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, for one, purchased Entrenchment purely for this mod alone, and it was well worth it.
Sparda I really hope you guys can figure out how to incorporate this into 7DS. Right now my two favorite mods don't work toegether and it sounds like they won't for a long time...
Thanks for the praise everyone, glad you like my work!
Jarquafelmu, the Dynamic mod incorporates the latest Volumetric effects, so you don't have to run the Volumetric alongside it - unless you want the bundled-in Bailknight's effects as well.
solved tha prob. a real grat mod manshoota!
Overall, I have to say that I am enjoying this mod. That said, I do have a problem with the turn rate of the stationary turrets: They turn far too slowly for what they are intended to defend against. In my opinion, the stationary turrets are meant to be the counter to light raiding attacks (ie. Light frigates) and countered by heavier attacks (such as by LRM frigates). As it is now, they are useless against the faster craft, and outranged by the long range craft, making them little more than wastes of metal, credits and crystal.
My errorlog is reporting missing labels.
Example error:
Text FileArchive missing Label.
File: ~~~~~~~~~~~~~~~~\GameInfo\PLANETMODULE_PHASEORBITALMISSILEDEFENSE.entity
Label: rotateToFacePlanet
Line Number:46
Line Contents:rotateFacingType "None"
All the missing label reports are concentrated on PLANETMODULE_PHASEORBITALMISSILEDEFENSE.entity.
I'm unable to launch the game.
I got the mod from Moddb.
Edit:
Checked again, the missing labels are also present in other planet modules. So far I detected it on orbital defenses. I'll remove them one by one to see how many there are.
Maybe the missing labels were present all along... not just from this mod.
Confirmed: Orbital missile/beam/gauss defense have missing labels. Looks like you overlooked something while changing rotation parameters.
I'm removing them for now so that I can play.
Actually, that exact error happened to me if I tried to play the initial 0.9 version with the Entrenchment 1.02 so it makes sense that you get the same if you play the updated 0.9 version with Entrenchment 1.01. Have you upgraded Entrenchment to the latest version?
Khrysanth, yeah, the stationary turrets will get an overhaul as well, but probably in a different direction. I see them as heavy weapon emplacements (after all its a whole station designed to basically be a big gun) with long range capability and high damage - useless against light attack ships, but dangerous against capitals and slow moving craft like siege frigates. They are meant to defend a planet against ships that can harm it, which usually means the abovementioned classes. Unfortunately it slipped my mind to overhaul them for the 0.9 version, sorry.
Thanks for the feedback, looking for more of that because it helps me refine the combat system! Especially if you notice a certain ship class dominating unfairly on the battle field, or "stealing" another ship class' role and usefulness!
wow .... downloading. Finally have a reason to play entrenchment
Question is.... does the AI know how to use all of this?
The system is designed to help AI somewhat, but it will not be doing any facy maneuvers if that's what you mean. Then again, it never did so...
Anyway, based on my playing experience, the AI is working just as well as it does with the original game.
I played the public beta of entrenchment and for some reason kept on expecting a little more. The starbases are good and entrenchment is a good addon. But I have not touched the actual release of entrenchment..... just been too busy with the likes of ETW. Now I am motivated to do so.
This mod has brought the game to life for me! Sins just went from a B to an A+ in my book with these changes!! Thanks for all the work on this!!
Manshooter, I'd disagree with somewhat on your assessment of Turrets - They shouldn't be useless against the lighter frigates at all, less effective, but should still be capable of taking them down. A fully upgraded TEC Gauss Emplacement (Swarm Missiles and Meson Bolt, plus the capacitor upgrades and so on) should be fairly capable against everything, it just needs a greater turn rate. The point of defence emplacements is that you leave them behind at your worlds to defend your empire on it's manifold fronts, whilst the player's main fleet rampages across hostile worlds. Their purpose is sort of defeated if they get "WTF-pWned" by Light Frigates, if you catch my meaning.
This then enables the Assault Cruisers for the Advent and TEC, and the Vasari Orkulus to fufill their created role - as dedicated structure/emplacement busters, and actually gives them a role within fleet architecture. Sure, you can get by using normal frigates and cruisers, but you should take a large amount of losses in the process.
Sorry for the ramble there, I love the mod, and use it a lot with your effects mod
Anything new running around in that head of yours ManSh00ter?
A couple of my buddies are going to be getting together this weekend to try out the mod in multiplayer settings.
Ravenholme, the orbital defenses still can pose a threat to frigates, especially when they get adjusted in damage for the next version. However, any kind of a static defense should not be able to repel a mobile force on its own. Static defenses have a simple purpose of tying up enemy forces and preventing them from advancing or achieving their strategic goals until a mobile force can be deployed to destroy the attackers.
That said, I envision static defenses as precisely that - powerful defensive batteries with a nasty attack, long range and an absolutely crappy turn rate. They can make mince meat out of capital ships which blunder into the defensive line, but are very much innefective against a swarm of light and medium attack ships, or dedicated structure busters such as torpedo cruisers or missile boats which will still have slightly longer range than the static defenses.
I don't have to say what will happen to siege boats if they try to approach a planet defended by a ring of orbital guns.
If you want to tie up mobile enemy forces and are worried that your turrets are going to be innefective against swarms of light ships, bolster the orbital hangar count - bombers are still quite effective against all sorts of frigates.
The idea, and I am very much interested in seeing how will this work in multiplayer, is to force the players to choose between homeland security and all out attacks in a greater degree. One of the lame things about Sins MP is the "mega-fleet" tactic, where a player focuses all of its fleet strength into a single swarm and simply lays waste to enemy worlds, safe in the knowledge that the enemy player will not be able to field damaging raids against his own worlds because those upgraded turrets and starbases can hold the line on their own just fine and the defending player won't be able to send a large enough force if he wants to keep his own worlds intact.
This way, you can still dedicate the majority of your forces to defense actions and send small detachments of light ships to bust up the orbital defenses and pave the way for some cheap-arse siege frig (which will get a major upgrade in damage to justify building them instead of more capital ships) attacks.
In my opinion, ship and unit roles overlap too much in SoaSE. The more specialized individual ship and unit classes are, the greater freedom of creativity a player has. Instead of ending up with a cookie cutter strategy that works every time in precisely the same way, you get a better chance on mixing and matching your ships and trying out new and unpredictable stuff based on the situation ingame.
That's the idea at least. Hopefully I'll be able to pull it off with the upcoming releases.
Hey ManSh00ter, sent you an e-mail.
Does anyone got the mod, the link seems to be broken
mooster mediafire appears to be down at present, I can not access my own mediafire page or any other link to mediafire
harpo
ok question mansh00ter, do you just alter the ship speeds and "usesFighterAttack TRUE" ??
if so, i think this really breaks combat mechanics, the battles often end up out of grav well, and take forever in large engagements.
if there is something different you did, could you share?
Not really. And why not have long battles? Ships are stationary when they fight in space, to be honest, even on the high seas ships aren't stationary
it already happens in vanilla, on a limited basis, when an anti-fighter follows a strike craft out of the grav well, then the attacking fleet follows it, then your fleet follows them, then the fighter gets further out, etc...
i activated this in my mod, then quickly deactivated it. i was just wondering if he modified anything besides mass, ship speeds, and fighterattack. if so, i tried that and i know what happens. maybe people like it. not me.
i am not looking for realism, per se. and don't forget, for the majority of time in large scale land warfare, battles were fought by lines. it is not an "unheard' of tactic. imho, it makes the game a hell of a lot smoother. plus in my mod, i have things balanced so frigs pop quickly, cruisers decently fast, and caps are.... real caps.
line battles are usually for land warfare. And beside land warfare wasn't in the tatics for Natives, it is mostly an European thing
and that is in history in the 1700ish
Even that line warfare can only work if you have a definate amount of space, I mean land battle you are limited by how much up down spce you go
the problem I think the reason why the ships all go out of the gav well is that the ships who are attack only lands on the edge of the gav well, which means if the ships are moving and they are already the edge, the ships will be forced to turn outside of the gav well causing the effect that the ships are going out side of gav well the only way to mitigate this effect is to either decrease or increase the moveAreaRadius or the hyperspaceExitRadius
i have already done this. it happens no matter what. because they make their return swings so large. if there was a way to limit those swings, i would agree this would be awesome. but as it stands, games already take so long i dont think battles need to be extended.
Ships exiting gravity wells is not connected to the mod as such - I had reports of the vanilla game having this too.
That said, I must say that personally, I hate quick paced games. Yes, the battles may take longer, but I estimate only up to 25% at most. Remember, I upped most weapon damage values significantly, so while the ships do not enjoy as much "firing time" on their targets due to overshoots and maneuvers, they do more damage per salvo than before, so it balances out.
Also, unless they have been give specific orders to shoot at a specific target, they tend to swith targets on the fly if their original one is way out of their firing arcs, so there is little firing time wasted, its just spread out more among various ships.
The values I altered my be found in the Readme and on the top post. To reiterate, I changed their angular and normal acceleration/decelleration values, their damage and their hull and shield strength in some cases. The current flight model has a relatively tight turning pattern and does not effect the "fly off grid" behaviour - as I said, that happens in vanilla game as well.
Personally, I haven't observed that the ships make their return swings inordinately long. It may happen sometimes that they switch targets on their own, thus keep tailing a different ship. But that happens rarely - most of the time you see a potshot being taken and then the ship turns about in pursuit of the original target. In fact, while tweaking the flight model I was somewhat worried that the "furball" effect was too prominent (where you get a giant chaotic ball of dogfighting ships) - the exact opposite of what you're experiencing.
Anyway. If you're trying to do something like this in your mod, try upping the damage (I doubled mine). It helps cut down on battle length very much.
Oh yeah. And you do know that you can have long battles and still play the rest of the game, yes? Just pop in to check it out once in a while. You trust your admirals, don't you?
Installation:Unrar to your Entrenchment mods folder, then enable ingame. Make sure this mod loads last.
I had just dl'd the mod but I have not been able to get this mod to work, I have unrar it into the mod-entrenchment v1.02 folder, and now I have the following folders: Requiem(the requiem mod), Gameinfo, particle, pipelineEffect, TextureAnimations, Mesh, Textures, and a file call entity.manifest, and two .txt files. I had Enable the mods(each of the folders), but the ships do not move. What am I missing??? Any help would be appreciated. thanks
Nevermind, I figured it out. Just had to create a new folder in the mods-entrenchment v1.02 folder and extract all the content into there.
well one this will only effect the tec advent and vas ships not all or empire so this might be the main reason why it isnt working for you or your not able to see it working is my guess
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