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/
yeah it is the latest DS. As for the green plasma, I like it, adds color (I don't use it often though.) The portrait issue though, there isn't a bug problem with it, only thing is when selecting a race you gotta right click(go backwards) to sift through, the other way sticks on TEC lol, still good though.
I'd like someone to get that orbital defense platform mod up and running again, I think it'd add some good aspects to the dynamic movements mod(hey the ship engines got an upgrade, why not the weapon platforms ).
Also, happy side effect =D with all the hull upgrades the vasari(death beam) doesn't whack anything that moves like before(or at least as fast) and I do like how using it disables weapons for the duration very realistic aspect (if it did that before didn't notice lol)
Yes, abilities is 1 thing I haven't tweeked at all. I will do this for the next update also.
You need to look at the Gauss Rail Gun Array ability since it fires at any target in its radius, not necessarily the one you want it to be targeting with that ability.
I am not sure how to do this. It might be because the ability & buffs are based on the MissileBarrage ability and buffs. All I did, as far as targeting goes, was to change the maxTargetCount values from -1 to 1. So it should only target 1 thing, as far as I know.
It does, I know, fire at a second ship part way through the sequence if the first has no hull points left, but has not necessarily exploded, part way through the sequence. This I believe is an effect lag.
I have completed the first model for the next part of the mod. The plan is for it to be a Destroyer/cruiser with an escort type role. Any suggestions as to what race combo to assign it to are welcome as I haven't decided as yet. Nor have I decided yet as to whether to make it (and the other 2 for that matter) a weaker but faster capital that cost less, or a very powerful frigate, with a high cost (for a frigate) to fit its capabilities. At this stage I am erring on the side of the very powerful frigate because a weaker capital may not be worth spending the capital ship slots on.
Here are a few pics. ;
My version of the new combined mod will only let me play as the tec vs tec, does anyone else have this problem or did I miss something?
For some reason you can't cycle forwards through races, so just right-click your way through the race list.
Why did you base the GRG Array off Missile Barrage instead of the Kol's Gauss Rail Gun?
The reason I did this was because, at the time I didn't really have much experience with doing abilities(still don't Know half the stuff). So I based my new ability for GaussArray off of an ability set that already did what I wanted to do. That being MissileBarrage. MissileBarrage & PhaseMissileSwarm are the only 2 abilities that use more than 1 hard point, that I know of, to fire from.
I realise now there may be a way to do it by adding some extra instantActions and extra buffs etc., but I have been to busy with other things to start experimenting around with things that, for the most part, work quite well. When I get rid of those bugs that are more of an issue, such as the button & player portrait problem mentioned above sorted, I will revisit things. I am pretty sure it is something to do with the textures & or Brushes. I would also like to get the other part of the mod done soon as well, so I am really pushed for time to do these types of things.
If anybody who is good with coding wants to do any improvements / additions to the mod, they are most welcome to do so. It would certainly help me get things done faster.
Me thinks look good with vasari!
Me think this what vasari capship should look like!
Yes I agree, if that is what most people think as well I will change them. I did originally try to make this as Tech/Vasari, but I thought perhaps people may think it would fit better as Tech/Advent or even Vasari/Advent.
Thanks SpardaSon21 for the reponse, I will try that.
Let's go with the less powerful cap-ship. You can add some skills that can make up for it's lower firepower, and I'd agree more with Advent/Vasari, you could give it that heavy beam skill we talked about ^^ have high powered beams hitting multiple targets in front of it with the barrage targeting system and save something else for the other advent, if you think you can you could see about cycling it between the vasari/advent beam types per shot as well as a culture "pod" or such for the Vasari version, and a phase stabilizer for the advent version( can't upload one ship to multiple races can you?) I figure you reskin each of the other one darker one with blue lighting and lighter glows along it's hull for the vasari version and a usual shiny blue reflective advent with some darkness added in? maybe some markings in black along the hull. For an added bust you could always add a modified version of the "eggs" phase jump disable skill and make it a movement(turn rate) debuff to sweeten the timing with the beam skill in the right moments. and for a passive you might think about the vasari's planet killer passive that increases it's bombardment rate and dmg towards modules maybe alter it to damage ships instead,for the Advent's type, that way later on it would be a stronger combat type cap ship? a "put some work into it and you'll be the best" type of thing? and the armor passive from the advent for the vasari's type. lots of possibilities ^^
The plan is to make each vessel, 3 in total, available to both of the allied factions. It should work I like some of those ideas for abilities and weapons.
The original plan was to make another capital for each. The reason I have some doubt now is that factions may be reluctant to give their best top secret research over to another faction. This is also the reason for making them weaker than normal caps. And making them something like "envoy escorts" would be a valid reason for making them more powerful than the heavy frigates, in terms of an alliance & the Diplomacy theme & tactics. I am thinking that these race alliance ships should be purpose built to increase the survivability of envoys, with powerful hit - stop em in their tracks & run weapons and abilities sort of set up.
I suppose as Capitals, I could make them hit as hard as capitals, may-bee even harder, but make them less able to sustain an assault and more able to escape.
hmm, well in that case I suppose that would be right, but you'll have to do something about them so they aren't efficient enough to replace the heavy frigates, otherwise people would abuse them and make them the replacement for their fleet simply because of the additional abilities and raised damage, we have to give them a hindering trait like, a lower hull cap but higher shield, cap for advent allied ships, or something along those lines, but we can't make them too useless as to never be built, or maybe even something like the turning speed being lowered. For the most part though the envoys don't really need much protection, they do have that invulnerability buff, and for the most part they're extremely cheap ships in comparison to the other support ships so they're nothing less than expendable lol (that's a horrible thing to say about the 'peace makers' but it's true .) I'd go with the afterthought on this one Zero, give them an increased damage and a higher speed but keep their hp and shields lower than average depending on the race. But you could still make the requirement for the tech a 20.00 alliance rating for that tech to get them and still make them powerhouses, at 20.00 your empires are pretty much dependent on one another if you do it quick enough, why not share your deepest secrets with your fishing buddy? Either way, both ideas are viable and applicable, the only choice is implementing which one. Suppose you could add both for a short test game and see how it works out?(though with diplomatic relations and locked teams you still have to send out envoys for 20.00 so maybe 15.00 would be a better starting off point?)
SuperZERO, I looked over your merge with Distant Stars and nothing stood out on the surface. So I went through the process of re-merging your mod with Distant Stars to isolate why the buttons are unable to cycle forwards when picking races. After running through the re-merging process myself I encountered the same exact issue. So I went through the process to rule out certain factors and kept falling short. So I started over again, this time regenerating the entity.manifest from scratch and whamo the button cycling worked. There appears to be a lot of unneeded references in the entity.manifest that get cleaned out performing this step that for some reason may be causing this issue. Please give this a try and verify if it also works on your end.
Additionally, I made a couple of small possible improvements you may or may not like with the button textures and brushes. Basically, I don't like working in the core texture and brush files to reduce rework due to patches, etc. You are welcome to them if you like. Also, the sizes could be dramatically reduced with a little triming and/or moving of images later on.
http://dl.dropbox.com/u/5790092/Temp/AllianceTexturesBrushes.7z
What you decide SuperZERO, just try to make them fit within the given differences/role that SINS already has set up.
Given the fact your first set of ships were Combat heavy Caps, Maybe you could make this next group Support oriented. I also suggest you keep all the new ships Caps. It will eliminate the new ships being the only thing people build if you do decided to blur the roles.
Also, Just thought I also suggest you fill the current ships ablilties that are other ships with unique ones. That way you promote fleet diversity and synergy. Not to mention keeping every ships role different.
If you make a new TEC support cap, make it a Vasari/TEC hybrid with stuff like Repair Bot Cloud, Scramble Gunships (to counter Advent drone spam), Sunder Shields (mix of Dunov's EMP Bomb and Stikulas' Shield Disruption that deals shield damage and mitigation reduction in an area of effect), and for an Ultimate maybe Saboteur Nanites which acts like an AoE version of the Hoshiko's Demolition Bots.
This is a good point, Perhaps it would be better to make them capitals.
Because he will catch to many and that will be less for me to catch " Pigs in space" . You are right though.
Excellent work, thank you kindly. I will try this and let you know how it goes. I like the textures and brush's and will integrate them that way.
This is what I think now also
Yes, I could for example give the Kosovza a different bolstering type ability instead of its adaptive shield, perhaps one that could absorb energy weapons fire to bolster it. I can do something like this, I will give it some thought.
Yes those are some excellent Ideas I have been think along those lines also. I was thinking on a variation of the the Gravity mine also, and perhaps for the Advent a decoy ability.
This is one of my favorite mods to come out yet. New ships are great. The TEC Command ship's auto cannon fire is messed up. I fixed it in my version but it keeps slipping past.
lol, that Decoy ability would be very good actually, especially if you have a force attack ability on the decoy spawned. Not to mention as a cap it would be very difficult to determine between the two what one is fake unless you're doing some heavy micro-managing to counter it. but Zero, I dled the Sea of Stars mod for entrenchment recently(very fun heavy combat geared mod,makes my videocard throw a hissy fit after so long lol) anyway they have some interesting beam skills and such for their defensive platforms, you should give it's innards a look and poke through the skills, most of them are simple dmg def and speed upgrade buffs on all the capitals, makes all the surrounding ships multiply dmg lol, as overpowered as it sounds it's balanced fairly well , anyway this person did some heavy buff modding if you wanna give it a look, who knows, maybe the advent's new carrier could have a shield restore rate + passive aoe buff. ^^
you might want to check the modder that built that mod first for permission
What exactly is messed up about it?
If you changed a file in my mod and it still happens, this could indicate something else is wrong. Are you running any other mods with it as well?
I don't mind people changing files, but if it does fix a problem, I would like to know of it so I can fix it for everyone. Also remember to keep the altered mod for personal use only so there aren't any issues with multiplayer and such. Thank-you.
I didn't mean for him to just copy over an ability Ryat, I meant it as sort of a reference of ideas and to look in them as sort of a "how to" for AOE passive settings, honestly I think those abilities should stay in that mod lol, anywhere else would just make them severely overpowered . But anyway, like I was saying, something like an AOE shield regen instead of the energy attack speed aoe for the Tulis, or maybe something adding even MORE armor for the Korsova, and maybe an anti-buff for the Talak, like what the enforcers have but not an active skill, something that will slow down it's prey
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