ManSh00ter ManSh00ter

[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!

1,001,023 views 444 replies +2 Loading…
Reply #276 Top

I found it but now everytime i try to load the mod it gives me a mini dump I reinstalled sins and entrenchment and downloaded the moddb and the forum versions of the mod but it keep giving me a mini dump.

Reply #277 Top

OK

1. Is your SINS actually updated to entrench v 1.041?

2. Moddb version is not 1.041 compatible, don't think Mansh00ter has updated it there yet.

3. Do you have any settings on highest? The mod includes mansh00ters volumetric explosions  which don't play nice with highest settings.

4. Obviously don't enable both moddb and this version of the mod.

5. Do you have any other mods running? Any mods that makes or adds any changes has conflict potential.

6. Please use punctuation and proper grammer >.< makes it easier for us, and in any forum in general, to understand what you're saying. This in turn makes it more likely you recieve help and are not just dismissed as some 10 yr old troll^^.

 

edit: At least you spell everything correctly =P

Reply #278 Top

Going through your post topics:

1.I have entrenchment on v 1.041 or so does impulse and the game make me believe.

2.The forum version also gives me a minidump and im loading it alone.

3.I turned down all the settings,removed the effects and the screen resolution but still no effect.

4.Well its obvious indeed.

5.Running it alone.

6.Is it better now?

And last thank you for helping me and as to note the only mod that works is bailknight visual mod, any other gives me mini dump when i try to load.

Reply #279 Top

Ok, here's what you can try. Try running the developer version of the game. You can find the developer version in your game folder, should be called something like Sins of a Solar Empire Entrenchment Dev.exe

The reason for this is because the developer version has error reporting turned on. When the game minidumps, it should pop up a message or a series of messages telling you what's wrong. You can then pass that on here so I have a better idea about your specific problem.

Oh, and run the dev version in windowed mode. Sometimes the error messages get displayed in the background and it looks like the game froze (but you can Alt-Tab your way out of it) even though it didn't.

Reply #280 Top

Right I did that and it went through all the pipeline archives and each one always reported back to error.fx. I will copy 1 of the error entries since all are the same:

Failed to Create D3DX Effect 'C:\Documents and Settings\vasco.CASA\Configurações locais\Dados de aplicativos\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041\1\PipelineEffect\SetupDefaultStates.fx'...
(1,1): error X1507: failed to open source file: 'C:\Documents and Settings\vasco.CASA\Configurações locais\Dados de aplicativos\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041\1\PipelineEffect\SetupDefaultStates.fx'

Then it goes to this:

Failed to Create D3DX Effect 'C:\Documents and Settings\vasco.CASA\Configurações locais\Dados de aplicativos\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041\1\PipelineEffect\Error.fx'...
(1,1): error X1507: failed to open source file: 'C:\Documents and Settings\vasco.CASA\Configurações locais\Dados de aplicativos\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041\1\PipelineEffect\Error.fx'

And then it changes the .fx archive shows the error message and goes back to the error.fx message


The 1st one keeps changing thru all the pipeline effects and after each one it goes to the 2nd. It could be that my version is in portuguese and its having trouble with the ç and õ but if it was that then no mods should load and that is not what is happening.

Again thanks for the help.

Reply #281 Top

You can try deleting the pipeline effect folder in your mod install folder. Some people have an issue with the files inside and for some deleting the folder resolved the issue. You won't lose much, just the enhanced shield impact effects.

Reply #284 Top

Hi there.  First let me say that when I'm able to play this mod, it's really fun and I love the concept.  And second, I have a bit of a problem.

 

I'm currently running the mod without the Pipeline Effects folder, and also without your volumetric explosions.  I took out the Pipeline folder to try and resolve mini dumps I've been having while playing.  After doing that I seem to be running fine until I make Advent Halcyon Carriers.  When I open up the ability page to pick an ability for this carrier the moment I scroll the mouse over any of the icons there the game crashes.  I have an autosave where I'm able to reproduce the crash at will. 

When I run this save with the developer exe, the error that it spits out during the crash is:

Entity Ref not found: BuffIllusionFightersSelf

 

I haven't tried uninstall/reinstalling the game yet, it's not a problem if I have to, but I'd like to figure out what this is.

Any help would be appreciated.  Thanks.

Reply #285 Top

i can play the mod fine but after a while it mini dumps please help!

Reply #286 Top

dalrenz,some questions to help figure out what is happening

1 do you have entrenchment 1.041? if not then update your entrenchment/sins

are you stacking the dynamic with ANY other mods? if yes try dynamic on its own

and the 'BuffIllusionFightersSelf.entity' file arrived with 1.04 in the entrenchment gameinfo folder and was NOT in ANY enterenchment before 1.04 nor in any sins to date.

blahblah10000, how much ram do you have in your computer? have you tried high game settings? do you have entrenchment 1.041?

harpo

 

Reply #287 Top

DalrenZ, what Harpo said, if you are getting a minidump because the entity file is referencing a file you don't have, it looks like you need to update your game.

 

Reply #288 Top

Well, I'm not certain.  I was poking around in those entity files just to see what was there.  That reference is made in the entrenchment folder entity.manifest. And my game version for entrenchment does read as 1.041.

Oh, and it's the only mod I'm running.

What I may do is just completely uninstall everything and start fresh, pending not being able to figure this out anyway.

Reply #289 Top

my settings were high and i turned them down i have entrenchment 1.041, i have 4 gigs of ram, the mod is fine and works, then i get a minidump

Reply #290 Top

Ok.  I uninstalled both entrenchment and sins and then reinstalled and updated both of them.  Entrenchment is showing version 1.041.

I reinstalled the mod exactly as I removed it (without Pipeline Effects and Volumetric Explosions) and I'm still getting a mini dump when looking at the abilities screen for the Advent Halcyon Carrier.  Just to be sure it was the mod and not anything else, I deactivated it and tried just plain 1.041 Entrenchment.  On vanilla Entrenchment, I'm not able to reproduce this error.

 

As an aside, I ran a search on the install directory to be sure the BuffIllusionFightersSelf.entity files is there and it is.

Reply #291 Top

never mind, for some reason it crashed because i had impulse open in the backround :grin: :grin: :grin: :yes: :yes: :yes: :) :) :) works fine now

Reply #292 Top

That's strange. I checked the entity.manifest included with the mod just to make sure that the file is listed there, and it is. The only thing I can think of right now is that the unofficial version for 1.041 which is currently available is somehow bugged - I haven't tested it personally.

I tried reproducing the bug on my own version, but the ability works just fine.

I plan on putting some work in and hopefully releasing an official version of the mod this weekend, so you may want to try and grab that one, see if it works. It should also be quite safe to use Volumetric effects with it - in fact you don't get those nifty smoke trails if you don't. ;)

Reply #293 Top

Blahblah, glad you got it working. :)

Reply #294 Top

Yeah. It has to be something with this particular download or something.  I've uninstalled/reinstalled twice now just to test things out and I can still reproduce a crash just by building a Halcyon Carrier, going to select it's 1st ability, and as soon as the mouse pointer floats over any of the abilities in there here comes the mini dump.  I don't know if it has anything to do with the floating help text that usually pops up over buttons when you let the pointer rest there, but with the way this occurs it seems to me that might be a point of issue.

Anyway, before I was experiencing random mini dumps just while playing on large maps with like 8+ cpus.  I removed the pipeline effects + volumetric explosions just to see if that would do anything for me.  And that's when I stumbled onto the crash with the Halcyon Carrier.

At this point it kind of has me thinking that it might've been the other Advent cpu players that were causing the game to crash initially and not the Pipeline Effects + Explosions.

So I guess I'll pipe down now. lol.  Honestly this mod (barring crashes, at least for me) has made this game a lot more fun for me, so I'll just look forward to your official release.

Reply #295 Top

Dalrenz, do you get a same crash if you try the mod w/o removing the pipeline effects + vol explosions?

Also, as Harpo asked earlier, what are your computer specs like?

 

Reply #296 Top

Yeah.  The last time I reinstalled the mod I did it fully and left it at that.  I'm still able to reproduce the same crash with the Halcyon Carrier.

As for specs, I'm pretty sure I'm in the clear, but to stem any doubt I'm running with 4 gigs of ram, 2.4ghz dual core, and an 8800gts nvidia for graphics.

 

I might also mention that the version of the mod I'm using is the .9 beta, downloaded from one of the links in this forum post.

Reply #297 Top

Hmm... is that the 0.9 BETA 1.041 version compatible or just plain 0.9 beta version, because I left the incompatible version link for people who still haven't updated their game. Of course, if you happen to have that version, you can expect minidumps with the latest Entrenchment. The correct links for the latest version of Entrenchment are the first two under Mod Download in the OP (marked 1.041 version compatible).

Reply #298 Top

Well to be sure I just tested both of the downloads for the 1.04 version compatability.  And I'm still getting the same crash.

Reply #299 Top

Ok manshooter, harpo, Dalrenz I think I pinned down the bug.

It occurs if you use the 0.9 1.041 compatible DBS by itself.

However, if you also dl and enable volumetric 1.2, then the bug does not occur.

 

This leads to 2 conclusions

1. When I test mods I should really disable volumetric explosions too, I guess im just used to it cuz it's compatible w/ everything.

2. Manshooter incorporated the volumetric explosions into the DBS mod, but NOT bailknights particles effects. In volumetric 1.2 he does incorporate bailknights mod.

This leads to a few possibilities

a. 1.041 changed some reference files or something and elements that Manshooter refers to in vol 1.2 that no longer work w/o bailknights mod as well.

b. Harpo's converter is not converting a file that is necessary, though why this applies only to the halycon carrier I've got no idea.

 

I'm gonna go see if i can find bailknights mod by itself and test it with that and the DBS and see if it still crashes.

 

For now, to get around the bug just DL volumetric 1.2 and enable that as well. You should have it load first and DBS as the last MOD loading.

 

 

 

Reply #300 Top

Ok so as an update. Bailknights alone does not resolve the issue.

 

So it's definetly either:

1. DBS attempting to access something that got changed around in 1.041 or

2. Harpo's converter is not converting something in DBS.

 

either way though, dling and enabling vol 1.2 still fixes the issue.