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 #201 Top
Did you make any changes to the graphics part of it, or is the latest version only to make the gameplay changes compatible with 1.03?
Reply #203 Top
I finally got the mod to work for me, and damn its nice. I can't believe the game didn't ship this way.
Reply #204 Top
I finally got the mod to work for me, and damn its nice. I can't believe the game didn't ship this way.



ditto. Amazing
If anyone is down for a Balknight mod game online let me kno

CommanderAdama on Ironclad
odst117 on Xfire
[email protected]

I really want to play a good big online game with graphics so nice
Reply #205 Top
Did you make any changes to the graphics part of it, or is the latest version only to make the gameplay changes compatible with 1.03?

Only compatiblity.

OK. I`m quite upset these days still I`m trying to make some progress for next version.

Here is a concept art for flak frigate. I`m not decide yet make complete new faction or just replace TEC`s one.

Thanks.
Reply #207 Top
This frigate has a nice military look. It remind me an idea for a new TEC race.

Idea was like that: most of TEC people are peaceful traders which were pict of by Advent deviations so they exiled them. Among of TEC people there was another nation that wasn't entirely "normal" to TEC standards. This one, opossing to Advent deviations, like an agressive and militaristic life (however only agains each other, attack on other TEC were none or rare). They afraid that they are next on exile list, but with arrival of the Vasari, TEC begun to think that those "Agressive TEC" might be value part of their society.
Reply #208 Top
The front of that ship looks strangely familiar... But a very nice design nonetheless.

Edit: Homeworld 2. The Flak frigate per chance? Does it have a similar bow to that?
Reply #209 Top
Damn !! t looks pretty good. Make the mesh

Already finished 2 meshs (flak and light frigate)

This frigate has a nice military look. It remind me an idea for a new TEC race.

That is exactly what I have in mind  ;)

The front of that ship looks strangely familiar... But a very nice design nonetheless.Edit: Homeworld 2. The Flak frigate per chance? Does it have a similar bow to that?


Completly different.
Reply #210 Top
Very nice. Perhaps a TEC-styled offshoot (so they borrow some inspirations from the TEC, but their ships are specifically military, rather than adapted civilian vessels) of rogue (or ex-TEC, or they never joined the TEC) colonies that decided that the TEC wasn't doing enough to defend them and so formed their own alliance?

Either way, I look forward to seeing more. :)
Reply #211 Top
Yes, they are pretty different. Its been a while since I've had a good go on it. This is what I was thinking of, and them both being Flak Frigates probably over-killed the very slight similarity.



I meant no offence by it, it is a very well drawn picture, and this mod is coming along nicely. Good luck with it, and any help, although I'm totally useless when it comes to modeling ;) I'll do my best. Keep it up :CONGRAT:

Reply #212 Top
Bailknight which mesh and particle files have you edited? , i would like to use them in other mods without screwing it up... I will not release the mods as my own only for my personal usage.

Its only fair
Reply #213 Top
I meant no offence by it, it is a very well drawn picture, and this mod is coming along nicely. Good luck with it, and any help, although I'm totally useless when it comes to modeling I'll do my best. Keep it up

I didn`t take it as offensive  :D  Thanks.

Bailknight which mesh and particle files have you edited?

Any files modified after 2008-03-08. Sort to date may help a lot.
Reply #216 Top
You've done a great job, but something odd keeps appearing when I'm using it. The effects work for the first 20-30 minutes and then when I zoom in to a cap ship battle, I hear the sounds, my screen shakes, the ships even take and deal damage, but with no effects to show for it. Any ideas on what's wrong?
Reply #217 Top
@ Chexmix2

I had that problem too but I found a way to fix it, at least for my self. There is a User.setting file here: C:\Documents and Settings\Jacob\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting

In that file there will be a line like this:
MaxParticleCount 6000
MaxAsteroidCount 10000
MaxDustCloudParticleCount 5000

I changed my max particle count to something much higher & it fixed that issue. For some reason it also gave me a small performance boost?! I think when the on-screen particle count reaches the max number indicated in the User setting file, the game starts removing or reducing certain things to stay within the specified limit. By changing those values (above) it is possible to stop that from happening. Which is why I think I got a small performance boost, because the game wasnt trying to scale back then return to normal when the particle counts changed.

Of course one would think that if you increased the amount of particles allowed to be displayed at any given time, you would take a performance hit. But I dont seem to have. I will say again for the record, that I dont know if this will help for anyone else, but it certainly helped for me.

Hope it helps you to...

Adm. Cobbs
Reply #218 Top
OMG that second video looks awesome. I can't wait to try this out. Thanks.
Reply #219 Top
Cant you plz like make one file that only enhances graphic and one that does all the other things you do, plz. ^^ Or is there something I can delete myself to do this?
Reply #220 Top
Found it in your readme, thnkx! ^^
Reply #221 Top
I knew this mod would be cool. Thanks for taking the time Bail and making it. You rock as always when it comes to modding.

I have one question about your mod tho. Have you thought about making a change to shields?

When playing it seems hard to see the shields taking a hit. You see the weapon fire, then hit something near a ship. You pretty much have to be zoomed right in a tthe ship to see a hint of shield taking damage.
So I was wondering, if you have any plans to maybe change how they made the shields so dull.

Once again, very good looking mod. Like the changes in the gameinfo you did as well. :)
Reply #222 Top
Have you thought about making a change to shields? When playing it seems hard to see the shields taking a hit. You see the weapon fire, then hit something near a ship. You pretty much have to be zoomed right in a tthe ship to see a hint of shield taking damage.


Thats one thing i can`t touch. Their is no entities related shield transparency and shield mesh itself have no transparency or texture.




Just introduce some new frigate ships for upcoming version.
Reply #225 Top
Thanks Cobbs, it worked. :D

As towards Bail, nice frigates :CONGRAT: , I have a load of lo-poly ship models lying around from a BSG mod that didn't take off, if you'd like to hear more, just ask.