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'll give this awesome mod a bump and inqure when we can expect version 1.0....
I don't think that there would be a version 1.0 cause it been released... although man should retitle the post...
Siekster, if you need to play this w/ the current Entrenchment version, grab harpo's mod updater (search it on the forums). D/L, run Dynamic through the updater, and boom, playable.
siekster & whisky144,
the mod updater is in this thread's OP at the bottom I recommend the modding utility pack as it has ALL of the current utilities including the version of the mod updater that WILL UPDATE ANY AND ALL MOD(S) FROM sins 1.15,1.16 to 1.17 or entrenchment 1.01,1.02 to 1.03 without any errors or fail to converts, just not from sins to entrenchment, and also my latest txtbin gui, manifest maker, map updater, my old galaxy manifest maker, all of their NEEDED support files and instructions with all set up for sins 1.17/entrenchment 1.03, and dynamic is one of the mods I used for testing during the development of the mod updater.
and I will be updating the pack when I release further utilities or ironclad/sd release patches/expansions to sins.
hope this helps
harpo
thanks for the notes harpo. I already got the updater (thank you, it is like a gift from God), so I've already run SG Races, DBS, and a few others through it w/out problems.
I also reccomend using this excellent utility to enable your copy of the Dynamic mod for the latest version of Entrenchment, until I come round to releasing the official version. I'm tied up with more pressing RL stuff right now, so it will be a little while before I can sit down and make the gameplay changes for the next version.
Uh, hi.
I tried to update the mod with the Utilities for the current Entrenchment version, but the mod doesn't seem to work at all. frigates still stand on one point when fighting. Did I do something wrong?
Thanks,
Cyberworm
which mods were you stacking and did they have any alterations to the frigates that stopped to fight?
my understanding of mod stacking is the top mod's manifests list all the files wanted, entrenchment then looks through the mod and if it does not find a file it looks in the next mod down the list and so on until it runs out of mods then it looks in the entrenchment folder, and lastly the vanilla sins folder, so if a high mod alters a ship, and at the bottom is dynamic then the dynamic alterations do not get picked because it is already using the high mod's ship (this theory is based upon observation of several mods and the way that they interact)
Ah, okay I will try that. I load the mod last because some other mods uses volumetric explosions and the readme states that if this is the case, Dynamic Battle should load after that mod. I just don't quite know if I have to put the mod on top of the stack or at the bottom for it to load last (I thought it was like in the Elder Scrolls games, where last mods are loaded at the bottom of the stack).
The other mod is 'Distant Stars' v0.85.Cyberworm
it is distant stars supplying the ships before dynamic can supply the ships, assuming the mod stack is similar to
distant stars .85......dynamic 0.9b
as far as I know sins reads TOP mod to bottom mod then entrenchment then vanilla and if a for example ship is in distant stars AND in dynamic in the example above then entrenchment will use the distant stars NOT the dynamic, BUT if a ship is NOT in distant stars BUT IS in dynamic then dynamic will be used and if a ship is NOT in any of the mods it would be grabed from entrenchment or sins depending upon which part of sins/entrenchment the ship is in.
I have had this exact issue with my own micro mod which is why I have had to figure out what is happening
Ah, okay. So if Distant Stars changes the same ships, I can only benefit from one mod?
€dit: Well I tried to put Dynamic Battle on top of the stack but I got a minidump error. It works alone or together with Distant Stars if this DS is on top of the stack.
Any solution to my edit?
the only thing that can be done is to edit the ships in distant stars adding the changes from entrenchment that dynamic makes, OR make a merge mod to sit above distant stars adding the dynamic changes with the distant stars ships,manifests, and editing the ships in the merge mod to include the dynamic alterations.
welcome to the dirty part of modding
Oh great, it's Morrowind all over again
Well, let's see what I can manage, thanks for the help
I know I sound like I'm beating a dead horse, but all mods need to include this (DBS) in them
mhmmm, especially distant stars!
if whoever made the distant stars mod could email up a filelist of changed entity files we could just rebuild the mod. instead of using modified shipspecs like it currently does we can replace all those with standard entrenchment files. Then attempt to merge DBS and DS
has anyone posted any large scale battles on youtube with this mod?
Not that I know of, why? I tested a 80vs80 ship battle once, I remember it turning into such a furball it was pretty much impossible to see who whas shooting at who... which is sort of what I intended. Preparation is half the battle.
well, manshooter,
thank you very much for this wonderfull mod. i bought soase when it came out, played it some times and... didn´t like it. when i saw this stationary ships i was very disappointet...
i´ve seen your mod two days ago, just because i checked if there´s something new. well when i saw your mod i installed the game after month... and i really enjoyed the gameplay.
thanx
dennis
Manshooter...
Just wanted to firstly say awesome mod mate it really does add a whole new effect to the game. I have currently been modding and altering a tonne of stats within game so that I can play to my expectations and after playing the Dynamic Mod I decided to include it in my personal version. That is to say simply copying the angular speeds and ship speeds basically.
I did not however like the increased damage of the frigate classes and so returned that to normal, I also found the the ship speeds ( 250 from memory ) was abit to slow for me. I have increased all frigates from your set values which where varied up by 50 points a piece, however I didnt raise siege frigates speeds and am testing out their ability to avoid destruction, so far they manage to sneak past much of the action and reach the planet.
My observations of the increased speeds is definatley a plus, in large scale battles I have noticed that the light frigates are acting much more like harrassing ships zipping around and cleaning up any stragglers or retreaters. While the heavier frigates tend to be the bulk of the engagement which makes for one hell of a light show with a few Cap Ships in there.
The only thing I noticed that was odd was a few frigates occasionally getting "hung up" on the planets whenever a battle gets to close to one. This has only happened twice so far and honestly isnt even a problem. Head on collisions are also something that I dont notice as it is much more of a bump or slide then a collision.
Largest battle to date was on a Gal Forge map of 4 two man teams with all AI set to Unfair difficulty, fleets where heavily mixed with all types of vessels and every team came to head within a single gravity well. Having a high end computer the chug was minimal but the carnage was EPIC, if i had to estimate i would say roughly 40-70 ships per AI with the 60 I added, obviously it is impossible to keep track of whats going on but I can say that the battle took up the entire gravity well and felt much more like a real space battle as oppossed to the static line type battles.
Kudos sir, kudos
you wouldn't happen to have a replay of that would you Relik155?
Boshimi336
Sorry mate no replay Is almost impossible to actually tell who is winning without zooming out and even then it looks like a series of 'clusters' just spinning around the place. The most impressive part was watching the faster moving ships start up their own little cluster on the other side of the main battle. I have since upped the damage of the LRM frigates as in my opinion they indeed should dominate a battlefield as artillery and force the decision to engage them or pull the fight away from them forcing them to chase.
On a side note from testing I will be bumping the turning arc speed of defense platforms right back up as they are practically useless when engaged by a large fast moving fleet of skirmishers.
Great to hear you guys are having fun with the mod! As for damage values and ship speeds, since this mini-mod is acutally just a pre-released part of the Last Stand mod, I have to keep those pretty much in the same place due to balancing work which needs to be done on the new races I'm adding.
I will consider upping the overall speed of the frigate classes once I have the system running well - the current speeds are such because I found them to produce the least amount of bumping coupled with the least amount of "turning tail" (happens when top speed is set too low and angular speed too high, ships tend to turn about and head in opposite directions, instead of passing each other)... though the "zipping harassment" sounds cool, so I'll definitely check out the dynamics of that one.
ManSh00ter, how will the changes noted in the 1.04 changelog affect any ship stats with this mod? I know they have worked on a few more things I think, pertaining to ship physics a little bit. Not sure of the specifics though.
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