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!
manshooter, if you could pull off the impossible regarding the dynamic in vanilla, I think that ironclad might have to employ you, but I can not do more than suggest and help.
harpo
Of course dynamic movement works in vanilla. It's just more of a hands-on experience.
Here's the deal, Beal... What I did was downloaded this mod and deleted the entire PipelineEffects folder since its not necessary to include in a mod of this type. Including it only causes issues when things are updated since it doesn't actually change anything included in that folder. I put the mod straight into the Entrenchment 1.051 mod folder. Second thing I did was used Harpo's manifest maker to create an updated entity manifest only. (Having the vanilla, entrenchment, and mod boxes checked, get that manifest here if you don't want to mess with anything Obviously you'll have to rename it and overwrite the one included with this mod). Other then those two changes, nothing else was done to this mod to update it. Ran it for over an hour 10 player map 3 teams of 3 TEC, Advent, and Vasari, and me, all set to the highest difficulty to ensure they'd build up. The dev exe didn't give me any errors at all and the log didn't show anything unexpected.
Then the error isn't related to a tradeport, which I didn't think it would be considering this mod doesn't touch any of that. At this point I'd have to assume something in the update process isn't working out right since I didn't use any tools other then the manifest maker and I have no crashes as of the hour mark with nine bloodthirsty AI's.
So here's what I want you to do:
That's pretty simple stuff right there and requires no tools or modding of files or updating anything on your part, so you shouldn't be able to screw that up. ;Þ
The PipelineEffects folder is a holdover from the early versions of the Volumetric Effects mod, bundled up with this one. Basically it was used to buff shield hit effects.
You can safely delete the entire folder from the mod installation. In fact I would recommend it. As Stant said, it doesn't do anything anymore.
Stant123,
Thanks-A-Bunch! I did exactly as you recomended and it has been working without any flaws. ManSh00ter should quote your fix in the discription.
ManSh00ter,
If you can make this mod for Vanilla that would be way cool because it would make the gome more fun with my Vanilla friends. LOL "more of a hands-on experiance". I understand what Harpo is saying but I also know nothing is imposible with enough programing.
Thank you, Hapro99999, Stant123 for all the good advice and ManSh00ter for your epic mod.
Greatly appreciative,CPT_Rhino
The thing about the programming is the engine needs to be change to accept it, which is something we as modders cannot do. The Devs have to do that. That is why we keep saying it cannot be done... Because it can't be done by us.
Where is Neo when you need him. (there is no engine...oops, I mean spoon). o.0
Hi ALL! Thanks for all your help but my friends just asked me if this is available for Dip. or is there an Engine Issue with it as well?
Tried Stand123 instructions with Entrenchemen 1.051 and i´m getting a midump when enabling the mod... anything i can try to solve it?
Thanks
First, you could spell my name correctly. Second, you could download the mod again since bad downloads do happen from time to time. Outside of that, you probably didn't do something correctly which is why you have the dump.
It's available in Diplomacy inside various mods. It also used to be able to be carried straight over into the diplomacy mod folder where you could use a manifest maker to create a new one and you'd be good to go, now there are some issues with doing that. Maybe Harpo fixed his to not include the certain lines that are no longer used. I haven't looked at his tools in a while to know for sure.
Seems the latest patch (atleast for entrenchment) broke it, invisible ships, etc - any chance of a fix?
Well, it technically hasn't been compatible for some time, but I'll have a look at it tonight to see what can be done to allow it to be usable again.
avenger the invisible ships planets AND asteriods is due to a CHANGE in the ship/planet and asteriod FX files in the PipelineEffects folder in the mod, just go into the PipelineEffects folder in the mod and DELETE the following five files
GS_Asteroid.fxGS_Planet.fxGS_Ship.fxGS_ShipBuilding.fxGS_ShipPhasedOut.fx
this should fix the issue hat happened back in entrenchment 1.041 and affects all mods from before with later entrenchment and diplomacy.
Good call, forgot about all that since I've removed that stuff a long time ago.
Something I thought should of been in sins right from the start. Downloading now.
The problem is some people think that it should have been in from the beginning, but a lot of people like Sins the way it is so their caps and flak frigates can pull up into the middle of a group and utilize all of their guns at the same time. The compromise is that the ability for modders to do this was added to the ships so we could turn fighter style movement on or off depending on those whom we are catering to.
Make sure you read Harpo's message (Reply #437) and delete those .fx files.
Dynamic Combat mod doesn't change capital ship behavior - they are still static. If anything they get to use those side guns a bit more.
I have no idea what I was reading that made me say all of that...
Must've accidentally read a couple of old posts.
Will anyone be re-doing this mod for Rebellion?
It wasn't really done up for Diplomacy, nor really kept up to date for Entrenchment, so odds are it won't really be done up for Rebellion either. The good news is that some mods out there that are being, will be updated for Rebellion include this in some form.
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