ZombiesRus5 ZombiesRus5

[MINI MOD] Sins Flagship Mod (Version 0.05 Released)

[MINI MOD] Sins Flagship Mod (Version 0.05 Released)

http://code.google.com/p/zombiesrus5/downloads/list

Sins Flagship Mini-Mod 

Downloads:

Sins Flagship Mini-Mod Download Link (All Versions)

Release Notes:

Version 0.05 (Reply #64)

Version 0.04 (Reply #55)

Version 0.03 (Reply #47)

Version 0.02 (Reply #21)

Version 0.01 (Reply 10)

 Project Statement:

  1. Create 5 Flagship Class Capital Ships for each race
  2. Spawn a random Flagship at game start (You lose it too bad)
  3. Increase starting stats for all Flagship Class Capital Ships.
  4. Add additional target banks to all Flagship Class Capital Ships.
  5. Dramatically increase leveling stats for all Flagship Class Capital Ships.
  6. (New) Capital Ships can be promoted to a flagship after level 8 or level 9.
  7. Tweak or create new Flagship Abilities (Need Ideas)

I will be using the Resize Tool to increase flagship mesh sizes - Thanks to gruntmaster1

Thanks to everyone for their feedback on this mod.

A mini-mod for Sins of a Solar Empire by ZombiesRus5

78,120 views 81 replies
Reply #26 Top

The problem is from what I can see is that what if the flagship I build isn't the flagship after I start playing, will the flagship status shift to the next ship?

Reply #27 Top

Quoting ice27828, reply 26
The problem is from what I can see is that what if the flagship I build isn't the flagship after I start playing, will the flagship status shift to the next ship?

I'm working around the issue on this by creating a "Flagship" class capital ship. Flagships are stronger more durable versions of thier standard capital ship counterpart that cannot be built from the capital ship factory.

From what I can see is the current "Flagship" designation is arbitrary after the game starts and as you said tends to shift from ship to ship. It also doesn't appear to have any impact on the game.

I plan to remove the built-in "Flagship" designation in the str file so I don't have "Flagship Jarrasul class Flagship" showing instead of simply "Jarrasul class Flagship" (See example below). This will also prevent Flagship from showing on non-flagship class ships.

Reply #28 Top

Quoting Spartanz1170, reply 25
For some reason I cannot open the file, it says it is unknown or damaged

What tool are you using to open the file? The archive tool you use needs to support .7z (7-zip) format files.

 

Reply #29 Top

Zomb, might I suggest you put pics in that you can enlarge? I can't even read the text on that small screenshot looking pic

Reply #30 Top

Quoting EternalRequiem, reply 29
Zomb, might I suggest you put pics in that you can enlarge? I can't even read the text on that small screenshot looking pic

Done. You know I thought it used to allow you to click on images with manual sizes set (oh well!)

Reply #31 Top

Yeah, say your using an upload site... like imageshack or another, you have several links, when you goto put an image up in your posts I think your suppose to put the direct link in. This basically allows the forum here to cut down the size and when you click on said image it opens it up fully all the way

Reply #32 Top

Fleet flagships can be changed in the game.  When a group of ships is selected, just press tab until the ship you want to be the flagship is highlighted brighter than the others, then select Create Fleet. 

It does seem to be an arbitrary element in the game, though.  The only value I've noticed is that I can select an entire fleet by clicking the flagship icon.  Is there something I'm missing with flagships as they currently stand?

Reply #33 Top

an idea that you might like for the TEC is possible an expansive version of the Finest Hour for a level 6 ability that covers the fleet

This is a good idea. I might look at the abilities on each ship and see if there is atleast one that could be extended for additional fleet support.

Reply #34 Top

Quoting EternalRequiem, reply 31
Yeah, say your using an upload site... like imageshack or another, you have several links, when you goto put an image up in your posts I think your suppose to put the direct link in. This basically allows the forum here to cut down the size and when you click on said image it opens it up fully all the way

Yep, I used the direct link but manually set the size of the image in the forum. My assumption was it would allow you to click to go to the actual image location.

Reply #35 Top

Is it possible to combine this mod with Distant Stars. I have been trying to do that now since the mod came out and to no avail. thanks for any future response.

Reply #36 Top

you need to merge the entity manifests, mainly put what is in Distant Stars manifest and copy all that we added into ZombiesRus5 manifest

after that there should be no flaws that I would be aware of

Distant Stars Support

Reply #37 Top

This seems really cool.

DLing now. 

 

edit:

 I find it odd that the flag ships take only 50 fleet supply... i suppose the fact that you get only one makes up for it.

so... I started, and immediatly paused, and saw your spawner. :-)  and i got a sova.

So, to compare I bought a sova, and... it seems that their initial stats are identical (except for the flagship having 4x the firepower)... same hp, same shields, but, hehe, bigger. 

You havent messed with abilities yet it seems, cause i both gave em missle batteries, and they both seemed equally powerfull.

 

Havent leveled them up yet to compare leveling... i guess i could just look at the raws.... seems like you doubled everything cept the shield mitigation.... woop! you missed the culture repel rate on the kol.  (havent checked the other factions)

 

Reply #38 Top

This seems really cool.

DLing now.

Thanks, I liked the idea of being forced to start with a random capital ship. It still has some room to grow and I'm thinking the starting stats could be bumped slightly, but the double increase per level and extra target banks makes any of them fairly tough.

I find it odd that the flag ships take only 50 fleet supply... i suppose the fact that you get only one makes up for it.

Thats a good point. I hadn't really thought about the fleet supply. It might be interesting to tweak it up a bit.

so... I started, and immediatly paused, and saw your spawner. and i got a sova.

Ya, got to be quick. :grin: It's a silent explosion atleast so it doesn't distract too much.

You havent messed with abilities yet it seems, cause i both gave em missle batteries, and they both seemed equally powerfull.

Correct. I'm thinking about enhancing the abilities a bit at a time. I may merge with the equilibrium mod first not sure yet!.

A flaghip sova could probably spawn 1/3/5 missile batteries (hehe).

Havent leveled them up yet to compare leveling... i guess i could just look at the raws.... seems like you doubled everything cept the shield mitigation.... woop! you missed the culture repel rate on the kol. (havent checked the other factions)

Yep, so far I have attempted to double the level ups (excluding shield miti).

So current bugs are:

  1. Kol CultureProtectRate ValueIncreasePerLevel is still 0.05
  2. Radiance MaxShieldPoints has a whopping ValueIncreasePerLevel of 3600 (WHOOPS!) B) I was playing against a Psi AI and went holy crap when I saw the level 5 Radiance with 15k plus shields.

 

Reply #39 Top

Quoting haetes, reply 35
Is it possible to combine this mod with Distant Stars. I have been trying to do that now since the mod came out and to no avail. thanks for any future response.

You may want to tweak the flagship stats to balance with DS if you do this.

Reply #40 Top

ya, hey ryat! add big beefy zombie capital ships into ds? :-p

Reply #41 Top

I was thinking, what if you removed the 3 lvl cap on the main abilities, so that you could focus type each capital ship(this could be easily abused but) say after each level beyond the 3rd could decrease -and cost, or for passives like the incendiary and the energy thing for the Halcyon carrier could increase by a lesser percentage, making the max damage of the incendiary 10dmg  second and the energy attack rate upped by 25/35%? that or the repair skills to the vasari and the TEC's supports gaining a longer duration/ heal amount, along those lines. There could be new Beam focused fleets, heavy damage focus, or even higher survivability to counter act one another, it would just depend on who got what. And for the seemingly worthless antimatter eater abilities like the "peek" ability the Advent have, could eventually reduce the antimatter cost to 0 and increase the cool-down or reduce it to a point it won't devour your entire antimatter bar if you forget to deselect auto-fire and make it SOMEWHAT useful. That's just an idea thou, maybe something to just implement into the flagships maybe. Give them that "unbeatable super weapon" you see now and again in animes and such ;p

 

 

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Reply #42 Top

Zomb, might I suggest you put pics in that you can enlarge? I can't even read the text on that small screenshot looking pic

Hey guys, you know you can hold down "Ctrl" while scrolling, this works for the whole page, where ever.

On a side note, if your interested I could make some variations to some of the cap models to make as the flagships, if you like. Like the Kol mod Ryat is referring to. Eventually  PUREVENOM and myself, and anyone else if they want to help, are planning to make up a ship pack of Sins ships variations for the community to use. Perhaps even some SB and structure variations also. So it wouldn't be too much trouble to start with a capship variation for each race. I know SivCorp has made some great variations also, so there is those as well if he allows it.

Reply #43 Top

yeah that's basically what I am doing with that Kol model you gave me

and no it is not a DS project

repeat NOT A DISTANT STARS PROJECT

personal

though I wouldn't mind finding something for the Vasari or Advent

Reply #44 Top

I'd like seeing some of the Old Beta ships thrown in from the older screenies.  Also Tested a few mods with this Works with Graphics mod and Optimization, does not with DS / DS+AHA / MS. all I've tested so far lol

Reply #45 Top

On a side note, if your interested I could make some variations to some of the cap models to make as the flagships, if you like. Like the Kol mod Ryat is referring to. Eventually PUREVENOM and myself, and anyone else if they want to help, are planning to make up a ship pack of Sins ships variations for the community to use. Perhaps even some SB and structure variations also. So it wouldn't be too much trouble to start with a capship variation for each race. I know SivCorp has made some great variations also, so there is those as well if he allows it.

I think thats a cool idea. As you know I really like the Kol model you did. The ship pack is a good idea too.

Reply #46 Top

I'd like seeing some of the Old Beta ships thrown in from the older screenies. Also Tested a few mods with this Works with Graphics mod and Optimization, does not with DS / DS+AHA / MS. all I've tested so far lol

What old beta ships? I wasn't around during that time...

This mod should work with most mods that DON'T modify the GalaxyScenario.galaxyScenarioDef file. I've not asked for permission to create a DS addon for this, but as Ryat has said it wouldn't be difficult to do so as a personal mod. The only time I have messed around with DS is helping SuperZERO get DS working with AHA.

 

Reply #47 Top

This mod seems to have captured the interested of a few people based on the dl count. It's appeal maybe because it's simplicity.

Version 0.03 Release Notes:

  1. Fixes Psi battleship shield per level increase. (3600->360)
  2. Fixes Tech battlship culture repel rate. (.05->.10)
  3. Main menu title changed to reflect Flagship mod and version
  4. English.str modified to remove old Flagship designation.

Todo:

  1. Tweak starting stats for capital ships. Thinking only a small increase is needed to help differentiate the starting flagship versus a capital ship.
  2. Improve abilities on flagships. Not sure how far to go here. I think minor improvements to the existing abilities may be the way to go. I don't want to complicate things too much as this is intended to only be a min-mod.
Reply #48 Top

There were quite a few badass old capital ships that were in the beta, that look similar, but are different from the current models.   I dont know where you might find them though.  (begging a dev might work... or you might be able to find someone who still has the beta files.)

 

heres a vid with some of em.  http://www.youtube.com/watch?v=NIOKKkh_5TI

Reply #49 Top

That or you could DL a pirated version of the beta version(can find about anything on the net these days)

http://www.youtube.com/watch?v=e2Pv7TtV8js&feature=related <--closer look (original Stardock trailer lol, nice 'eh?)

Quoting ZombiesRus5, reply 47

Improve abilities on flagships. Not sure how far to go here. I think minor improvements to the existing abilities may be the way to go. I don't want to complicate things too much as this is intended to only be a min-mod.

I still stand by my suggestion for making the abilities increase in lvl for the flagship rather than make new ones all together(that and you might tweak the lvl 6s a bit to keep up) but say make all of the regular skills go to a max or 5 or 6, increasing what they need, decreasing other such things. Ex: Incendiary lvl 3 = (15?) dmg a second increase to 25 at lvl 5 30 for lvl 6.  Something along those lines for them, I'm not sure if the 3lvl max is hardcoded though or if doing it for one may change it for all ships of the type, either way, removing the use and waist of skill points for skills you find pointless or useless in the current fight would make things quite interesting.

 

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Reply #50 Top

That or you could DL a pirated version of the beta version(can find about anything on the net these days)

I probably won't go through the effort to find an original version of this game from 2007ish that may or may not exist ;P

If the devs would cough up any discarded models and textures that would be nice to have.

I'm not sure if the 3lvl max is hardcoded though or if doing it for one may change it for all ships of the type

My understanding is abilities cannot go beyond 3 levels of improvements. I understand the line of thinking though.