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/
While I did get the XSI scenes for the destroyer models from SuperZERO, I did not get the Alliance capital ship models. However, I think I can perform similar enhancements and optimizations to get the quality up on lower settings. I'll give it a go and see how they turn out.
Assuming the models turn out ok and don't have any technical issues...
I'm not quite sure what my plan is for the models as I like creating new races versus enhancing the existing races. Maybe the Alliance will be finalized a new playable race will emerge.
If I can figure out why this mod is mini-dumping I'll post an update. I wouldn't expect anything either way though for several months.
Edit - check the previous page to see pics of the new Destroyer class capital ships SuperZERO0 was working on. They look really good.
Hi ZombiesRus5, thanks for having a look at this you have done a fantastic job.
In the Alpha that I provided the link for, I have optimized the mesh's of the models from the original 3 models and reduced the cl and da files by half. I can't reduce the nm. without significant detail loss due to the program I am using (or the way I'm doing my normal maps IDK), so you may have success at optimizing there. Other than that the only other optimization I can think of that I never got around to was to change all the TGA. file's to dds. I may be taking a bit of a break from what I am doing study wise, so I could have some time coming up to have a go at re-vamping things with it, so don;t worry about doing those. Though I haven't done anything related to modding for some months now and will no doubt be a bit slow and rusty.
And yeh it really was the mini dumps that had me stumped, and it may not be worth going any further if that can't be fixed. Then there may be some extra things to do when the next update comes out also.
Thanks ZombiesRus5 & Ryat, I appreciate the support. Oh and I'll see if I can get that Kol name fixed.
Cheers
Here is a modification I have done with the modded Kol, to cover up the name. Both side now have the name covered. If you like it I will post the mesh or xsi-exp file. All that needs to be added is the Hardpoints from the first versions mesh file I sent to Ryat.
Welcome!
The Kol change looks nice. I just did a simple panel graft from other areas of the ship, but I like your approach better. If you can send it my that would be cool. I'm also looking at doing some optimizations on top of TSOP to make more room for my mod so it's an exercise with a purpose for me.
In regards to AHA... I don't plan on optimizing the meshes, just looking at the textures right now and then want to confirm the models aren't causing any issues in game. After that I can help looking at other areas overtime. Maybe the culprit will be found...
Do you have any idea when you'll release this? PM it to me maybe? It looks great and I'd love to have it in my personal mod.
Hey Zero, long time since I posted =3. The new patch, oh my gosh it's like stardock gave us a valentines day gift =D
Anyway, I'm back for a bit, usually weekends only nowadays and I came up with a few idea for your mod's abilities, as well as a few suggestions about some current mods ^^
#1: Idea for the alliance capitals abilities, a general one. Make a type of fighter that sticks by the ship, keeping normal frigate class movement but sticks close enough to the ship to become a strong defense, or move off to become a constant barrage on something, you could give them beam type weapons with a low damage(less than current fighter/bomber, maybe half) but a high rate of fire like what the Kol or Korsul has for their peripheral weaponry.
#2 You're already working with Rus but I thought maybe incorporating his flagship mod into yours. Keep the alliance ships off the first spawn flagship, but make it so the lvl 10 alliance is able to go beyond a mere capital vessel. but that one you'd have to talk to him about.
#3 The Kol looks perfect now, that damn drooping side irritated the crap outta me, it's like the engineers on the thing finished half and said"alright screw it send this thing out we'll just slap some plating on that side, Joe start painting on the colors!" and out of the shipyard it went, missing half it's hangars and peripheral guns @_@
#4 I have a scab in my nose and it's annoying the hell out of me ;.;
One thing bugging me, it is Deploy not Diploy.
Hi BadTune, I have the abilities done for the next part of the mod, and those things would be quite hard to do. Code not being one of my strong points. I'm still having issues with it that I can't seem to find a solution for at this stage. Its annoying the my me like your nose is. How the heck did you hurt yourself in there, hang on, perhaps I don't want to know the answer to that. Forget I asked.
Looking forward to the the next patch also.
Hey! stop picking on my dyslexia. Note pad doesn't have a spell checker, you know. Fear not though, it was fixed in the latest release 1.01.
Hard tissue, fluctuating weather, and too much rubbing and wiping it sucks so bad @_@
And about the "orbital Fighters" I suggested, maybe Rus would have a solution, or a clue to where to setup the strings and movement parameters or anyone, the info from the community is extremely abundant lol don't think this game's gonna die till it's too old to run on an OS
Not to bother anyone, but does this mod work with the latest update? Thanks
the player entity files need to be reworked but I think SuperZero0 will get to it soon
may also need to replace the pirate heavy frigate entity file as well
did you ever release that kol rework? or has anyone else finished it and released it?
Hey, this mod looks awesome. Does it work with Diplomacy 1.32?
Damn.
That's the THIRD necro this past 7 days!
Nope
Some mods may work with older versions, but 1.011 was a very old patch and much has changed since then. So no, this mod is probably dead.
Well, to answer the actualy question, it could work with 1.32... you'd just need to update it.
But seriously, there should be some kind of forum achievement for necro-ing.
This isn't one. I've seen ones from the beginning of this forum inadvertently necroed.
ive been searching to find out if this will work with diplomacy 1.34? will it?
Not currently no. The OP pops in from time to time but I don't think he will do anything with it until Rebellion.
Learn this site http://ricksgalaxy.homestead.com/links.html.
It's is maintained regularly and the owner sometimes keeps mods up to date with Sins versions. This is one such mod that is 1.34 compatible but only from ricksgalaxy.
Oops. I just ranted on a necroed thread. Sorry. (see edits)
For the Unity!
Does this mod come with its own intro movies?
No, sorry. I won't be doing anything with it until at least Rebellion is released, maybe. I am thinking of doing a completely different mod all together, which will take priority if do do it.
Wow, the last comment was more than a year ago!
The Razen Destroyer ever got implemented? Because I found a version of this mod for Rebellion on Ricks Galaxy and I can't seem to find that beautiful ship in the game, which is a shame
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