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!
I really like this, but I'm with a few of the other posters here.
The Cap ships are far too slow. It takes eons for them to cross planet gravity wells alone, not to mention a star's. Other than that, I can't really complain about anything else, other than the fact that siege ships are nothing but cannon fodder now, and are virtually useless.
I don't really see why they, or the missile ships needed to be weakened.
Allright, thanks to all for feedback, this will greatly help me to improve the next version of the mod which will be out as soon as I get a the following updates done! And thanks for all the praise, and criticism too.
To adress a few matters:
-SHIP SPEED: definitely too slow. Their top speed will be adjusted in a "speed revamp" for b0.82 version of the mod. Basically, I simply reduced ship speeds based on a simple divide operation - most ships got a half speed reduction, while caps got their rop speed divided by four.
The new ship speed table will differentiate by class and purpose. Capital ship speeds are still going to be the slowest, but far faster than they are now. These differences between ship classes will not be as large, but they are still going to matter.
The top speed of all ships will be the scout, and that will remain unchanged. The bottom speed will be the siege capital, which will have its top speed raised by some 50%. All other ship speeds should fall between these two values. They are further to be divided into three classes:
-capital ships: slowest, with the fastest capital ship equal to the slowest cruiser type
-cruisers: medium range, again with the fastest cruiser equal to the slowest frigate type
-and finally frigates
Each of these class groups will further be divided into roles:
-assault: ships designed to fight hard and fly fast, they are going to have the most powerful engines to help them both survive and reach combat quicker; the fastest role type
-support&carrier: medium-speed ships; as the name suggests, they are going to encompass support types and carriers
-fire support: heavy duty firepower, these ships sacrifice mobility for sheer damage potential; including siege types, long range frigates and colony frigates (not colony capitals, which will fall into the support role)
SHIP TUNING: as was suggested, some ships like Illuminators escape the LRM box-in by having multiple firing angles. Their weapon characteristics will be further refined, perhaps by adjusting the firing rate or damage, or both.
The "jousting" effect is actually called a head-on pass. Its a classic maneuver, and one that is pretty much impossible to avoid with current fighter physics. Naturally, most head on passes end up with someone getting a voley of laser or plasma or whatever up their tailpipe. I feel this is pretty much as it should be.
Siege ships are indeed, observed a bit too weak. They are going to get a buff in defence, but only a minor one - their weapons were left unaffected by the mod and are going to remain so. They, however, are meant to be extremely vulnerable to other types of ships, especially assault types. Sending a bunch of siege frigates at a planet and hoping for that mass-carpet bomb carnage will likely result in a lot of broken-up siege frigs, especially if the defender has any sort of a fleet in orbit. Best use with a large fleet to occupy enemy forces, or as a separate "mop-up" fleet jumping in after the action has played out and the player has control of the gravity well. In fact, the buff will be done for the sake of AI which still tends to send siege frigs as a part of a main attack force - this will give them a sligtly better chance of doing some damage.
Long range frigates were initially observed to be actually superior to moving ships - they could simply turn in place and continue shooting while the mobile ships had to complete their pass and turn about to get another chance to fire. That's why the LR frigs got a big nerf to their shield and armor values as well as a large penalty to turning speed. I feel that LR frigates are meant to support the all-important assault types in battle, not dominate the battlefield. They have a very specialized role which can be further augmented by creating fire-groups with them and manually assigning targets to them during battle. They are still very dangerous, especially in numbers.
ABILITIES: these are also going to receive a look-through. However, to save time, I would appreciate all willing beta players to suggest possible issues like Soor has done. This helps me a lot in getting to problem areas much quicker.
Anyway, the next version of the mod should be ready in a few days. In the meantime, keep those suggestions coming, if you got them!
Mansh00ter:
In general, I believe the majoirty of the abilities in the game should be left as is. There are, I'm sure, a few that need to be tweak but most of them still function, operate, and act as they should. My favorite right now is the Kodiak's charge ability, it really does work exactly how it was intended without 'dominating' anything. Many of the abilities transfer over to the 'dynamic' system very well. The advent ability (I forget which which cap ship, second from the left?) that disables engines, weapons, maneuvering thrusters ... that works like a charm. As far as I can tell, most of the abilities in the game seem to function as they should with very little (if any) tweaks neccesary. If anything, maybe some range tweaks for the advent and vasari abilities here and there like the Vasari carrier's repair cloud ability, the range is so small that with the current 'dynamic' system, it doesn't do much good.
I'm in agreement with Soor on the flak frigates. I prefer to have them clump up around my capital (hence my 'tight fleet formation') to protect against bombers. I would almost suggest leaving them as they were in the original game. They are a defence vessel and as such should not be chasing after anything The same goes for the vasari equivalents.
Lastly, (this is not a complaint against you, just against the game engine) the dynamic system would be ultimately best, if the frigates and such would dogfight or maneuver to get the best angles (much as they did in homeworld point defence mod) without looking 'exactly' like fighters. You know what i mean? Maybe I can find a good video clip to describe what i'm talking about. This is probably a hard coded issue with the game but. *shrugs*
Minute 4:15 to end. [This is what I was thinking of for combat]
http://www.youtube.com/watch?v=HtWn1aKGWkI
Minutes 4:50 to end [This however, is what I think of when I think of space battles.]
http://www.youtube.com/watch?v=md04Q7ClW_A
~Boshimi
Is it possible to cange the number of targets a ship can have at once?
Not a modder myself, but in that case that's something to take a look at for the illums - its the combination of 270 degree firing angle + multiple targets that makes plopping an illum/guardian/subjugator blob in the middle of the enemy fleet so deadly.
I don't know enough about the game ships to offer anything about handling, speed, etc, however, the moving fights and visuals of weapon fire and weapon damage is stunningly good!
This makes the game come alive for me. Excellent!
hey.
maybe its just me, but i prefer some ships stationary. These would be teh long-range ships and the carrier cruisers. A vanilla-compatible version would also be appreciated. Thanks a ton man!
-Flankers
Fighter-like movement for ships is not currently available in vanilla sins.
Just a random thought I had sobear with me as my terminology may very well make the arguement a tad over complicated.
So, is it possible to scale damage received based (both shield and hull) on the angle of the fire in relation to the defending ships OWN firing arcs? As an example if a ship received fire head on (be it a broadside, fighter fire etc) i.e the damage was to its front firing arc, could that then be scaled to say 3/4 or 4/5 damage? In comparison a proper broadside so a side-on (left/right firing arcs) ship would hit for normal damage.
The two main reasons I ask this is firstly it adds further tactical depth with the positioning of fleets and the calculation of a firing run. Secondly (and this is all personal opinion) I believe ships would tend to be structurally sounder at the front -like say, a car- and I imagine that the shield projection is somewhat of an egg in shape around the ship, which is also strongest at the front/back, if you follow what I am saying.
I have no idea how and if it could be coded but I figure it can't hurt to ask. I have tremendous respect for the time and effort you have devoted thus far Manshooter and I look forward to playing The Last Stand!
it's 3:12am, just got done with a 5 hour Sins game. Bear with me, i'm sleep deprived. Hopefully this could clarify a few things?
Well, there are a few ways to look at that. In space, if ships are built with shields in mind, there's no telling where exactly the 'structure' would be strongest as it might not neccesarily be considered a primairy building point. Explosive decompression from metal slugs, lasers, whatever is just that, explosive decompression. (which brings a whole nother aspect of space combat that this game cannot really begin to model whether it's reality based, halo based, firefly based, whatever.) If the ships were built with shields as a secondary thought, armour plating would be neccesary at the very least (as in Battlestar Galactica, Babylon 5, ect ect, what have you) and that is soley based upon the actual ship design, mostly around critical systems components, weapons and such. It's all very subjective.
Lastly, as far as where shields are their strongest or their weakest, which science fiction based shields are we talking about? If its magical star-trek shields (old or new) their' equally strong but may come down in sections (or as a whole). If it's Starwars shields, similar thing. If it's more reality based shielding like, say, from the Honor Harrington universe, those are based on gravimetric or something other other technology in which case only the sides are very strong and if a cone or nose or flank shield is able to be implemented, it is very weak. If it's static-shielding that NASA has been experimenting with via magnets, magnets have poles ... So, pick you poison. Mansh00ter? I've heard some people talk about location based damage on the models for hull damage and shield damage, but has anyone definitively found an answer as to whether it's possible or not?
Mansh00ter,
Hey, i must say this is soo cool what uve come up with. Althoutgh do u think u can make a version for the 1.15 version of sins since, i might not upgrade to entrenchement for a long time.
Akkan117
I'll always happily bear with someone who provides a good arguement or line of discussion! Even more so for a wee-hours-of-the-morning-post. I just wish there were more like you floating round the internet .
Given the broad nature of science fiction lore to draw upon and the application of real world knowledge, I am for my assuming for at least the TEC, that they find old human habits hard to kick. Humans haven't successfully created any mass produced vehicle with greater or equal lateral integrity than fore/aft integrity. Aerodynamics is largely to blame for that. Then again so is our penchant for aesthetics. Yet with no resistance in space, whose to say we shouldn't build square/cubic ships. It turned out pretty well for the Borg.
But I digress! For shields I went with standard sci-fi schill of Energy Absorption/Projectile Deflection, with the egg being the optimal shape to project 360* around a TEC ship; which off the top of my head is what I believe you can vaguely make out around a Kol. So running with the egg idea, eggs are structurally sounder at the points where they round off. So if this is an egg => () the top and bottom are much harder to break. When you break an egg for brekky, you naturally crack the side on the frying pan. Same principle.
So for the TEC ships assume the shield is much like this => (||) ...From a Birds Eve View
So assuming that the modern context of the developers drove a fair percentage of the design choices for at least the TEC (as the human faction). Given that I can only show you that TEC ships bear the traces of modern design as they are predominately fore-to-aft ships, which supports (certainly not proves) my line of thoughts pertaining to damage reduction/firing arcs. For the shields though I am just grasping at straws and will happily accept any sound reasoning!
Anyway that is essentially my reasoning for the earlier proposal. Pure, unadultered speculation at its finest!
Developers listen to feedback and enable fighter physics, mod community (Manshooter in this case) use it to good effect, great work all round.
I am curious to see what it looks like with a large battle fleet, Blair said in a recent interview that it looked chaotic (reffering to their own internal tests I assume not modding work).
Would it be possible to see a large frigate battle in action? (or did I miss a post/link further back)
On the subject of fire arcs, I am by no means an expert from what I concluded from tests many moons ago the arcs are hard coded to a 'hemisphere of 180 degrees' based on the direction/facing of the dummy points stored in the models mesh. Either that or it fires in a straight line and the ship has to turn to face the dummy point at the target to fire. That might have changed though in recent releases...
Akkan - see reply #82. Hopefully you can come up with the ten bucks soon to upgrade as it's worth it.
ManShooter - an observation that minefields will become much more dangerous to frigates and cruisers because so much more of the gravwell is now used, and Advent mines might require movement adjustments to let them catch the faster ships now. Should mine damage type be nerfed a bit against middle-sized units? Otherwise you'll kill any strike fleet by peppering your gravwell with them.
manshooter - re: the cap ship speed issue, have you considered reducing the acceleration alot, but leaving the actual top speed of the cap ship alone? large ships, even in the ocean today, are actually really fast. I'm pretty sure an aircraft carrier can hit 30 knots. i know the game or the mod isn't trying to emulate real world physics, but the bigger the ship, the bigger the engine, and theres insignificant aerodynamic drag in space, so naturally the ship with the most biggest engines is the fastest.
if it is possible to tweak their forward acceleration and angular acceleration to be appropriately slow and lumbering while leaving their top speed high would still give you the wanted effect of massive unmaneuverable cap ships, but they would still be bearable in transit from point to point.
pretty good idea i though wouldnt make there speeds to what they were but increase them but drasticly lower there acl and turn rates if the speed is raised
That sounds like a great idea because it would make it a snap to cross a gravity well or go around a star. The issue I think the game might have is to recognize when the ship must start to brake before it can slow down. Otherwise when you send your Marza over to bomb a planet it might wedge itself firmly into the equator.
Is there a parameter that controls when a ship should start to decelerate so it won't overshoot its targets?
Man im blind thx. Althought i figured so cuz i tried finding any fighter physics file but none. Mann i feel dum.
guess im getting entrenchement after all.
Actually I just thought of doing that when I was pacing up and down a backyard today. Waiting for girlfriends has its benefits.
I'll definitely try this out... low acceleration and reasonably high top speed should satisfy both the need to have a maneuverability penalty for large ships and remove the tediousness when it comes to travelling long distance.
As for braking, that's another thing. The braking distance cannot be set, so if you set decelleration too low, ships tend to clump up together, or even bounce off stuff. Usually, keeping the decelleration value high enough so that a ship can come from top speed to full stop in two seconds or so is enough. But since capital ships are supposed to get there and stay there, having such a discrepancy between acc and decc values won't matter (it would mess up fighter behaviour.)
When it comes to fighter behaviour, unfortunately it cannot be adjusted, you have to do it the other way around - adjust the ships to the behaviour. Homeworld 2 has a much more elaborate flight dynamics, which simply cannot be achieved in Sins without some major reprogramming. Flight stats such as mass, acc, decc and angular acceleration/decceleration ned to be balanced in such a way that you get the ships to actually do stuff like dogfighting, keep their combat efficiency so that battles don't last forever, don't jam together too often (I still have to test the current system on a Very Large Battle) and don't ram stationary object either. So there's quite a lot to take into account, and at the end of the day you have to settle for best possible - perfect likely isn't going to happen.
That would be good, Entrenchment games are long enough. Currently crossing star grav wells fully - something you have to a lot on agamennon's, which is what I was testing it on - takes long enough to research a considerable part of the the tech tree before its done.
Its all going to need a lot of fine-tuning, no doubt. I'm sure there will be some ships that slow the whole fleet on jump-out by being unable to get into position properly - I'll give 2k fleets a go with the next version.
Well, I tested the mod on a medium sized fleet clash, around 100 ships per side, all light frigates, to see what happens.
An absolute furball happens! Forget about keeping track who is doing what, ships are all over the place, there are laser bolts flying everywhere and every half a second or so something goes boom.
Which is pretty much what I wanted to see. The idea is to prep your fleets before you engage the enemy, as the only way you will be able to effectively command after the fighting begins is through fleet sections and groups.
The reason I included volumetric effects in the mod is because I wanted to see what the potentially furious destruction of ships would do to the framerate, and at least on my computer it slowed everything down noticeably. The main culprit is the flotsam (shrapnel), so I'll tweak that out as well for the next update, to reduce the load.
I encourage people who have seen or tested out large battles to report here what the experience was like regarding gameplay and framerates!
ManShooter, one other thing to try is to drastically reduce the lifespan of some of the debris. That might cut down on the number of objects and particles in place at any time, maybe?
Out of curiosity, were you running it with or without BailKnight's mod?
With. I noticed that Bailknight's mod has some particulalry heavy-duty effects, such as the TEC LRM missile trail, but in my test only light frigs were used so the problem lies with all the debris flying about since there were a lot of ships popping all the time. Reducing the lifetime might also work, but I have to be careful not to reduce it too much because then you lose all the "clutter" environment which I find very, eh, athmospheric.
Can 'auto-scaling' or 'tiered' graphics be implemented in any shape form or fashion? [Random Thought] Also, would limiting the 'types' of debris help at all? Maybe make them not spin?
ONCE AGAIN! AWESOME!
'nuff said!
Yeah, I like the clutter too. One option that might work is to make a few bigger pieces of simple-shape debris (deck plating squares, for example) with a tiny bit of "molten edge" colouring to make them stand out more on darker maps when they persist.
That footage you posted in the OP is wonderful to watch. My fear is that I'll get so much entertainment out of the visuals that I'll forget to actually play the game! I'll have to save before any decent-sized fleet action!
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