Oh you know, a little of this, a little of that.
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Dawn of Victory is a modification currently in development for the RTS/4X game; Sins of a Solar Empire. It is a “total conversion” replacing the games original models, textures, UI elements, and gameplay to create an entirely new and original experience.

It is our goal with Dawn of Victory to “maintain depth, but shift focus”, taking the things that made Sins of a Solar Empire a truly enjoyable game, and apply them to a different set of rules.

Above all, the team behind Dawn of Victory is committed to only releasing a product we can be proud of. While we pride ourselves on the quality of our art assets and aesthetics changes, we hope the true value of our mod is the unique and engaging gameplay.

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The storyline behind Dawn of Victory was originally little more than an excuse to create what we thought would be a unique and fantastic backdrop for the game. Loosely based on the “WorldWar” series of books by Harry Turtledove, we wanted to take the atmosphere that made World War II games so compelling, and transport it into a space opera setting.

Over time however, our backstory has grown into an expansive universe, spanning over 300 years of alternate history. Our community driven wiki, dedicated to the story behind the mod has grown to over 500 pages, with hundreds of individual contributors.

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  • New Ship Classes: Corvettes, interceptors, and more.
  • Redesigned Combat Model: Small caliber weapons may be effective against strike craft and frigates, but against heavy armor they won't make a dent.
  • Original Art Assets: Different factions have unique architectural styles and approaches to ship design. All assets have been created expressly for the mod.
  • Enhanced Ship Customization: Mount different equipment on your ships to achieve greater tactical flexibility.
  • New Doctrine Trees: Specialize your faction's approach to combat and more through purchasing unique abilities and bonuses.
  • Redesigned User Interface: The game's interface has been reimagined to fit both the style and gameplay changes inherent to Dawn of Victory.
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The Soviet Union relies on overwhelming firepower rather than subtlety to achieve victory. Soviet frigates and cruisers are well rounded and cost effective, but the true strength of the Red Fleet lies in its capital ships. The Soviet economy is vulnerable however, and must be protected until it is in a position to dominate.
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Kriegsmarine corvettes and frigates are the mainstay of German strategy. When properly deployed they can harass and intercept enemy units before escaping serious retribution. By denying their opponents the room to expand, the Greater German Reich can force their enemies into a vulnerable position before delivering the final blow with cruisers and capital ships.
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The Democratic Federation combines the best elements of the American, Andrean, British and French fleets. Large numbers of specialized ships are available, and when properly coordinated, become effective against nearly every threat.

 

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Applicants would ideally be familiar with UV mapping, and be proficient at recognizing existing unit styles and applying them faithfully either from a concept or working with a group to come up with a design. Models typically range from 1k to 6k polies. Each unit mesh will have only only one UV channel, as the engine limits us to one texture per mesh.
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Applicants should be familiar with normal and specular maps and have a commitment to detail. The art direction of the mod calls for mostly realistic texturing with some room for stylistic exaggerations; experience with generating "greeble" and weathering are a must. Texture resolutions range from 1024 square to 4096 square.

If interested, please send an email to staff@dawnofvictory.com. Please include either some samples of your work or a link to your portfolio.


Comments (Page 16)
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on Jul 18, 2011

Well you have made your own models, your own music, effects, voices maybe, i dont know what, but you have made alot of stuff thats for sure. And just those things is pretty much entirely what other mods consists off. So couldent a really good mod be made just with putting the stuff you have made in the right places? It seems to me that the only things that cant be implemented into singleplayer sins is the special mechanics you have implemented, and they are prob marvelous and great, i am not saying that they aint. But i dont need much modding experience to see that making a singleplayer mod with the models, effects and other stuff you have created wouldent be hard for any competent person allready in the business of mod making. Sure its your call, if you dont want it done then it wont be done, i for one is not qualified to do it, and yeah it prob wouldent be the same as what you have now or have envisioned but it could be done. But hey anyway, you have done a great job with everything, i especially enjoy the lore you have built up around your project, so keep up the good work. If i cant get much pleasure out of playing it i can atleast get some out of reading abouth it.

on Jul 18, 2011

If that is really what you want in a mod, just play regular sins and use your imagination. Dawn of Victory is not a model replacement mod and we are not going to spend a single minute of time to make it one.

on Jul 18, 2011

Unfortunately, hardcoded AI is one of the most ridiculous issues with modding in many games, not just sins. I have learned to value what little bit of softcoded script was available back in Brood War.

on Jul 18, 2011

SteelFin
Even if the AI sucks, being able to start a game verse them (from your last post sounds like you'll be able to but is not recommended) is cool. People like to try and learn the ins and outs of the how the game plays with the mod without the competitive pressured  environment that is multiplayer. 

It'll work perfectly fine, just the AI won't expand. The value of having a sandbox for understanding how the game plays out before you start is pretty obvious especially if you can't play any tutorials. I'm the kind of person that kind of dreads playing a new game in multiplayer out of the box, especially when it's a small RTS game and not, say, a 32-player FPS, and even Sins players are going to be pretty confused even though we've kept a focus on usability (sometimes to the detriment of other features).

on Jul 18, 2011

I just noticed this, but why is there what appears to be Chinese script on the Gagarin landing craft?

on Jul 18, 2011

Whiskey144
I just noticed this, but why is there what appears to be Chinese script on the Gagarin landing craft?

Everything is made in China Comrade. Though there is Russian on it too.

on Jul 18, 2011

Chinese Soviet Socialist Republic

 

Chinese make up just under half of the Soviet population, and a large part of the Red Army. 

on Jul 18, 2011

Swiss Knight
Chinese Soviet Socialist Republic

 

Chinese make up just under half of the Soviet population, and a large part of the Red Army. 

Aha. I see now. Thank you.

GoaFan77
Everything is made in China Comrade. Though there is Russian on it too.

Though this is quite funny as well.

on Jul 24, 2011

on Jul 24, 2011

This has to be the longest developing mod in the history of modding.

I doubt it will ever be done.

Sucks

on Jul 24, 2011

This has to be the longest developing mod in the history of modding.

I doubt it will ever be done.

Sucks

on Jul 24, 2011

That bomber reminds me of the rl Su-34 tactical bomber, I like it.

on Jul 24, 2011

Likin' the blueprints/specifications form for the render. Clever.

on Jul 24, 2011

If it were never going to be finished, they wouldn't be working on it.

on Jul 24, 2011

Hegemon76
This has to be the longest developing mod in the history of modding.

I doubt it will ever be done.

Sucks

 

you should whine about it some more. 

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