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 23)
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on Dec 11, 2011

modding is hard

on Dec 11, 2011

Swiss Knight
modding is hard

QTF

Distant Stars takes a lot of work. And we merely enhance the game. These guys almost change the game completely. Not to mention that they have real lives (I am assuming) with jobs so they can't spend 80 hours a week doing this.

on Dec 11, 2011

Swiss Knight
modding is hard

its also full of errors. evil errors

on Dec 11, 2011

To be honest, 3 years isn't even that long. It seems like a long time when you're watching from the sidelines twiddling your thumbs.

on Dec 11, 2011

Is it not a quick process for sure. There are also those mods which run half that time and then suddenly die before they are ever released which is disappointing for both the fans and the makers. People are eager to play it and I can't blame them. It looks awesome with many sick teasers. 

One can only take so much teasing without the goods before they tease back  http://www.youtube.com/watch?v=t4aPGtx7e6k

on Dec 11, 2011

If this is for Trinity, do you Vicious  and Cruel AIs would be able to take advantage of the features of this mod? Or would I have to edit values? 

on Dec 11, 2011

gladiatormaster87
If this is for Trinity, do you Vicious  and Cruel AIs would be able to take advantage of the features of this mod? Or would I have to edit values? 

At the moment  I believe it's for the orginal sins. If they do upgrade to the expansions then it's going to be Rebellion probably depending if Rebellion is any good.

on Dec 12, 2011

gladiatormaster87
If this is for Trinity, do you Vicious and Cruel AIs would be able to take advantage of the features of this mod? Or would I have to edit values?

I believe they changed this mod so much that the none of the AIs are really able to play it. Its really intended for small groups of human players playing together.

on Dec 12, 2011

The AIs at this point are little more than emergency fill-ins for if a player drops. We've adjusted their priorities so that they no longer get stuck in some loops that they did before, but we don't support them, they can't do a lot of actions (like invading planets properly), and they aren't really very smart when it comes to micromanaging their forces. 

on Dec 12, 2011

Carbon016
The AIs at this point are little more than emergency fill-ins for if a player drops. We've adjusted their priorities so that they no longer get stuck in some loops that they did before, but we don't support them, they can't do a lot of actions (like invading planets properly), and they aren't really very smart when it comes to micromanaging their forces. 

Ah, but a retarded AI is still better than no AI- or even worse, an AI that dumps the game.

on Dec 12, 2011

Whiskey144
or even worse, an AI that dumps the game.
agreed.

on Dec 12, 2011

Whiskey144
an AI that dumps the game.

I hate those so much.

on Dec 14, 2011

Rest assured that we have crash and regression testing, even without the benefit of an unending series of broken beta releases for people to find them for us. It takes a lot of effort but that's all part of the job.

on Jan 19, 2012

This image is going to break some tables. 

on Jan 19, 2012

That is some serious detail, you can see inside the bridges, damn....

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