The one I've been using is from File'o'soft. I'll gladly use a myfist0 version too

Whenever your ready I'll add it here for download and in the sins model thread for anyone to use.

Thanks

I like them both Zombie.  I just have been occasionally tinkering with something I am calling "MinSins" as a mod for people on netbooks and old machines.  Every byte saved is a a byte earned.

My goal--tablet Sins! (it's a hobby).

MyFist0 and you guys are doing things I can't so I must get the precious from you all.

Reply #137 Top

planet_earth.7z 
Binary planet model

Planet_Earth.exp XSI scene Compare to SoaSE Terran  
Planet_Earth.mesh 613 kb txt Planet_Terran_0.mesh 465 kb
Planet_Earth-cl.dds 683 kb PlanetTerran01-cl.dds 5,462 kb
Planet_Earth-da.dds 683 kb PlanetTerran01-da.dds 5,462 kb
Planet_Moon-cl.dds 683 kb    
Planet_Moon-da.dds 683 kb    
Total 3,345 kb Total 11,359 kb
Reply #138 Top

I haven't gone through every post but here are some thoughts:

1) Moons could have shield generators on them to protect the planet?

2) They could be refueling stations?

3) If you make them destructable, there should be some sort of planetary impact (assuming that's possible).  For instance without our own moon, we'd have massive planetary devastation like quakes, tidal forces, etc...  So the planet should have some sort of impact like reduced health, reduced population potential, something like that.

When will this mod be released?  Or is it already and I'm just missing it?

Reply #139 Top

Quoting Bazkur, reply 138
I haven't gone through every post but here are some thoughts:

1) Moons could have shield generators on them to protect the planet?

2) They could be refueling stations?

3) If you make them destructable, there should be some sort of planetary impact (assuming that's possible).  For instance without our own moon, we'd have massive planetary devastation like quakes, tidal forces, etc...  So the planet should have some sort of impact like reduced health, reduced population potential, something like that.

When will this mod be released?  Or is it already and I'm just missing it?

It's basically WIP right now.

These ideas are good and might make it in.

 

Just for a short background there are three types of moons floating around.

  1. The binary mesh as shown above. This type of moon orbits the planet because it is part of the same planet mesh. The moon itself doesn't rotate on it's axis. This type of moon has limited effect on gameplay as it may increase the size of the planetary body. All upgrades are tied to the planet.
  2. Nova's Moons which are part of the asteroid definition that can be turned on/off. These moons have no effect on gameplay and are for purely visual effect.
  3. Zombies's Moons which are tactical structures. These moons have the potential of being destroyed, can have their own abilities and stats and can rotate. They do not orbit the planet. Moons like this are spawned via the GalaxyScenarioDef meaning they require a colonized planet on game start. It may be possible to spawn a moon on an interior planet, but will require some tinkering to see if works.
    1. These types of moons could also replace the crystal and metal asteroids. This would allow moons to exist on all planets and allow for racial specific upgrades via the extractor modules. Though asteroids with moons would be hard to swallow... Would probably have to remove asteroids as a planet type and go with Dwarf planets or larger if this was done.
    2. Moons could also be treated as starbases, unfortunately starbases can't be spawned via the galaxy scenario def, so this would create some complications getting moons to appear on your starting planet, plus would use up a starbase slot on the planet.

All of the moon concepts are good ideas in their own right, but I'll be focusing on the tactical option to varying degrees.

Reply #140 Top

I would just like to know...is bacon going to ake an appearance at all?

Reply #141 Top

      This mod has me pretty excited, not going to lie. The possibilities alone have me threatening my laptop with a potential shower of drool.

      Gamegasms aside, I wonder if it would be possible to treat the moons like stations as far as upgrades are concerned. By this I mean one moon has one upgrade slot, forcing you to choose between an economic or tactical.

     Here are some of my ideas for each:

      Economical-

  • Mining of a mineral of your choice, with a bonus to that particular mineral's mining rate.
  • Nar-Shadaa-like economy center that provides both trade and tax income (This one should cost quite a bit).
  • Shipyard, with a bonus to production rates of either frigates/cruisers or capitol ships (I'm reminded of Lunar Base from the original Gundam series)
  • If possible, a penal colony that actually increases the health of that planet but also--again, if possible-- makes the planet more susceptible to neutralization through enemy culture (as if the prisoners are offering your enemy their allegiance for their freedom, much like my Irish ancestors were to the French to be rid of the English).

      Tactical-

  • Endor-esque shield generator that, if possible, could cost fleet supply (the electrical bill on that thing would be ridiculous!)
  • orbital defensive weapon. The recharge on these should equal the time it takes for the moon to make a complete rotation (can't be shoot through it, now can we?)
    • Ion cannon to seriously cripple enemy capitol ships, knocking out propulsion, weapons, and shielding.
    • Anti-ship cannon that does a large amount of damage to enemy vessels.
  • Anti-just-about-anything-bigger-than-a-ship cannon
    • Much like the super weapons of the Vasari and TEC, but can target both planets and (should you be peeking at an enemy planet that looks tasty) Space Stations. Not sure if the latter is possible, but boy would you be able to piss a LOT of people off with it.

No, I haven't modded a single game in my entire life. I'm too lazy. And selfish, if you take into account I prefer to play modds without contributing anything more than feedback. So with that in mind I'd like to say, one final time (I promise), that I have no idea if any of these would be possible. I simply think that they would make the game more interesting in that any enemy planet with a moon could be either a potential blessing or a disastrous curse.

Reply #142 Top

Just horsing around some with what you can do. Here's a mini-mod that replaces flagships with Titans. 

Turn on Flagship Victory and you get one and only one titan. Lose it and you are defeated. I'm not real sure how the AI responds with this as I was just messing around today.

https://dl.dropbox.com/u/5790092/zombies/TitanVictory-v1.031.zip

 

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Reply #143 Top

That is really something there.  Every thing you guys are doing is pushing me farther and farther into the "Duh what me know?" corner.  I can officially hate and envy you all now.

Reply #144 Top

Quoting ZombiesRus5, reply 143
Just horsing around some with what you can do. Here's a mini-mod that replaces flagships with Titans. 

Turn on Flagship Victory and you get one and only one titan. Lose it and you are defeated. I'm not real sure how the AI responds with this as I was just messing around today.

https://dl.dropbox.com/u/5790092/zombies/TitanVictory-v1.031.zip

 

Sounds like an "I win" button for the TEC Rebels, even with the snipe nerf. ;)

Reply #146 Top

Quoting GoaFan77, reply 145
Sounds like an "I win" button for the TEC Rebels, even with the snipe nerf.

Not really, each faction would have a chance to level their titan versus the first titan out approach. All the Titans are actually fairly strong given the appropriate support.