Space, once again thrusting the player into the role of a pilot fighting against the mysterious aliens, the Shivans. While defending the human race and its alien Vasudan allies, the player also gets involved in putting down a rebellion. The game features large numbers of fighters alongside gigantic capital ships in a battlefield fraught with beams, shells and missiles in detailed star systems and nebulae. Free multiplayer games were available via Parallax Online which also ranked players by their statistics. A persistent galaxy was also available as Squad. Fullview_nx01-screenshot.jpg' alt='Galactic Civilizations 2 Ship Mods For Galactic Civilizations' title='Galactic Civilizations 2 Ship Mods For Galactic Civilizations' />War for players to fight with each other over territories. In 2. 00. 2, Volition released the source code for the game engine under a non commercial license. This code became the core of the Free. Space 2 Source Code Project, which continuously improves it and enables new features. In cooperation with the Free. Space Upgrade Project the games graphics are kept up to date. The improved game engine is also used by various mod projects, for example The Babylon Project and Diaspora which are based on the science fiction series Babylon 5 and Battlestar Galactica respectively. Gameplayedit. A corvette and a destroyer attacking each other with beam cannons. Free. Space 2s gameplay involves the player piloting a starfighter using mounted weapons to destroy enemy starfighters, performing reconnaissance behind enemy lines, or escorting other starships. Its flight model is based on a looser interpretation of space physics instead of realistic Newtonian physics. Hence, the ships are weightless and feel more responsive, though they require constant application of engine power to move. The result is that the game plays more like a WWIIdogfightsimulator unaffected by gravity. Although joysticks are the recommended controller for this game, the mouse is a viable alternative. Single player mode is executed in the form of a campaign, which follows a story as a linear sequence of missions are executed. The pre mission briefing stage is where the player gets information on the background and objectives, and selects the ship and weapons. The choices of ships and weapons increase as the player proceeds further along the campaign. Certain missions, however, will dictate certain ships and weapons to be used. Weapons can be classified into primary weapons and secondary weapons. Primary weapons are kinetic and energy weapons, while missiles and torpedoes are classified as secondary weapons. Each weapon has its own specifications such as its rate of fire. They also inflict different damages on hulls body of the ships or shields the protective energy fields surrounding the ships, or possess special effects such as shutting down specific electronic systems or propulsion. The player flies around in a fighter with a first person, in cockpit view with a fully customizable fixed head up display HUD as the visual interface. The HUD displays video communications and relevant data on the ships status and performance, weapons, objectives, and targets. It can also warn players from which direction missiles are locking onto them from, thus becoming an aide for launching countermeasures or taking evasive maneuvers. Players have to maneuver into position and shoot through both shields and hull to destroy enemy ships. While hull damage is unrecoverable, shields recharge over time. With the game supporting force feedback technology, joystick players will find their controllers vibrating or putting up resistance when they engage the afterburners or collide with objects. Similarly, certain events, such as engaging afterburners and firing powerful weapons, will shake the screen as a form of visual feedback. Free. Space 2 has many helpful features available. The player can target enemies attacking a protected objective or match speeds with them. Power can be shunted between shields, engines, and weapons, thereby allowing faster recharge of shields, afterburners, and weapons at the expense of other subsystems. These features can be ignored without any detrimental effects on gameplay. The mission parameters are not rigidly fixed, as there is an allowance for the failures of some primary objectives. When the mission is concluded, a post mission briefing will be conducted to discuss the mission, and the performance of the player, before the next mission can be taken on. Free. Space 2 allows multiplayer games to be played across a local area network LAN or over the Internet via the free services provided by Parallax Online PXO. The player can communicate with the other network players vocally through Free. Space 2s own voice chat capability. LAN play allows the players to play the standard player versus player modes such as deathmatch, or cooperate to complete multiplayer missions. They can even join in games which are already underway. The same can be done over PXO but with the added incentive of having the players statistics of kills and deaths being tracked on a ladder ranking system. Players can also form up or join squadrons in Squad. War, an online persistent galaxy hosted by Volition on PXO, where squadrons fight each other for territories. Plot and settingeditFree. Space 2 takes place entirely in outer space. The playing area is vast when compared to the small starfighters piloted by the player and the effective range they have. This space is populated with interstellar bodies such as stars, planets, asteroids, etc. The implementation of nebulae as an interactive environment is one of the most distinctive and crowning aspects of Free. Space 2. 2. 12. Flying through a nebula involves impaired vision, and occasional disruptions to flight electronics. Nebulae have become known as an eerie and suspenseful arena of play. Journeys between star systems are achieved by jumping through jump nodes and traveling through subspace, while shorter intra system distances are done by hopping into subspace at any time. All ships in a mission either jump or hop to make their entries and exits. The games starship designs are clearly distinguishable between the three races. Terran starships tend to be plain and practical, the Vasudans starships are artistic with sleek lines and curves, and the enemies shipsthe Shivansare sharp, pointy and asymmetrical in insidious black and red colors. Free. Space 2 also features humongous capital ships, hundreds of times larger than the fighters, and armed to the teeth with beam weapons and flak guns. These ships are commonly scripted to seek each other out and engage in massive duels. Free. Space 2s story is brought out via narrative pre rendered cutscenes, the pre and post mission briefings, as well as in game chatter between non player characters, and scripted mission events. The structure for the story is linear without any branching paths for alternate storylines, though there are optional covert missions which can further flesh out the story. The story can only be continued by clearing missions and progressing through the campaign. However, players are given the option to skip a mission if they have failed it five times in a row. Star Wars GCW Shippacks mod for Stellaris. Hi,for starters i am not good at this stuff writing. After the shit that happend on steam and the fact that PDX is not really eager to support modders for Stellaris, yeah the game is great for modding the support on the other hand sucks. I stopped with further modding my shippacks and the other mods and started looking for a game that is quite good easy to mod and the support for modders is nice too. After some search i found Starpoint Gemini Warlords, the Devs are quite activ on steam, it has a good amount of tutorials documentation for modding and the engine can handle the stuff you throw at it what i have seen so far. So i looked up the tutorials and started to prep my Fractal Victory SD. The time for it takes more time then in Stellaris but the final ship do looks nice ingame. First 3 meshes are the LOD meshes, the middle one is the main mesh, the pink ones are Collision mesh and Collision Hit mesh weapons, the last one on the right is the derelict mesh that spawns after the destrution. The Material Editor is pretty awesome, the options that let you control your texture maps, particles and other stuff is quite good. The time spent to get it into the game was around 2 days roughly, but the final ship ingame is it worth to spend. For now i will concentrate on bringing in first my weapon models for the ships, then my other 2 ships and start making more of Fractals ships or i will retexture the ships i have from Jeroenimo but i am not sure on that. About the Mod itself it will be for now only adding new ships but i think when i get the hang of it, i will expand to other areas from the game too.