Hi,
With FileFront closing I will be posting FireFall v2.1 to Nakido tonight, it is an Entrenchment 1.02 compatible mini that does only six things, but i think enough to warrant a good game.
I have included ManShooter's Dynamic Movement Mod with version 2.1 which contains his Volumetric Explosions and Damage mini-mod as well. Thank you very very much ManShooter!!! Without it, my little file tweaks would seem very weak indeed. Anyway i have altered some of the specs for 2.1 from what i had in 1.0
1. Increased all captials to carry twice the number of strikecraft than they did before. Frigates remain the same.
2. All Capitals have one of their guns that is now capable of anti-strikecraft fire.
3. All planets and asteroids have had their resources doubled. (Homeworlds have 6 asteroids but the extraction rate for the home world is double what it was. All other planets and asteroids have double the number but same extraction rate.)
4. Max number of Capitals as well as max number of SupplyPoints has been tripled
5. Increased number of Starbases allowed per planet to 4 each race, Giants are 6 and Stars are 8. In addition, all the Starbases now are "moveable". They dont phase jump, i havent figured a way to do that yet, perhaps its not possible, perhaps the Devs could do this for those that request it.
6. Oh, haha, i almost forgot, The Pirates are Deadly now, haha, i upped their raid strength and gave them capitals as well. The raids consist of more ships and more of them, twice as many actually, and their Pirate base now generates an income for them on par with the Homeworld, so Look Out!!! Haha, i dont know yet if that last addition will make the game too difficult or not, but i thought the heavy players might find the challenge invigorating!!! Well, we will see, let me know what you think, so i can tweak it accordingly.
Latest version link: (version 2.1)
http://www.mediafire.com/download.php?tjr5kjezyzw#
re:
v1.0
1. All Capitals have one of their guns that is now capable of anti-strikecraft fire.
2. All planets and asteroids have had their resources doubled. (Homeworlds have 5 asteroids but the extraction rate for the home world is double what it was. All other planets and asteroids have double the number but same extraction rate.)
3. Max number of Capitals as well as max number of SupplyPoints has been doubled
Thats it, it may not be much but i think it alters the play enough to make it interesting without unbalancing the upgraded benefits of Entrenchment, or making any one race overpowered over another. Hope everyone will give it a try and hope they like it.
Wish i had cool new models to throw in, and cool beam physics too, but im really just a file tweaker, i play with the values, and alot of the time i have unbalanced things, even when it was fun. But wanted something as close as i could get to the original and still have some tweaks to make it different. Anyway, take care, and keep gaming and keep modding!!!
-Teal
3-29-2009 -
OKie, Pirate tweak with Capitals may not work, i was running a game in 1.16 and had a mini-dump, i think it was the Pirate change, please let me know. I can change out the gameplay.constants and stop it, if that is it.
Download link for FireFall v2.1 is MediaFire, heard spyware issues with Nakido, figures right, its p2p, so am staying with MediaFire for now
Let me know if its okie,
Thank you,
Still on my first game with Firefall v2.1 but I'm loving it so far. No problems yet.
Glad to hear it!! Do you like the new changes? Hope the game goes well!! Have Fun!!
I didn't notice any real change with the pirates. Adding the volumetric explosions was really nice, I can actually see when strike craft go pop. So far I haven't found anything I don't like about Firefall.
Try getting to the Pirate Base, think you will find a surprise there haha, i added a lot more of ships and guns to the base, it should be harder to take out, at least that is the hope. Also i upped the raid numbers so you should see heavier raids to your planets. Hope you like it, let me know,
Take care,
RanCid,
I'm merging StarFall and FireFall for Entrenchment now, it may be several weeks before i have something approaching workable and ready, but wanted everyone to know.
Oh, my boy comes home today!!! Isnt is cool, he is okie and we are so happy to have him home safe and well.
Congrats on having the kid home. I hadn't looked into starfall much but if you're merging the two I'll definetly take a look.
Thanks, he was tired, meds are doing that, but he is healthy and alive and im thankful for that. Am thinking of doing something else to FireFall before finishing the StarFall/FireFall merge. Anything you can think of you'd like?
Hmm, maybe increase the possibility of getting an artifact? I've played games where I'd have 15 or so colonies and only one artifact. I realize they're supposed to be semi rare but I honestly don't think I've even seen them all and I've been playing since the week Sins released.
Good idea, see what i can do.
teal, are these side effects of the firefall mod (v2.1)intended or unintended? I was playing advent on a single star random map, against 1 unfair vasari opponent, we hadn't clashed yet and we were still in the "land grab" phase of the game.
http://img219.imageshack.us/my.php?image=screenshot28.png
http://img142.imageshack.us/my.php?image=screenshot26.png
unintentional, i need to reload ManShooter's Volumetric Explosions and Damage mod, the one with BailKnight's Graphics mod. The white you see, is the "lack" of the explosion data (mesh and textures i believe). Will fix it tonight and get a new version up. I will post it to FileFront. I will post back to let you know. Sorry, i feel bad, that is crappy to have happen in a game.
don't feel bad i'm fine with it, it's just a little annoying when a huge ship/structure blows up and the whole screen turns white.
I know Vunda, but still it shouldnt be there, or really the nice explosions should really be there. I appreciate you cutting me slack on this mess up, but still, i should have checked it more thoroughly. Thought i did, but i missed it. My game went boom tonight, i tried to update my maps in the galaxy folder and kept getting mini-dumps afterward when i tried to load the game. So it looks like i will be spending the night deleting and restarting and then re-installing the game. I will get straight to the FireFall fix though in the morning. Sorry to everyone, take care and see you on the forum tomorrow,
Vunda, RanCid,
Can you please delete your old mod for firefall and your save games. I'm not sure about the cache folder in the new 1.02 mods folder, but i had to re-load 1.16/Entr 1.02 last night, (a problem with maps that is now fixed)
But i tested the FireFall 2.1 i had in the mod 1.02 folder and it tested fine. Explosions went off just wonderfully!!
On a side note however, my copy of ManShooter's mod failed. I dont know why, i have deleted it, and will download and put it back in the mod folder and try it again. Only thing i can think is that the files somehow got messed up. Or the cache is loading something different.
I wanted to upload my beta for StarFire that is a merger of StarFall and FireFall, but i got a mini-dump when closing the mod, so i will have to check that and see if i can find out what is wrong. I'm uploading FireFall that i re-checked onto FileFront, the link is below. Please test it and let me know what you find, okie? Its really important to me that i have as few errors as possible in the mod.
Take care and give me a holler as to how it plays,
Download link for FireFall 2.2:
http://files.filefront.com/13539811
i'm not going to be able to play sins for a little while cause i realized i need to do a report that's due tomarrow and i also am going to viriginia beach over spring break, thanks for the update teal
np, let me know how it plays when yiou get back. Oh, also, check the settings for your video card, friend tells me that messes up looks.
ok i got a chance to play with the update and everything works fine now, thanks again teal.
Glad to hear it, Great!! Have fun and let me know how you like it.
mediafire link dosent work
edit: nm found link in a few posts above this one
I am having trouble downloading the mod. Can you please check the links for the download server.
Thanks,
This link should be ok, just checked it.
http://files.filefront.com/FireFall+22zip/;13539811;/fileinfo.html
Take care and let me know how you like it.
Hey Teal, just wondering if youd be interested in adding to your mod a little mod I made/am working on that makes improved capital ships and adds/tweaks some of their abilities. https://forums.sinsofasolarempire.com/345210
Thats the forum post if you're interested. Let me know, I like the sound of the mod you've got so far tho I havnt had the chance to play it and it'd be awesome if you were interested in adding what I've done. Thanks
JJBuck2,
YOu are more than welcome to take my mod and add yours, right now mine only affects caps in adding the extra strikecraft and in having each cap ship now carry a anti-strikecraft gun. The other changes are planets and the research adding more caps and supply points and the increase on the Pirates.
If you copy mine, add your cap ships and your new abilities/changed abilities, your research (the ones you changed, if you add your maxcapships, or maxshipslots it will change the count i have in there) but everything else should be fine.
You can call it whatever you like, just credit my changes from yours and its all cool. Although to be honest my little mod isn't half as complex as yours sounds like it has been, you could duplicate what i have done and not mention me at all. Haha, but whatever you feel comfortable with.
As for my adding your changes to FireFall? I dont mean to sound bad, but im getting ready to merge my StarFall and FireFall mods for 1.02 that add all the ships and the 3 new races i made to 1.02. Its been a plan of mine, but hard to implement as im really comfortable with vanilla, and the new manifest in Entrenchment was throwing me for a loop. It will take me longer to get it merged than if i did it all in vanilla, but its where we can all get the best surge of ships and planets and everything that Entrenchment adds to make one heck of a game. So that is what i have planned. My tweaks for the caps will probably be different than yours, not to say yours aren't good, because they sound very fantastic! But instead of making the caps stronger, my plan is to make them "weaker". I should explain a bit.
Not "weaker" just to make them weaker, but rather to give them "specific" purposes, like the colonyship will actually colonize and capture resource asteroids, but little else, to strip away the other abilities that dont support that and to add abilities that do for those total slots. What this means is that some caps will be relatively weak and will need to be guarded. The carriers will carry almost exclusively strikecraft, but the power and lifespan will be severly limited on those, but they will carry a heck of a lot of them. But strong anti-aircraft fire should be able to handle them as a balance.
In other words im going to make some strong and some weak, and they will have to have escorts that caps usually dont have now, becuase they can usually handle the burden in heavy combat.
The reason im doing this, or planning on doing it, is to make the combat last longer, be more varied and see if some interesting things happen. In some games in vanilla, the cap ships are quite capable, and battles in early game are short and not very much more than simply having more fire power on your side than the other guy has. But what i want, is something where the fire power is not as big a deal. If abilities, or out-flanking the other armada means keeping two thirds of my fleet intact in a dead gravity well on the way to one that has resources. That means fighting them back instead of fighting to the death on every planet.
Its all meant to make things more fun, and to shake things up a bit, Haha, just for the fun of it. IronClad has a neat game, but if i take out a lot of resources and raise prices on research and make ships weak intentionally then things take a lot more "watching and microing" on my part, and i think that makes it interesting.
Of course just because i think its cool, doesn't mean everyone else will too. But anyway, that is where im headed. As i said you are more than welcome to add merge my mod with yours and put your name on it. But im not entirely sure i can add yours to mine, when im getting ready to shake up my caps in the opposite direction yours are. Anyway, sounds like an interesting mod, im gonna have to download it and give it a play, sounds like fun!! Let me know how it goes and if you need help with something. I'll help if i have the time and can, take care,
Keep Modding and Have Fun!!!
Haha sounds cool Teal. If you want help making/coming up with new abilities or different ways to implement existing ones let me know, I'm not an expert but I'm fairly good at it and I'd love to help. If you wanted me to, I dunno, make cap ships with specific purposes and abilities that suit those purposes I'd be happy to play around with it and see what comes from it. Can't wait to see what the final merge of StarFall and FireFall is gonna look like
Recently my real life has gotten very crazy. Would prefer not to go into that, but i have to put everything on hold, until life gets calm again. Nothing can get updated if i cant work on it, and right now, at least for awhile it seems, i wont be able to do that.
I probably wont be on the computer for awhile, and the problems ive been trying to work through for HP, StarFall and FireFall as well as the merger for Entrenchment and the other mods will have to sit, until i do. Sorry to everyone, take care and see you when i have a chance to get back.
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