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[RELEASE - BETA] Dynamic Battle System (compatible with the 1.041 Entrenchment)

[RELEASE - BETA] Dynamic Battle System (compatible with the 1.041 Entrenchment)

This mod enables fighter physics and behavior for larger ships, enabling ships handling characteristics to come into play beside their defense/attack values. Tactics such as tactical retreat, regrouping, fire groups, battle formations etc. now have a meaning as you want to prepare your fleet for the upcoming chaos of battle which quickly rages out of control. Superior numbers no longer guarantee victory as the large random factor of ships dogfighting comes into play. Ship roles have been further separated, with attack classes now playing the pivotal role in any fleet composition and support and fire support classes taking the back seat, as they should.

 

HD version can be downloaded here.

High-res version can be downloaded from here: Mediafire(85.42Mb)

Keep in mind this is a beta, and thus is far from perfect.

Big thanks to Banthracis for taking the time to convert the mod to the latest version of Entrenchment, and to Harpo99999 for making the tool with which this was done!

MOD DOWNLOAD:

v0.9 1.041 version compatible (FileFront)    

v0.9 1.041 version compatible (Megaupload)

 

 

v0.9 - (Mediafire , 4.77Mb)

v0.8 Mediafire(2.47Mb)

 

BETA TESTING INFORMATION

As this is a beta version of the mod, occasional strange ship behaviour, unforeseen inbalances and other such occurences are to be expected. I would appreciate any player reporting observed bugs, inbalances, disfunctionalities of ship abilities or roles etc. as this will enable me to further refine the mod. You can post such comments and suggestions here or send them to [email protected]


Changes so far:

V0.9

-increased the hull and shield strength of siege frigates. They are less likely to terminally melt at the first sight of a combat vessel
-increased the capital ship top speeds across the board roughly doubling it - now they are on par with cruisers and slower frigates. However, most require about ten seconds to reach top speed, with siege ships requiring twenty
-reduced the lateral weapon damage for Illuminators drastically, and equalized the frontal attack values with other siege frigs, to bring them in line with their counterparts.


v0.8

-enabled fighter physics for all ships except capitals, long range frigates, colony ships and siege ships.
-doubled damage on all ships except siege and LRM
-halved the hull and shield points of LRM and siege frigates
-decreased the angular acceleration value of LRM, siege frigates and stationary turrets to 0.5
-halved the top speed of all ships
-drastically increased angular acceleration values for all ships using fighter attack
-reduced the top speed of capital ships to one quarter of original

***
Installation:

Unrar to your Entrenchment mods folder, then enable ingame. Make sure this mod loads last.

Beta archive contains modified Volumetric explosions for testing purposes. If you are using the Volumetric mod already, make sure to load this mod after it. If you do not want to use Volumetric explosions&damage effects, simply install the mod as usual, then delete the "Particle" folder and explosions.explosiondata file from the GameInfo folder.

Enjoy!

1,000,134 views 444 replies
Reply #326 Top

at present the diplomacy0.85 & 0.90 ship (frigate AND capital) entity's have ONE extra line in them compared to entrenchment ship entities.

harpo

 

Reply #327 Top

One extra line isn't too bad. Though it would have been nice if Ironclad unified all their coding in a patch for the vanilla Sins so that all the expansions amount to mod-like modules which you enable and disable just like other mods.

Not only would that make maintaining three different mod versions unnecessary, it would make it easier for players to control their content via a single executable, not three different ones.

Something like Bethesda's content modules. Bethesda's games like Morrowind, Oblivion or Fallout 3 have an excellent content management system.

Reply #328 Top

I would be nice, but I think it would NEED a complete re-write of the entire engine to do so(this my personal opinion only and I do not have any inside info regarding the engine design, just observations of the way it behaves with my knowledge of programming and logic).

harpo

 

Reply #329 Top

Confirming that volumetric mode fix colonization issue but DBS does not influence gamplay anymore after using them both.

Reply #330 Top

Ah yes. That would be because the volumetric mod also modifies ship entities. In other words, there's a bug in the DBS which causes the minidumps. If you enable the Volumetric, you will lose the dynamic movement.

1.0 version of the DBS will be compatible with the Volumetric minimod, or rather, it will have the Volumetric minimod incorporated, as I do not plan on maintaining a gazillion mod versions in the future (and dealing with the inevitable ghost bugs arising from the mess). Hope you all like gorgeous explosions. :)

Just to reiterate some of the changes you can expect in the 1.0 version of the DBS:

  • a completely reworked damage and armor system; no longer will you be able to "deal" with a capital ship squadron using nothing but frigates, or vice versa. Bomber swarming will be nice against frigates and cruisers, but you can forget even denting thick capital ship armor with their puny little bomblets. Which makes sense considering most ships fire shells or energy projectiles almost as large as the bombers themselves.
  • a further refined flight model, including dual cruise and combat maneuvering speed (this is still being worked on but codewise looks promising) which will enable you to further refine your tactical approach as well as make battles look even more cinematic
  • a better balanced role and stats dispersion, with each ship type having a clear and unique role, with corresponding strengths and vulnerabilities
  • (optional addon) enlarged planets and gravity wells to make some room for real tactical play. It will take time for ships to cross a gravity well, so position your fleets accordingly. Plan ahead. Circumvent the enemy defenses and raze the planet from the foolishly undefended side. Head them off at the nebula! And much more. 

 

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Reply #332 Top

Any way to play the mod until 1.0 is released. For example how to disable colonization ability from CAP SHIPS ?

Reply #333 Top

the minidump on cap colonise ability IS DEFINATLY due to the extra entitys that came in with 1.041 that where to FIX the colonise ability in the first place.

the entity.manifest with the mod lists 1061 entity files

after running my manifest maker on the mod the entity manifest has 1066 entity's and DOES play perfectly.

so I suggest downloading my manifest maker latest version from my thread and making a NEW entity.manifest for mod,sins AND entrenchment ONLY. this means putting a tick on the entity at the top, removing the tick for diplomacy, navigating into your dynamic 0.9 for 1.041 mod folder, clicking on the button work on this mod, then clicking on the button rename old manifests & create new manifests for the mod.

hope this helps

harpo

 

Reply #334 Top

Hey
First time posting. :D
ive downloaded the entrenchment 0.9 of this mod but it doesnt seem to have any effect in game what so ever, ive treid enableing it and restarting my game, restarting the computer, but nothing.
i get no error messages or a mindump, it just plays through but the ships just sit still
is there anything you can do to help me out?

Reply #335 Top

Do you get a 0 checksum when enabling the mod? If so check that the mod is correctly extracted. Also, If you have any other mods which alter ships running, make sure that the DBS loads last so that the changes take effect.

Reply #336 Top

I have a working version of this mod updated to 1.041 here: http://rapidshare.com/files/341890876/Dynamic_0.9_BETA_.zip.html

No crashes from colonise ability or volumetric effect and tested for aprrox 3 4 hour games.

Reply #337 Top

I have a problem with this mod. I have the latest patch for sins and the expansions (I have the trinity pack)...but when I enable to mod in the options menu. All the planets and ships turn invisible (though I can still click on the ship icons)...as well as asteroids and everything else. When I disable the mod, all the graphics come back. This happens on any graphics setting (I play at 1920x1200, since its my native resolution)

 

only other mods I have are:

Distant Stars

Tri-pirate mod

Real Capital Ships

 

and even if dynamic is the only mod active (I tried disabling the other three mods), it still has invisible graphics. I also tried the latest version posted by lanky_matt, and it still gave me the same problem

 

Reply #338 Top

vendayn, this problem has been happening or several mods that include either bailknights graphics or manshooter volumentrics, they relate the 5 fx files i the pipelineEffects folder. several modders are working on the issue.

harpo

 

Reply #339 Top

Quoting harpo99999, reply 338
vendayn, this problem has been happening or several mods that include either bailknights graphics or manshooter volumentrics, they relate the 5 fx files i the pipelineEffects folder. several modders are working on the issue.

harpo

 

 

okay, cool. Good to know its a known problem :)

Reply #340 Top

I am very excited about the upcomming updates for this mod! I'm curious, will be work with Distant Stars or will it likely be incorporated in it?

Reply #341 Top

@boshimi336- we have a mini mod for Distant Stars for those that want the Dynamic Movement so yes, I believe Mooster (the guy doing the mod) almost has it done

Reply #342 Top

hi, i canot turn this mod on when I instal trinity.. There is diplomaci version 1.00 and when I want turn on this mod, game go frozen and I must end it with ctr+ald+del... So what i can to do with this pls?

Reply #343 Top

Quoting SirLuckyAss, reply 342
hi, i canot turn this mod on when I instal trinity.. There is diplomaci version 1.00 and when I want turn on this mod, game go frozen and I must end it with ctr+ald+del... So what i can to do with this pls?

from THE OP

[RELEASE - BETA] Dynamic Battle System (compatible with the 1.041 Entrenchment)

at present this mod is NOT for diplomacy, but manshooter might release it

harpo

Reply #345 Top

What are the prospects for a diplomacy release anyway? Does the updater tool work for this mod?

I would have tried it myself but it always errors for me for some reason.

Reply #346 Top

starfox the updater works ONLY within an expansion and NOT BETWEEN expansions esspecially when there are large changes in essential files like the player*.entity's.

harpo

Reply #347 Top

Quoting harpo99999, reply 346
starfox the updater works ONLY within an expansion and NOT BETWEEN expansions esspecially when there are large changes in essential files like the player*.entity's.

harpo

Thankyou for the clarification, but I still get runtime error 76 when I run it.

Reply #348 Top

starfo are you using the LATEST version, or is it a previous version (the latest is on the modding utilities 1.19 and moding utilities 1.19d1.01 rar's)?

harpo

 

Reply #349 Top

Just wanted to state my interest in the continuation of this project, especially for Diplomacy.

Reply #350 Top

Well is there any significant progress in this project? Since I've seen the videos I realized what was bothering me for so long in this game.