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 this sounds excelent. I would be willing to help with the beta
harpo
dratt double post from very slow forum response 2min
Ditto on the help. Let me know when and i'll upgrade to Entrenchment.
Here we go, v0.8 Beta has been released! Also check out the "Evolution of War" video to see the kind of cinematic battle experience you can get with this mod running!
Check out the top post for info & links.
ManSh00ter, you are amazing when it comes to moddings sins. I can't wait to try this mod in a game
Wanted to tack on, I am running the latest version of entrenchment and yes I did have the mod enabled.
Hey Mansh00ter, just tried out the mod and my ships weren't being very "dynamic" they just sat there and fired
Wow how did I miss this awesome post! Great work Mansh00ter! Its as revoltuionary as your volumetric explosions mod.
Damn I wish this was for non-Entrencment sins too . . .
Jarquafelmu, make sure that the Dynamic mod is loaded last. Also, starting a new game is recommended - sometimes when ship behaviour is altered midgame, strange stuff can occur. Usually it works out fine, but not always.
Let me know if you've got any more problems. Additional info such as any other mods you're running, and specific circumstances where and when a bug occured can also be helpful.
Thomas, go bug the devs to port the coding to vanilla Sins as well.
Thanks for the Ideas Manshooter, but I had no other mods running and it was a brand-spanking new game. Also I am running v1.01 of Entrenchment (or the lastest version whichever one comes first)
So the ships are not moving at all? Or was it an isolated occurence?
They're not being dynamic, they're firing like they reguarly do. Which i mean by forming up lines and playing turns at firing. I haven't tried a new game yet so I don't know if it was just that one time or not.
Excellent mod! Amazing! It brings new life/interest to battles!
Looking forward to see this mod develop!
Jarquafelmu, no idea then why its not working for you - I tested the mod extensively and haven't heard any other reports about that. Try checking the directory structure of the mod folder, see if everything is there... failing that, maybe its a freak bug, try another game and see if it can be repeated.
Initial impressions:
The combat in battle is good.
15 minutes to cross a star's gravity well? Not so good
Ah yes, the epic voyages that only space can bring. Something to try and fix up in future versions. Noted, and thanks - I actually never tried to cross a star's gravity well with this mod installed.
Can you tell me if you had capital ships in the fleet? Frigates and cruisers should take only half the normal time to cross any distance, however capital ships can require up to four times as much. This may be a little overkill, I admit.
Yeah, my cap ship is slowing the fleet to a crawl. Otheriwse the speed is acceptable.
Further points: main things to look at ability-wise are position-affecting abilities - mainly, advent/vasari support cruisers - and also abilities which depend on on target position.
Cleansing Brilliance is a good example of the latter, it relies on middle-ages style battle formations to hit enough units for it to be worth firing, it might need a fairly substantial rework.
Illums also will likely need looking at, their 3 firing angles really come into play with enemies zooming around all over the place. Specifically, it defeats what you tried to do by making LRMs static and slow-turning by giving them a 270-degree deathfield.
Finally, the concept of flak defence frigates zooming about is a bit ... odd.
Haha, ROTFL!!!!!
-Teal
Hey ManSh00ter,
I've been following your mod work since the first day I bought Sins of a Solar Empire which was very much near the release of the game. This is the first time I am posting to these forums.
I want to thank you for all the time you've been putting in to modding. You seem to have an unbelievable amount of patience and brilliant ideas. I don't know what you plan on doing after graduating college, but I really hope they make good use of your creativity.
Flattery aside, I wanted to let you know that the mod isn't working for me either like a previous poster. My ships fight in the same old fashion as before by just lining up and firing statically. I have no other mods active. I know the mod is working in general since I can see the beautiful volumetric effects.
As for the volumetric effects, they look gorgeous, but I did have a complaint. Watching a small frigate making such large explosions seems a bit much. I'm sure you still plan on much tweaking to make the explosions proportionate, but I just thought I'd bring it to your attention.
Thanks again for all your work.
Oh, heck, no way! I love it when the little frigate goes up in a huge fireball. To me, any explosion that does such a thorough job of annihilating 95% of the thing's mass is going to be pretty massive.
It's kind of the wrong thread for this but I find Bailknight's effects to be a bit over the top with the weapons, and play just with Volumetric turned on. And I love 'em!
Think of it this way (if you're familiar with the Honorverse). When a ship's fusion bottle lets go ... oh man, there's nothing left but a few twisting bits of metal and some chunks of roasted toasted hulk. The bigger the better.
P.S. Just some asthetic feedback too, maybe make the ships pitch and roll a bit more while they maneuver. Just an oppinion, so far, very nice.
Man... This is an incredible mod! The two things that I felt kept this game from being truly great were the single proc coding and the fact that the ships just lined up and fired (as I think you put it "like Redcoats"). Well your mod helps fix one of those. Great work!
One thing I noticed in testing it last night was that the capships just move till they are nose to nose and trade volleys with each other. They are not maintaining any kind of "optimum weapons distance" (Not sure if that is the correct term)
I should have got a screenshot to post, but didnt think about it at the time.
Not sure if you were already aware of this or if this was an isolated incident. I will test some more and if I can recreate it I will post a screenshot.
Again, Thank you for all your hard work with this mod..... It is greatly appreciated.
For those of you having problems getting the ships to act more dynamic, how did you install the mod? I'm assuming you have it installed in your Mods-Entrenchment folder and not the original Mods folder since some of you can see the volumetric effects but not the dynamic ships?
Did you try putting the files from the .rar into a seperate "mod" folder and treating that as a mod? Currently I have Volumetric Explosions installed and this mod installed on top of it, but in seperate folders, so my EnabledMods.txt looks something like this (Where 'Dynamic Battle System' is the name of the folder I created for the seperate files):
TXTVersion 0enabledModNameCount 2enabledModName "Volumetric1.12 - Entrenchment"enabledModName "Dynamic Battle System"
Enabling these in game one on top of the other (Dynamic Battle System last) seems to work... for me anyway
From what I watched in the video, the ships are charging at each other as if they are jousting(I found that quite comical ). I think the agility of the ships need to be tweaked somewhat so that it doesn't look as if light frigates are moving like strikecraft but like they are heavy.
Other than that I am optimistic that this mod is going to kick some ass
The mod suddenly started working for me. If it doesn't work again, I'll try to reproduce the problem to see what is specifically messing up.
This dynamic battles are amazing. I'm turning back on camera tracking of individual ships just so I can watch the battle from up close.
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