[Mod] Origins

Hey, this is my first attempt at modding and this is mostly the result of reworking all the races. I know there are already many mods out there that tweak the races to be more unique. The differences between the races are now major. I have take the original story and taken the race attributes to the extreme. Such as the Vasari ships are easily more powerful now but are also quite a bit more expensive. As a result Vasari ships are rare but when you see one you will need a lot of firepower. The same goes for the other races and their attributes. I have also added in one new tech for Vasari and TEC that unlocks extremely powerful weapons. The Advent has this too but to a lesser extent. To balance they have two techs that allow them advance down one of two paths, Golden Crusade or a Black Crusade. I want it to eventually be once you research one, the other is unresearchable. I'm not sure if this is possible so for the moment they are both hugely expensive making it only possible to do one per game.

I plan on releasing this as soon as I get permission from Bailknight to use the enhanced graphics mod, so Bailknight if you read this please let me know. Everyone else please let me know what you think and if you would like to try it. At its current stage there is only one bug that only affects Vasari players and it may not be perfectly balanced but it is getting there. I have two friends who are helping me test it. Once again please let me know what you think of the idea and whether or not you would like to play it.

Just uploaded to Fileplanet. Please download and tell me what you think!

http://www.fileplanet.com/187573/180000/fileinfo/Origins-mod

18,432 views 21 replies
Reply #1 Top
hey alex almost to much wording ill try to send bailknight info for permision
Reply #3 Top
Will download. Ask Lost_WLD if you can use his mod in there as well. He includes Bailknight's grpahics into his so it will look even better than with just Bailknight's stuff.

Why do people keep using Fileplanet for downloads? It is so damn hard to download from there. Got a subscription ad when I tried to download. Just get a damn Filefront account already people.
Reply #4 Top
Expensive, Powerful ships lead to only one conclusion: Late game advantage!!!
Reply #5 Top
Have to agree with Helio's conclusion... unless they're properly balanced by fleet supply costs, which is a difficult balance to strike. It'll be interesting to see if the late-game balance works out.
Reply #6 Top
I haven't tried that mod yet but I will as soon as I get the chance. As for the balancing, it definitely isn't perfect but each side still has clear advantages. Such as surviving the numerical superiority to reach late game.

I am also planning on creating a new race as soon as I get some bugs out of the way.

Please continue to tell me what you think!
Reply #7 Top
Personally, I dislike race differentiation where one race is the "early game" race and another is the "late game" race. It really limits a player's strategy way too much... the "early game" race player MUST rush and stop the "late game" race player's teching... the "late game" race player MUST turtle and tech, simply defending himself while he waits for his I-WIN button(s)...

Just seems like a bad way to balance it to me. But *shrug* do as you like, it's your mod.
Reply #8 Top
ok this might sound dumb but here goes how do u download this mod i click on the link and only option to download I get is for payed members
Reply #9 Top
yeah, that's the thing: i don't subscribe to fileplanet either. would you please make your mod available from a free website such as filefront? that would be great
Reply #10 Top
Yep, I can't download it either,
It's going to be a bit hard to get any feedback on the mod if hardly anybody can download it.
Reply #11 Top
this mod look interesting, but i to cannot download it. Try filefront.
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I am a master at gathering absourd amounts of resources. Here i come golden black crusade!
Reply #12 Top
Sorry about that. I don't have access to fast internet except occasionally. I will upload to Stardock after this post.

And I'm not sure why it's for paid members only. I don't pay either, I just registered.
Reply #13 Top
Well here is the new link to filefront. This should work!

Raffiy: If you do manage to accomplish this, let me know how it works (how powerful, conflicting traits, etc.) Good Luck!

Blackseraph: I know exactly what you are saying. While I have not tested it thoroughly, I am trying to avoid that. When I read through my overview that is what it sounds like but I have an example for you. The TEC would seem to be early, rush faction only. However, a late game tech they have is refinement, which has two levels and really increases all stats considerably. That is just one example. With the new dev tool I should be able to iron out imbalancing that you are talking about. Because when it comes down to it; unique races=good, strategy specific races=bad!WWW Link
Reply #14 Top
I won't have access to fast internet for a while but please continue to post your thoughts on the mod (constructive critiscism is best) I am also open to ideas, so if you have any please post those too.

Thanks in advance!
Reply #15 Top
Fileplanet is evil and doesn't want to let me download the file. Doesn't even let me pick a server!

Which sucks, because this mod looks like something I'd like. Any mirrors out there?
Reply #16 Top
Yeah two posts up, click the hyperlink.
Reply #18 Top
An update for those of you who have tried my mod. I plan on releasing the next update sometime around september. This will be version 2.0 which will feature balancing and a new race.

This new race will be called the coalition and is comprised Advent, TEC, and Vasari people who believe their time would be better spent preparing for the mysterious enemy of the Vasari instead of fighting each other. They will have many new special powers, their ships will be a mix of the original factions' fleets but with mixed weapons. For example the Kol will now have the Advent lasers instead of beam lasers.

Other than graphics, this race will be original in abilites, names, some structures and a completely new research tree.

Would like to hear opinions and/or ideas for Coalition. Thanks!

(Note: I have no 3d modeling software or experience, so the coalition uses all of the original models and effects but mixed in different ways. Just wanted to reiterate that.)
Reply #19 Top
I am one of the 'helpers' on the Origins project and though it still needs a little tweaking for balancing the game is good and fair overall, even in late game... Both Shipmaster and I would appretiate your feedback on this mod. Thanks.
Reply #20 Top
Pretty good Mod so far guys!! I've been playing it for a few hrs now and have only tested out the TEC so far and the only thing I see wrong is the Marza Class Tech II is WAY overpowered as far as attacking planets (one shot on kill a bit excessive). Everything else seems to be pretty balanced. I especially like the rail gun, even actually had one taken out by a lone carrier (was on a pirate planet and for some reason not able to put good defenses on those) but cruisers and frigates don't stand a chance. So that's balanced pretty good. Can't wait for the release of the new one, you may have already balanced that Marza by then anyway!

Edit: Not sure if it was a bug on my end or something but at the end of playing the TEC I ran across that Vasari Dread, 5 FULL Armada's of 2 Battleships, 2 Carriers, 1 of each other capital ship and a full compliment of cruisers and friggies each wasn't able to even damage it!! I'm gonna try the Vasari next and see if it was the new dread on their side and if so it's WAY out of balance also. Still love the mod other than those 2 ships so far though.
Reply #21 Top

Yeah, I had the Kortul Devastator's shield mitigation point increase too high. At level 5 or 6 it would have 100% mitigation. That has been fixed and the Vasari have been overhauled so that the Vasari can build slightly more ships now but they have been decreased in power and armor.

My view for decreasing health is that the Vasari have refitted their war vessels to carry colonists from the Empire. So they still have their advanced armor rating, so each shot damage is reduced quite a bit, but since I severely decreased the hull points (more room for civilians) all damage done is a little more significant. Still working on rebalancing the Advent (mainly so they can't continually loop certain abilities) and finishing up beta Coalition. Coalition for next release will seem overpowered as they will have access to all their ships and abilities at the start of the game since I haven't finished the tech tree for them.