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!
To increase the size of a planet, you will need to increase the size of it's corresponding mesh. There is a program floating around the forum that does just that. Alternatively, you open the mesh file in a 3d modeling program like XSI, 3ds Max, etc and increase the size.
Since you seem to be new to all of this, I suggest you go with option 1...unless you're willing to put in the time right now that it will take the learn one of the programs in addition to how exporting into the game is done.
I cannot make this work and I admit I'm an amature. I extracted it into the folder mentioned, but all it extracts are six other folders, which when I log in I can "enable" but nothing happens.
I tried creating a folder named "Dynamic" within the mod folder where I'm suppose to extract it since others seem to have their own folder, but when I do that I suddenly have no textures, they all become transulcent, see through.
Help.
the reason why it won't work is because it is not up to date with the current Sins build 1.191/1.051/1.011
harpo99999 has some tools that would help with this, they are mentioned back a page
zygon the translucent ships, structures and planets is due to 5 files in the piplineeffect folder
GS_Asteroid.fxGS_Planet.fxGS_Ship.fxGS_ShipBuilding.fxGS_ShipPhasedOut.fx
delete them and it should work
harpo
Awesome!
Thank you so very much, it works perfectly now.
This mod is great!
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
these will work with 1.011 right?
too complicated, i don't even know what an entity manifest is, i give up
the entity files did not change between 1.01 & 1.011 so it should work
or you could just extract the rar contents into your mods-diplomacy v1.011 folder
Is there a working version for entrenchment 1.051 ?
I dont get this how it all works with the entiy and reference file and so on .. sorry
Realy looks nice, would love to play it.
By the way, is this compatible with "Real Battleships" ?
Entrenchment 1.051 version
http://www.moddb.com/mods/the-last-stand/downloads/dynamic-combat-10-rc-a
release notes
http://www.moddb.com/mods/the-last-stand
Gameplay/stat changes are a bit different than the older versions.
Thanks a lot, this is exelent. I will try it out soon
If the Capital Ships realy are better now i maybe dont need the Real Capital Ship mode, i realy like it, but the problem is that the AI doesnt upgrade sthe weapon and defense systems enough so i have a far superior fleet soon. --> Boring
the caps are still approximatly the same in power, just a bit slower than older versions of sins, and if you want it I have a entrenchment 1.05 real capitals copy that should work fine in 1.051.
Thanks i already have an updated version
Now to dynamic battle system!
Its interesting and make the battles more .. hmm dynamic ^^
But unfortunatly there are a few bugs. A few times a light frigate got stuck at the astroid or Extractors when atacking a siege frigate. I guess it wanted to circle back to atack but the mineral astroid or whatelse was in the way, so it didn't move at all, while the siege frigate keeps firing at the astroid. Its a bug, but i can live with it, no big deal
Another thing is, i had 10 frigates chasing a pirate/milita frigate who was chasing one of my frigates again. Now my single frigate was trying to atack the milita one behind it but couldnt start to circle around because it was chased by it as well.
So they kept moving forward. When i noticed it the frigates were half way to another planet.
Come to think about it, i should have let this go on, would be interesting to know what happens when they enter another planets gravity well ^^
edit:
Ok another critc, this is major. Starbases are almost invincible now. I just faught a battle agains ta tec starbase, 2 weapon, 2 health/shield upgrades. And it took out a fleet of 350 supply, a level 7 battleship (with real captial ship mod, so lots of health) and the second battleship is almost dead as well. Torpedo frigates are complety useless because they loose their range advantge. They are dead in now time.
So, fleet battles are fine, but you have to find a solution for the starbases. Best way would be if there weapons were much more inaccurate because of the targets movement. Buti dont know if this can be realized easily.
I don't even want to know what fleet you would need against a complety upgrades vasari starbase..
the TEC answer to the vasari starbase is a balanced mix of all the frigates/cruisers & caps WITH the repair cruisers and a fair number of carriers with bombers(50+) and focus the bombers onto the starbase, (sorry usually play TEC, so have not any advice for advent) and yes it does take 3 supply/caps levels and local attack only and all weapon research, but it is effectively a steamroller against the AI, and once you have destroyed about three of the AI attack fleets they tend to play dead.
regarding the altering of weapon hits during movement, NO they hit all the time
Sounds good to me. A Starbase is supposed to be a monster to take down. With the DBS ideally you want bomber wings on the job as they do a lot of damage to a Starbase and Starbases on their own do not really have effective defenses against them.
Torpedo cruisers might work if they keep out of range (in other words, depending on the starbase you might try attacking them with light frigates to draw fire while the torpedo ships pound away). Just keep in mind that the capital grade weapons on the starbase can and will rip apart most targets. Except fighters and bombers.
Can't so much against weird/funky situations. You can try setting combat behavior of your ships so that they do not chase forever. And rarely something will get stuck - at least they're not headbutting each other so much now.
I really do like this mod a lot, hopefully there'll be a Dip version soon (Of Dynamic Combat Rc1a). Kudos indeed! It makes Sins far more fun to play
Yeah, Diplo version is in the works. And thanks.
Excellent news - I also like the volumetric explosions and damage effects, these two mods are basically really nice work. I may do a mod spotlight for those just for the heck of it on Games Xtreme as part of an article.
Yep, working on that too. Should be out this week.
Fantastic - really looking forwards to seeing that too
Is this mod dead?
Wondering the same thing myself, especially since his last post promised a new version?
Not quite. He is very busy but does check back when he can.
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