Author Topic: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)  (Read 19492 times)

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Offline spinsane

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #15 on: July 02, 2009, 09:15:17 am »
Ya I could be wrong. The color scheme of the warp pod and the implication that there are two, "DATA: This unit appears to be the core for the starboard warp pod of an Ur-Quan Dreadnought." as well as that it is called a 'core' piece, and thus smaller than the rest of the equipment and yet it is still rather large, it makes loads of sense. *ahem*  ::)

Offline gihren

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #16 on: July 07, 2009, 11:46:14 pm »
I didn't take offense Luki, I'm a member of this team and still badger about when the next release is.  Some folks don't know the time though, wasn't sure who has an idea of this project's size.

Interesting piece of info, Spin.  My explanation either way would be an increase in sub-lightspeed travel, note the large thrusters on the back.  Besides, if the Enterprise-D series finale can have 3 nacelles, we can have 4, at least it's in a pair  ;).

By the way, the mod team is currently testing the 2.5 Alpha B.  The next release will be for SoaSE's mini-expansion, Entrenchment.  Entrenchment opened too many doors to modders to ignore, and it actually decreased my game loading time to about a quarter of what it was in the last vanilla SoaSE release.

2.5 Alpha B includes 2 Kzer-Za ships, and the number that will be in the final release of 2.5 should be a half dozen or more.  I think (note the I and think) each 7 Deadly Sins race should see at least one new ship or station, and balance should be better.  Since this is an Alpha, not even a Beta release, much more than that may appear before its final release.

Offline Lukipela

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #17 on: July 12, 2009, 05:43:46 am »
Ya I could be wrong. The color scheme of the warp pod and the implication that there are two, "DATA: This unit appears to be the core for the starboard warp pod of an Ur-Quan Dreadnought." as well as that it is called a 'core' piece, and thus smaller than the rest of the equipment and yet it is still rather large, it makes loads of sense. *ahem*  ::)

That's pretty flimsy though, seeing as there might be tons of other stuff and we've got no size approximations.

I didn't take offense Luki, I'm a member of this team and still badger about when the next release is.  Some folks don't know the time though, wasn't sure who has an idea of this project's size.

Yeah, I just wanted to point out that I'm not sitting around whining about a release, I'm just interested.

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2.5 Alpha B includes 2 Kzer-Za ships, and the number that will be in the final release of 2.5 should be a half dozen or more.  I think (note the I and think) each 7 Deadly Sins race should see at least one new ship or station, and balance should be better.  Since this is an Alpha, not even a Beta release, much more than that may appear before its final release.

Sounds pretty exciting.
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Offline gihren

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #18 on: October 04, 2009, 06:04:32 pm »
Work is coming along, new alphas have been released, and more ships are underway.

I took a look at Tsing's old Kohr-Ah Marauder model I had lying in my files.  It had WAAAAAY too many polygons to go in the game (by a couple order of powers), but I remade the Marauder model while looking at Tsing's version.  Although mine is not identical, it has obvious lingeage to his model.  I think it came out well.  I'd post a pic of my rendering of it, but the rendering I could make would be missing the bells and whistles that will make it stand out like it will once it's in game (lights, team colors, bumpmap, etc).  I'll post the new content once it's out.

Offline Scott_Irving

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #19 on: October 05, 2009, 08:04:26 pm »
You have his original marauder? I'd love to get a good look at it, I've never had much luck modeling one myself. Though I've got his original dreadnought model.

Offline Smoke353

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #20 on: October 06, 2009, 09:14:22 am »
Where might one be able to find these models?  :D
How is it that I can beat the Sa-Matra with one Fury, but I can't beat a Marauder with an Avatar?

Offline gihren

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #21 on: October 06, 2009, 11:08:09 am »
http://www.star-control.com/forum/index.php/board,9.0.html tsing's models there, as requested.




The Sa-Matra, the Titan version (there's also a stationary version that has the other model).  The texture I made was based off of the 3do video version, it looked rocky and evil.  The glowing portions (fiery middle area, main gun, and the green gun modules) will likely change to be brighter than they currently are.  The fiery shots are actually in the game, but Dan didn't get them in the screenshot.  They should be in the next Alpha release, I only sent him the file yesterday (fast turnover).

Offline Angelfish

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #22 on: October 06, 2009, 11:43:51 am »
Looks great!
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Offline Lukipela

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #23 on: October 06, 2009, 11:46:43 am »
This is seriously beautiful girhen. You guys have really accomplished something impressive. I may just have to go out and get that game just to play the mod. Uh, and a new computer I guess.
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Offline DANMAN3712

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #24 on: October 06, 2009, 11:53:31 am »
Greetings All!

I am SO glad you guys approve of this.  My biggest critics are other SC fans like myself.  SC is a passion of mine, and I hope to do the series justice with this mod.

ALSO - I have been in contact with Toys for Bob, and currently discussions are going back and forth regarding DANMAN GAMES making a new Star Control based game, although it can't be called Star Control, we can use the content of the SC universe if TFB is onboard with it.  So far, no talks in the past few weeks, I suppose they are busy.  I will keep you all informed.

IF any of you have ANY SC model that we can use, PLEASE contact me ASAP.  I am trying to put in as much SC content is as possible, with a future standalone SC mod in the works, complete with music and all.

Thank you All!

DANMAN
I am DANMAN, the Creator, and Master of the 7 DEADLY SINS.....



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Offline Scott_Irving

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #25 on: October 06, 2009, 06:32:14 pm »
That looks great!

Offline Smoke353

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #26 on: October 06, 2009, 09:28:34 pm »
Cool stuff.  :o
How is it that I can beat the Sa-Matra with one Fury, but I can't beat a Marauder with an Avatar?

Offline SuddenDeath

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #27 on: October 07, 2009, 02:00:28 am »
ALSO - I have been in contact with Toys for Bob, and currently discussions are going back and forth regarding DANMAN GAMES making a new Star Control based game, although it can't be called Star Control, we can use the content of the SC universe if TFB is onboard with it.  So far, no talks in the past few weeks, I suppose they are busy.  I will keep you all informed.
;D

Also, I see that you intend to put every race into the mod separately. There's a problem with this - they all have only one ship... and as I understand it the rest of each race's ships are just slightly altered versions of that one original ship.

I realize that probably too much time has passed and you won't be doing what I suggest... but wouldn't it be better to make Alliance and Hierarchy into factions? That way you already have a lot of different ship designs for each, which has a good result - a lot of variety.

Of course, the neutral races (Kohr-Ah, Arilou...) would still require a fleet of their own. The neutral races would have several times the amount of differing ship designs when compared to each race composing the Hierarchy and the Alliance, so I'm not really sure this would be a good idea.

Offline Angelfish

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #28 on: October 07, 2009, 02:11:07 am »
In Star Control's lore there are mentions of different ships per race, if I remember correctly, so I guess it wouldn't hurt to add multiple ships per race. Besides that, it fits really well in this game, and as Gameplay always is more important than being Canon, this is the way to go :).
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Offline SuddenDeath

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Re: Sins of a Solar Empire - 7 Deadly Sins mod (SC content!)
« Reply #29 on: October 07, 2009, 02:14:49 am »
In Star Control's lore there are mentions of different ships per race, if I remember correctly, so I guess it wouldn't hurt to add multiple ships per race. Besides that, it fits really well in this game, and as Gameplay always is more important than being Canon, this is the way to go :).

I'd really like it if more of the ships were truly different in design... but that takes more time than just altering them slightly, so I guess they might be updated some time in the future, after all the major gameplay features are done.