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!
Not sure I understand. Are you saying that ST: SoA2 has a better dynamic flight model, or that you have ST: SoA installed and its ships are not behaving properly? I can only guarantee intended behaviour with vanilla units supplied with the mod.
Cool, thanks for the feedback on the feedback ManSh00ter. Always been a big fan of your work and I'm really looking forward to your next update.
One thing I might suggest for turrets is increase their tracking and/or firing speed but maybe lower damage. I always envisioned them as the Point Defense for anything but a capital ship trying to get close to your planet/buildings, i.e. siege frigates and light cruisers.
I don't really think they should lean more towards fending off capital ships, as defenses should be for combating a wider range of ships, which will be frigates/light cruisers most of the game.
Bombers do well against capital ships and large cruisers, and mines certainly help against just about everything if you can afford them, but as for planetary defence I think the turrets should serve as a high-end "Tier 2" PD weapon.
I also think that their relatively low HP vs. the concentrated fire of the late game makes them better suited for the early to mid game and being versatile enough to hit most targets. That's just my $0.02
Very cool stuff its like you read my mind on what sins needed, added a dash of crazy cool visuals, a cup of creative thought, and a cake (because cake is good)
P.S. btw happy late cake day remember cake day is every 23 of the month
Thanks!
Work on version 1.0 is progressing, including compatibility with 1.03 Entrenchment.
manshooter I had already tested my mod updater with your dynamic .9 and it is working with other mods in 18+game hour games
the change that I inserted was adding a renderShileds TRUE after the ShieldMeshName
hope this helps
harpo
Yeah, that's about the only incompatibility I could spot as well, thanks. I just need to add the mentioned balance changes for 1.0 and it'll be good to go!
Have to bump this thread. Since this is the best mod out there.
Thanks. You should've bumped me on the head as well - I totally forgot I haven't updated it for the latest version of Entrenchment!
Hey! Great work!
i was just thinking though... as a sort of utility add-on for this mod... is it possible to create an 'intelligent' game camera, or at least a way to lock the camera to the front/port/starboard/aft etc etc of the ship you've zoomed in on?
This would be awesome for movie making, because rather than having to keep manually changing the camera angles, having the computer help would be great
Just an idea
You mean something similar to the BattleCam from UaW and EaW? As far as I know that isn't possible.
Has this been confirmed to work with Entrenchment 1.03?
Also, AMAZING MOD! Now that I have an i7 920 CPU, perhaps I can play Sins with large battles again and enjoy this mod at the same time!
Nah, I meant to sit down and update the mod for Entrenchment 1.03 + add those balance changes I talked about, but there has been an emergency and I'll have to take a trip tomorrow. If I manage to grab some free time, I'll set it up and post it here.
cool. Moving ships is kewl
I hope everything is alright for you ManShOOter. Personally, I'm not too fond of surprises unless it's on my birthday, when I know it'll be a good surprise.
I've tested it with the Mad Scientist mod in Entrenchment 1.03, and it works fine. No minidumps... yet. Good luck on the next version!
hey, ManSh00ter. I had a couple of Q's.
1. does Dynamic Battle System incorporate Volumetric Effects? Just asking cause it looks that way.
2. If it does, can I use the Volumetric Effects for a mod I'm making?
The currently available version uses Volumetric effects, and yes, of course you can use them, just credit me where appropriate.
great. And I agree, credit where credit is due is definitely a must.
So this mod does not currently work with Entrenchment 1.03?
Amazing mod. This is exactly the sort of thing I had in mind for my Escalation expansion idea. The only thing missing is more use of different Z levels.
BTW is the volumetric explosions mod what makes the weapons fire look like that in the videos? If so where can I read up about it?
Bookmaking this for my self.
The weapons fire effects are Bailknight's Effects Mod, which I always incorporate into Volumetric because they're so much better than the vanilla ones. As I understand it, he has incorporated Volumetric explosions in the latest versions of his mod, so you can get either one.
Z-levels would be great, unfortunately you can't define maneuvers, they're hardcoded. otherwise I would have those ships flying all over the place!
This is the mod I point people to when they claim that sins combat is boring! How goes the conversion? I can't wait till it comes out for entrenchment. I made a cheap version of this ages ago when I was still experimenting. Basically bumped up the fighters everything carried, and tried to give almost all the ships fighters too. It was a disaster sadly Yours far outshines any ideas I've come up with so far, good work man.
Bumpalicious.... More modders need to incorporate this into their mods.
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