Oh you know, a little of this, a little of that.

Dawn of Victory (DoV) is a modification currently under development by Slipstream Productions for the RTS Sins of a Solar Empire. Dawn of Victory is a total conversion, replacing the game's original assets with completely new and diverse ships, structures, and gameplay elements. Dawn of Victory pits players as one of 3 intergalactic superpowers: the Democratic Federation, Greater German Reich, and the Soviet Union. These three factions wage war amongst themselves even as a greater threat, the Scinfaxi, threaten them all.

Story

While Dawn of Victory started out loosely based on Harry Turtledove’s “Worldwar” and “Colonization” book series, since then, the backstory has expanded to the point where it has taken on a life of its own.

For centuries an alien race known as the Scinfaxi had been the dominant power in the Orion region of space, their slow but steady expansion brought them into contact with dozens of other races, each one conquered and exterminated to provide the resources and material necessary to support the continually expanding empire.

 

In the 14th century, the first Scinfaxi probes reached Earth: it was surveyed, catalogued, and the plans were meticulously laid for its capture and assimilation. However, the Scinfaxi concept of time was very different from humanity's, and so when the first ships of the conquest fleet arrived in 1943, they were stunned to see Terran society had progressed to an industrial state in an unimaginable sliver of time. The initial landings took humanity by surprise, as the Scinfaxi advanced upon every continent.

It was in this darkest hour that what once divided humanity now brought it together, as the old prejudices were put aside and every free nation on Earth united against the alien aggressors. The tide turned in 1945 when the Soviet Union detonated an atomic bomb on its own soil, destroying a Scinfaxi landing site.

 

With the total conquest of Earth impossible without destroying everything of value, the Scinfaxi retreated to the Southern hemisphere, content with half the planet. Decades went by with no contact from the Scinfaxi, but as humanity grew bolder, the aliens' plans accelerated. As spacecraft from the last free nations made landfall, and eventually colonized new worlds, the Scinfaxi slowly began to advance. City after city was lost until, in a final act of desperation, the various Terran factions agreed to pursue a literal "scorched earth" policy, sacrificing their remaining positions to nuclear bombardment and quarantining the planet.

 

Humanity has expanded to the stars, and dozens of planets and moons now belong to the remaining Terran nations. There has been almost no contact with the Scinfaxi, and the former nations of Earth have become so complacent with their apparent safety that the old prejudices have returned and they once again war amongst themselves. The Scinfaxi are still expanding however, and it is only a matter of time before they decide to stamp out the potential usurpers; if humanity is allowed to advance another hundred years, it may be human soldiers landing on Scinfaxi worlds. The dawn of victory is approaching: the only question is which side will claim it.


Features

 

  • 3 unique sides: The Soviet Union, Greater German Reich, and Democratic Federation.
  • Completely reworked combat model, with each ship possessing dozens of weapons and defenses.
  • Military Based Expansion, with research and economic aspects reshaped to support combat.
  • New particle effects, skyboxes, and planets.
  • Diverse environments ranging from open space to clouded nebulae.
  • Several unique ship classes like corvettes and interceptors
  • New planetary defenses like minefields, missile arrays, and defense bases
  • Nine new levels, ranging from two player deathmatch to heated ten player battles
  • New invasion mechanics, with troopships that can invade and colonize planets simultaneously
  • Customizable cruisers and capital ships

Past Updates



 

 


Comments (Page 8)
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on Mar 08, 2008
Another update comrades, here be the Soviet Scout in game.



on Mar 08, 2008
Oh!!! This is looking sweet. Can't wait
on Mar 08, 2008
Well done, good looking models and taxturing. Personally, I would avoid slapping big, easily discernible numbers on them, but that's just me.

I have a question though, the Scout, are you using a Frigate entity type, or a fighter? Obviously, the dynamics of this unit would require it to zip around and dogfight instead of sit statically and fire like the frigates do, but if so, how did you get around the obstacles such as disability to jump etc.?
on Mar 08, 2008
Currently, the Scouts are still being launched from Capital Ships, but we are very close to getting them to act as an independent unit.
on Mar 08, 2008
keep up the good work i am not a mod gamer myself but this one if its released i wil try out
on Mar 08, 2008
Gotta love Russian technology.

"Hey guys, let's put a cannon on a scout!"

on Mar 08, 2008
1) No screniees of the good guys (democratic federation)??
2) No screniees of the capships (Slavny doesn't count ) ??
on Mar 08, 2008
Hey, i'm also working on a total conversion mod, into a universe of my own design that I am sure no one is interested in. However, one of the things I'm tweaking at the moment is an ammunition/supply system, to simulate the need for supply lines and all of that jazz. You seem like your shooting for kind of a similar system, so I thought perhaps we could compare notes... Drop me a line if you're interested.
on Mar 08, 2008
1) No screniees of the good guys (democratic federation)??
2) No screniees of the capships (Slavny doesn't count ) ??


1) The Democratic Federation is currently planned for our 2nd release and as such, most of our efforts have been put into the Germans and Soviets.
2) Indeed, the Slavny is but a light cruiser, but I can promise you that when you see some of our Capital Ships, specifically the Soviet Rodina Class SuperBattleship it will be unlike anything currently in SoSE.
on Mar 09, 2008
Hiho

I saw that video about cap ships, and making abilities their weapons.
Perhaps you thought of it already, but maybe you could also implement ammunition that way.
If the abilities cost small amounts of antimatter and you manage to reduce the natural regeneration to 0 cap ships could have a limited supply of ammo.

They would need mobile or stationary supply ships (which give/regenerate antimatter)to replenish then.
on Mar 10, 2008
Speaking of assisting each other with this whole ammunition thing, I've found that the 'OnWeaponFired' tag can be applied to abilities, to make a unit use an ability every time he fires a volley. Here is a functioning example:

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "OnWeaponFired"
buffType "BuffHasAmmoSelf"
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
largeEffectName ""
soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "OnlyInCombat"
aiUseTargetCondition "Any"
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
isPassive FALSE
antiMatterCost
Level:0 20.000000
Level:1 0.000000
Level:2 0.000000
cooldownTime
Level:0 0.000000
Level:1 0.000000
Level:2 0.000000
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_LASTSTAND_NAME"
descStringID "IDS_ABILITY_LASTSTAND_DESCRIPTION"
hudIcon "HUDICON_ABILITY_LASTSTAND"
smallHudIcon "HUDICON_ABILITY_LASTSTAND"
infoCardIcon ""

I didn't bother tweaking HUD icons or name strings or anything like that, but you could definitely use this as a core ability to apply muzzle flashes and what not. Hope that helps!
on Mar 10, 2008
Thanks, we actually have a copy of the instantActionTriggerType and other stuff one of our coder guys extracted, but I didn't get around to figuring that one out yet. I'll release it when I get the descriptions done properly, because I had written over the entire thing accidentally on a forum edit!

I think this is most useful for our custom weapon ability thing as it allows more synchronized bursts of fire.

As for the supply thing, it's not that big of a deal as currently implemented, we may go the Kin of the Stars route and link antimatter (not called that in DoV, but you know) to firing rates, but it's pretty nebulous at this point.

If you want to elaborate on how you're doing it, go ahead and PM me with the details and maybe we can collaborate a little bit.
on Mar 10, 2008
i saw this mod already for EAW and i thought that this will be a very great mod to play with...

i'm now really forward to it for soase...

hope you can give us a first release soon!
on Mar 10, 2008
Airplanes in space? Man wish someone put a crossover with special permissions for Star Wars craft.

on Mar 10, 2008
Airplanes in space? Man wish someone put a crossover with special permissions for Star Wars craft.


...what does that even mean?

i saw this mod already for EAW and i thought that this will be a very great mod to play with...

i'm now really forward to it for soase...

hope you can give us a first release soon!


Thanks Expect some more updates soon.
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