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!

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Reply #252 Top

Quoting Kenshirou, reply 251
Any idea when the update for 1.041 is gonna be out?
End of Kenshirou's quote

manshooters answer is likely to be 'when it is out'

and the best advice is to wait paitently

harpo

 

Reply #253 Top

No, my usual response is "soon" or often "probably tomorrow". Don't believe any of that, I talk crap sometimes. :p

Watch this thread, when its done this will be the first place with a fresh link.

Reply #254 Top

Was just curious. I tried to run harpos utility mod-updater on it, never got it to work properly, tho it worked for some other ones.

Reply #255 Top

kenshirio, did you run the manifest maker on the mod after updating?

harpo

 

Reply #256 Top

yes I did run the manifest maker on it after updating. I plan on trying t again today, see if I can get it to work.

Reply #257 Top

just wanted to know... are you still working on that mod?

uh, and has anyone converted the last version for ent 1.041? if yes, can u send it to me please?

we want to play some lan-games on thursday, but none of us had made it to convert it with harpos tool...

 

thanx

dennis

Reply #258 Top

I got the DBS to work in game after converting, but kept getting mini-dumps after about a half hour or so. I could rely on saves and keep playing after restarting the game, but this obviously caused a lot of back-tracking.

 

If anyone can confirm that this works with 1.041, then I've done something wrong and can try converting it again, but as of now I think it may be a bit broken and we can only wait for the update. ;P

Reply #259 Top

Well I've got a working version, but haven't yet tested it for long-term stability... I need to let the game play itself out for a few hours with the latest build before I'm certain no nasty "timed" bugs are present.

Reply #260 Top

Im guessing this isnt ready yet...damn.

Reply #261 Top

I'm a bit busy with RL stuff right now, but I'll do my best to push it out this weekend.

Reply #263 Top

Lol, obviously slowly. ;) I guess I have to stick to "it'll be done when its done" I'm starting to annoy myself with promised releases and then failing to deliver.

Reply #264 Top

Anybody had success playing this MOD with the new Diplomacy beta??  I'm really wanting to get Diplomacy, but don't know if I could go back to playing without the DBS!!! 8C  

Reply #265 Top

You are completely missing the point of a beta test.

Reply #266 Top

There'l be a Diplomacy compatible version... though the flaw in the way IC is handling the expansions is starting to be obvious. Now modders will have to maintain three separate versions of their mods if they want to make them accessible across the board. Which is ok for mini-mods like this one, but imagine trying to do that with a total conversion or a huge mod like 7DS...

Reply #267 Top

Hey Manshooter, I used Harpo99999 mod updater utility to make a 1.041 compatable version of v0.9 of your mod (so used to it now I can't play without it =D), do you mind if I throw it up on filefront and post a link here so people can still enjoy your mod while we wait for your updates?

Even better you could add the link to your OP so it doesn't get lost ^^

 

Oh and Harpo's utility converts it to work just fine. I've played at least 20 hrs of sins with the converted mod.

 

Finally, any news on how The Last Stand is coming along? We're all waiting to see those combat trials movies you promised with Xin units =D

Reply #268 Top

Sure Banthracis, go ahead! Post the link here and I'll add it to the OP. :)

Reply #269 Top

Filefront

http://www.filefront.com/15005917/Dynamic-0.9BETA-1.041-version.zip/

 

Megaupload

http://www.megaupload.com/?d=JWLUCXHN

 

There's 2 links to 1.041 compatible version of mansh00ters Dynamic Battle System.

Converted using harpo99999's mod update utility.

Just follow mansh00ters original directions for install.

I've played over 20 hrs of SOASE with this version of the Mod enabled and haven't run into any issues yet.

 

Thanks to mansh00ter for creating the mod, and harpo for making the utility!

Reply #270 Top

Added the links to the OP, thanks again! :)

Reply #271 Top

Hmmm..... just updated Sins and Entrenchment and loaded up the newly posted DBS mod link, and now I'm having minidump issues about 10 minutes into the game....  when i don't enable the mod, no problems....

 

Any ideas?  

 

Thanks!

 

EDIT: Never mind.... after doing a full re-install, everything is working fine now!

Reply #272 Top

Its been a long time since I played my copy of Entrenchment, as the stale nature of combat and other games pulled me out of the experience, so when I was reinstalling my system for an new OS I saw this mod when I went to update DS.

I've yet to try it out, as i've been swamped from work and I know if i start i'll get sucked into 4+ hr games (i love the gigantic galaxies with an 8 faction faceoff), but from all i've seen of the forum replies (gotta do something at work) this mod looks like THE thing to bring my love for the game back to the forefront.

 

I do have a couple questions though. First off, I read somewhere (i think somewhere in pages 6-10) that DS was integrating this mod into theirs, so that the dynamic system works with all their ship changes etc. DS was the only mod I really used before, and so after reading that this mod doesnt play nice with mods that change and add ships etc, I was pumped to see DS integration. So I hopped over to the DS link and sure enough "optional" dynamic movement was said to be in it.
However I got confused when the dynamic movement thing was credited to some guy named Mooster. I then went further and after downloading both packages, I opened the folders to see if i could compare file #s and open files (which didnt really work with notepad very well, I dont know anything about modding this game) and from what I could tell, they seemed pretty different.

So can anyone confirm anything about the discrepancies i'm seeing between the 2??

 

Another thing is on page 7 I read that the mod really only works for the default ships, and thus doesnt work with new ships/races from other mods. Another mod I was excited to see was the SW Requiem mod. Someone commented on how to be able to use custom races/ships, you would need to adapt the DMS values into those mods' files.
Can anyone tell me how to do said things, cause as I said, i'm pretty much a noob when it comes to any kind of Sins modding.

 

Thanks!

Reply #273 Top

I do have a couple questions though. First off, I read somewhere (i think somewhere in pages 6-10) that DS was integrating this mod into theirs, so that the dynamic system works with all their ship changes etc. DS was the only mod I really used before, and so after reading that this mod doesnt play nice with mods that change and add ships etc, I was pumped to see DS integration. So I hopped over to the DS link and sure enough "optional" dynamic movement was said to be in it.

However I got confused when the dynamic movement thing was credited to some guy named Mooster. I then went further and after downloading both packages, I opened the folders to see if i could compare file #s and open files (which didnt really work with notepad very well, I dont know anything about modding this game) and from what I could tell, they seemed pretty different.

So can anyone confirm anything about the discrepancies i'm seeing between the 2??
End of quote

Its credited to Mooser for modding dynamic movement into Distant Stars. While both Manshooter's and Mooser's mods do the basic same thing...enable fighter like movement...I do believe they are 2 different mods, Moooser's minimod was created directly for Distant Stars as there was a large number of people asking for it. Manshooter's is a stand alone mod.

Reply #274 Top

Can anyone help me?

I downloaded the updated version for 1.041 but i cant even load mod and i dont know what to do to get it working.

and before anyone asks im using windows XP.

Reply #275 Top

Just unzip the folder into the entrenchment 1.041 mods folder in your mods directory. If you don't know where that is just go to the mod page in the game and click on the "show mod path" button.