Impulse page for Sins of a Galactic Empire for Sins of a Solar Empire
Galactic Civ II falls under the control of the Empire
Published on March 11, 2006 By EvilleJedi In Modding
I'm making a quick announcement now, but I'll flesh it out later

some of you may have tried homeworld 2 and some of you may have played the Warlords mod for it. ( I know nearly 20 thousand or more people have)

In fact some of you may have played Rebellion and played Warlords for that... (some of you are old now)

I'm going to start making a total conversion of Galactic Civ II that will be the Strategic portion of Warlords (since Homeworld2 is tactical only)

The basic premise is that Warlords takes place during the Imperial Civil war 6-9 years after the movies. The first push will be to make the imperial faction avaialble with various warlords. the next step after that will be to introduce the New republic, and finally to flesh out various other factions.

As far as art work, I already have nearly 200 game ready star wars ships fully modeled and textured and that can be quickly converted for use in GCII (IE I can have a mod up and running with full 3d ships in less than a few weeks if I push it) for more references see Link

Hopefully with enough dev support we can recreate some or all of the functionality that was present in rebellion (characters, missions) along with expand the existing systems

the website for the mod will share the existing site for the Homeworld 2 mod (adding new sections soon)

I plan on making ship hulls like Tie fighters and corellian vessels entirely buildable (different wings, pods and weapons)
and some flexibility into Star destroyer designs for custom ships, the one issue currently is friagtes since they are rather standardized

rebel ships will have more room for expansion as things like mon cal cruisers are all unique and dreadnaughts and assault frigates are modified as well as ugly fighters.


as far as help, I really only need a few specific things right now

a artist for background images and graphics, most probably should be fully capable in 3d studio max or equivalent in making either action stills or movies, models will be provided

a modeller with experience in optimizing existing meshes and converting detail meshes to textures (again need experience here) I'm going to do it myself, but it's always nice to have help

someone willing to write gobs of in-universe text on different technologies and vessels and modify the XML accordingly, the basic tech tree is already outlined, If you can name all of the moffs in the EU off the top of your head (no looking on the internet) then you are probably the level of person I'm seeking

I am looking for significant dev support (hopefully in the form of an SDK) to flesh out a lot of different features. more later







Comments (Page 4)
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on Mar 20, 2006
Hey either model shown I woud want Either an ISD or a Whitestar ( (c) Lucasarts and babalonian productions respectively lawyers)
on Mar 20, 2006
Iam still looking for lower quality models to use. wanted to use the one from the Babylon 5 mod of Star Trek Armada2, which are well done, but not that excessive in terms of polys, but I couldnt find a tool, programm or plugin to get the .sod format imported into Max or Blender etc. or converted into anything I can use. ;(

Iam now looking if I can use Lightwave Models of Buda 5 v1.0 (Babylon 5 TC of I-War 1) (importing them into Blender, converting them into obj or dxf and then importing them into 3ds Max, sigh).

anyway, I uploaded a Minbari Nial Fighter (X-File with dummies and textures) as first example to the metaverse library. Its waiting for approval by Stardock now. you all can have a look at it when its approved. ^^
on Mar 21, 2006

but I couldnt find a tool, programm or plugin to get the .sod format imported into Max or Blender etc. or converted into anything I can use


Use UNWRAP 3D.For this program give it a plugin for sods

on Mar 21, 2006
yeah, but the demo version doesnt allow to save your converted models and 50 $ just for a conversion is not my idea of a good deal.
on Mar 23, 2006
Wish I could help out with this mod - but I'm artistically challenged - (except for music) - and, IMO, we could really do with a way of making racial tech-trees - (I think one of the mods spoke about it?) - so the Rebels/Imps etc. would ahve different tech/ships etc.

I'd love to work out the tech trees though
on Mar 24, 2006
Wow looks fantastic. I've played Warlords for HW2 and it's sweet. Nice job. Would it be possible to mod the ground units and structures and so on too? Even research? If so, you could go all out with this thing and make the whole Star Wars universe.

Good luck.
on Mar 25, 2006
waiting to see what the 1.1 patch has for modding (there are some things we still need to make this work correctly but those look to be addressed in the expansion)
on Mar 27, 2006
well the 1.1beta is out, what's going on with the ships? I thought you already had them working in game.
on Mar 29, 2006
Hey guys, if you want i am a member of a Star Wars RPG club online, and we have stats and pictures, for pretty much every ship in Star Wars. If ya want i could give ya the Site address. Ill be in touch.

p.s. Love what your doing keep up the good work.
on Mar 29, 2006
You could do a racial tree in a manner of speaking.....

Moraility Based would be the easiest way atm...

I.E Empire = Evil..... Rebel = good

Just make sure that the first research which branches off into any buildings/Ships that you want split are after Xeno Ethics or whatever you choose to name it. i.e "Galactica Ideology" etc.

And then just have each Races initial mortality set to 0 for empire and 100 for the Rebels.

And add the component/buildings defined by the Morality. Such as the way Good Civs in GC2 get special defencive modules and evil races get special weapons.

I've been working on similar regarding a Babylon 5 Universe Techtree/compnents and buildings etc. So you choose between Order and Chaos.
on Mar 29, 2006
please release a Star Wars ship db so that we could use the Star Wars ships without having to do a whole game-changing mod.
on Mar 29, 2006
yeah please just release the ships, they don't need to come out in a full mod after the next expansion...
on Mar 31, 2006
Looks like the thread is pretty dead so far and ships ain't coming out ether, least not any time soon for anyone following this thread.
on Apr 01, 2006
If you are so desperate you could download his models and convert them yourselves.
on Apr 02, 2006
the 1.1 beta patch doesn't include the mod enhancements, I don't want to have to redo everything because something changed or is better in a week. once the modding part of the patch is released I will put together a package.

there is also the problem of making modules, it is not a quick process especially for some ships.

I think some of you have to be patient, if you know how to do it yourselves then feel free, but it's my work benefitting you, the only thing I get out of it is an ego boost when you praise my work or annoyance when you complain about it.
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