Nomada_Firefox Nomada_Firefox

[MOD] SOASE Rebellion - SW Alliance - Released

[MOD] SOASE Rebellion - SW Alliance - Released

This will be my version from the Star Wars Empire at War Forces of Corruption Alliance mods for the game Sins of a Solar Empire Rebellion. The mod will add most of the space units from my other mods and probably more from other era. 

This mod will be release to the public by stages, the first stage will add the Empire and Rebel Alliance. Next stages will add the rest.

If you want know about the credits and what you will see, you can check the readme.txt from my las FOC mod.

http://firefoxccmods.com/Descargas/soasecredits.txt 

Because the SOASE mod is at development, I have not compiled a list from units and credits about it.

You can know more about my mods at http://firefoxccmods.com

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This was my first question about SOASE at this forum. I have saved it because perhaps you found it interesting.

Hi, I was trying add a new model to the game following the iron clad documentation about it and when I was picking the texture_proyection1 for the tangent, I received this message from the program. 

 

I´m not very familiarized with the program because I have edited most of models from my mod with 3Dmax 8. At this case, I exported at 3dmax to obj a model with its own uv and I wanted add all the rest of the stuff at softimage.

 

 

Star Wars - Alliance Star Wars - Alliance

1,627,493 views 579 replies
Reply #326 Top

Quoting Nomada_Firefox, reply 210

Good news, at leas by the moment, I fixed almost all the problems. <snip>


Slot ACTION_CAPITALSHIP_OPENMANAGEINTERNALS can't be setup over ACTION_CAPITALSHIP_ABILITY_4.


I suppose that one ability did not run.

 

This error was implemented as part of the Rebellion 1.5 Patch. Ability 4 worked in Rebellion 1.1. Many capital ships in the mod I am playing with have taken a significant hit in their potency due to the loss of the ABILITY_4 (passive) ability slot.

Reply #327 Top

The last ability slot is working fine; I use a fixedlevel0 passive on it. I also just tested a levelable passive on it without any issue.

Reply #328 Top

Any more progress Nomada?

Reply #329 Top

The first version with Rebel Alliance and Empire is almost finished but.........it goes to take some of time finish the last part, the icons and images, I need time for make each unit icon, I´m not a great fan from this type of work but if I can make ten units per week, I should finish it before end the summer, probably the next two weeks I can accelerate the process.

Reply #330 Top

Quoting Nomada_Firefox, reply 329

The first version with Rebel Alliance and Empire is almost finished but.........it goes to take some of time finish the last part, the icons and images, I need time for make each unit icon, I´m not a great fan from this type of work but if I can make ten units per week, I should finish it before end the summer, probably the next two weeks I can accelerate the process.

I'd suggest going in to dev exe, generating a green screen then spawn the unit you want to make an icon of and snap a screenshot. Quickly scale it to the required icon size and change the green background to an alpha channel and you can have an icon in under 30 minutes.

Reply #331 Top

 you can have an icon in under 30 minutes.

Is this a joke? in 30 minutes I make at least 10 very slowly. No, ignoring the jokes, I use models from my Star Wars Empire at War Forces of Corruption mod and I can load them with aloviewer (a tool from this game), after take a screenshot, I can make the icons at photoshop easily. The unique point is find the free time for this.

Reply #332 Top

If your model fits well in a box, or a small rectangle, you can in fact have a detailed mainview icon in a matter of minutes.

Reply #333 Top

This is not Sins of a Solar Empire Rebellion ;)I was working at my Alliance mod version from the Sins of a Solar Empire Rebellion when I found some of time for edit the normal Sins of a Solar Empire Entrenchment. I made it because I was out the net and I could not use the SOASE Rebellion which it is a steam game (the unique bad thing from it).

At the end, I do not know if I will finish this small work with the original SOASE but I had a few new ideas for the Rebellion mod which probably I will try.

The image from the dominator is not from the SOASE Rebellion mod but the loading image is the in progress work from it.

Just I have a small problem, my normal SOASE is upgraded to the version 1.195 and I can not extract the entity files with harpo sins textbin1.19.12 tool. Any help with this?

Reply #334 Top

#1is the textbin gui refusing to convert as it is the wrong version?

, if yes either edit the targetsinsver.txt to have the version number that you have OR either rename/delete the targetsinsver.txt (this file is needed for the mod updater but not any of my other utilities)

if no #2 are you trying to convert a COPY of the game folders that is OUTSIDE the program files tree?

if no , this is intentional to prevent damaging the working game files,

if yes #2 please post more info in the textbin gui thread

harpo

 

Reply #335 Top

Quoting Nomada_Firefox, reply 333
I made it because I was out the net and I could not use the SOASE Rebellion which it is a steam game (the unique bad thing from it).

Steam now automatically goes into offline mode for me, so you should still be able to play Rebellion despite the occasional internet outage.  o_O

Reply #336 Top

#1is the textbin gui refusing to convert as it is the wrong version?

I have discovered one thing, if I put the original sins gameinfo (trinity version) at Mods-v1.195 and I use the convert_data from the game renamed to ConvertData_OriginalSins1.195.exe, it does not work. But if I rename the folder to Mods v1.195, it converts all the files from the originalsins, there are some files which it does not convert and I suppose that trinity gameinfo folder adds files from entrechment and perhaps diplomacy because I converted these files in the entrechment folder without problems.

I do not know but perhaps all these problems are because it is a trinity version from the game. 

Steam now automatically goes into offline mode for me, so you should still be able to play Rebellion despite the occasional internet outage. 

Yes and no because as Harpo told at his reference files thread, steam needs be online each a few amount of days and I will not be online at this other computer, this is as if I was in the Amazon rainforest, very out the net. :D

Now I have a small question for you, probably many of you know it, what is the error named m_currentsize < MAX_SIZE.

Reply #337 Top

Quoting Nomada_Firefox, reply 336
steam needs be online each a few amount of days

This is not true. I have a netbook that I leave Steam on offline mode for weeks, if not months, at a time.

Reply #338 Top

Can be. But answer me a few questions, have you activated the O.S backups? is it upgraded? what steam version have you? have you installed any other program at it? I feel that steam, the lastest steam version detect these changes and it breaks the offline mode. 

Reply #339 Top

Quoting Nomada_Firefox, reply 338

Can be. But answer me a few questions, have you activated the O.S backups? is it upgraded? what steam version have you? have you installed any other program at it? I feel that steam, the lastest steam version detect these changes and it breaks the offline mode. 

Steam updates itself to the latest version everytime. I have yet to see a reason why offline mode breaks unless your computer is not saving the account credentials properly.

Reply #340 Top

Steam updates itself to the latest version everytime

Only when it is online. Credentials can be broken with all the situations which I have told.

Reply #341 Top

I have been thinking a complete remake from my mod. When I was making my entrechment version, I thought how the mod would be better if the shipyards would build only big starships and the small corvettes and frigates were reinforces from these units. Of course first I thought some like it for the Rebellion mod but at least with a capital ship or with other code, there were problems when the spawn ability was added but if it is added at a frigate, I do not see the same problem and I find the game more fun.

This is my basic design for the entrechment mod for Rebel Alliance and Galactic empire. Even I can add more units. Have fun.

Empire:
Starbase=Death Star
capitalShipInfo
Page:0
count 9
entityDefName "CAPITALSHIP_PHASEBATTLESHIP" SSD
entityDefName "CAPITALSHIP_PHASECARRIER" Ironfist
entityDefName "CAPITALSHIP_PHASECOLONY" Knighthammer
entityDefName "CAPITALSHIP_PHASESCOUT" Eclipse I
entityDefName "CAPITALSHIP_PHASESIEGE" Eclipse II
Sovereign
SSD Legacy
Dominance
Assertor
frigateInfo
Page:0
count 9
entityDefName "FrigatePhaseScout" Tector SD*
entityDefName "FrigatePhaseLight" ISD MKI*
entityDefName "FrigatePhaseLongRange" ISD MKII*
entityDefName "FrigatePhaseSiege" Dominator*
entityDefName "FrigatePhaseAntiFighter" Allegiance*
entityDefName "FrigatePhaseColony" ISD MKIII*
entityDefName "Frigate_PHASE_Predator" Predator*
entityDefName "Frigate_PHASE_Secutor" Secutor*
Doomgiver
Page:1
count 9
entityDefName "FrigatePhaseCarrier" Titan*
entityDefName "FrigatePhaseUtility0" Redeye
entityDefName "FrigatePhaseUtility1" Tyrant
entityDefName "FrigatePhaseHeavy" Relentless
entityDefName "FrigatePhaseMineLayer" TorpedoSphere
Praetor MKII
Implacable
Warhammer
Bellator

capitalShipInfo Rebel Alliance
Page:0
count 9
Rebel One
Mediator
entityDefName "CAPITALSHIP_TECHBATTLESHIP" Bulkwark MII
entityDefName "CAPITALSHIP_TECHCARRIER" Colossus
entityDefName "CAPITALSHIP_TECHCOLONY" MC104
entityDefName "CAPITALSHIP_TECHSUPPORT" Lusankya
entityDefName "CAPITALSHIP_TECHSIEGE" Vizconde
frigateInfo
Page:0
count 9
entityDefName "FrigateTechScout" MC80b*
entityDefName "FrigateTechLight" MC80a*
entityDefName "FrigateTechLongRange" MC80AJM*
MC80M
entityDefName "FrigateTechSiege" Dauntless*
entityDefName "FrigateTechAntiFighter" MC90*
entityDefName "FrigateTechColony" MC90B*
MC120
MC80C

Page:1
count 9
Bothan Assault Cruiser
entityDefName "FrigateTechCarrier" Defender SD MKI
entityDefName "FrigateTechUtility1" Rejuvenator SD MKI
RSD
entityDefName "FrigateTechUtility0" Defender SD MKII
entityDefName "FrigateTechHeavy" Rejuvenator SD MKII
KDY Endurance
entityDefName "FrigateTechStarbaseConstructor" CR Defender
entityDefName "FrigateTechAntiModule" CR Endurance

Reply #342 Top

Finaly, progress, I made most of the icons and I started to make other changes. I have remade all mod where now the small corvettes and frigates are not builded at shipyards and you will see them only with fleet abilities. These screenshots are from a map played against hard enemies.

Reply #343 Top

Never heard of the Colossus Cruiser before, where is it from?  o_O

Reply #344 Top

Probably fanon.

Reply #345 Top
Quoting GoaFan77, reply 343
Never heard of the Colossus Cruiser before, where is it from? 






  • Colossus Cruiser

  • Colossus Cruiser
  • Hyper space speed: Fast
  • Weapons: Super heavy turbolaser, heavy ion guns, antifighter laser guns, flak Guns, advanced missiles, advanced proton , tractor beam
  • Abilities: All power to weapons-Tractor beam
  • Deploy Fighters: Yes
  • Number of fighters: 96
  • Fighter Type: A wing, X wing, B wing
  • Description: Designed by the engineers' body of the Rebel Alliance in collaboration with the shipyards of Mon Calamari as the first ship of control of the Alliance of size almost so big as the powerful Super Destroyers of the Empire. The Colossus is one of the ships of the biggest and powerful Alliance, its only weakness can be his size that reduces agility but his armament allows him to face to any challenge.
Reply #346 Top

yes it is fanon design made by darksaber years ago.

Reply #347 Top

More progress here. I have made a lot of more changes with the mod, specially with the balanced. One big problem were the super capital ships as the Eclipse, they have a superlaser and they can destroy one ship with one shot. When I fought against it, I had problems for do not be destroyed but just thinking, I remembered how the rebels destroyed SSD with fighters, this was the first key for balance them in game, the second was the range from super laser, now it is as other laser weapons and a rebel fleet only must avoid the short contact with these ships and launch their fighters against it. Have fun.

About other features, Rebel Alliance has smaller starships and cheaper, Galactic Empire has many SSD set as capital ships. However the Empire has a lot of good cheap starships very balanced with Alliance units. 

About resources, I have increased a bit them but not too much, only the neccesary for to play smaller maps without low resources and big maps without too many resources. 

About units, I will add at least a few more from both sides, the Strident Star Defender, Doomgiver, Faragut star destroyer, Redeye heavy cruiser, Corona Frigate, ISC, Center point station (Rebel superweapon), the search ship and all its fighters, SSD Vengeance, Torpedo sphere and a few more new for pirates, probably more at the end, it depends from what use I can give to them.

Reply #348 Top

More news here, I have been replacing the faces from commanders. Because I wanted one thing different to the others, I used faces from EAW models at my mods. I find this change very original and unique.

Reply #350 Top

I have some few beautiful screenshots for you showing some of the new features that this mod will make.