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[MOD] Alliance, hidden agenda's. (For "Diplomacy" 1.011)

[MOD] Alliance, hidden agenda's. (For "Diplomacy" 1.011)

A small, simple mod that adds 3 new Capitals

ALLIANCE, HIDDEN AGENDA’S 

A small, simple mod designed for “Diplomacy” expansion.

The mod adds 3 new capital ships to the game that are accessed through diplomatic research, 1 for each race. Each ship has 2 new abilities.

The aim of the mod is to just add to Sins a little without taking away the Sins aspects that make it a great game.

CapitalShips added;

capitals details

New abilities added;

abilities details

Research added;

reasearch details

Screen shot;

Kosovza-Tech

 

Talak Destructor- Vasari

 

Tulis-Advent

Known issues;

This mod doesn't work with "Distant Stars", "Stars" - unfortunately.

Unknown issues;

I don't know yet. All I know is that it definitely works on my computer, which is about 4 years old. I have only been modding for about a year and this is the first mod I have ever released.

Hopefully some one may enjoy it;

http://www.mediafire.com/file/jzdqmz5w1oa/Alliance, Hidden Agenda's 1.00.zip

Patch;

http://www.mediafire.com/file/imglnjm2azw/A,HA patch.zip

Change Log;
- Fixed starbase constructors, anti module frigates & Vasari Mine layer MainViewIcons.
- Fixed typo on Deploy Antimodule turret.
- Telekinetic Push Plus re-named and buffed to show push effect on frigates better. Also fixed Auto cast so it only fires in battle, range reduced Level:1 from 5200 to 4600, Level:2 from 6200 to 5000.
- Plasma Torpedos now has auto cast on default.
- Re-done textures on Kosovza beams. If anybody would still like the green one's their texture's are still their, you will just need to change them back in the Kosovza's entity file.
- Re-done textures on Talak Distructor to better match Vasari.
- Re-done texture on Kosovza build button to better match others.

To install, just extract striaght into "Alliance, Hidden Agenda's" mod folder.

Patched text version;

http://www.mediafire.com/file/bdmmwazj2nk/Alliance, Hidden Agenda's 1.00txt.zip

Latest and most Up to date Version 1.01 (bin)

http://www.mediafire.com/file/jhobi0ddozt/Alliance, Hidden Agenda's 1.01.zip

1.01 Change log.
-Button textures re-done.Tech SB's weapon upgrade button no longer shows pictures of frigates when pressed.
-Distructor beam now fires from both weapons at once instead of sporadically from 1 or the other
- Vasari Anti module turret is now able to move slowly, max.amount deployed reduced from 3 to 2, so capitals that deploy them are not so impeded by them. Also the cool-down time increased to level 0;90 from 20
                                                                                                      level 1;85         20
                                                                                                      level 2;80         20

 

Also; Thanks are to be given to "harpo 99999",  "Zanyth0x42" & "newboerg" for making available such excellent and helpful modding tools,

"PUREVENOM" for helping with texture's and abilities & all the dozens of other experienced modder's that have helped out with problems I've had.

It would not have been possible without your help.

And a big thank you to the Distant Stars team for permission to combine A,HA's with Distant Stars.

Distant Stars & Alliance, Hidden Agenda's (Beta) integrated version;

Newer version with player buttons fixed, Distant Stars fighters now appear in Alliance Hidden Agenda's ships & Abilities values changed to better go with Distant Stars.

http://www.filefactory.com/f/3907c9a54e193e91/

 

577,955 views 183 replies
Reply #126 Top

2 days later and I still double post >.<

Anyway, Zero, What do you think about a new model for the refinery ships, somethin a little larger, and cut down on the number of the ships swarmin about? Everyone tends to gripe about all the tiny things gobbling up the ram, DS reduced the number, but I was thinking maybe somethin bigger and prettier would make it a bit more......ALRIGHT damnit it's a selfish request but I like them*huffs* lol and if I could I'd make it myself xD

 

 

               BadTune~ Youuuuu bastard~!!

Reply #127 Top

Well that may well be a good way to optimize the game so long as I keep the poly-count and texture files smaller than originals. I'll have a look at it when I finished with this mod which I am also trying to optimize and reduce its memory usage, but no promises as I am beginning some extra study for my job. Which will take up a big portion of my spare time.

Reply #128 Top

lol, no rush, I'm in no hurry the game's good as is anyway ;p

 

               BadTune~ Stop it or you'll go blind~!

Reply #129 Top

So is the latest download a version of Distant Stars and Alliance, Hidden Agendas packaged together, or is this like a download and add to the folder kind of thing (forgive me for my lack of modding knowledge)? 

Reply #130 Top

its a fully combined effect, just download and enjoy

Reply #131 Top

I just downloaded this mod and I can't unzip the files. I keep getting an "unexpected archive end" message. 

Reply #132 Top

jozmar, I have downloaded the latest one, and have no problems opening the zip in winrar

I suggest re-downloading.

harpo

 

Reply #133 Top

mod is great but i noticed that the talak destructor doesnt move into range if i manually cast distructor beam on a target outside its range

also, the talak model looks cool but imo it doesnt really fit the vasari aesthetic style, too boxy and no curves or sharp edges

Reply #134 Top

also, the talak model looks cool but imo it doesnt really fit the vasari aesthetic style, too boxy and no curves or sharp edges

I agree, others have said the same. In the next version I will put in a model made from existing Phase capitals. Also I may do this with others also, but more because this will reduce the texture files needed and the overall size of the mod.

mod is great but i noticed that the talak destructor doesnt move into range if i manually cast distructor beam on a target outside its range

I didn't think it worked like that with abilities.

Reply #136 Top

Not sure. Distant Stars is still going and I may take over this one if SuperZero0 doesn't resurface (though it will be more of a maintain operation).

Reply #137 Top

Hopefully Super's just taking a break for school or work. He had some nice ship designs that were close to making it in the mod....

Reply #138 Top

 Yes, been very busy with work and haven't been able to achieve anything over the last few months and have kind of lost where I was with it. I had almost finished it, the art work and all is done, however there was a couple of things not right and causing crashes. From memory 1 was the dreaded "Dynamic vectors" crash, which really stumped me. To my mind, thought it must have something to do with vectors, oddly enough, which could be anything from a particular ships normal map and or its projections and the way the engine processes them when animating. Perhaps it was the way I have done the shield mesh on the Tech/Psi ship IDK. But I have unfortunately run out of spare time to look into it thoroughly for the foreseeable future.

 Here is an Alpha version of it, if anyone wants to have a go at fixing it. If indeed it is possible without major reworking.

http://www.mediafire.com/file/vx7hcmxgktx1kj7/AHAPBeta.zip

Of course people may use parts of the mod for their own purposes if they wish, but be warned this mod as it stands now will crash Sins, though it will load and run for an unpredictable amount of time.

Oh, and to obtain best effects from the ships textures turn the bump up to highest.

+1 Loading…
Reply #139 Top



Oh, and to obtain best effects from the ships textures turn the bump up to highest.

Been meaning to look at the models for this mod for a bit. I've taken the Phase Destroyer and made some improvements to the textures using things SuperZERO0 already had in place.

Here is the original High/Medium/Low (Detail/Extras/Bump) image.

Here is the improved High/Medium/Low

Reply #140 Top

Here is all settings to highest which is as good as his original except the normal map is reduced to 1024x2048 from 2048x2048 as the extra details were added to the color map.

Reply #141 Top

I think the improvements for the Tech Destroyer are good for all settings

High/Medium/Low (Detail/Extra/Bump)

Original

Enhanced High/Medium/Low

Reply #142 Top

Here is Highest/Highest/Highest. Also, I optimized the texture size from 1024x2048 to 1024x1024 for the cl, da and from 2048x2048 to 1024x1024 for the nm textures for the enhanced copy.

Original

Enhanced

Reply #143 Top

Finally, the Psi Destroyer.

Original High/Medium/Low

Enhanced

Reply #144 Top

Highest settings...

Original

Enhanced

Reply #145 Top

These models are very very good. Here's an example of the detail SuperZERO put into the psi model...

Reply #147 Top

Nice Job ZombieRus5

may have to hire you for ship work for DS

Reply #148 Top

Quoting Ryat, reply 147
Nice Job ZombieRus5

may have to hire you for ship work for DS

Well I wish I could take credit for these, but it's all SuperZERO's work except for some enhancing on my part to make the models look better on lower settings without requiring high to highest on everything.

Super and I use the same tools so I think I'm getting close to replicating some of what he did to add the extra details to my models. I've been trying to research how to create good bump maps like this and will hopefully be able to reverse engineer some of what he has done.

On a side note Ryat... Do you still have the modified Kol SuperZERO made? I never did get that from him and would like to have a copy of it.

Reply #149 Top

Yeah, I will PM it over to you.

Reply #150 Top

Quoting <span>Ryat</span>, reply 149
Yeah, I will PM it over to you.

Thanks, not sure why I never asked him before. It's a bad ass looking ship, except for the dyslexic loK on the side. May need to see if they can be removed in a new texture.

Thanks again