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Author Topic: Sins of a solar Empire, SC mod  (Read 3317 times)

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Offline Lukipela

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Sins of a solar Empire, SC mod
« on: June 06, 2008, 01:43:56 am »
This was shamelessly boosted off girhen on the UQM forum, his original thread is here.

He writes:

"Sins of a Solar Empire is having a mod made for it - which will include the Star Control races in it.  So far, in the latest release of the mod, the Kohr-Ah Marauder is the only SC ship in it.  More is in the works right now.  If anyone here is interested in doing work for the mod, the forums for the mod itself are the bottom link.  I am not yet an official member of the team, but I am in the process of joining as a modeler.

...

Oh yes, I forgot to post the full intent.  To my understanding, the final goal is to have each race with a full set of their own ships, meaning 24 new races (slylandro can't leave their world, so not the 25 ships from the game) with 17 ships (this includes fighters and bombers) per race.  The new ships will be inspired by the original race and ship. "

The gang hangs out here. If you are interested in modding, or have the artistic talents they might need, check it out and sign up for the adventure of a lifetime!
« Last Edit: June 06, 2008, 01:47:06 am by Lukipela »
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Offline Shiver

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Re: Sins of a solar Empire, SC mod
« Reply #1 on: June 06, 2008, 02:53:31 am »
Glad you didn't newsify the GalCiv2 mod from earlier. That other guy was in way over his head in terms of what he was trying to do. These people? Who knows, but at least there's more than one of them.

Offline Lukipela

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Re: Sins of a solar Empire, SC mod
« Reply #2 on: June 06, 2008, 03:40:29 am »
I considered doing it, but I figured I'd wait til he posted some more progress reports and he never did. He did have an enormous scope, so I'm not suprised it got put on hold.

As for this project, I browsed their forum. Even though there aren't a lot of them yet, they do seem to have several modellers. Their scope is no less ambitious (droves of ships), but if they take the advice given on UQM (start with just Hierarchy/Alliance) they might actually get it done.

Lets just hope they can attarct some more people, either through us or from their main site.
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Offline Scott_Irving

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Re: Sins of a solar Empire, SC mod
« Reply #3 on: June 06, 2008, 03:42:49 pm »
I joined lol.. I was thinking of posting a news topic but hadn't gotten around to it yet.

Offline Lukipela

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Re: Sins of a solar Empire, SC mod
« Reply #4 on: June 07, 2008, 11:58:29 am »
That's why I offered to do this stuff Scott, so you could concentrate on updating the site.
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Offline Scott_Irving

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Re: Sins of a solar Empire, SC mod
« Reply #5 on: June 07, 2008, 01:36:46 pm »
indeed and you've been doing a very good job. I still never heard from arne about the layout he did up, Ill just have to take what I've got and use it I guess.

Offline gihren

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Re: Sins of a solar Empire, SC mod
« Reply #6 on: July 15, 2008, 12:23:07 pm »
I figure an update would do well.

Danman has released the 2.0 Beta of 7 Deadly Sins.  You have to request playtester status, but he has yet to deny it to anyone.  The Kohr-Ah have 5 ships in it, the Marauder and 4 ships that are based off its design.  For the most part, they're simply longer, wider, taller, and/or etc than the original.  The Arilou are present, but rather incomplete.  They will be more polished for the second Beta and the final release.

Danman has also said it's very possible that the Kzer-Za will be ready by the final 2.0 release.  They have lots of ships done, possibly enough for every ship in the race to be new. 

The biggest problems we've run into are actually concerning the details.  The game has a hardcode on how many sounds are possible, so right now there is a limited amount of speech unique to the new races.  I've also had problems adding one of the four pictures for the new races in the game.  As far as models and unique items for the new races are concerned, however, this mod is doing quite well.

Offline Mr_Blunted

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Re: Sins of a solar Empire, SC mod
« Reply #7 on: March 10, 2009, 03:01:05 pm »
Hello there, just joined this site earlier today. I am too on the 7 Deadly Sins team and i can tell you that the Ur-Quan is the preffered race of many of our mod users now. There are even Hints at putting in the Sa-Matra as either

a) an orbital platform that destroys anything that comes close

or

b) a Playable Capitalship (for the Kzer-Za race that will be put in later).

just so you know , Sins has many hardcodes so if we choose option A, then we will be unable to code it as true Canon. On the flipside, if we put it as a capital ship then we have the problem of Sa-Matra Spamming (although seceretly we all want a fleet of Sa-Matras but this mod HAS to be balanced)

Let me know what you all think

Offline Eth

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Re: Sins of a solar Empire, SC mod
« Reply #8 on: March 10, 2009, 07:27:22 pm »
Playable capital ship is cooler.  Spamming be-damned!

Offline gihren

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Re: Sins of a solar Empire, SC mod
« Reply #9 on: April 30, 2009, 11:02:48 am »
I believe it will be the Kohr-Ah and Kzer-Za Titans.  Spamming would require vast amounts of resources, and would greatly limit the size of a fleet.  We're staying as true to the spirit of the original as possible, and I personally think we're doing a pretty good job of it.  More shameless boosting off by me ;).

The Kzer-Za did not make the 2.0 release, but should be in by the next one.  The Druuge and Chmmr also have a lot of work done on them, and one may also make it in the next release.  The Arilou and Kohr-Ah, however, felt quite full as a true race in the 2.0 release.

The original website is dead, the current website is www.sri-corp.com

Offline Lukipela

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Re: Sins of a solar Empire, SC mod
« Reply #10 on: May 01, 2009, 06:57:50 am »
I tried quickly checking your forums for images of this, but couldn't find any. Have you got any handy links? If there are some cool Quan pictures I could make a new newspost about it.
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Offline gihren

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Re: Sins of a solar Empire, SC mod
« Reply #11 on: May 07, 2009, 09:11:02 am »