Kiedjor

(Released, MOD)Unknown Darkness TEC and Advent War (video uploaded)

(Released, MOD)Unknown Darkness TEC and Advent War (video uploaded)

The Prequel for Entrenchment Expansion.

Unknown Darkness for Entrechment v1.02 and v1.03.

 

Download here:http://files.filefront.com/Unknown+Darknessrar/;13886013;/fileinfo.html

How to install:It will be in .rar format, you will see a folder named Unknown Darkness with read me(its the third folder!), double click the Unknown Darkness folder drag Unknown Darkness beta 0.01 into  folder:  

Example:  C:\Users\(name)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods Entrenchment v1.02

Update 06-15-09:

 Not yet released!

1.Fixed the repair problem:

Gave tech 2 logistics captial ships and  tech 2 repair platforms the Nano repair ability, where they basically retrieve the technology adapted to their own ships and stations.

2. Persistant ship wrecks has been removed due to immense lag.

3.The logistic and combat slots will not be modified (this is from the mad scientist mod).

4. Speed will remain the same(manshooter's dynamic battle system).

5. Heavy bombers will be gunboats instead, receiving 2 weapons in front and one weapon on the aft with more hp but lower speed(will cost alot of antimatter)

6. Adding in [MOD] Celestial Bodies (update 03/29/09) for Entrenchment 1.02 (recieved permission).

7. Adding in [MOD] Urban Expansion by Xselens

8. Will decrease the time to build friendly stations for better gameplay at start.

9. Will make more changes to decrease the lag.

10. ??? dunno need more feedback on what else I need to do.

 

I decided to scratch my epic mod, and make it where the Vasari clans are the forces that inhabit neutral worlds. I plan to add the Universe At War system to this mod but much more balanced and with better progression which is my biggest concern. I will be using the models I used in Epic Mod but will be perfected at  a later date depending if the basic ground work okay.

I'm planning to use MANSHOOTER's Volumetric Explosions&Damage Effects ver. 1.13 Entrenchment compatible and

Dynamic Battle System (ver. 0.9 + final official teaser video) which are awesome BTW!

 

Also modified of Sins Plus (by Uzii) v1.3a Final.

[MOD] SINSounds by

[MOD] Urban Expansion by Xselens, expansion on galaxy objects looks good

[MOD] Mad Scientist Mod by Ordian,  a great research mod + additional fighters(pending for approval)

Update:06-11-09 uploaded video and posted Read Me info.

There are two major factions in this mode one is Rogue Anima Drones(the Drone interceptors are deadly in swarms due to their ability to heal and repair others) and Vasari Invasion force. Asteriod gravity wells are Human occupied with light to strong starbases, on some planets.

Playable sides: The Advent PC and TECH PC.

AI sides: Only TECH AI is working, Advent AI will be worked on later.

Update:05-30-09: working on 2 versions for advent and tec one version will be player controlled friendly and other will be AI friendly.

 Basic plot for the mod: The war between Advent and TEC is long and expensive one. With losses rising up each day they decided to create a neutral zone between their two regions. Diplomats and other  negotiations went on for years. But one day, A unknown race crept out of phase space and breached into middle of the neutral zone. The TEC tried to contact the ship but recieved no response. The unknown ship started to emit disruptions through out the region which caused permanent  damage to their propulsion drives. TEC believe it belonged to Advent using prototype technology  against their fleet. As crew of various ships tried to study the ship, the unknown enitity disappeared back into phase space. Moments later the diplomats and its escort enter the neutral zone. The captain believed it was some sort of attack so she ordered the fleet to commence firing. Missiles and projectiles barraged the advent's fleet, numerous ships exploded in first wave of destruction. With one ship remaining on the diplomat's escort retreated back into jump space. As reports of a major skirmish on the neutral zone spreaed so did the constant engagements between the two sides. This is where mod comes in.

Battle Intelligence-

Advent Core technology: Highly focused on AI and computer central thinking systems.

Advent Offensive technology: rapid lasers, medium power beams, high power beams, siege power beams, light blue plasma, medium purple plasma, high red plasma.

Advent Defensive systems: Advanced shields,weak hull and execellent movement drives.

Summary: Energy based weapons with advanced shields with excellent drive cores is the basis of their fleet.

TEC Core technnology: Veterans of previous wars with excellent skills to comprehend and adapt to the war. Teaching and instructing new recruits of their encounters in specialized schools.

TEC Offensive technology: Various projectile sizes  through out the ship classes, siege cannons, rapid swarm missiles, medium skirmish missiles, Siege missiles, fast tracking flak cannons, and prototype emp weapons designed for Advent drone's electronic systems

TEC Defensive systems:light Shields, excellent armor/hull plating, average movement drives.

Summary: Using best explosive armaments available  to overwhelm their foes and large siege cannons and missiles to drop the largest vessels.

 

Vasari Clans uncompleted information reports: Nano assisting armor and high regenrative shielding make them one of the most advanced in dfensive systems. Slow movement drives and high powered phase beams but with long cooldowns. Also, equipped with phase missiles for close and medium engagements.

 

Mod goal: To have you the player or players fight off the invasion of Vasari Clans and each other for galatic domination! The clans are also hostile to each other and you so be prepared!

 

The war is near...are you ready?

-Kiedjor


Unknown_Darkness_Mod.avi

191,790 views 67 replies
Reply #26 Top

Ya, I agree the bombardment plats needs to be decreased. But, there are time when your gonna be overunned . It has happen to me many times. Also, remember the captial yard can spawn 2 ion wave cannons for additional protection. :)

Quoting riviaguy221, reply 25
is there any reason why the speed of all the units has been reduced so drastically?

Nope its just some ships are faster than others. :)

Thanks for your feed back! :)

Reply #27 Top

well, yes, but here is an example from your mod:

maxAccelerationLinear 30.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 300.000000
maxRollRate 2.000000
maxRollAngle 35.000000

And here is a an example from normal

maxAccelerationLinear 100.000000
maxAccelerationStrafe 10.000000
maxDecelerationLinear 500.000000
maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996
maxSpeedLinear 525.000000

The speed may be near the same, but the acceleration is so drastically reeduced that the game becomes MUCH slower...

Also, this is the same across the board, so it doesnt make one side stronger than the other, but it makes the game MUCH slower

Reply #28 Top

I see, i'll look into it.

Reply #29 Top

Quoting Unknown924, reply 24

I've been starting with just random maps, and if your home planets connects with 3 or more other worlds, unless you're really fast getting things started, you're screwed...


I strongly agree with this.  I ended up with 2 of the 12k health/shields unknown ships in the gravity well of my homeworld the first time I played.  Since it was my first time, I was slow in buulding up and only had my homeworld.

Bombardment platforms were also a real pain.  Because I had three phaselanes they kept getting dropped on the side of my homeworld without defenses( I focused all my defenses around my shipyards).  So I had to rely on strikecraft to take care of them as I couldn't handle both of the 12k health/shields unknown ships that were hanging around with my fleet.

I think the bombardment platforms should be reduced in power(or health/shields) or take much longer to show up.

 

I do think you have to tone down the MOD a bit.  It's almost impossible to get started.  I tried another map yesterday, had 2 lanes connected to it, and I within 2 minutes I got hit with, believe it or not, no less than 6 capital shits, and 2 were Vasari eggs!!!  6 capital ships vs what interceptors I could build in the first 2 minutes...... come on!

How do you fight something like that off when you haven't even had a chance to finish your capital ship factory??? And I'm playing as fast as humanly possible to get set up.  I'm not trying to sound like I'm whining... but this is a bit ridiculous... at least set it up so the militias have to build their own capital ships, instead of just spawning them at the beginning of the game, before any players have half a chance to build at least 1 of their own.

I thought this MOD would be fun, but right now I'm losing in literally 10 minutes no matter how I start. I quit, sorry.

Reply #30 Top

Quoting Kiedjor, reply 3
I see, i'll look into it.

ManSh00ter made some comments about the reduced speed in the Dynamic Battle System mod thread.

It looks like he cut the speed because it made battles shorter as a result.  He mentions that with more speed, the attack runs each ships makes give them less time to fire on the enemy.  With high speed it would also take longer for ships to turn around and attack again.

The problem with short strafing runs was solved by decreasing the overall flight speed of nearly every ship ingame.

Probably best to ask ManSh00ter about it directly.

 

Reply #31 Top

Its just me or anyone else got very bad fps (or ticks/ second) outside of pause mode ?

 

Since i start the mod on a Medium random map the game run at slowmotion. like at any systems there would be big fights.

I only got this at the later gameplay on mods with increased fleet supply.

 

Progneitor V2.0 Ability Repair, When you try to level it up, it show Antimatter cost 0, cooldown 0,  but you dont get this.

Edit:

Argonev Star base from NPCs just give 100 Exp, but Frigatte factory 500 or Dragon MK3 1000, shouldn't give the starbase 1000 exp too ?

Radiance V2.0 act like a Frig/Cruiser with Dynamic battle system.

 

These grey NPC faction are annoying, they dont do anything beside to fight each other. OK if they all would attack the Player or AI factions, they never would survive.

 

Wrecks of destroyed ships stay far to long at the game, and they are drifting. I think thats one of the many reasons for the low FPS. Unless you add a Salavage ability to anything, they should disappear after 1 min.

Hvy Bomber Squadrons don't do anything agains Starbase, or nothing against the grey NPC Argonev Starbase. They fly to it and just siting there and drinking coffee. they dont shoot, Starbase dont get damage.

 

Reply #32 Top

Thanks for the feed back, I will make changes. Thanks for the feedback!

Reply #33 Top

Akkan V2.0 got Repair too, and upgradeing dont work. Looks like these ability dont got levels so upgrading dont give any results

 

Homeworld logist capacity, lvl 3  give 20 -> 26, but i dont saw any struture that need just 2 logistic, shouldnt it be upgrade to 28 ?

 

Edit:

You add 2 Repair abilitys to serveral Strutures/Ship, but the 2.Repair dont work. You can assign it to repair something with the 2. repair, but it dont do it until the cooldown from the 1. is off.  so the 2. repair is useless at moment, i think it should be the same with the 2 Shield restore abilitys.

 

 

Reply #34 Top

Ya, I noticed that too when I was playing. Sorry for the bugs!

+1 Loading…
Reply #35 Top

Update 06-15-09:

Not yet released! Will release next week.

1.Fixed the repair problem:

Gave tech 2 logistics captial ships and  tech 2 repair platforms the Nano repair ability, where they basically retrieve the technology adapted to their own ships and stations.

2. Persistant ship wrecks has been removed due to immense lag.

3.The logistic and combat slots will not be modified (this is from the mad scientist mod).

4. Speed will remain the same(manshooter's dynamic battle system).

5. Heavy bombers will be gunboats instead, receiving 2 weapons in front and one weapon on the aft with more hp but lower speed(will cost alot of antimatter)

6. Adding in [MOD] Celestial Bodies (update 03/29/09) for Entrenchment 1.02 (recieved permission).

7. Adding in [MOD] Urban Expansion by Xselens

8. Will decrease the time to build friendly stations for better gameplay at start.

9. Will make more changes to decrease the lag.

10. ??? dunno need more feedback on what else I need to do.

 

Reply #36 Top

You need to tone down the Universe at War coding.  As it is the massive fleets sent at you make it hard to get started.

Reply #37 Top

I didn't got any problems at beginning. Like i said, all these Grey NPC ignored my Structures more or less, and just fought themself.

Ok, they shoot at the Structures when they pass by, or drop a Bombardment plattfrom, but that nothing compared the old "universe at war".

I even slow down my 1.Cap until i can get the V2.0 ones. I started 2 games and that worked well at both.

 

Can't wait for the next version :-)

 

Reply #38 Top

Okay, then Kiedjor should remove the Bombardment Platform so people aren't KO'd by them.

Reply #39 Top

Yeah Kiedjor!!!!!!!!!!!!!

 

:beer:  :D :andrew: :jafo: XD k6   He's back +_+ lol

Reply #40 Top

Quoting SpardaSon21, reply 13
Okay, then Kiedjor should remove the Bombardment Platform so people aren't KO'd by them.

 

They hardly do any damage, the bombard platforms and you can kill them easily.

 

Quoting ShadowMastiff2468, reply 14
Yeah Kiedjor!!!!!!!!!!!!!

 

    He's back +_+ lol

 

:)

Reply #41 Top

Ok gave this a try gotta say from what I had seen is quite good.:star: :star: :star:

What I tested it on

AMD Phenom II X4 3 GHz Processor 3gb ddr3 GeForce 9600 GT @ 1440*900

Here the but ^_^ tho Research does not work in alot of area's as part of it I could not even click on, starting of game it will lag for a bit till Cpu has worked out paths.

 But its not long so can live with it just pointing it out so people know. the start of a game can be very hard like having a Cap in the start planet with 12k sheild :O lets just say ring a ring of roses round a planet with your cap for 5mins so you can build stuff to kill it can be alittle boring lolz :grin:

Cap yard is one of the best mods I have ever seen mate what a great idea that was a pity it died so quick as was not able to defend it no beams or repair yard but think that may be down to Reseach being bugged for me.

Going to look into the reseach window bug for you and see what I can find.

This looks like that start of a great mod please keep up the great work thank you.

   

Reply #42 Top

Make sure when your playing either use TECH PC or Advent PC the TECH AI and Advent AI are for AI.

+1 Loading…
Reply #43 Top

ok sorted that mate was a bad file I think it didn't download right as redownload it and unpacked again and it worked ok and I sort of guessed AI for AI and PC for player controled :)

Glad you are removing the wrecks as they get abit much after a time is there anyway of trying to use them say as salvage for metal or cash ?

Also quick one on the Rogues how do you set them up are they random or do you just set an amount for how many to have as I had one hell of a good fight with a buck load of them just 1 jump from start sector, I had 5 caps they had 19 :omg: after 2mins My caps really need out of there so I jumped back to start sector and headed for my repair bays.OMFG RUNNNNNN

I had set it up so I had 2 light 1 normal repair bays  3 stage 2 guns 1 starbase max weapons armor and hanger frig and cap building with warp jammer (cant remember name) all of that area was mined to hell so I was feeling safe as :jafo:

But the 19 caps followed me and all hell broke loose 3 hours the fight went on for lolz great fun but didnt get bugger all done with even trying to get second planet.

Still its in beta and plays really well mate cant wait to see what you throw at us next k4

Reply #44 Top

My tactic was, i waited until i could build these better support Caps (need 55 logistic). so i build the Cap factory near the mines to protect them a bit.

Then i build 1-2 reseach station for the nessesary researches, research the stuff. Then build one for free and another later.

 

2 of these enhanced logistic Caps are a strong fleet, they got alot firepower and enough repair/shield/Antimatter to stay alive very long. And even the big NPC unkown vessel Caps arn't a problem for them or 2 Argonev Starbases close together.

 

 

Reply #45 Top

I'm also considering increasing the mines per planet. :) To help the early expansions.

Reply #46 Top

Can you increase the start resources  and/or add the Capital factory as start structure?

I don't like the idea about more mines/planet, that mean much more resources later, that means much more Crap NPc fleets.

 

Btw, i think you should increase the need support from the the V2.0 caps from 55 to 100, they are real powerful compared to the other. And the support need from the crap ones all to 25, i remember there was one which just need 8. The orignal Capitals should stay at 50.

 

 

Reply #47 Top

The NPC dont mine they go through a complex return armada ability  tree like system. For example, the starbase deploy's a ship for every 360 secs, if that ship takes a certain amount of damage, it deploys another ship or ships. It can go on and on to give encounters some interesting skirmishes. Ya i probably increase the v.2 caps alittle more too.!

Reply #48 Top

Does this version in the download link work with 1.03? If not, when will the next update be?

 

Can't wait to try out this mod.

Reply #49 Top

Yes, it works with 1.03. Thanks!

Reply #50 Top

Hurry hurry, need the new version.

Want to see if that version runs smoother, its a pain to play with to curent one. But i think the lag isn't just the wrecks/debris i think its more of the heavy Grey NPC spawns.