bailknight bailknight

[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Compatible with Entrenchment ver 1.02

 Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Fix TEC light frigate weapon travel speed issue. If you get previous version please re-download this.

DOWNLOAD : http://www.mediafire.com/?yoomlxzk889

Compatible ONLY with Sins Entrenchment ver 1.02 not original Sins

This mod Contain "Volumetric Explosions&Damage Effects ver. 1.13 " by ManSh00ter

Warning - This mod didn`t trough entensive test so may have some serious bugs. When you find some please inform me.

0. Fix
   1. Fix TEC light frigate`s weapon travel speed (600 -> 6000)

1. How to install MOD
   1. Update your Entrenchment ver to 1.02 first
   2. Start Entrenchment
   3. Go option -> mods -> show modpath to confirm your mods folder.
   4. Quit Entrenchment
   5. Put "bkg_Entrenchment_v1.02_1" folder into your Entrenchment mods folder.
      ex) C:\Documents and Settings\youraccountnamemayhere\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\bkg_Entrenchment_v1.02_1   <- this folder should contain 6 folders(GameInfo, Mesh, Particle, PipelineEffect, TextureAnimations, Textures) and 6 manifest files(brush, entity, galaxy, playerPictures, playerThemes, skybox)
   6. Start Entrenchment
   7. Go option -> mods -> enable mod to activate mod.
   8. enjoy mod.

2. Changes - Visual
   1. Enhanced every weapon effects.
   2. Enhanced and added most ability effects.
   3  Add new mine explosion effect for each mines.
   3. Enhanced some explosion effects and Implented with ManSh00ter`s Volumetric Explosions&Damage Effects ver. 1.13
   4. Enhanced and optimized other various effects.
   5. Heavy Crusiers length extended.
   6. Phase Gate now stand up and rotate and bigger .
   7. Weapon Jamming Module downsized.
   8. Optimized TEC Fighter mesh.
   9. Pirate Gauss defense`s weapon changed to autocannon (only visual)

3. Changes - Gameplay
   1. None
   2. Still if you remove GameInfo folder, You`ll lost every enhanced beam effect and ability effects.
  
4. Fixes from vanilla SOASE Entrenchment ver 1.02
   1. Fix some improper weapon points.
   2. Fix persistence passive effects disappearing when load saved game.
   3. Fix Advent starbase`s Meteor planet ability didn`t work collectly at level 2 (Has 0 ranges).

5. Credit
   1. Thanks to Stannum for his SOASE 3Dsmax importer and exporter tool ver 1.1
   2. Thanks to ManSh00ter for his "Volumetric Explosions&Damage Effects ver. 1.13"

P.S.  Send me PM or e-mail for notice If you want modify or redistribute this MOD.


 For Sins ver 1.1 (Converted by Annatar)

(Notice- Pirate base replaced to desert planet in this video for better bombardment presentation. Not in release version)

TEC http://www.youtube.com/watch?v=fyZtYW0EhOs

ADVENT http://www.youtube.com/watch?v=JbBSxcCwjh8

VASARI http://www.youtube.com/watch?v=ihxCkD6eLmw

DOWNLOAD : http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html

2,169,019 views 770 replies +1 Loading…
Reply #526 Top

Is this working with the new 1.12 patch?  Question i'm seeming to have an issue with installing the mod.   I unzipped the file into the mod folder and instead of finding a file called bailknight I had the 7 sub folders showing and couldn't locate the bailknight main folder am I screwing something up?  Help!

Reply #527 Top

Look at Bailknight's original post and it will give you an idea as where to unzip to.  If this doesn't work for you go into the game and into mods and click find mod path and it will tell you where to send the files.  As far as 1.12, I have the same question.  I won't upgrade until I know it will work with this mod.  Its that good!

Reply #528 Top

Just loaded the game up with the mod and it appears to be working fine.  Think Annatar has said it will work in another thread as well.  You should be fine.

Reply #529 Top

Yeah, both the 1.11 and 1.12 patches were just the game .exe changes, the GameInfo stuff wasn't touched so there's no problem :)

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Reply #530 Top

I'm still having an issue with installing it.  I placed it in the right mod folder this isn't the only mod I have on the computer.  I've tried using winrar and 7zip both are extracting the 7 sub folders in the mod file and not the bailknight main folder.  For lack of trying I tried to create the bailknight folder and place the 7 sub files into them but that just ended up giving me a mini dump. 

Reply #531 Top

I was able to get this to work via another mod that had this with it.

Reply #532 Top

Im running 1.12 and I can't seem to get this to work at all. I've used this mod before with 1.05 and it worked fine, did the same install with 1.12 and ever time I try to enable it, the game locks up and I get a runtime error.

Reply #533 Top

Make sure you're using the files from this link:

http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html

The links in the original post are from Bailknight and only work with previous versions.

Reply #535 Top

Thank you whoever keeps editing the OP :P Kryo, I assume!

Reply #536 Top

Annatar,

I've encountered an issue with 1.12 I think.  My assailants and sents are autocasting their special ability and immobolizing themselves.  This is constant, whether the enemy is present or not.  This didn't start happening until I upgraded to 1.12.

I reinstalled everything with no luck.  The only thing that stops it is disabling the bailknight mod.

Reply #537 Top

Well, 1.12 did have a change to Assailant/Sentinel behavior, but I don't think it changed the entity files? I'll try to take a look at it soon and see what's up. Thanks :)

Reply #539 Top

All is as I feared, Entrenchment added new particles. We'll have to track down Bailknight or someone willing to make particles in his style for Entrenchment.

Reply #540 Top

Quoting Cataclysm2000, reply 14
All is as I feared, Entrenchment added new particles. We'll have to track down Bailknight or someone willing to make particles in his style for Entrenchment.
End of Cataclysm2000's quote

Yup. Didn't ManSh00ter integrate it into his volumetric explosions mod, though? I'm pretty sure he can do the particle gig, if he's willing :)

Reply #541 Top

Lets lure ManSh00ter in here and bribe him to create the new particles!

Reply #542 Top

Any luck on the assailant/sentinel issue?  I'm primarily a Vasari player.  I'd go back to 1.11, but I don't think that's possible is it?

Reply #543 Top

Not unless you backed it up. Honestly, I don't think it's anything on the mod's end. Ironclad directly tweaked the behavior of this one ability for Assailants and Sentinels in 1.12 but the entity files did not change as far as I can tell.

Or does it not happen if the mod is off? (I think I read another thread you posted that made it sound like it happens in vanilla, too).

Reply #544 Top

I'll take a look at the new particles and bring them up to speed, when Entrenchment comes out (didn't preorder) and unless someone beats me to it with a quality job. Hehe, the mod name will get a bit long then... check this out: "Volumetric Explosions & Damage Effects Merged With Bailknight's Effects Modified by Annatar11 And Then Modified by ManSh00ter". :p

(don't worry, I won't push my fireworks in the package by default so the name shouldn't be that long ;) )

Reply #545 Top

Quoting ManSh00ter, reply 19
I'll take a look at the new particles and bring them up to speed, when Entrenchment comes out (didn't preorder) and unless someone beats me to it with a quality job. Hehe, the mod name will get a bit long then... check this out: "Volumetric Explosions & Damage Effects Merged With Bailknight's Effects Modified by Annatar11 And Then Modified by ManSh00ter".

(don't worry, I won't push my fireworks in the package by default so the name shouldn't be that long )
End of ManSh00ter's quote
:drool: Cant wait.

Reply #546 Top

don't worry, I won't push my fireworks in the package by default so the name shouldn't be that long
End of quote

Hey I didn't either :( I didn't even ask for the thread edits, either someone else did or one of the mods just took it upon themselves.

Reply #548 Top

 Hello Leondegrance i had the same problem with assailant and sentinel, think i found a fix go to ( my computer,(C:),program files,stardock games,sins of a solar empire,gameinfo,copy and paste 2 files to your desktop abilitychargedmissiles.entity and abilitychargedmissileslight.entity  place both files in bailknight 1.1 gameinfo folder and overwrite) hope it works.

Reply #549 Top

Thanks for the fix. 





3. Changes - Gameplay
   1. Radiation Bomb and Incendiary Shells skills slightly changed for better visual represent. Efficiency is almost same.
   2. Charged missile ability silghtly changed for better unit control.
   2. Overall Culture efficiency doubled.
   3. Fighters maneuverability doubled.
   4. Phase jump inhibitor`s effective range incresed  from 31500 to 50000
   4. Pirate Gauss Defense damage reduced from 120 to 100
   5. Pirate Gauss Defense hull reduced from 3000 to 2500

End of quote

 

I do think the mod has something to do with it. Therefore, replacing them with the vanilla ones helps.

But does anyone know what was actually changed to 'improve unit control' ? The change might have been beneficial in some ways but it backfired generally. Some sort of tweaking might help.