This mod enables fighter physics and behavior for larger ships, enabling ships handling characteristics to come into play beside their defense/attack values. Tactics such as tactical retreat, regrouping, fire groups, battle formations etc. now have a meaning as you want to prepare your fleet for the upcoming chaos of battle which quickly rages out of control. Superior numbers no longer guarantee victory as the large random factor of ships dogfighting comes into play. Ship roles have been further separated, with attack classes now playing the pivotal role in any fleet composition and support and fire support classes taking the back seat, as they should.
HD version can be downloaded here.
High-res version can be downloaded from here: Mediafire(85.42Mb)
Keep in mind this is a beta, and thus is far from perfect.
Big thanks to Banthracis for taking the time to convert the mod to the latest version of Entrenchment, and to Harpo99999 for making the tool with which this was done!
MOD DOWNLOAD:
v0.9 1.041 version compatible (FileFront)
v0.9 1.041 version compatible (Megaupload)
v0.9 - (Mediafire , 4.77Mb)
v0.8 Mediafire(2.47Mb)
BETA TESTING INFORMATION
As this is a beta version of the mod, occasional strange ship behaviour, unforeseen inbalances and other such occurences are to be expected. I would appreciate any player reporting observed bugs, inbalances, disfunctionalities of ship abilities or roles etc. as this will enable me to further refine the mod. You can post such comments and suggestions here or send them to mansh00ter@yahoo.com
Changes so far:
V0.9-increased the hull and shield strength of siege frigates. They are less likely to terminally melt at the first sight of a combat vessel-increased the capital ship top speeds across the board roughly doubling it - now they are on par with cruisers and slower frigates. However, most require about ten seconds to reach top speed, with siege ships requiring twenty-reduced the lateral weapon damage for Illuminators drastically, and equalized the frontal attack values with other siege frigs, to bring them in line with their counterparts.v0.8-enabled fighter physics for all ships except capitals, long range frigates, colony ships and siege ships.-doubled damage on all ships except siege and LRM-halved the hull and shield points of LRM and siege frigates-decreased the angular acceleration value of LRM, siege frigates and stationary turrets to 0.5-halved the top speed of all ships-drastically increased angular acceleration values for all ships using fighter attack-reduced the top speed of capital ships to one quarter of original***Installation:Unrar to your Entrenchment mods folder, then enable ingame. Make sure this mod loads last.Beta archive contains modified Volumetric explosions for testing purposes. If you are using the Volumetric mod already, make sure to load this mod after it. If you do not want to use Volumetric explosions&damage effects, simply install the mod as usual, then delete the "Particle" folder and explosions.explosiondata file from the GameInfo folder.
Enjoy!
Anybody got a version for v1.05 Entrenchment?
Or does the v1.041 work with 1.05?
Due to the RL constraints I am now placing absolute priority on the Last Stand mod, so any minimods that I have released (namely DBS and the Volumetric mod) will have to take a back seat.
Since their development is part of the Last Stand mod, you can certainly expect standalone versions to be updated if not before then with the release of the Last Stand (if for some reason you're crazy enough not to want to download that piece of awesomeness )
Just got Trinity and updated it all. SINS 1.19 / Entrenchment 1.05 / Diplomacy 1.01.
not sure about Sins 1.19, but DBS doesn't work in Entrenchment 1.05 -Colonize ability on TEC cap dumps game.
Harpo mentioned a fix, is there a "Fixed" release of DBS? I deleted the 5 .fx files, but that dump all but ruins things for me.
semazralan, if you have downloaded my modding utilities 1.19 then just run my manifest maker on the mod building a new entity.manifest.
harpo
If someone does update this for Diplomacy please leave a download link
I just updated the manifests thanks to Harpo but the only problem is that the graphics have sort of screwed themselves. Textures and models for ships and some planets completely missing.
starfox that is the 5 fx files in the pipelineeffects folder
GS_Asteroid.fxGS_Planet.fxGS_Ship.fxGS_ShipBuilding.fxGS_ShipPhasedOut.fx
delete these 5 in the pipeline effects folder in the mod and all will work
Harpo, pretend I'm stupid and didn't understand that.
Would doing what you say make this mod work for Diplomacy? If so, some step-by-step would be appreciated.
manshooter, can I have permission to upload a diplomacy version of your dynamic 0.9c from entrenchment 1.041?
rosolian, the steps I would suggest are
1 copy the entire DMS ino your diplomacy mods folder.
2 go into the PielineEffects folder in the mod delete the 5 fx files listed in reply 356
3 text all the entitys in the gameinfo folder in the mod
4 for all capitals and frigates ADD one line at the endallegianceDecreasePerRoundtrip 0.000000
5 convert all the files to bin
5.5 re-build the entity.manifest for the mod OR copy the entity.manifest from the program files\diplomacy folder
6 start diplomacy, go to the options/mods select and enable the DBS AND apply it
7 play a game
btw these instructions will work for any mod that DOES NOT have playerRACE.entity files
Harpo, sorry for not replying sooner, sure, if you've got the time feel free to update the DBS for diplomacy, just credit where due (and don't forget to put yourself in for doing the updating work!)
I have my hands tied with the main project and RL work so I can't do it myself.
everybody, here are two links to a diplomactic dbs 0.9c from 1.041
filefront http://www.filefront.com/15968795/dynamic-.9c-1.041-for-dip1.01.rar/
and
filefactory http://www.filefactory.com/file/b0e9cda/n/dynamic_.9c_1.041_for_dip1.01.rar
AWESOME friggin' mod!
A random aside- what's the music used in the first vid?
Uh, correction, problem. I installed the thing- and now I have no ship models, nor planet, nor debris.... nothing. ;
Edit- ye Gods I'm an idiot, didn't see the previous bit. Ignore me! ^^;
But a new problem arose, like the one above. I go to put points into the Akkan's Colonize, mouse over it (Don't even click) and dump. Help? It works perfectly, save that it's gutted that -one- ship.
darearkin,
the CAUSE of the colonise creah is that in 1.04 the colonise ability was broken into two buffs, the fis is to use my manifest maker on the dynamic mod so that ALL the current entities are available.
Thanks- Fixed
Not working properly with distant stars on dip 1.01. Minidumps when I try to enable the mods. I have them in this order:
diplomatic dbs
distant stars .7
Checksum 74751538
But I'll still have fun playing vanilla with this instead
You may be thinking distant stars is for 1.011 but I got it back when the latest release was 1.01 and you had to download .6 then patch to .7
starfox the dbs that I uploaded IS FOR basic diplomacy not to stack with distant stars as distant stars adds a lot of extra content that the plain dbs does not have in its entity.manifest. the quickest fix is to rename the diplomacy dbs folder to something like DSdbs, then copy the distant stars manifests into the DSdbs folder, this, in theory should allow the dbs to stack with DS, but I have NOT tested it, and also I think that the ds also alters some of the other stats in the ships
Its easier if you just use the DM minimod for DS.
There is a merge version? I want to use this mod with Mad Scientist 2.5 (E 1.41) but im interested only in new tactics movement of ships, not in changing abilities and options. I want only to make fleets move meanwhile fighting.
faren, as you were told in the ms thread, the ms mod has died, but if you want to resurect it, I can help as adviser, debugger and archiver, but I do NOT have the time to take over a large mod that has been abandoned, as I run my OWN business and the boss ( the banks) is a real asshole that will never give any time off for less than life & death situations, I have very limited time that I can offer
Well, i'm a new guy, so a havent got experience in modding, but i have a lot of ideas and passion, maybe I will resurect Mad Scientist ;] thx for offer of help, i'm suprised, I understand problems with times, but dont worry I have angels patience. Also I got friends who know 3dMax and others graphic programs so maybe new mod will got model? ;> But most important thing to me is increase realism, I know i have lot of work but I believe that Victory will be mine :]
Right now I may add new music tracks, like O'Fortuna, but by Therion ;]
Thx for quick answer, Faren
faren, the most used tools for modding is either notepad OR notepad++(recommended) the dev.exe in your sins install location, a brain, and if you want to modify/create 3d models for sins then you also need xsi modtool and the forge tools(ignore the reference files in this as they are from sins 1.15/entrenchment 1.01 and incompatible with current sins/entrenchment/diplomacy).
I would suggest further discussions/advice in either the ms thread OR create a new thread in modding
Sure, I'm 21 years old, so I have... 60 years (?) to finish this mod I will start soon, right now, I'm writting ideas for new upgrades. One question, what made, its mod files work on game version? What we need to change if we want to play mod on new version (like Trinity 1.19, Ent 1.05 Dip 1.0)?
Thx, Faren
I've got now Trinity ;] nice upgrades, but i think their are smaller than Entrenchment expansion.
faren, the main points of difference between entrenchment and diplomacy are the manifests and the playerRACE.entity's, and each of the frigates/capitals have an extra line at the end 'allegianceDecreasePerRoundtrip 0.000000'.
as the ms stands it is entrenchment only, but the biggst issue for moving to diplomacy would be the playerRACE.entity's due to the new diplomacy relations window and diplomacy research group.
the manifests are not a significant problem as I had already released my manifest maker that can make manifests for mods ( both standalone and additional to diplomacy/entrenchment) but not stacking mods.
but I find editing the playerRACE.entity's very irritating and frustrating.
Well, first, I must learn how to edit this later, my patience will be tested Right now I changed StarBases Upgrades (easy way), right now their are so deadly like a Death Star ;] only group of well armed and expierenced vessels can fight with them now ;]
I searched in planet entity's line responsible for planet size but i dont find anything, where the hell i can increase size of the planets? I know there are a mods for this, but I wanna know how to find something like that.
Thx for help, Harpo.
(sory about my silly questions, I'm green like a lemon)
Faren
There are many great features available to you once you register, including:
Sign in or Create Account