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!
Hum...interesting! VERY interesting!
If it's as good as the rest of the work you've accomplished so far...even the devs will b ered with jealousy at your power and skill +_+. Definitely keeping an eye on this one!
Like I would say to cobalt: MOOOOOOOOOOOOVVVVVVVVVIIINNNNNNNGGGGGG SHHHHHHIIIIIIPPPPPPPPPSSSSSSS.
AWESOME!
I look forward to seeing this mod in the future. Good luck getting large fleet battles to work without a ridiculous amount of ships flying through each other.
ManSh00ter, for extra randomness you can make it so weapons are no longer 100% accurate. You can find the lines for that in the gameplay.constants file.
Interesting, this sounds as fundamental change to game mechanics as PDS is for Homeworld 2. Looking forward some Diciple furballs
But then you add more weight into the specs required for the mod to run!
Personnaly with a quadcore he he, I'd have no problem running it but imagine people with barely the minimum requirements and now the game has to calculate EVERY SINGLE shot fired x the number of ships x lengt of battle. pretty hard on a not top-notch pc!
Actually, it wouldn't make a difference. The lines are already there, so accuracy is being calculated even with 100% chances to hit. Modding those values wouldn't do a damn thing except add inaccuracy to Sins.
I'll play around with the setting and of course, when the mini-mod goes live it will serve as a sort of "pre-beta" for the Last Stand. I'd like to have weapons have a slight miss chance... even more so if that can be altered via buffs so that some ships can have an ability which would boost the accuracy of the entire fleet by a percentage. But even without that, accuracy shouldn't be spot-on perfect even in the space age, especially with everyone flying around like maniacs and people trying to prod your reactor core through the bridge by means of giant lazers...
sounds just like what i wanted but you were able to put it into words where i asked real/ture combat. Knowing now that setting up muti fleets in one grav well with there own mission at hand wether be distract power assist i feel would add to what the game was ment for RTS
cant wait to see the mod
Hopefully the devs let us vanilla guys have fighter physics for our ships so I can play this mod.
I'm not planning on doing Entrenchment stuff for a while so I'll be looking forward to see how this experiment turns out.
This should be interesting to see!
This is exactly what I missed leaving EVE-Online combat and getting into SINS... Ships that fire while moving/orbiting and variable accuracy.
Everything that makes space battles what space battles are! +_+
You, my good sir, have just made my day! Am I correct in assuming that this mini-mod will be for Entrenchment only? Hmmm, I might just have to upgrade!
This is one of the things that i've been looking for, well, for a long time. If anyone here is familiear with the Honorverse series, well, ships that use tactics instead of sit and shoot like British Redcoats from the civil-war makes me excited.
If you need play-testers, let me know. I'll be watching this thread, bookmarking it now.
Mind signing me up to help you?
My suggestion is that they are random events that occur during battle, for example, engine problems, weapons problems etc and they have to fall back for repairs
Will you be releasing a version of the Last Stand without the changes in core gameplay mechanics?
I would also be willing to help you in your efforts as I am an incredible fan of MOVING SHIPS!!! HELL YEAH! I created tens of planets, around 50 abilities and 30 ships (no meshes though...) so I know my way around entity files and string files +_+!
Pretty please!
Zagfel, probably not, since the Last Stand will be constructed around these core changes. However, if you meant to ask whether there will be a non-Entrenchment version available, the answer is likely yes - since its probable that the fighter dynamics will also be ported to the vanilla Sins code.
Ok, I did some preliminary work on the motion characteristics of ships, and I have to say I am quite pleased with the results, they're very promising. The ship handling stats are actually quite flexible, its a shame they're not used more extensively in vanilla Sins. But that's about to be fixed!
To show off the differrence between normal play and the new dynamic battles, I've made a video containing a short (3:20) battle with the ultimate test subject, the pirates.
If you want to see all the nifty details like a twisted bar of metal spinning past a speeding attack frigate, you can download a hi-res version from the link below:
Download (Mediafire, 67.46Mb)
Note that this is just an early WIP. For example, all ships have vastly increased mass to create a notable inertia effect, but some of them need tweaking which is obvious when you see a couple of light frigates "skidding" in a turn (its actually kinda cool, but it makes them go out of the action for too long so its gotta go). Battles now last longer, simply because fewer shots are being fired consistenly. Some ship types, as mentioned in the OP will have to have their weapon stats modified (and possibly armor/shield amount as well), for example the LRF's are dominating the battlefield simply because they just turn about instead of maneuvering. Their turn rate will be reduced even more to make them really sluggish to align. And so on.
But all in all, I noticed there will be very little actual tweaking needed when it comes to most ships. The initial testing makes me optimistic about this.
Manshooter, I am very pleased with the results you're showing so far.
A couple notes:
- Ships will get chewed by gravwells filled with turrets now. It might be appropriate to drastically reduce the fire rate of ships but give their shots a tremendous damage increase to counteract the damage turrets could do as attacking fleets weave through their ranges. Armor upgrades would similarly bump their values a chunk.
- Good players will be able to use this system for tremendous assaults using micromanagement by selecting targets that are on the attacker's "approach curve". You might be able to counterbalance this by increasing the firing arc of pretty much every weapon in the game.
- The visuals when a damaged ship leaves a smoke trail are amazing. Your volumetric effects could change "venting" fire effects to trailing smoke effects when used in conjunction with this one.
- You'll have to be careful when balancing fighters and bombers to prevent the Advent from RULING THE UNIVERSE!
Thanks for posting the movie. It's impressive as hell.
Thanks for the feedback! When I finish basic tweaking, I'll upload an open beta of the mini-mod so that people can playtest it and help polish it up.
-turrets; I think they're basically the same as other stationary ships like LRF's. So on one hand I could try what you suggested, but there is also a posibility of drastically lowering their turn rate. That way turrets cannot track as efficiently which means they'd have to switch targets often (which they do, actually). I need to test both ways further before seeing which is the better one.
-true about micromanagement; but should I preemptively nerf someone's ability to actually micromanage a fleet in the chaos that ensues when the fight spans almost half a gravity well? I *think* it would be extremely difficult to pull that one off, though certainly not impossible. I also noticed a nifty thing, and that is that the ships themselves, when not specifically ordered to attack a certain ship, tend to switch targets which are on their approach vector, if the original target is not in range and the weapon is ready to fire.
-those smoke trails *are* from the Volumetric mod, slightly tweaked. Unfortunately, Sins particle emitters have a hardcoded tick between particle emissions, so you cant have, for example, random blending to create smooth trails, but its not too bad. Can't nitpick too much.
Simply BEAUTIFUL!!!
i love the new look and as some are worried about the gav cannons you can ture it off to local area or hold position and than your units woundlt fly about or atleast i feel they shouldnt given you both the option to stay in close formation or to dog fight wether this is how it is or not i feel it is how it should be.
cant wait for it Any idea of a release date
While I'm not a noted coder, I'm reasonably sure you can't touch firing arcs, it's hardcoded to 'front, left, rear, right' and 'dead-center front' for certain abilities.
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