Version 2:
...Entok Militia
...Thesk Obliterators
http://files.filefront.com/Confluence+Militia+Packzip/;10681954;/fileinfo.htmlVersion 3:
...Entok Militia
...Thesk Obliterators
...Space Whales
http://files.filefront.com/Confluence+Militia+3zip/;10781596;/fileinfo.htmlConfluence Militias 4 (on hold):
In the process of trying to make new meshes for this mod, my endeavors have evolved into another project. While the new project creates content that will be a vital component of this mod, it is still another project, and it's progress will greatly increase the quality of future content for this mod... ...and I rather enjoy the possibilities that the new project opens up...
Having opened up the Pandora's Box, I can't go back to repurposing the stock SINS meshes...



Version 4 details:(recent developments (the mesh project) put all aspects of this mod in flux, and I'm looking towards rebuild it from the ground up, based on the SINS 1.1 fileset, transfering elements from the massive clutter that has accumulated in the Alpha version of this mod)
Local Militias:
---Entok: (new space-farers)
---Central Command---Defence Drones (small swarm ships, designed to be destroyed quickly)
---Minefields:
-----Proximity Drift Mines
-----Field Inhibitors
---Spawning Grounds
---Space Whales and Space Manatees (fun things like this mutated into minefield functionality, Boom-Da-Yada!)
---Thesk Obliterators (massive planet-sieges guarding volcanic planets)
---Miners Union Asteroids (Striking union forces colonize dead asteroids so your colony ships are not so tempted)
---Playable Race: Eshlor
-----Capital Cruisers (50 capital cruiser slots, each is 1/2 the strength of a regular capital)
-----Siege Platforms (with stacking siege weapons)
-----Corvettes-----Destroyers
***********************
I know it's a hot topic and people have been waiting for the mines...
...But I want to wait for the proper version of SINS 1.1 to make sure the code transfers, and to merge with the 1.1 fileset
All my mine coding is complete (took 10 separate tries, with new code for each attempt)
It seems that the Buff system is almost designed to not be able to make mines, so it was a tough one to crack...
The mines currently have built-in engine-inhibitors to reduce the speed of targets so they don't escape their range before exploding, and hopefully in SINS 1.1 the revamped explosion-system will make them explode immediately when triggered, and the engine-inhibitors can be an extra unit that makes the minefields more deadly.
I have both Frigate mines and Planet-module mines, and the neutral-militia frigate-based mines don't drift while the same mines spawned by capitals drift just fine (and it's the same unit).