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

2,166,880 views 770 replies
Reply #176 Top
C:\documents and settings\yourname\local settings\application data\ironclad games\sins of a solar empire\

There should be a "settings" "user settings" folder (should be very ovbious when looking at it, this is from memory though).

You can open the file with notepad.
Reply #177 Top
You shoul combine it with uziis sins plus mod.That would be cool. But kickass mod.
Reply #178 Top
im still getting the mini dump even after i enable it and check load on startup and then restart the game

Did you modify anything? Or load some old savegame that did`nt use my mod? I`m not sure :(

Wow, nice. Are you the same person who did the mods for Star Wars Empire at War?

Yes

Me and my guild all applied this and Played a game, out of four games at least 2 out of the 4 players received a minidump. Whats up?

Don`t know why. At least single play works real fine I don`t care. Before I make this mod I did multiplay 3 times with 4 ppl and got minidump 2 out of 3 in vanilla game :(

This mod's readme needs to tell people that they need to turn up their MaxParticleCount in their user.settings file, so that they don't end up with invisible shots from all their ships

Invisible shots are not particle max count related problem. They happen only with Vasari..even TEC and Advent use much more particle. I heard Vanilla Also have this problem so I count this is certainly a vanilla bug.

AND WHAT THE HELL I CAN`T EDIT MY OWN POST!
So I wrote here about some request of MOD merging.
I can only say OK about merging at least EVERY graphic effect(this also inclued changes in entities - weapon changes, beam radius, added lines and entities for new effects, new cruiser and fighter class explosion data, asteroid data, bombing transition time and other misc.) 100% properly merged. No particles only.
Reply #179 Top
If you are looking to for interested modders to incorporate your .entity changes, could you please release text versions of your .entity files, because as is, I don't believe there is a way to view the bin versions of your files. As is, if I were to simply copy your changed .entity files over mine, my balance changes would be overwritten. However, if I have access to what exact changes you made to the .entity files, then I can merge them with my own.
Reply #180 Top
Hey bailknight i have merged your mod with Uziis sins plus mod.Have i got your permission to post it?
Reply #182 Top
Awesome. Bail, please let him post it. =) I was about to start doing the research to figure out how to do the same thing myself.

BTW, thanks for putting in the effort on this mod, Bail.
Reply #183 Top
If you are looking to for interested modders to incorporate your .entity changes, could you please release text versions of your .entity files, because as is, I don't believe there is a way to view the bin versions of your files. As is, if I were to simply copy your changed .entity files over mine, my balance changes would be overwritten. However, if I have access to what exact changes you made to the .entity files, then I can merge them with my own.


QFT, same here.

Reply #184 Top
That is not the case. Turret animations have negligible hardware drain even with thousands of ships.


Shh, don't bother the people repeating canned explanations. Hearing the same thing every time someone points out not having any model animation at all in 2008 is ridiculous makes me laugh. It's not just turrets: no model animation at all. The little wiggly cranes on constructors don't even move! :CONGRAT:

As an aside, Bailknight, great work both making something awesome and not wasting your time satisfying idiots who want everything their way. Artistic integrity and creating something good is more important that satisfying random people.

Reply #185 Top
Is this 1.03 compatible?
Reply #186 Top
As far as I can tell it is not.

As soon as I enable it i get a minidump (and the inevitable crash to follow).

A friend of mine also tried it and got the same thing (on a vastly different system).

So yeah, broken by 1.03.
Reply #188 Top
Odd. I was just playing the mod on 1.03 for about 20 minutes with no problems. I had never put in the GameInfo changes, but the extra graphical effects are there and working fine.
Reply #190 Top
I've confirmed Mazuo's account. If you delete the gameinfo folder in your mods\bailknight directory it will enable and run without a mini-dump.
Reply #192 Top
I don't use the gameinfo dir just the mesh/particle.. working fine with 1.03
Reply #193 Top
Yep not compatible with 1.03 yet.

1.03 totally screwed up almost half of entities so I need rework almost everything again  :LOL: I`m not sure why IC change so many things even not mentioned in full patch note however.
Reply #194 Top
Just to make your life difficult, bailknight. ;)

Keep up the good work man.
Reply #195 Top
"I've confirmed Mazuo's account. If you delete the gameinfo folder in your mods\bailknight directory it will enable and run without a mini-dump."


Worked for me as well
Reply #196 Top
This mod's readme needs to tell people that they need to turn up their MaxParticleCount in their user.settings file, so that they don't end up with invisible shots from all their shipsThanks Master Whats a good number? MaxParticleCount 16000MaxAsteroidCount 16000MaxDustCloudParticleCount 8000That ok?

Actually I'm not sure now. I played a game today, and the effects were disappearing again :(

So I guess maybe it's not the particle count. It's really annoying... The ships sit there and damage each other with no bullets or beams or anything flying around :(

Invisible shots are not particle max count related problem. They happen only with Vasari..even TEC and Advent use much more particle. I heard Vanilla Also have this problem so I count this is certainly a vanilla bug.

Well, I was playing as TEC, and my shots were invisible. So it's not just the Vasari.

And when I was having the problem before, it was while playing as the Advent.
Reply #197 Top
Actually I'm not sure now. I played a game today, and the effects were disappearing again So I guess maybe it's not the particle count. It's really annoying... The ships sit there and damage each other with no bullets or beams or anything flying around.


It looks like a particle counter leak. Some structure/ship/entity emits particles that are considered visible by the game at all times, which, after a certain time/number of entities results in the perma-lock of "too many particles - will stop rendering them". Upping the max particle count by hand will help extend the time till cutoff, but it won't prevent it.
Reply #198 Top
Awesome mod Bailknight. The difference between vanilla Sins effects and your effects is amazing. Really adds a lot to the game.
Reply #199 Top
Outstanding Mod! Please update this for 1.03, I just got a taste of it before I upgraded to 1.03 hoping it would still work  :SNIFF!: 
Reply #200 Top
It looks like a particle counter leak. Some structure/ship/entity emits particles that are considered visible by the game at all times, which, after a certain time/number of entities results in the perma-lock of "too many particles - will stop rendering them". Upping the max particle count by hand will help extend the time till cutoff, but it won't prevent it.


May be.. I already worked on every suspicious particles(ex. damage smoke) play only short limited time. I`ll poke around again later however.

Outstanding Mod! Please update this for 1.03, I just got a taste of it before I upgraded to 1.03 hoping it would still work

Released  :LOL: 
Some minor changes removed due to untouchable 1.03 entities.