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 always regretted designing the disciples to make them look so fast, while all they did was stand still and shoot.
Not anymore! This mod is makes them look awesome!
I must say that this is one of the coolest mods ever for this game. OK, there are other cool ones that do other things (DANMAN's mods) but the affect this one has on the game is great. I was able to jump 6 light cruisers to a planet at the beginning of a game because they were all grouped take out the local scum before they could all get there. My 6 could take out up to 10 of the others without losing a single of mine. Add in a capital ship on the next planet and they don't stand a chance. Add in the volumetrics and WOW!! Very nicely done. Once I was into some bigger battles with the AI the battles just got cooler. It is definitely well balanced.
Only thing I saw was the shipped ran into each other a lot. I'm sure that is minor though. Keep up the good work.
I'm sincerely thinking about getting Entrenchmant just to play this...that video you posted is a gorgeous thing. I've longed to see Sins combat like that.
Other than the speeds of the ship and the damages, what else has been changed to allow create the dynamic battle
Very little else. The idea is not to create a "clockwork" dynamic battles, but actual ones, where player input can greatly influence the outcome of an engagement simply by taking time to organize a fleet prior to the battle (once shooting starts things are going to be too chaotic to allow for timely organization) and performing various tactical maneuvers. Or you can let your ships duke it out and enjoy the show.
The beauty of the system is in its simplicity. It simply changes how ships behave and interact with each other. This creates fertile ground for a creative tactician. And that's it.
I've been hard at work for the next version of the dynamic mod, you can expect version 0.9 BETA tomorrow! Changes include rebalancing of ship speeds and acceleration, behaviour adjustment for some ship classes, health buff for siege frigates, and the new and improved version of the flotsam system - looking twice as good, costing half the polygons.
And also, as a little treat - Carnage In Space improvement will be also included, adding bodies to the ship debris. I tell you, the first time you see a burned corpse of an enemy crewman float past your soaring attack ship... it's a very special moment.
Extra Crispy.
YOW. The new debris looks like it's gonna rock!
Can't wait to grab the forthcoming release. Manshooter, expect to get karmageddoned for this!
To confirm - are you going to release a standalone Volumetric version of Carnage as well, for those who might want to switch back to vanilla Sins? (I know how to disable Bailknight's if required, but maybe not Dynamic)
I have said it before and I am saying it again.
WOW
I can not wait
harpo
Volumetric 1.13 will also be released tomorrow, and will contain the Carnage in Space addon. Personally, I love it when a critical hit happens on a moving ship and you see a bunch of crew get expelled from the breach and just get left in the wake of the ship. Looks like a friggin movie scene, pardon me bragging. But of course, not everyone has Entrenchment, though I hope IC will port the fighter physics to vanilla Sins so that everyone can enjoy mods which rely on the nifty features Entrenchment brought.
Damn I need entrenchment
Yes you do. I just got done with a game in which I used a starbase to attack another starbase (I was vasari, so were they).
And you though cap ship battles were kick ass.
Phew! Here it is at last, the 0.9BETA version - I just hope I haven't forgot to pack some file into the archive, it's half past 2AM here and I'm about to crash-land.
Changes for 0.9 include:
-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.
A few notes: I decided that if something isn't broken, I shouldn't fix it. So I pretty much kept the 0.8 ship speeds as they were since changing them alters the whole flight model. The only ship speeds changed were therefore caps, which should now move a lot faster than in 0.8 - be careful of their slow run-up time. The acceleration value will likely be tweaked based on player input: the goal is to present the capital ships as ungainly and lumbering, but ultimately quite fast.
The Ilums now have pea-shooters on the side - it was the most simple and straightforward method of bringing them into line with other LRF's. To compensate for their short range, their forward attack is actually in the middle between the TEC and Vasari equivalents, therefore quite a bit stronger (about 50%) than before. Side attack values have taken a 65+% hit however.
A lastly siege frigs are tougher. But they will stil lose badly if unescorted - no more siege frig fleets ravaging planets, not if those planet's got any kind of defense!
Oh, and Carnage in Space is there too, along with the improved flotsam, as announced earlier. Let me know what do you think about the "spillage" during battle!
manshooter your .9 appears to not be compatible with 1.02 entrenchment
*sigh* I was afraid of that. This "staccato patching" policy is good for gamers, but is really annoying for modders, when you have to fix up your mods every time. Thanks for the heads up, will fix the issue asap.
Minor patch notes correction:
Shame about the incompatibility (ya gotta hate when that happens!) but it's a good thing for me because although I was on the edge of my seat waiting for this, I really need to get to work early.
Well, then you've got something to look forward to when you get off work. Here's the updated archive, tested it out on 1.02 Entrenchment and it works just fine. Better than fine actually, those memory optimizations really helped smooth out my framerate!
beDamned if I won't leave work early today!
Very Fine Job!! You have brought a new level of sweetness to this game. Pat on back.
I'm running this mod .9 with the MS mod and BOY SINs is cooler than before!!
Though....I also love the volumetric goodies, debris...I see no "bodies" spewing out.....just wondering if I'm supposed to see them yet..in this version.
ive got a problem, get all the time minidumps when i want to play.
i put the datas and folders into the entrenchment mod folder and give it the name Dynamic. but it doesnt work. at the beginning of the loadscreen i get a minidump
can anyone help me?
oh and i have ver 0.9 sins entrenchment version 1.01
There should be bodies being spawned. They are pretty small though, but you can definitely see them. This depends of your backgrounds... dark backgrounds make it hard to see such small objects. I just tested again and my 1.12 Entrenchment has corpses all over the place.
Keep in mind Carnage in Space is a flavoring, for the most part the bodies are too small to be noticed unless you zoom up close.
Kelany, 0.9 Sins? What's that, a beta?
Try upgrading to the latest version of the game (Entrenchment too, latest version is 1.02) and let me know if you still get a minidump.
Hum...bodies are not hard at all to see as a matter of fact! And LOOK awesome. I think I even saw one contort in weird shapes as it was propelled through space (should be impossible) but still AWESOME!
Only word that describs this
Once again ManShOOter pushes the engine to its limits to give us a beautiful product
ManSh00ter, this mod, Volumetric, and Bailknight's is Sins as it should have been originally.
You, sir, have just made SOASE from a "well, good" game to the awesome game it deserves to be. This is the single mod I've ever been waiting for. I'm looking forward to future versions and perhaps an incorporation of this into 7DS
Only if IC and Stardock back-port fighter physics to vanilla Sins. 7DS is having enough troubles as is upgrading to 1.16 for us to think about an Entrenchment version.
ManSh00ter... Why hasn't IC given you a check yet? I bet this mod alone accounts for a quarter of their Entrenchment sales . Awesome job dude. Keep up the good work. Any time frame on when we might see some scary aliens from the last stand in our games? haha. you just keep doing what your doing. You're amazing.
Oh as an additional note. Does this mod (the dynamic mod) incorperate the entirety of your volumetrics mod or does it just incorperate this and that? I have been wondering if I need to run volumetrics in addition to this new update. Thanks.
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