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 9)
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on Mar 10, 2008
Airplanes in space? Man wish someone put a crossover with special permissions for Star Wars craft.


just ignore that guy, i am sick of Seeing a Star Trek/Star Wars mod for every damn space game that can be modded. I like the look of your mod, and i am very interested to see what the bismark will look like.
on Mar 10, 2008
I see...

I got something from Dawn of Victory Nations

Greater German Reich (GGR): one of most advanced, powerful human nations in known space

Soviet Union (USSR): just space commies but using "the backbone of the Soviet theory of quantity is more important than quality"

Democratic Federation (DF): "one of the most powerful human alliances, and unites the largest, most modern, and efficient military capabilities"

Scinfaxi (Alien): mysterious

----------

I see that USSR uses spamming tactics to overwhelm enemies. GGR uses their advanced technologies for winning the war (perhaps enlarging their e-peen ). DF uses something like USA did in WWI and WWII or like half GGR/USSR - semi-advanced tech and semi-spamming tactics. Scinfaxi uses alien things to do.

This mod would be very interesting!!! I am looking forward to playing that mod.

BTW, I like the design of GGR medium cruiser. It is symmetrical, advanced, and so very German.


on Mar 10, 2008
do we have a date for this yet?
on Mar 10, 2008
do we have a date for this yet?


When it's done. The first release will encompass only the Germans and Soviets, as in the timeline their border skirmishes prefaced the Third Scinfaxi War.

I see that USSR uses spamming tactics to overwhelm enemies. GGR uses their advanced technologies for winning the war (perhaps enlarging their e-peen ). DF uses something like USA did in WWI and WWII or like half GGR/USSR - semi-advanced tech and semi-spamming tactics. Scinfaxi uses alien things to do.


Correct. Also you'll find that each faction has its own specialties: the Germans, for example, have perfected railgun technology and focus on corvettes and frigates, the Soviets have a lot of missile and heavy cannon technology and focus on capital ships bristling with tons of weapons, and the DF have extremely heavy powered armor and powerful cruisers. The designs, roles, and superweapons of each faction are built around those specialties.
on Mar 10, 2008
When it's done.


Ahh, the Blizzard mantra.
on Mar 10, 2008
I admire the attention that goes in making each faction substantially different. Though I predict you will have, as it usually is with such systems, a lot of work just balancing them out.
on Mar 10, 2008
I admire the attention that goes in making each faction substantially different. Though I predict you will have, as it usually is with such systems, a lot of work just balancing them out.


That's the motivation for only having two factions in the first release. We'd really want to make this as stable as possible, with no need for day-one patches or anything silly like that. There are too many mods even in this very forum that say 'oh, let's take a bunch of X models from Y IP and put them into Sins' - I don't feel that's a very good way to go about making a mod, which should be original gameplay first and foremost, even if it's risky. Balance will be a big concern, of course, but on paper the factions' relative strengths and weaknesses complement each other very well.
on Mar 12, 2008
hpw can you promous us such an ambitious and large undertaking like a mod of this size, if you still havent released a single beta for your much older mod for GalCiv2.

Not that i have no faith in you, just that id reallly love to see a mod based on a set of novels i have already red, just that the odds of success seems a bit low considering your past history with mod release.
on Mar 12, 2008
Actually, the GalCiv2 mod is much newer having been announced 3 months after Dawn of Victory switched to Sins. It went into beta around August and is available to any who apply. I'm really the only one working on it, as its more of a side project.
on Mar 12, 2008
Carbon, I know exactly what you mean, as I am facing the same challenge myself. In fact I feel that it is worth the risk of just going ahead and making the factions unique and disparate, instead of having a "rock-paper-scissors" system. I believe that player ingenuity should be at the forefront of any strategy, and as such should not be boxed in by some pattern. To that end, factions should be very different, and balancing should concern itself only with removing obviously overpowered abilities or strategies from the equasion. The first is easier to do than the second though...
on Mar 25, 2008
what has been completed and what hasent been on this mod?
on Mar 25, 2008
That is currently classified. I'd advise to keep checking our forums for updates.
on Mar 25, 2008
as you advance on the mod, what are your plans for actual new features, not just altered sins features. such as adding invasions and not just bombing the planet to submission
on Mar 25, 2008
as you advance on the mod, what are your plans for actual new features, not just altered sins features. such as adding invasions and not just bombing the planet to submission


Our goal is to create as much depth in a military simulation as Sins has in its empire-building simulation - as such, we have many new features such as boarding, minelaying, customizable weapons, you may even see point-defense. Right now we are experimenting with planetary invasions, but there seems to be a hard-coded difficulty with that that makes it so that a planet cannot change ownership without its infrastructure being completely destroyed. I'm working on messing with that.
on Mar 25, 2008
what will the major differances be between the three human factions, cause in sins original all the three races have the same basic ships what all do the same certain things but just look different. Sorry for asking so many questions but im really really interested
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