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/
Yes. I do that normally, however Diplomacy does not have a MianViewIcon-Ship File, not even in the install. It is 1 other thing that puzzles me, as to how the game puts in the Icons for the Envoys when no brushes exist for them. I guess they must be hardcoded in. I should have used the the entrenchment file though, that was a boo boo.
Ha! yeah, I agree. Names has not been something that I have worried that much about. Point taken, I like Telekinetic Blast or Shock.
the button for building the tec ship dosent really match the others, a fix for that would be nice, but not too important, also the beams look weird, it would be nice if they matched the sb and kol
Telekinetic wave.
My idea of name.
I made them green to differentiate the from the Kol and SB. It would be very easy to give the Kosovza's beams the same as them. If a lot of people don't like the green I'll change it. You can change them yourself if you like. All you need to do is change the beamGlowTextureName "TechCommandBeam_Glow" to "TechCapitalBeam_Glow" & beamCoreTextureName "PsiCapitalBeam_Core" to "TechCapitalBeam_Core" in the Kosovza's entity file. The Tulis also has a purple beam instead of blue.
When I update, I'll release a text version, so people can have a choice and change them easily if they want
The button is a result of lack of texture skills unfortunately. If any body wants to make it better that would be great, but I will try and do it.
I like that also. Or perhaps Telekinetic pulse.
maybe a different color then green...
did you look at the UnitMain.TGA as it contains ALL of the diplomacy ship icons!!!!!!
harpo
Yes, that file is there, its just the MainViewIcon-Ship Brush file that isn't. Which was the problem. Is there a MainViewIcon-Ship brush file is in your Diplomacy Window folder? There isn't in mine, not even in the installation folder.
I've just discovered that the envoy entity files use the HUDICONSMALL_FRIGATE reference for the Mainview icon, which is located in the HUDIcon-Ship brush file. I suppose they decided there was no need for the Mainview brush since it's pointing to exactly the same bit of texture as the small HUD icon. It makes complete sense, to be honest. Why have an entirely different brush file when each texture quadrant is specifically referenced under another name in another file?
It's another way to save a bit of space on load up, so I'll definitely keep this discovery in mind when I reach this point in my own mod.
Just wanted to say that i LOVE it. the new ships are very well designed to keep with their racial themes.
Also wanted to say that the Telekinetic Push Plus ability, when on autocast, is being constantly cast regardless of enemies in the area or not. It was a huge waste of my AM early on.
the icon for the talion savior has gone off on vacation. its very hard to find with no icon
Yes I have fixed this for the next update. I have also tweaked it a little so that its push back effect is more noticeable on the frigates. I am glad you like it.
This is also fixed for the next update. I am en devouring to make the textures for the Talak with a bit more bling and trying to refine its Distructor beam to fire better. Once that is done I'll upload the new version.
This could be fixed by giving the AI a target condition, for example:
aiUseTime "OnlyWhenManyTargetsInRange"onlyAutoCastWhenTargetCountExceedsAmountLevel:0 5.000000Level:1 5.000000Level:2 5.000000
Actually what I did was aiUseTime "OnlyInCombat"
aiUseTargetCondition "ProxySensor"
But I'll give that a go. That might be better. Thanks for the tip.
I have just put in a link for a patch that has fixed many of the faults that have been found, and improves some of the textures.
Thank's for your imput.
Alternatively, there is a link also for a patched text version.
I see now, thanks for that little bit of info. Perhaps all the ships can access their textures this way, and the MainViewIcon brushes can be removed. Perhaps the structures also.
It would only be a small saving, and I don't know whether it would effect the optimization at all, but maybe Major Stress might want to know.
Very good mod, although 1 issue I noticed was that all of the research and ability icons appear to be blurrier when the mod is activated. It seems to be the most noticeable on vasari, but that may be due to that I play as vasari the most so I notice it more when playing with them. Also the fleet supply and capital ship crew research icons have a gray background instead of black. It isn't a huge issue, but I thought you might want to know. Could this have something to do with the different brush files you have been talking about?
Yes I have fixed that and will release it in the next version 1.01. It also fixes the problem with the Tech SB's weapon upgrade button showing frigates when its pressed. Another thing improved is the Vasari's Talak Distructor beam, it will fire from both weapons at once in the next version.
At the moment I'm trying to get the anti module turret to deploy in a better position, so they don't block the path of the ship that deploys it so much. Once I have that done I will release the next version. I'm thinking it will be better to have a single up to date version, rather than a series of patch's which could make things confusing.
And no, its not to do with the MainViewIcon- brushes. They refer to a different texture. This problem was with the ResearchButtons texture having different canvas size. I made new fresh copy of that texture straight out of original and relocated the mods button textures and changed their brushes to their new positions, and it all works fine now.
I am pleased you like it.
Latest Version released;
Download link;
them up lol. But I also had a suggestion. Seeing as how much bigger and stronger they seem to be. Mabye 1 should cost 2 crew points instead of one. make things a little more realistic. Bigger ship = more personel required right?. ty and send me a reply as soon as ya can ^^
I had thought about that, however they are not actually bigger, just more advanced. There is justification for them being bigger because of the extra strike craft they have. But generally as things become more advanced they become more automated also. Machines and computers can do things far quicker, more consistently accurate and they don't need to take breaks, other than for periodic maintenance. Which if things are set up well there are back up systems to take over when certain things need maintenance, or are damaged.
That aside, increaseing their crew cost would take away alot of the value in persueing the extra reasearch and paying the extra resouses to obtain them. IMO.
hey Zero have you and the "DS-mod squad" managed to work this in as a mini mod for any kind of updates or even 1.011. Also I suppose you make a good point, but a lot of moving parts and sub systems can have flaws and errors here and there if not maintained under regular conditions but I suppose that would still provide the less crew point with a bit more validity. Anyway the mod is great, I love the advent's new toy(and the purple beams for you who said nay >=O) but I'm unsure on the plasma spread ability but that's just me I still find it useful now and again. I love the modules though, maybe something like that for advent would be useful, something like a culture beacon or something, that could drop the alliance of the planet or increase it for an allied or owned planet, you could give it something like the upgrades on the star base with an additional level or values into the alliance modifier or even an ability based on the carrier itself. Just adding an idea into the mix =3 and giving my two cents. Ty and i'll check back.
Tune~
That would be up to the DS team. If they want to I curtainly have no objections.
Yeah, originally I planned to expand the mod and add another 3 ships for alliances between the different races. I have'nt started yet as I have been too busy with work. Also I am learning to use a 3D texturing program "3DCoat". when I get that down pat, I'll start and something like what you have suggested would be good for the TECH-ADVENT alliance.
The Vasari Capital looks good, but it looks slightly "block-ish" for vasari type ships, most of theirs are rounded and pointy *looks at band-aid on finger.* but it's still good none the less as far as shape and size, and I love the missile launch on it's nose =3 so don't change it =D after all they do have the "death-egg" and it isn't pointy and sharp =3. With the 3 more for each race..ehhh I'd limit that to 1 more new one, a support/assault type to off balance the current ones and some skill switching between them to focus them into those aspects, 6 Really really good ships are better than 12 'ok' ones(poor rarely used main caps).that or add 3 new ships each update, the workloads would be lighter and allow you to focus on specific ships, making it less likely to have a flaw somewhere in there and save hours of rechecking code for something minuscule like a misplaced dash or slash typo-ed in. I can mull over some abilities and such if you wanna pm ideas and I can send you back some too.(I have a very boring life )
lol sorry misread that, you mean a Advent/tec,advent/vasari, vasari/tec. sorry about that, yeah that sounds extremely good. The abilities have quite a few possibility improvements with the Advent's shield techs, the tech's armor and density/mass, and Vasari's nano tech could make quite a few things possible ^^ I'm already having ideas!
Great Mod!
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