ALLIANCE, HIDDEN AGENDA’S
A small, simple mod designed for “Diplomacy” expansion.
The mod adds 3 new capital ships to the game that are accessed through diplomatic research, 1 for each race. Each ship has 2 new abilities.
The aim of the mod is to just add to Sins a little without taking away the Sins aspects that make it a great game.
CapitalShips added;
New abilities added;
Research added;
Screen shot;
Known issues;
This mod doesn't work with "Distant Stars", "Stars" - unfortunately.
Unknown issues;
I don't know yet. All I know is that it definitely works on my computer, which is about 4 years old. I have only been modding for about a year and this is the first mod I have ever released.
Hopefully some one may enjoy it;
http://www.mediafire.com/file/jzdqmz5w1oa/Alliance, Hidden Agenda's 1.00.zip
Patch;
http://www.mediafire.com/file/imglnjm2azw/A,HA patch.zip
Change Log;- Fixed starbase constructors, anti module frigates & Vasari Mine layer MainViewIcons.- Fixed typo on Deploy Antimodule turret.- Telekinetic Push Plus re-named and buffed to show push effect on frigates better. Also fixed Auto cast so it only fires in battle, range reduced Level:1 from 5200 to 4600, Level:2 from 6200 to 5000.- Plasma Torpedos now has auto cast on default.- Re-done textures on Kosovza beams. If anybody would still like the green one's their texture's are still their, you will just need to change them back in the Kosovza's entity file.- Re-done textures on Talak Distructor to better match Vasari.- Re-done texture on Kosovza build button to better match others.
To install, just extract striaght into "Alliance, Hidden Agenda's" mod folder.
Patched text version;
http://www.mediafire.com/file/bdmmwazj2nk/Alliance, Hidden Agenda's 1.00txt.zip
Latest and most Up to date Version 1.01 (bin)
http://www.mediafire.com/file/jhobi0ddozt/Alliance, Hidden Agenda's 1.01.zip
1.01 Change log.-Button textures re-done.Tech SB's weapon upgrade button no longer shows pictures of frigates when pressed.-Distructor beam now fires from both weapons at once instead of sporadically from 1 or the other- Vasari Anti module turret is now able to move slowly, max.amount deployed reduced from 3 to 2, so capitals that deploy them are not so impeded by them. Also the cool-down time increased to level 0;90 from 20 level 1;85 20 level 2;80 20
Also; Thanks are to be given to "harpo 99999", "Zanyth0x42" & "newboerg" for making available such excellent and helpful modding tools,
"PUREVENOM" for helping with texture's and abilities & all the dozens of other experienced modder's that have helped out with problems I've had.
It would not have been possible without your help.
And a big thank you to the Distant Stars team for permission to combine A,HA's with Distant Stars.
Distant Stars & Alliance, Hidden Agenda's (Beta) integrated version;
Newer version with player buttons fixed, Distant Stars fighters now appear in Alliance Hidden Agenda's ships & Abilities values changed to better go with Distant Stars.
http://www.filefactory.com/f/3907c9a54e193e91/
sounds good!
A TK push that works on frigates?
If it knocks frigates as far as it does fighters, I can think of many ways to abuse that.
Very Interesting mod. Thanks!! +1
Well actually no, it doesn't knock them as far as fighters, but it does knock them. It also additionally disables their passive regeneration.
Also minidumps with the Diplomacy "Stars" 1.011 Diplomacy. But works fine with a fleet supply mod that I've created.
I'll test this out with a few other mods that i have. See what works and what doesn't, but otherwise this seems like a very awesome (and welcome project). Good job!
Thanks for checking that out for us. I'll add it to the known issues. It is a pity that it doesn't work with those mods. As yet I don't know why. My guess is that there is a clash with the research trees.
I am currently looking into the possibility of getting permission & integrating Sins Plus into the mod, and also eventually another 3 capitals for the other alliance combination's.
Please excuse my ignorance, is there a release of you fleet supply mod?
actually no, more likely an entity file issue, one thing we found when developing minimods for DS was that they had to have similar entity files in order to work together
as far as the tech trees causing issues that would actually be seen in game as scramble trees or no changes at all (vanillia settings)
Not mine specifically. However, i used https://forums.sinsofasolarempire.com/373458 and tweaked it a little to serve my needs .
Your mod also works quite well with Volumetric Explosions&Damage Effects ver. 1.41
the advent cruiser looks like the prometheus class from ST voy
sort of any way
Yeah! I remember that. It was the one the doctor transported to and could break into 3 parts. I didn't really model it off of that,(perhaps I did sub consciously , I don't know) I just made the design up. The aim was to try and make it look like an Advent ship mostly.
Thanks for the heads up Ryat I'll see what I can find out. May have permission to convert "Distant Stars" to txt. to make comparisons.
The other thing is that the price and resource costs and other values would be bit out of balance.
lmao
the vasary cruiser needs to be black not silver...
Cool concept, and i like the abilities. I plan on trying it next chance i get (exam time, atm, and i just reformatted my cpu so there are more important things to reinstall than sins)
Just a small error that i can see in the screenshots (it may be changed already, i dont know) is that Deploy is spelled incorrectly. It is Deploy, not Diploy.
Dually noted. I had originally made it darker. The color's where taken from the original sins Phase textures. I thought it was perhaps a bit too dark, especially in the really dark skybox's. Here's how I had it;
How it is now, it has the exact same color, only I gave it a little bit of luminosity & bloom, around 10% from memory. I'll change it back, in the next updated version and see if people like that better.
Oops, bit of a typo in the string values. Now fixed ready for the next release. thanks for pointing it out. There will no doubt be other little things. Compatibility with other mods is another thing that I'm trying to improve.
On that note, If anybody has any Ideas for improving things, I am all ears. I also welcome and encourage people to help out making them also, if you want to.
the fix is easy
just take the entity files you changed and put them in their own files (gameinfo/mesh/etc.) with out any of the vanilla code
next copy our entity manifest file into the mod then modify that manifest with your entity files on top
then when activating set your mod on top of DS mod like so
Alliance modDistant Stars mod
the only thing I ask is that you and any others that make these changes to keep these changes as your private collection please
edit: maybe should have tested that first, but that would be an excellent start to making them work together
edit 2: found my mistake, it works now
OK! thanks, I'll give it a shot.
Absolutely! I have no intentions of using or changing any part of your mod. I only wish to make mine compatible, so people who, like me, love their Distant Stars have that option. If I have to make an additional compatible version of my mod, I'll do that. I certainly don't expect you guy's to change anything to suit my needs.
And I apologize for any inconvenience with not testing. I am a do-fuss! I really just made this mod for Sins, and really didn't think about compatibility with other mods.
Its okay, and thanks for understanding, I've now got my own mini-mod to add to my collection and am looking forward to messing around with it
oh and the edit comment was more towards myself about testing, I wrote up the instructions then tested them and got a minidump, went back and figured it out for the second edit comment
Ok! I have it working also. Just by editing the entity manifest as you instructed. There is a few things without strings, so I guess the same thing is needed there.
I can see now that it won't be possible to make a compatible version without using the entity manifest & string file details from your mod, so I'll just make a version for myself.
Cheer's and best of luck with your mod.
i kinda noticed some things about your.
1. the Tec sb constructer is missing its symbol.
2. THIS IS AN AWESOME MOD!!!!!!!!
3.Also that certain TEC buttons change to other things. For ex.holding the flak research button changes the button to something else. While holding the weapon upgrades for first level tec sb makes the button pic change to the TEC flak frigate.
Just thought you might want to know and again awsome mod.
Yep!, found them. Thanks for pointing those out. The constructor icon is fixed for the next update. Incidentally the Psi's was missing also, along with the anti module frigates and the Vasari mine layer's. I must have used the brush file out of Original instead of Entrenchment.
As for the Tech carrier, (it is on mine), showing on the SB weapon button when its pressed, that's a bit puzzling. The brush locations are all good. It's like the frigate factory's cruisers button is bleeding through some how. One thing I have noticed with it though is that while the brush locations are different, their locations on their respective canvas's is exactly the same. Its like the Original Sins texture is overriding the Entrenchment one when the button is pressed.
Thanks again and I'm glad you like it.
Hi Zero,
This mod is looking really nice. I was able to do a quick run through and other than some minor issues, mainly already noted, it looks really good.
Zero0, you really should be modifying the Diplomacy brush file considering this is a mod for Diplomacy.
Maybe change telekinetic push plus to something different. As in take away the plus for whatever really... telekinetic storm, telekinetic mega push which is kinda lame too imo, telekinetic blast etc hehe. push plus just sounds so... 10 year old playing d&d
Good mod though, nice looking ships with cool abbilities. Keep up the good work.
You know. After fifteen years, I'm surprised these races actually didn't make more upgraded ships to combat their enemies. Sure, Starbases and minefields and diplomatic vehicles came into play, but you'd expect the other ships to have some sort of upgrade.
But, this mod takes care of that lingering little annoyance. Thank you!
There are many great features available to you once you register, including:
Sign in or Create Account