Toying with idea

Toying with an idea for a mod to go with the up and coming Diplomacy expansion

With the new expansion just around the corner, and looking at some of the posts going round the beta's forum. I have been toying with the idea of making a mod that will add some capital ships. Namely a set of ships that can be built after forming alliances.

This is my design for a Tech Alliance Command ship.

TechAllianceCommandTechAllianceCommandTechAllianceCommand

The plan is to make a capital for Phase and psi also and perhaps another 3 for combinations of different race alliances.

Anyway, I was just wondering what community members thought of the idea.

If anybody is interested in helping out they are most welcome. Just PM me or check out I-Mod Productions

 

5,062 views 7 replies
Reply #1 Top

Here is a more detailed description of the mod that I have in mind. I'm making it for the Diplomacy, though with a bit of adaption similar mods that use the same mesh's, textures etc. can be made to suit Vanilla & Entrenchment. The research for diplomacy is still subject to change also, depending on the set up of the research tree in the final release of the expansion.

GameInfo files to be added;
RESEARCHSUBJECT_COOPERATIVEDISIGNPHASE
RESEARCHSUBJECT_COOPERATIVEDISIGNPSI
RESEARCHSUBJECT_COOPERATIVEDISIGNTECH

These will have prerequisites of
RESEARCHSUBJECT_ADVANCED_INTER_SPECIES_RELATIONS
RESEARCHSUBJECT_ADVANCED_VOICE_OF_THE_UNITY
RESEARCHSUBJECT_ADVANCED_CULTURAL_RELATIONS
respectively.

For Vanilla & Entrenchment its would be possible to simply just not include the pre-requisites, or new ones could be created. And of course they will have to be relocated into the military tree.

CAPITALSHIP_PHASECOOP
CAPITALSHIP_PSICOOP
CAPITALSHIP_TECHCOOP
These files will essentially be slightly beefed up carriers with some new abilities which will be slight variations of the ones that the respective races already have. GaussBarrage is an example of these new abilities which will give slightly more damage with a bit of a difference
in the firing effect.


Brushes will be made and strings attached also for the above files.

Mesh files;
AllianceCommand_tech
AllianceCommand_Phase
AllianceCommand_PSI

This is the plan for stage 1. Stage 2 I'm going to include another 3 ships with their respective research pre-requisites . These will be hybrid ships that have combinations of 2 different race's weapons, hull and shield characteristics, a Tech Advent combo, a Tech Vasari combo & a Advent Vasari combo. Also with combinations of the new abilities that stage 1 ships have.
I want to have the pre-requisites for these ships to be the forming of a curtain pact with the race that corresponds with the particular ship combo, but as yet I'm not sure how to do this. If its not possible then I will just create some new research subjects for them.

For instance
RESEARCHSUBJECT_REVERSE_ENGINEERING
RESEARCHSUBJECT_STEAL_BLUEPRINTS
RESEARCHSUBJECT_CAPTIVE_INTERIGATION_METHODS

The aim of the mod is to extend the dynamics of the game a little, not to change the Sins experience that much.

And of course because I enjoy modding, If anybody feels the same way and they would like to contribute in anyway they are most welcome to do so. Just PM me or check out
I-Mod Productions

Reply #2 Top

I like the idea, although i'll probably never be able to use it. UNFOURTUNATELY the game allows install without even asking for a serial code and by the time i realized there even was a code I lost it... so i don't think i'll ever be able to upgrade from the original game...:'(

Reply #3 Top

If you have lost the code from the back of the user manual that comes with the disc, you could be in a bit of bother, if you have'nt registered it with impulse yet. Contact support they may be able to help you out.

If you downloaded it from impulse; Login to Impulse, go to "My games" and right click on SoaSE. A drop down menu should appear, then click on "view registration". This should bring up your code.

Reply #4 Top

Nice model, though it looks a little too smooth for a TEC ship. Maybe try to roughen out the edges a bit?

Reply #5 Top

Thanks GoaFan77. Do you mean the textures or the mesh's. With textures I think I probably do lack some of the artistic flare others seem to have. Mesh's I could make some more extrusions coming out of it here and there. I would have to completely redo the Uv's, tangents also. In anycase duly noted, thanks for the input.

Reply #6 Top

A bit of both, but I believe it is mainly the mesh. The reason I commented is because it looks more like an Advent vessel (smooth/circular hull, clean reflective texture) than the clearly armor plated, polygonal TEC ships. The features of the Kol is what I would try to somewhat immitate, as it is the newest TEC capital ship and is a bit less bulky than the other vessels.

 

I know that is likely to be a lot of work, so remember this is just my impression of it. I wish you luck with your project and I look forward to seeing more of your work. :thumbsup:

Reply #7 Top

Yeah your right about the mesh's. Except for the the very front and a few other bits and pieces there is no blue channel at all for the bulk of the hull. I was looking to reflect the disign of the Cielo Command cruiser rather than the Kol though. A command capital if you will.