midnightjoker midnightjoker

[MOD] Sins: FreeSpace 1 (Updated July 18/09)

[MOD] Sins: FreeSpace 1 (Updated July 18/09)

Conversion Mod for Sins 1.17

Sins: FreeSpace 1 - A conversion project for Sins of a Solar Empire 1.17

This should be the final release for this FS1 era mod.  It contains the update and a couple more fixes.  The maps should also work with 1.17 now.  Install instructions included.  

 

There is a new mod in the works for the FS2 era and entrenchment.  When that is finished we will hopefully revist the FS1 era.

 

MOD DL link:

FreeSpace 1 for Sins 1.17

Forum Urls

 

https://forums.sinsofasolarempire.com/175716

http://www.moddb.com/mods/universe-at-war-freespace

 

http://fs2modproject.invisionplus.net/

 

389,975 views 157 replies
Reply #101 Top

i deleted the galaxy in the mod's folder how do i get to " files or things that orbit planets(planetmodles) and change to face false/true to rotate facing type none. is there a path i can use to get to that i have windows xp if that helps, ty for the help

Reply #102 Top

The planet modules are in the game info folder in the mod folder. Once in the game info folder, scroll down until you find them, then go through and replace the line that says rotateToFacePlanet FALSE or rotateToFacePlanet TRUE with rotateFacingType "None". You'll have to do this with each planet module entity.

Reply #103 Top

ty for all the help dragoon, i have gotten to  the planet modules but i dont see a line that has rotatetoface false or rotateface planet true. i right clicked on them and nothing .

Reply #104 Top

np, um, you opened them with wordpad or something similar correct? Just an aside don't use microsoft word, it can really screw files like this up lol.

Once open scroll down until you see rotateToFacePlanet or rotateFacingType, if it's rotateFacingType then the files are already updated.

To save time you could get something like notepad++, right click the file you want to open and go to open with notepad++ then you can go to the find option and enter that line for it to automatically find it for you.

Reply #105 Top

Hi guys.  If you want i will put together another patch this weekend that will get this working on Sins 1.17.  Thanks for the info on what needs to be changed.  Hopefully sunday or monday i could have it posted.

Reply #106 Top

Hey and np, I only know because of my work for another mod lol. I haven't even updated my version yet, due to having a busy schedule but I'm pretty sure those are the major things that need to be fixed.

Reply #107 Top

shugareshane & dragoon4ever there is my recently released MOD UPDATER that you place the mod in the correct mod folder version for the mod eg mods-v1.15 then run the mod updater selecting the ENTIRE mods version folder, and the current mods folder and the mod updater WILL update any mod that is in txt mode, but at present there are some issues with the bin'ned mods due to the convertdata's not being backward compatible, but when I recieve permission to re-distribute the OLDER convertdata's I will be releaseing a version that WILL UPDATE any mod that works in sins 1.15/entrenchment 1.01 and later.

harpo

 

Reply #108 Top

I guess no patch is needed then.  thats a great tool harpo, thanks!!

edit: i'll still do one to make it easier for people.

Reply #109 Top

i designed the utility to help ALL sinners, but modders CAN particualry benefit as it uses text files to look for the things to change and what to change them to, but it only looks in entity files to Keep It Simple and Clean Stupid ( no intelegence in the program)

Reply #110 Top

dam, i used the new patch and now when i try to use the mod i get a saved mini dump ;/ what would cause that ?

Reply #111 Top

i have uploaded a new release of the mod that should be compatible with 1.17.

 

shugarshane, i cant say what that issue is.  the only real problem i saw with the old mod was that the maps didnt work with 1.17 and could cause a mini dump.  maybe try the new version and see if that helps?

Reply #112 Top

yea the new one was the one i just tryed some reason soon as i turn it on it happens ;/ wonder what cause it.

Reply #113 Top

the mini dumps says C:\Docume~1\shane5_2\Locals~1\sins dump\ sins-v1.17-2009-19-10-13-41-3416-4008,dmp not sure if this can help or any 1 can maby help me but this is the mini dump i get on trying to enable the mod ;/

Reply #114 Top

harpo i tryed running your modupdater i put it in a folder and the same area is the mods mods1.17 i try to double click on the exe and i get this runtime error "9": subscript out of range. i might be doing something wrong .

Reply #115 Top

running nicely for me (for now). I like it.

is there any way to show wormhole lines permanently? they are named nicely and all and you can click to see the connections, but it's still pretty cumbersome. I guess it wasn't designed for this, but it would be a shame, since the wormhole connections more or less take the function of phase lines in vanilla sins and you did a good job on the job as far as I can tell.

a minor observation? the fighters seem pretty large compared to other ships such as leviathans or fenris. am I just imagining things or were they smaller in the games?

Reply #116 Top

yeah the strike craft are not in the correct proportions compared to the bigger ships.  all this will be rectified with the new FS2 mod in the works.

sugarshane, the only thing i cant think of is that a file may not have been copied over when using the patch, like the string file?

Reply #117 Top

 just took all of the patch files and put them in the orginal folder it overrited everything.

Reply #118 Top

wonder why its does that , on soge it does it 15mins into it i get a saved mini dump its dosint lagg or anything just crashes , but dolynick star gate races works fine but thats on entrenchment.

Reply #119 Top

Quoting midnightjoker, reply 16
yeah the strike craft are not in the correct proportions compared to the bigger ships.  all this will be rectified with the new FS2 mod in the works.

sugarshane, the only thing i cant think of is that a file may not have been copied over when using the patch, like the string file?

alright, cool.

btw. have you any kind of ship relations model? like what kills what etc.? bc one of the challenges I think is to avoid the 'bigger is always better' syndrome. like that there is an incentive to build as many destroyers and super destroyers as possible and neglect cruisers and corvettes (using FS2 designations here). otherwise, gameplay would likely suffer. of course it's hard to stay true to canon and also craft a rewarding experience. it probably has to go via the resource input side.

edit: one more observation: you tweaked speed/ gravwell relations, correct? at least it seems a lot slower. that's not necessarily a negative, just as I said, an observation.

Reply #120 Top

Quoting shugarshane, reply 14
harpo i tryed running your modupdater i put it in a folder and the same area is the mods mods1.17 i try to double click on the exe and i get this runtime error "9": subscript out of range. i might be doing something wrong .

paste

1.1.7.0
1.17
1.03
0.00
0.00

into the targetsinsver.txt file

Sorry I forgot to update the file when I updated the program

harpo

Reply #121 Top

Quoting Shadowhal, reply 19

btw. have you any kind of ship relations model? like what kills what etc.? bc one of the challenges I think is to avoid the 'bigger is always better' syndrome. like that there is an incentive to build as many destroyers and super destroyers as possible and neglect cruisers and corvettes (using FS2 designations here). otherwise, gameplay would likely suffer. of course it's hard to stay true to canon and also craft a rewarding experience. it probably has to go via the resource input side.

edit: one more observation: you tweaked speed/ gravwell relations, correct? at least it seems a lot slower. that's not necessarily a negative, just as I said, an observation.

We are trying to stay as close to accurate as possible. That being said, some things severly hinder that goal (non-targetable projectiles, weapon limits, and other hard-coded things). However, each ship's relative strengths and weakness will be present. Fighters will play a very large role in things.

On the speed side of things, you can expect something a little different. FS ships are much slower than the ships in vanilla Sins. How we implement that in the upcoming version, well, you'll just have to wait and see. B)

Reply #122 Top

WOW THIS MOD IS sick :D

 

I love the Battles and everything!!

 

Will this mod someday Merge With 7DS?

 

 

Reply #123 Top

hey just dled and played your mod, and loved it; one of the few decent sins mods out there that completely changes gameplay and brings a whole new universe. oh and the maps that come with it are brilliant.

my only jiff was that the ai on shivans were a bit rubbish. seemed to whipe them out easier than the vasudens when i first played (all settings on normal). and i never did see that lucifer... which is a shame but now i can replay as vasudens and see what happens :))

so what are your ideas for the freespace 2 mod? will we get to be the NTF or HOL? will freespace 1 ships still be in there i.e. can we build a lucifer or apollos? and will tech be properly attached to the game, instead of using old place holders. oh and are you going to put a mechanic for the knossos portal? and are stealth and EWACs ships going to be in there?

how are you going to do the collossus with its many many weapon batterys(over 100 i think) and the fact 12 lucifer class sd's can fit inside of it?

and on the note of merging with 7ds imo i hope you dont, or atleast only do it as a side thing and keep your main mod seperate. complimation mods are generally rubbish and unbalanced

 

Reply #124 Top

well, in fact many of the fs 1 era ships were still in use in fs 2, just in a lesser capacity, bc they were just that: old, outdated and underpowered, but still useful in some situations or extreme situations. I'd the most sorting out happened with fighters and here this mod should have no problems, since there is - naturally - a huge selection to pick from.

on the colossus: well, keep in minds they were speaking volume, and the colossus is a very compact vessel. you see, it is only about 3 times as long as an orion, so, while definately bigger, it's not worlds apart. weapons-wise of course you cannot match the original pattern, but sins (entrenchment) does allow up to three different weapons systems with different values in the four main directions and different target caps. therefore, you should be able to have 4 big beam weapons on board, starboard sides as well as one or two front and back. in addition you could add two out of the anti fighter lasers, normal and heavy turrents, flaks, missile launchers, etc. again with the same diverse configurations. it's not perfect, but it does allow for some possibilities. have no idea though what it would look like, maybe the 'banks' are automatically a more or less single point and you can scatter them around a bit. would be a pity.

Reply #125 Top

Skullshaper, My 'philosophy' with the shivans in this FS1 mod was to leave them alone for a long while until they come knocking, and then they are usually pretty strong.  I always have the AI maxed out but it does come up short sometimes. i havnt played in a long while so i am hoping all these patches have made the AI incrediable. (yeah right) 

Costs for the super caps in the FS1 mod i think are a bit too prohibitve on the ai, although i have heard a couple people say they saw the lucy show up and blow everything away.  Its a late game ship for the AI, maybe too late.

 

weapons on the super caps like the colossus and sathanas are gonna have to be shoehorned into what sins allows.  they have alot of different weapons, well over 30 turret points, so some will be done via abilities and the main ones in the weapon points.  they will be maxed out.

 

To Start we are going to do the GTVA, Shivans and the NTF (minor race, but playable) with a tech tree for each thats more appropriate for that timeline.  still working out what unique features to put in, like EWACS or the Knossos...

More details as we decide em. :)