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WLd Mod

First mod; be kind :P

By on April 18, 2008 11:26:56 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Lost_WLd

Join Date 04/2007
+10

This is a maligned graphic mod I've been working on over the past year or so. I've rebuilt it quite a few times and am doing so again for the Entrenchment Expansion. I hope to actually finish it this time around.

 

I'm currently working on the TEC effects. Unfortunately this modding thing is still new to me, so its taking me a little while to turn out new particle effects.

 

 

Thanks to Annatar for answering my mod questions.

 

 

Click 2x to get to the HD version on youtube and excuse my poor video capturing skills.

Feedback is appreciated.

 

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April 18, 2008 12:21:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I like how you added a new folder with all of the changed files in it. That's very helpful. Thank you. Nice work.
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April 18, 2008 1:22:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Hey, nice work Any chance you could put up a few more screenies, for those of us at work?
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April 18, 2008 1:28:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Hey, nice work Any chance you could put up a few more screenies, for those of us at work?


Sure sure. I have to get to bed soon(I'm night shift) but I'll try to get a few more good ones for you.
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April 18, 2008 2:04:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Bump: Added more screen shots by request.

P.S. pew, pew...
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April 18, 2008 2:06:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Haha, thanks much Nice shot of the Kortul.

Going to try it out tonight/tomorrow!
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April 18, 2008 2:33:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I'd love to give this a try, but Rapidshare is acting pants-on-head retarted right now, it keeps giving me 6 or 5 digit access codes, when the most it'll allow me to type is 4...   
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April 18, 2008 2:36:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Speaking of, you can probably host it on Multi's site (sins.bz) if you want an alternate mirror
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April 18, 2008 2:42:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
*sigh* nevermind, turns out I had to sepperate the letters/numbers with cats on them from the letters/numbers with the almost indistinguishable dog on them...   

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April 18, 2008 3:00:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
At least they're not bovine animals. With dogs and cats at least you can download!

Anyway, did you only change the beam-like weapons? By messing with Bailknight's Graphical mod did you alter any other effects?
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April 18, 2008 3:41:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Incredible.

DANMAN
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April 18, 2008 7:25:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
By messing with Bailknight's Graphical mod did you alter any other effects?


Quite a few.
-Flash beams now actually flash. (epilepsy warning)

-Phase missiles now "phase" upon striking a target.

-Auto-cannons are more machine gun like. (pew, pew)

-Everything but beam weapons, phase missiles and abilities have shorter cool downs and fire more rapidly, but I spent a lot of time trying to make sure its not excessive.

-Beam weapons and Phase Missiles adjusted so they fire slower but do more damage per shot.

-Planet sieging for each faction is now more brutal and unique.

-LRM missiles travel a hell of a lot faster to compensate for the fact they fire 10 missiles per burst. AKA: No more "missile blobs" cluttering the screen.

-Gauss turrets fire like an flak cannon from WW2.

-Each factions's Capital Siege ship now has something unique about it to distinguish it from the other Capital ships.

-Unique shielding for each faction.


There's great many more subtle differences like these too. I spent about 40 hours on the capital ships alone as they're the focus in just about any firefight.

Incredible.
DANMAN


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April 18, 2008 8:16:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
*****WLd + bailknight_graphicmod_v1.2

That one crashes on me while trying to enable it.

*WLd [Combat Visual Mod] Stand Alone

That one works fine though.




The Marza's rocket explosions look mighty brutal, I must say.
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April 18, 2008 9:10:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I just enabled WLd + bailknight and it worked fine

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April 18, 2008 9:22:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
After I've copied the original bailknight mod and overwrote it with the WLd + bailknight graphicmod v1.2 it worked too.

Was I supposed to do that anyway? If yes, must have overlooked that.
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April 18, 2008 10:12:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Nope, I just extracted the folder. Didn't have to do anything at all.. funky!
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April 18, 2008 10:16:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Works great, looks great, very nice indeed. Most impressive.
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April 18, 2008 10:18:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Gotta love computers... lol.

I did test each one to make sure it worked before I zipped them. Hopefully this is an isolated incident. Glad you got it working though.
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April 18, 2008 10:41:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Any idea how I can incorporate your mod into the Adama repack mod?

Thanks,

Javaslinger
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April 18, 2008 10:47:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Any idea how I can incorporate your mod into the Adama repack mod?Thanks,Javaslinger


Throw the files in the WLd Merger Folder into the respective Adama ones. IE: WLd Game Info files in to Adama Game Info. Then just move the PipelineEffect folder itself.

Make a backup though, I haven't tried this yet. I'm just guessing.

If it doesn't work you'll have to ask in the Adama mod post.
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April 18, 2008 10:55:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

*****WLd + bailknight_graphicmod_v1.2
Place this folder in your mod folder to run my mod merged with bailknight's
graphic mod. I'd suggest doing this one as it looks a hell of a lot better.

Tried this said it would take like six days to put in the mod folder lol
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April 18, 2008 11:02:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
*****WLd + bailknight_graphicmod_v1.2Place this folder in your mod folder to run my mod merged with bailknight'sgraphic mod. I'd suggest doing this one as it looks a hell of a lot better.
Tried this said it would take like six days to put in the mod folder lol


Sorry bout that, I left the data in text files so people could play with them.

Even so the folder is only 65mb, it only takes my middle of the road computer about 30 seconds to move it around. You might have some windows issues :/
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April 18, 2008 11:12:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Been playing around with it, very nicely done There's just something cool about never ending streams of autocannon fire along with Bailknight's particles
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April 18, 2008 11:40:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
If I place your mod in the mod folder along with Bailknight's mod, I imagine then that I will need to enable both mods? I guess I assumed you could only run one mod at a time....

Thanks,

Javaslinger
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April 19, 2008 12:26:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Lost_Wld:
This mod is absolutely amazing. Bailknight would be proud. Just to let you know, your mod is next on my list for:
Merging in with 7 DEADLY SINS.

I will be offering this mod packaged with all the other great mods out there, with your permission of course. Great work, and I am looking forward to any future releases of yours.

DANMAN
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April 19, 2008 2:11:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I had to extract the content of the "WLd + bailknight_graphicmod_v1.2" folder over the Adama Repack files to get a stable mod. Doing the same with the stand alone or merger folder would result in a minidump crash after a little while.

Overall, I think this mod is awesome. One thing I don't like however, is that the bombing attack speed seems to be a bit over the top, especially when you have a lot of capital ships and the entire planet pretty just gets entirely covered with explosion where the bombing occurs.

I also noticed a little graphical anomaly with the Advent's Beam weapon. I am not sure if it is affecting all the beams, but it does affect the Beam on the Radiance.

Screenshot :
[URL=http://img167.imageshack.us/my.php?image=79088956mo0.jpg][/URL]

Notice how the the edge of the beam cuts abruptly.
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