For Teal! Proposal from EvilTesla-RG for a new mod!

My compy is having issues using the PM system on the sins site, so, would you pls forward this to Teal?

I was intending to send it to you anyway,


Hey Teal

I have a cool mod idea, inspired by something you said.

Unfortunately, I am too busy to develop it, and shadow has to many ideas of his own. ( I think we have around 15 separate planned full sized mods)

So, I was thinking, since you inspired the idea, maybe you would be willing to develop it, and if you wish, Shadow and me can help. (I have good mod and balancing ideas, and shadow can do ANYTHING with abilities)

To explain my idea, have you ever played Homeworld? If you haven’t, you should. It is the greatest RTS of all time. It is ten times better than sins.

One basic idea about Homeworld, is that you have no base. It is very similar to Battlestar Gallactica in that EVERYTHING is based off of starships.

You have one mothership that builds all other ships.

Though we may not be able to make ONE ship to build all others, we can do something very similar.

You start out the game with one ship, the Colony pod. This is a frigate (based off of the Colony Frigate). Its sole purpose in the game is to “call in” your constructor ships, and hold your civilization. If all of these ships die, then you lose the game.

The way we replace planets with this little ship, is to give the ship the “colonizer” line. We won’t give it the ability to colonize planets. But we can change the role of the ship to “colonizer” And I Have noticed, that in sins, unless all your colonizers are dead, you will not lose, even you have no planets. (opening the way for BSG tactics, and mods such as this one)

This one idea paves the way for SO much.

I would like to start with just a basic mod, that uses the current races in sins. But imagine what this means for like a HW mod, or even an AWSOME BSG mod?


If I have peaked your interest, I will describe the minor details of the mod.
(Super minor details will still need to be worked out)

This mod will have to be done in Entrenchment for two reasons, some ships will need to have five abilities, and we will need the ability to build structures using an ability.

Also, whenever I use the words “Call In” I am referring to the line that the Vassari use in their Dark Fleet ability in their Fleet Beacon.
And when I say “produce” I mean, the ability generates a frigate or structure in the same way the Sova produces its missile turret.

Now I can continue.

The Colony pod can call in five other frigates (for construction)

1. Frigate construction yard
It has five abilities to produce: Light frigate, LR frigate, Colony Pod, Flack frigate, and Sniper ship.

Note, that siege frigates are now worthless, due to their being no planets. So, I am thinking we should replace them with a Sniper ship. A frigate designed to out range all ships. (Much like the anti-structure cruisers out range all structures)

These snipers probably should have two weapons. A puny point defense weapon. And a Snipe ability that can hit ships from across the Grav Well. (But is very weak, and slow firing)

2. Cruiser Construction yard.
Produces: Heavy Cruisers, Carriers, two utility cruisers, and the Anti-Structure cruiser.

3. Utility Construction yard.
Produces: Civilian Construction Vessel, Military Construction Vessel, Resource Collector, Mine layer (for Vassari), and maybe one other new ship.

Note: that we will still need to be able to build structures. Research is one example. I don’t know how to create a research Ship.

This is why we have the Construction vessels.

Civilian will produce the two labs, Trade Port, maybe a few other structures, and mines for TEC.

Refineries, extractors, and Culture towers will become obsolete in this mod.

Military will produce: defense turrets, repair station, fighter bay, Starbase, and a race specific structure.

Note that Super weapons are also obsolete.

The collector will collect resources, as we discussed on the forums.

4. The last construction vessel isn’t a construction vessel. It is a beacon to call in capitol ships.
This is because unless something has changed in entrenchment, in Vanilla sins you couldn’t generate cap ships, you have to call them in using a fleet beacon ability. Of course, you can’t build structures in Vanilla sins either.



I look forward to seeing your thoughts on this. I will be sending this to shadow as well, because there are some ideas here he will want to see.

EvilTesla-RG

P.S. If you decide to join us, and make this mod, then I will say this in advance, welcome to Wraith Mod Productions. (I just decided that this is our new mod groups name)

10,184 views 13 replies
Reply #1 Top

Unfortunately, I am too busy to develop it, and shadow has to many ideas of his own. ( I think we have around 15 separate planned full sized mods)

P.S. If you decide to join us, and make this mod, then I will say this in advance, welcome to Wraith Mod Productions. (I just decided that this is our new mod groups name)

 

You got some slick urban beats here, I think this is gonna go far.

Reply #2 Top

WTH...I love how we get a mod development name without even my knowledge or my agreement (may I remind to you WHO makes the mods ;))! LOOOL

 

You're DAMN lucky I like the name ;) or it would have been hell on earth...

Reply #3 Top

Sounds very very cool!!!   Count me in, haha, im not so sure about the name!!  We could always go with the THREE STOO...  :)  well, that is "not" very professional, so i will withdraw it, we could of course use Groucho, Chico and Harp..., No that won't work either as one of the names is already taken. How about your suggestion?  Sounds good to me.  :) I have some experience with spawning ships, and the mothership idea is quite workable. The "colonizer" designation is new to me, but im looking forward to giving it a try.

As you mention some of the items will no longer be necessary, such as certain "planet" functions or structures, but it may be possible to duplicate their functions by using spawned ships rather than the structures themselves, but how many we will be able to do this with i dont know yet, i will have to look them over and see if i can convert to ships and test them.

As you mentioned regarding research... this may be worked around by accessing the abilities directly and having the levels determined in the ability.entity, but will also have to look at that and see if i can get something working.

Spawning capships is another thing altogether, As far as i know, the vasari ability for returning armada spawns just frigates, not caps. And the turret spawn ability also is tied directly to frigates not caps. In the past with one of my mini-mods that i wanted to spawn caps, i was forced to create frigates using beefed up specs and the cap meshes. It was a workable alternative, the only drawbacks of course being that abilities requiring levels had to be dropped to zero and that the altered frigates of course could not level.

All together it sounds very very interesting and i would love to be a part of the team if you will have me, let me try some of these over the next few days and i will get back to you and shadow. Thank you for the offer to join, its always fun to have more than one brain looking at a problem. Also i have found with my rather limited time here of 9 months that sometimes the answer is in looking at a problem from an indirect angle, rather than straight on. At least that is my opinion.  :)

Anyway, I would love to join you and shadow!!!  Thank you very much, take care and talk to you in a few days when i have something to relate back,

:)

-Teal

 

 

 

Reply #4 Top

First off, I had intended for Shadow to use the PM system. As it is messing up on my computer.

I didn't want all of sins knowing of one little comunication.

I am perfectly capbable of posting if I wished it too.

 

O well.

 

 

Awsome, glad to have you on board Teal our forums are here: http://thedomesoasemod.freeforums.org/

 

I Just looked at Entrenchment, and I was wrong about being able to build structures. You can build Frigates and Starbases, but no structures.

 

The other trick I know of is to call ships in. That is, using the lines similare to the Vassari phase Gate.

I use this trick in producing a Titan class ship (REALY big Capship) in my Pirate Mod.

 

I wonder if we could call in structures too? (It is a very versital ability)

 

P.S. About looking at problems at an angle. Me and Shadow have gotten to the point that we have given up just looking stright at problems.

We just skip the the "looking at an angle"

Unfortunatly, that spills over into my real life, and makes driving very interesting.

Reply #5 Top

He he he....well Tesla if you wanted it confidential you should have written CONFIDENTIAL when you relinquished it to me ;).

 

He he he! ;)

Reply #6 Top

lol

Reply #7 Top

I aim to please my dear friend! Now gotta reroute one of the university internet wires my way so I can continue working on Bridge Command! +_+ Here's hoping .... or else I'm f...ed BIG TIME (don't wanna spend 3 hours sitting on my ass on minilcip.com +_+ looool I know lame site but when you'Re bored ANYTHING is fun).

 

He he he

BTW Tesla I'm on our forum!

Reply #8 Top

:)  Well, after getting the spawnable ships to work, i now have the problem, that they spawn too many and too fast. Also, i am supposing it is much better to limit them to the original 180 seconds instead of the -1 for forever, or at least until the are destroyed. Problem is the way they are now, games are too easy. So, back to the drawing board. Oh Shadow and EvilTesla, how do we get the smoke and debris and half smashed planets into the mod? 

-Teal

 

 

Reply #9 Top

First, I sugest that the ability only make one ship.

You buy one ship, you get one ship.

If you want a second ship, you then buy anouther one...

 

when you say "spawnable ships" are you talking about generating frigates? Or calling them in?

 

Smoke and debris? Half Smashed Planets?

Pls explain more.

And pls see our forums, we can help better if you post thier.

 

Reply #10 Top

:)  Ah... one for one might be interesting!! :)  I am 'spawning' frigates and capitals in the same way that combat turrets are 'spawned'.  It does take some effort to set it up, especially across multiple races, but when done, and especially if i can find the right balance, it is a beautiful thing!!!  Having my bacon pulled from the fire at the last minute with a spawn of a few new caps, or the utility ships stepping in and giving me shield coverage.  :)

Whew, of course, dying is a firestorm of beams and plamsa torpedoes happens too, haha, sometimes too much lately ... so i am thinking i havent got it quite perfect, but then again, i am not a real strong player, so if i make it so its good for me, it might be too lame for some of the heavy gamers. In that case keeping it so im dying regularly, haha, might be more fun for someone else though.  :)

Give it a try and let me know,  :)

and watchout for the Tec!!!  They can re-spawn really fast!!!  :)  haha,

-Teal

 

 

Reply #11 Top

I would LOVE to try it out...if I only had the mod to try out!

Reply #12 Top

:)  posted it, sent the link. But then i have to go back to edit a lot of it. I used my ten races as base, but am going to move over the spawn files to a clean version of entrenchment. That and figure out how to do without planets.  :)  That is a unique idea.  :)  Anyway, am back in school and up to my eyebrows in math and english and term papers and two tests this week, it will take some time, a few days of work after i can finish with the homework and tests and the paper.

Maybe in another week plus the 2 or 3 days, then i will post a new link, you can let me know what you think.  :)

Teal

 

 

Reply #13 Top

Hey Teal!

 

We have a new website up and running with a section just for you! So if ever your interested hop on over to

http://www.wraithmodproduction.enjin.com/

And we'll hlep you with anything you need!

 

-ShadowMastiff2468-

 

PS: Good luck ;)