Yeah I agree. From what I've heard it is true to Halo, but maybe to make it so your fleet isn't half dead by the time you can get to the battle site and select them, we could lower all damage values proportionately.
it works very well though if it was sent to 7 deadly sins it would need to be rebalanced.
by the way what is different in 1.05 -1.16 i dont know what is new and what might need conversion
i now have an assault carrier in entrenchment!!!! it will take time to get all ships into the new version because i had to replace the mesh the mesh of vanilla ships. canada i will have a working 1.16 and an enchtrenchment soon i just need a couple days.
canada can you send me a list of all the ships and descriptions for the string file.
Go Dinoff!
i do have to replace the tec and advent since i dont quite know how to make a new race. small price to pay though. im also going to balance the entrenchment one the way i want if thats ok with anyone who will play it. the balancing form i use is making the hull and shield values extremely low as well as making the weapon damage lower so we have the desired effect of quick recharge on shields and ships that work the way t hat halo is suppost to. this will also be done to the vanilla ships so there can be no accidental super ships that dont belong.
"Here's a little teaser battle tale for the loyal followers of this mod. I was playing a round as the UNSC by playing both sides I was able to set up a massive fleet battle of 71 CCS cruisers and 6 Assault Carriers against my force of 53 frigates, 31 destroyers, 14 Hokies(yes I know they aren't UNSC but I needed repair ships), 1 Phoenix, 1 Halcyon, and 4 Marathons. I loaded the fight 3 times. In the straight up fight my UNSC forces, which didn't even have a 2:1 advantage were utterly annihilated, but through careful maneuvering I was a able to fight two separate groups of the Covenant ships. I won, but I had only 11 frigates, 3 destroyers, 1 Phoenix, 1 Halcyon, and 2 Marthons left at the end of the fight. this was really great experience, and I hope you enjoyed my story and I would say so far the balance is quite accurate" God damn its stories like this that make it even harder to wait for the beta. I mean that sounds exactly like the UNSC. Out-teched and out-gunned but with some nice manuvers (a lazy drift to the left here and there) and they can scrap by. Am very excited about this mod
"Here's a little teaser battle tale for the loyal followers of this mod.
I was playing a round as the UNSC by playing both sides I was able to set up a massive fleet battle of 71 CCS cruisers and 6 Assault Carriers against my force of 53 frigates, 31 destroyers, 14 Hokies(yes I know they aren't UNSC but I needed repair ships), 1 Phoenix, 1 Halcyon, and 4 Marathons.
I loaded the fight 3 times. In the straight up fight my UNSC forces, which didn't even have a 2:1 advantage were utterly annihilated, but through careful maneuvering I was a able to fight two separate groups of the Covenant ships. I won, but I had only 11 frigates, 3 destroyers, 1 Phoenix, 1 Halcyon, and 2 Marthons left at the end of the fight.
this was really great experience, and I hope you enjoyed my story and I would say so far the balance is quite accurate"
God damn its stories like this that make it even harder to wait for the beta. I mean that sounds exactly like the UNSC. Out-teched and out-gunned but with some nice manuvers (a lazy drift to the left here and there) and they can scrap by. Am very excited about this mod
i now have a working 1.16. enchrenchment is on the way.
to be honest you can't just drift around, I actually found that using the "keyes loop" works reall well to evade them
oh come on. If han solo can do it, so can the UNSC
http://www.spike.com/video/family-guys-blue/2934716
Did someone say 1.16 version??!?! I need that because for the life of me I can't get 1.05 and 1.16 running on seperate copies. It'd be great if you could get me a 1.16 compatible alpha (I settled for 1.16 so I can play normally).
i can give you instructions for now on how to make it work. take your mod data and put it in a folder delete your window folder for it. then copy the reference data for 1.16 onto it and replace all vanilla data with it and any other folders that are used for the mod except sound. that should make it work and please do it in that order.
Thanks, but I don't fully understand. Let me get this straight.
1) I copy the mod onto a seperate folder.
2) I delete the orignial mod.
3) I copy the reference data (where do I find that?) onto the new mod folder and replace [what] vanilla data?
Sorry but I don't know anything about the actual code and that post wasn't very concise. I understand that you're not obliged to do this so thanks for your time.
this is the job canada gave me so im obligated. my apologies for the confusion
1) whatever folder your mod data is in keep it there.
2) delete from that folder the sub folder titled window.
3) go to the downloads section of this web site and get the forge tools in there is the reference data for 1.16 (the folders title game info and mesh) copy and paste those into your mod folder. when it tells you whether you want to replace all files click yes.
4) go into your sins of a solar empire game folder on your c drive and copy the folders titled: particle, piplineeffect, string, texture, texture animations.
5) paste those into the mod folder and replace any files when it asks to do so.
6) boot up sins ver 1.16 and enjoy your assualt carriers and marathon cruisers
Ok, thank you. That sounds easy enough. So, if I do this, the mod will be permanant?
no keep it in your mod folder just put all the files that i listed in the sins of the prophets folder that you downloaded
dinoff the forge tools on the downloads page are for 1.15/entrenchment 1.01 AND WILL CAUSE crashes when used with 1.16/entrenchment 1.02
I have uploaded converted to txt versions of my sins 1.16 & entrenchment 1.02 files
these are the correct files for 1.16 & entrenchment
harpo
yeah either way use something recent
Well, it loaded the mod, but the only thing that was different was that the Halo music was playing and you could choose the UNSCDF symbol. No UNSC or Covenant factions. I copied everything from the Sins folder except sound and overwrote anything that conflicted. What happened? Did I somehow replace the entire mod with Sins files except sound?
Ok I got it working but all Halo ships say "string not found". I guess it's fine thoguh; it still lets me test everything.
yeah unfortuanatly when i tried to rewrite the string it bitches me out and flicks me the bird. enchrenchment is being a bitch too right and i cant get it working again
Don't you guys still have the new string file I gave to you? Just go in manually and replace them. I'll do it myself if you give me the 1.16 string file.
im actually getting somewhere with it now. but um canada where do you want me to put the 1.16 so you can get it.
Yeah I've been meaning to upgrade anyways. Put it up on filefront or something and give me the link in a pm
I'm going to have make the UNSC and Covenant separate races again though
actually the way i got it in 1.16 they are already seperate races but they just dont have any pictures. enchrenchment is a big pain because it doesnt like having entity files added to it or names of entity files being changed so i have to replace ships.
Well im back, finaly, my laptop broke so i had to get a new one.
anyway... in order to add new entity files you hav to update the "entity manifest" file with whatever you're putting in.
I've been trying to integrate the mod into one of my entrenchment mod, but the only thing model i hav gotten in game is the SMAC and its texture was all screw up. all of the other units i tried to add caused minidumps.
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