bailknight bailknight

[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Compatible with Entrenchment ver 1.02

 Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Fix TEC light frigate weapon travel speed issue. If you get previous version please re-download this.

DOWNLOAD : http://www.mediafire.com/?yoomlxzk889

Compatible ONLY with Sins Entrenchment ver 1.02 not original Sins

This mod Contain "Volumetric Explosions&Damage Effects ver. 1.13 " by ManSh00ter

Warning - This mod didn`t trough entensive test so may have some serious bugs. When you find some please inform me.

0. Fix
   1. Fix TEC light frigate`s weapon travel speed (600 -> 6000)

1. How to install MOD
   1. Update your Entrenchment ver to 1.02 first
   2. Start Entrenchment
   3. Go option -> mods -> show modpath to confirm your mods folder.
   4. Quit Entrenchment
   5. Put "bkg_Entrenchment_v1.02_1" folder into your Entrenchment mods folder.
      ex) C:\Documents and Settings\youraccountnamemayhere\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\bkg_Entrenchment_v1.02_1   <- this folder should contain 6 folders(GameInfo, Mesh, Particle, PipelineEffect, TextureAnimations, Textures) and 6 manifest files(brush, entity, galaxy, playerPictures, playerThemes, skybox)
   6. Start Entrenchment
   7. Go option -> mods -> enable mod to activate mod.
   8. enjoy mod.

2. Changes - Visual
   1. Enhanced every weapon effects.
   2. Enhanced and added most ability effects.
   3  Add new mine explosion effect for each mines.
   3. Enhanced some explosion effects and Implented with ManSh00ter`s Volumetric Explosions&Damage Effects ver. 1.13
   4. Enhanced and optimized other various effects.
   5. Heavy Crusiers length extended.
   6. Phase Gate now stand up and rotate and bigger .
   7. Weapon Jamming Module downsized.
   8. Optimized TEC Fighter mesh.
   9. Pirate Gauss defense`s weapon changed to autocannon (only visual)

3. Changes - Gameplay
   1. None
   2. Still if you remove GameInfo folder, You`ll lost every enhanced beam effect and ability effects.
  
4. Fixes from vanilla SOASE Entrenchment ver 1.02
   1. Fix some improper weapon points.
   2. Fix persistence passive effects disappearing when load saved game.
   3. Fix Advent starbase`s Meteor planet ability didn`t work collectly at level 2 (Has 0 ranges).

5. Credit
   1. Thanks to Stannum for his SOASE 3Dsmax importer and exporter tool ver 1.1
   2. Thanks to ManSh00ter for his "Volumetric Explosions&Damage Effects ver. 1.13"

P.S.  Send me PM or e-mail for notice If you want modify or redistribute this MOD.


 For Sins ver 1.1 (Converted by Annatar)

(Notice- Pirate base replaced to desert planet in this video for better bombardment presentation. Not in release version)

TEC http://www.youtube.com/watch?v=fyZtYW0EhOs

ADVENT http://www.youtube.com/watch?v=JbBSxcCwjh8

VASARI http://www.youtube.com/watch?v=ihxCkD6eLmw

DOWNLOAD : http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html

2,166,493 views 770 replies
Reply #77 Top
Great,
As your Empire at War Mod
Reply #78 Top
Off-topic. And if you're going to claim that, you're going to have to come up with numbers to prove it with the Sins engine...something you're not going to be able to do.The fact that the majority of ships were designed with turrets obviously designed to rotate (biggest example being the Garda flak frigate), but that the Devs did not implement it, speaks volumes as to how wrong you probably are.


It only speaks volumes on how out of touch with reality the devs are. Or how lazy they are. If the Sins engine doesn't support the turrets, that's a fault of the engine, not a universal constant. I recommend getting Star Wars Warlords for HW2, then mod out the "ishootatsurroundings" flag from all the weapons and put a few dozen Star Destroyers in your starting fleet. That's a couple hundred animated turrets - with no slowdown. Animated Turrets are peanuts with proper lodding especially when your ships already do check for enemy direction (as they do in Sins - which means no additional CPU cycles whatsoever).
Reply #80 Top
Off-topic. And if you're going to claim that, you're going to have to come up with numbers to prove it with the Sins engine...something you're not going to be able to do.The fact that the majority of ships were designed with turrets obviously designed to rotate (biggest example being the Garda flak frigate), but that the Devs did not implement it, speaks volumes as to how wrong you probably are.It only speaks volumes on how out of touch with reality the devs are. Or how lazy they are. If the Sins engine doesn't support the turrets, that's a fault of the engine, not a universal constant. I recommend getting Star Wars Warlords for HW2, then mod out the "ishootatsurroundings" flag from all the weapons and put a few dozen Star Destroyers in your starting fleet. That's a couple hundred animated turrets - with no slowdown. Animated Turrets are peanuts with proper lodding especially when your ships already do check for enemy direction (as they do in Sins - which means no additional CPU cycles whatsoever).


Mate, Sins is desinged to run on really lower end systems (like this crapy notbook comp that is supposed to be able to run any game)

think how the game will run with turrets on and 300+ ships in one battle?

Cheers
Warder
Reply #81 Top
Sin's was made to not have turret animations. It cuts down in system power used, that way more people can run the game on lower end computers.That is not the case. Turret animations have negligible hardware drain even with thousands of ships.Off-topic. And if you're going to claim that, you're going to have to come up with numbers to prove it with the Sins engine...something you're not going to be able to do.The fact that the majority of ships were designed with turrets obviously designed to rotate (biggest example being the Garda flak frigate), but that the Devs did not implement it, speaks volumes as to how wrong you probably are.


Well, take a look at some of the ships like the TEC capitals. All the little turrets on them are firing but the actual turret itself isn't moving/tracking the target. I'm not saying theres no turret animation AT ALL, but certain ships don't have any animations on their turrets.
Reply #82 Top
Off-topic. And if you're going to claim that, you're going to have to come up with numbers to prove it with the Sins engine...something you're not going to be able to do.The fact that the majority of ships were designed with turrets obviously designed to rotate (biggest example being the Garda flak frigate), but that the Devs did not implement it, speaks volumes as to how wrong you probably are.

It only speaks volumes on how out of touch with reality the devs are. Or how lazy they are. If the Sins engine doesn't support the turrets, that's a fault of the engine, not a universal constant. I recommend getting Star Wars Warlords for HW2, then mod out the "ishootatsurroundings" flag from all the weapons and put a few dozen Star Destroyers in your starting fleet. That's a couple hundred animated turrets - with no slowdown. Animated Turrets are peanuts with proper lodding especially when your ships already do check for enemy direction (as they do in Sins - which means no additional CPU cycles whatsoever).


Congratulations, you just lost two points in reading comprehension. I specifically said, "come up with numbers to prove [your claim that animating turrets in SoaSE would not hurt performance]" using the Sins engine. Why did I say that? Because I frackin' knew that you'd mention HW2. I'll give you a hint: different engines, different results. HW2 is not anywhere as demanding as SoaSE, even with Warlords (which I use).

My point stands, and additionally I am now certain you don't have a clue what you're talking about. "Out of touch" and "lazy"...lulz

Bailknight, I apologize for continuing this OT, I won't bring up this line any further in this thread.
Reply #84 Top
Almost finished.

Had some rough time fixing Invisible bullets :(

Now It looks like everything works just fine and framerate is almost same as vanilla game :)
Also Its dump-free! Test over 10hours in huge map with 8 hard AI and no minidump at all :D

Still work on some re-balance things like LRMs and Heavy Cruisers. I think they are overpowered :( Little firepower decrease or cost increase may help.

MOD ver 1.0 will release coming weekend if no critical error pop up :)

Thanks.
Reply #85 Top
Almost finished.
YAY! Glad to hear it!

Still work on some re-balance things like LRMs and Heavy Cruisers. I think they are overpowered Little firepower decrease or cost increase may help.MOD ver 1.0 will release coming weekend if no critical error pop up Thanks.
Oh, please don't go changing the game itself with this mod.

That will just mean I'll have to sort out your nice new effects textures from all the stuff I don't want. Enhance the effects, and leave the balancing to another project.

Mods should focus on one thing, more often. Everyone always tries to do everything all at once.

Reply #86 Top
yeah come on.. leave the graphic mods, just that.. a graphic mod.
Reply #87 Top
Bailky , i really think u should leave it as a "graphic mod" insdead of adding extra changes to the accual game. Let IC/SD do the balancing. It would really increase your mod's popularity and usability leaving it as a "graphic mod" only.

Greetings
Reply #88 Top
I concur, please leave it graphics only. Otherwise I'll only be able to play it single player, and the game is no fun like that :(
Reply #89 Top
yeah come on.. leave the graphic mods, just that.. a graphic mod.


I think I must set this clearly... Graphic mod is not intended as Add-on like Uzii`s great Sins Plus. I`m not making some effect add-on package but game that I want to play. Still most of my complaints are about graphics so I`m work on it first. While ver1.0 have some minor adjustment like most popular orbital deffense and PJI buff, I hope ver2.0 will have some starship model replace. It`s quite nonsense that TEC must research PROTOTYPE of those poorly looking ships while local planets ALREADY have them in orbit. There is also no sense that going war with rapidly modified civilian vessel ALL THE TIME.

And moding graphics actually need to change everything not only particles but also entities as well. Some buffs are hard to apply effects because of there nature of "Replacewithnewbuff" give not enough time for effect playback so many of buffs use this type are modified with resonable abillity spec, but there efficiency is almost same as vanilla one I think.

Lastly, don`t worry about total mess up like other mods too much. I like vanilla game and there will be only few hardly noticeable tweaks in ver 1.0 ... This is a Graphic Mod :)

Thanks.

P.S.
I concur, please leave it graphics only. Otherwise I'll only be able to play it single player, and the game is no fun like that

In fact, graphic only mod also need same mod activated who play with you in multiplay.

P.S.2
OK. I decide to release Absolutely NOTHING changed in game value version together. This version may have some decreased or removed effects but it`s your choice :)
Reply #90 Top
Will this have to be enabled as a MOD in the options? , i'd rather be installed over things aslong as we backup... Because if not i don't want to have to go through merging with other mods instead of just installing as normal...

Btw hope you release it this week ,really looking forward to it!
Reply #91 Top
Will this have to be enabled as a MOD in the options?

Sure.



About some changes, I finally decide not change anything about ship`s spec at this time. Still Kodiac and Defense replaced their weapon type so they receive different upgrade bonus. (Kodiac - Gauss / Defense - Beam)

Radiation Bomb and Incendiary Shells skills slightly changed for better visual represent. Efficiency is almost same.

Transfer Antimatter skill now cannot target frigates.

Overall Culture efficiency doubled.

Pirate Gauss Defense damage reduced from 120 to 100
Pirate Gauss Defense hull reduced from 3000 to 2500

PJI Efficiency doubled.
PJI Range Increased to cover entire gravity well.

This is everything that relate gameplay value.

Thanks :)

Reply #92 Top
Great , would you be able to provide the information on what needs to be merged if i was to use it with other mods? :)
Reply #93 Top
Will this have to be enabled as a MOD in the options?Sure.About some changes, I finally decide not change anything about ship`s spec at this time. Still Kodiac and Defense replaced their weapon type so they receive different upgrade bonus. (Kodiac - Gauss / Defense - Beam)Radiation Bomb and Incendiary Shells skills slightly changed for better visual represent. Efficiency is almost same.Transfer Antimatter skill now cannot target frigates.Overall Culture efficiency doubled.Pirate Gauss Defense damage reduced from 120 to 100Pirate Gauss Defense hull reduced from 3000 to 2500PJI Efficiency doubled.PJI Range Increased to cover entire gravity well.This is everything that relate gameplay value.Thanks


That's too bad that you're unwilling to just release a graphics update. The fact is that most people online play vanilla sins, and by a changing the game, it's just going to discourage me from playing it in single player since I'll get use to your version and not the version people actually play.

Reply #94 Top
I'll add my voice to the camp that I'd like to at least see a "graphics only" release of this mod...if you still want to do some changes to the gameplay, go ahead, but would you be willing to release a version that only gets your graphics changes?
Reply #95 Top
That's too bad that you're unwilling to just release a graphics update. The fact is that most people online play vanilla sins, and by a changing the game, it's just going to discourage me from playing it in single player since I'll get use to your version and not the version people actually play.


@ SentrySteve :

Umm, new poster long time reader here... just wanted to let sentrysteve know that regardless if you were using a graphics only mod , online you would need that mod to play against other people as you probably have sinc. issues.

@ Bailknight : Wow, impressive... im currently using distant stars 1.0, will your mod be compatible? and if so what files will i have to merge to make them work. Thanks for your hard work bailknight!
Reply #97 Top
Awesome, this mod looks very fantastic and promising! I'm a bit worried about the gameplay changes you want to do, but as long as the overall impression is good, I won't complain. :D Just do what you think will benefit your mod most!


cheers
Reply #98 Top
This mod is basically useless if it needs to be enabled. It should be like changing the soundtrack for Sins, i don't see why it has to be enabled anywhere, just some files replaced that don't change gameplay at all.
I thought the whole point of this was to be a GRAPHICS mod, with the "vanilla" game play completely intact, and actually usable online against people who aren't using the mod.
Is that not possible, and if not, why not?

Sorry if I'm being demanding, but i love your work on the graphics, and there are tons of other gameplay mods out there, which in my humble opinions are pretty much useless anyway 'cause you can't easily play an online game with them because no one else is online using them.
Reply #99 Top
I think from my understanding of what bailknight has said, he HAS to mess with .entity files to enable some of his revamped particle effects. He is modding two types of files, .entity and the particle files. If you change the .entity file it must be enabled as a mod for everyone involved in the same game as far as I know.
Reply #100 Top
I agree. The graphics upgrades should be offered separately. I have no desire to see Sins become one of those RTS games with too many re-balance mods. The game plays fine.

This mod is basically useless if it needs to be enabled. It should be like changing the soundtrack for Sins, i don't see why it has to be enabled anywhere, just some files replaced that don't change gameplay at all.I thought the whole point of this was to be a GRAPHICS mod, with the "vanilla" game play completely intact, and actually usable online against people who aren't using the mod.Is that not possible, and if not, why not?


While this would probably be hard to do, I think it should be the ultimate goal of this project. I want to have the the nice effects for vanilla Sins. We don't need to split the community. If at all possible, try to find a way to make it compatible with vanilla.