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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!

999,397 views 444 replies
Reply #401 Top

Bump for dynamic awesomeness =)  Would love to see an updated version if at all possible!

Reply #402 Top

Check out Distant Stars then, although with the update their add-ons in the update phase as well ;p but they have numerous "forgotten mods" integrated as add-ons normally. Give it a week or so and it'll be  released(real-life situation hindrances not included in time-frame)

Reply #403 Top

Quoting BadTune, reply 402
Check out Distant Stars then, although with the update their add-ons in the update phase as well but they have numerous "forgotten mods" integrated as add-ons normally. Give it a week or so and it'll be  released(real-life situation hindrances not included in time-frame)

We already have it up. :P

Reply #404 Top

Thank you very much for the tip!  I get a mini-dump every time I try to use it though =\  I'll post the log in the DS thread, lol.

Reply #405 Top

Ok... so I am using Harpo's mod but I can't get it to convert this mod from originalsins 1.041 to originalsins 1.191. I get the error message of "Sorry wrong folder NO conversion instructions availible."

Currently I have this mod in file "...Sins of a Solar Empire\Mods-v1.041\Dynamic 0.9(BETA) 1.041 version" I hade to create the "Mods-v1.041" folder, is it labled wrong? 

First  "set source to copy from" at "...Sins of a Solar Empire\Mods-v1.041". Then I set step two at ""...Sins of a Solar Empire\Mods-v1.191". Now at step three it says to just click the button and I get the error message.

Can anyone help?

Reply #406 Top

This is for Entrenchment, not vanilla Sins. There was never a 1.041 version of vanilla Sins at all.

Not only that, the options that this mod changes were introduced in Entrenchment. It's not possible to convert it to vanilla Sins.

 

:fox:

Reply #407 Top

People still play Vanilla?  I thought SOASE was just a baseline for mods to go over... jk.  Would be nice if, in Rebellion, certain ships are mobile in combat instead of sitting in place.

Reply #408 Top

Is there a Mod like this one for Vanilla? 

Or is it posible that somone could re-write this mod for Vanilla?
I am asking this because me and my friends all play this version and some of use dont want to buy the expansions.
-New Question- If I get the expansions is there a way I can turn it off, like a mod, to keep playing with my friends?

Reply #409 Top

rhino, it is NOT possible to put a dynamic movement mod in vanilla sins as the vanilla sins game DOES NOT SUPPORT dynamic/fighter type movement for any other units other than strikecraft.

DO NOT ASK ABOUT THIS AGAIN.

if you ask again you will be demoted back to buck private!!!

harpo

Reply #410 Top

OK OK I get it, no need to be so loud. :annoyed:

FYI you only took care of one of my questions.

Reply #411 Top

Quoting CPT_Rhino, reply 408
-New Question- If I get the expansions is there a way I can turn it off, like a mod, to keep playing with my friends?

Yes. Each game type has its own .exe file. Just start Original.exe and you are good to go. Or encourage/help your friends to upgrade. $10 is much these days.

Reply #412 Top

Quoting harpo99999, reply 409
rhino, it is NOT possible to put a dynamic movement mod in vanilla sins as the vanilla sins game DOES NOT SUPPORT dynamic/fighter type movement for any other units other than strikecraft.

DO NOT ASK ABOUT THIS AGAIN.

if you ask again you will be demoted back to buck private!!!

harpo

Yes, but is it possible to make a dynamic movement mod for the vanilla game?  O:)

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Reply #413 Top

Ok, I have bought Entrenchment but now I am having the problem that whenever I create a "Trade Port" game crashes, did any 1 else have this problem?

This is the only mod that I am running.

Reply #414 Top

Quoting zigzag, reply 412
Yes, but is it possible to make a dynamic movement mod for the vanilla game?

Jesus Hootie Christ...  Read the very first line of the text you quoted...

Quoting harpo99999, reply 409
it is NOT possible to put a dynamic movement mod in vanilla sins as the vanilla sins game DOES NOT SUPPORT dynamic/fighter type movement for any other units other than strikecraft.

That answer was, is and always will be NO!


Quoting CPT_Rhino, reply 413
Ok, I have bought Entrenchment but now I am having the problem that whenever I create a "Trade Port" game crashes, did any 1 else have this problem?

This is the only mod that I am running.

Nope.  Is both your game updated to 1.51 and the mod updated to work with 1.51 as well?

Reply #415 Top

Yes all updates are current. I intalled the latest version of Sins form Impulse and then ran Harpo's program.  (TYVM Harpo). I have recently unistalled and reinstalled to see if that was the problem but it is still happening. :(

PS all my asteroids are missing even the ones you can colonize. :\

I disabled the mod and fixed the problem... I deleted the updated mod and then ran the program agian. The program coppied all files but it didn't say any files were updated and it didn't say that it found any files that could not be checked and updated. After running the program, I am still having the same problem.

Any suggestions?

 

Reply #416 Top

Give me 'til Thursday to look it over (can't do it tonight or tomorrow night otherwise I would) and see what the issue could be and if I can figure something out I'll post it here.  If I haven't posted anything by Friday, PM me to remind me I said I'd try to figure it out.

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Reply #417 Top

regarding the missing asteriods, do you see a patch of pale colour where the asteriods would be, if yes then go into the mods's PipelineEffects folder and DELETE the five following files

GS_Asteroid.fx               <uses the mesh to show the asteriods, but was changed in 1.04 and older ones no longer work
GS_Planet.fx                  <uses the mesh to show the planets ,"
GS_Ship.fx                    < uses the mesh to show the ships, ""
GS_ShipBuilding.fx         <uses the mesh DURING the building of the ship to show the building of the ship, ""
GS_ShipPhasedOut.fx     <uses the mesh while the ship is phased out to show the ship,""

especially if the mod was from BEFORE entrenchment v1.04, but the mod updater should have skipped the files, so this should not have happened.

harpo

 

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Reply #418 Top

Harpo, I will try that tonight.
Well being that all I really care about is having the dynamic combat, could I just remove the other files and keep the "Game Info" folder?

Also, what I discovered recently, is that even if I dont create a Trade Port I will still have this exception. I discovered this when I saved the game just before the completion of the structure. Then I played it out to let it crash and restarted the game to load the save. After I loaded the save it completed the Trade Port without crashing. Later I thought I was free and clear but it was just a mater of time before it crashed agian. I hope this offers some more insight to my problem. 

On another note I could be using Harpo's software incorrectly. (wouldn't be the first time it was user error.):omg:

Reply #419 Top

the crashes might be caused by manifest changes, and there was some changes in the manifests from 1.04 to 1.051 due to new and removed entity files.

as far as the removal of other folders and their contents, it should work, as the other folders in the mod would be for the enhanced effects part of the mod, BUT you might need to keep the meshes and textures folders intact as they might be referenced by the entitys(entity>mesh>texture) and if one of those links was missing then it could dump on you.

harpo

 

Reply #420 Top

Quoting Stant123, reply 414
Jesus Hootie Christ...  Read the very first line of the text you quoted...

Whoosh?

Reply #421 Top

zigzag, CAN you read and understand english?

I will try to use the smallest words I can to explain this

vanilla sins never had the dynamic movement for ships, the dynamic movement for ships first happened in entrenchment beta, and remained in the entrenchment and diplomacy expansions ONLY. it can NOT be backported by anybody other than ironclad games and ironclad games have only made updates to the vanilla sins when patches to entrenchment NEEDED the vanilla game to alter, and ironclad games only added the dynamic movement possability to entrenchment and diplomacy carried theextra ability for this as well.

now I am going to quote the ENTIRE post of mine,

zigzag, it is NOT possible to put a dynamic movement mod in vanilla sins as the vanilla sins game DOES NOT SUPPORT dynamic/fighter type movement for any other units other than strikecraft. DO NOT ASK ABOUT THIS AGAIN.

if you ignore this request, or if anybody else thinks that they can get it by dumb requests and upsetting the very good modders here then I will seriously consider requesting stardock/ironclad to cancel the offenders sins licences.

harpo

the pissed off

Reply #422 Top

Quoting harpo99999, reply 421
they can get it by dumb requests and upsetting the very good modders here then I will seriously consider requesting stardock/ironclad to cancel the offenders sins licences.

Nobody's going to lose their license for asking questions that annoy you. If it got to a point where it were considered harassment they could have their forum privileges suspended (the same as harassing any other user would earn), but that's up to us. So please do not make such threats.

Reply #423 Top

Hello  Kryo,

In Harpo's defense I find Zigzag's post unnecessary and it seems that he is intentionally trying to aggravate us. Not to mention that his comment does nothing to help the community here. Also if he thinks he can rationalize his sincerity, he has already lost credibility with his earlier comment which I will quote for you.

Promoting comaraderie,
CPT_Rhino

Quoting zigzag, reply 420



Quoting Stant123,
reply 414
Jesus Hootie Christ...  Read the very first line of the text you quoted...


Whoosh?

Reply #424 Top

A bit of joking like that isn't going to get anybody banned, and they sure aren't going to go around revoking serials...

 

:fox:

Reply #425 Top

Jeez, I might actually have to finally crank out that official update that works for all Sins versions, it's getting feisty in here!

:p