StarFire Mod v01b for Entrenchment 1.03 Ready!

Hi,

            Well school has had me pretty busy, but have had some time to sit down and start my Starfire mod, which was originally for vanilla sins moved over to Entrenchment. Not everything is here just yet. I have the new races: the Diplomats, The Infectors and the Traders and a Playable Pirates race. I have tweaked the new races to have different strengths than the original races, the diplomats rely heavily on culture and the traders on their increased amount of tradeships, the infectors on large quantities of cheap no armor, no shields ships. The Pirates on stealing and scavaging. :)

In addition, i have moved over some of the original planets i had resized from Tohklidan's Celestial Bodies mod, thank you Tohklidan!!!!   :)

I also increased the cost for all ships, to make fleets smaller in the beginning of a game, and boosted certain attributes for each race, the advent have higher shields, the tec have higher armor, the vasari get faster ships. Something to keep everyone alive in the first few hard hitting attacks of the early game, but not to overdone to keep from building up and expanding in mid to late game.

Anyway, i just uploaded it to filefront and the link is here:

http://files.filefront.com/13933959

give it a try and let me know what you think,  :)

new link for the 1e version is here:

http://files.filefront.com/13940206

 

Link for revised 1h version - fixes inclucd new capital, abilities fixes and balanced spawn time for ships.

http://files.filefront.com/13942470

 

version 1k takes the costs of ships back down to normal, as well as balancing some of the unknown races' ability to spawn ships continuously, which was a good idea i thought when i gave them just the spawn ships, but with research it makes it more than a little overbearing, so i adjusted it. Also, i gave each race, well, tec, advent and vasari, not the other factions yet, the repair ability with one of the ships, tec already had it. A good thing to keep close in battles on far planets. Anyway, filefront uploading is on maintenance, so i uploaded to mediafire, the link is here. Let me know if im too far out of balance on these. Oh also, im getting ready to start a series of small mini-mods that can stack for entrenchment, im hoping that will be a good way to introduce some greater variety in the specs and maps.  We will see of course if it works.  :)

Click here to start download..

 

-Teal

 

 

18,793 views 37 replies
Reply #1 Top

pirates look fun to play but... theres no research for pirates witch also means no fleet capacity which means no ships, might wanna fix thatX|

Reply #2 Top

ahhhh...  ty, i went back over it and updated with tec research and ships for those the pirates were missing. I have a b,c and d version done, and will post them to filefront probably tonight. Also included research for the in-game pirates which of course now means 'they' get starbases and capitals as well, haha, make things really hectic for players then.  :)

I'll post it asap and let me know what you think, thank you,

-Teal

 

 

Reply #3 Top

Updated link for the revision is here:  I changed out the one above as well. I will have to put a disclaimer on the first one so that people know the pirates arent completely set without the research, but its fixed now.

In addition i gave the NPC Pirates a full tech tree and Capitals and Starbase as well, and some resources on their Pirate base.  :)  haha, should make things pretty interesting.   :)

Try it out and let me know. 

-Teal

oops, here's the link,  :)

http://files.filefront.com/13933959

 

:)

 

Reply #4 Top

Hey can i ask if like the new races have new models and all for the mod

Reply #5 Top

Quoting Holybeast, reply 4
Hey can i ask if like the new races have new models and all for the mod
End of Holybeast's quote

 

actually they dont, im not primarily a modler, so i re-use what is available, but i try to change the setup and stresses on each race to make them different than the others.

The Infectors produce a lot of cheap but weak ships, a lot perhaps like the Zerg, and have two abilities predominately, the phase out hull and the volatile nanites.

The Traders are on par with the Tec, but they get 3 times the tradeships of everyone else.

The Diplomats are culture heavy, they get upgraded culture for their caps, and each of their caps also carry blackout ability.

The pirates of course get the pirate ships with a lowered cost, and access to capitals and starbases that they previously didnt, for both the playable and the npc pirate races, which will make things pretty heavy if you are fighting an enemy and the pirates with a starbase show up on your doorstep.  :)

The rest of the mod, i tried to balance for an early game, but not exclusively, i raised the costs on all the caps and ships, so each race only produce so many early on, and beefed up the armor for the Tec, raised the shields for the Advent and increased the ship speed for the vasari. So this should mean no matter which race you enjoy most, you wont get overwhelmed in a rush early on, and should have the strength to withstand the early battles without fear of losing in the first part of the game.

I initially increased the planet sizes, but something in my process is lowering the speed of the game, so i removed the large planets and went back to standard.

I have plans to work the research and the bonuses for the races, but that is still on the drawing board and i havent yet even begun to start that.

In addition, my StarFall for Vanilla Sins had numerous 'ships' which i made to flesh out the fleet on other worlds, basically what i did was take the planet modules and make moveable versions that could accompany the fleet, so that ships could readily get their shields restored, or have enemy weapons interrupted, or have strikecraft disabled or whatever. It made it fun, but that is also something that i want to port to Entrenchment which i haven't even started to look at.

At some point i would like to return to the Big Planet thing, but i have had so many performance issues it has been a huge headache. And until i can figure it out, some optimum size for the planets without dragging down the speed of the game, then i will leave it as is.

It seems to me, the devs of course have the easiest hand in this, however they are pretty busy already with probably the other expansions and their new IP project, so they may not want to spend as much time re-building the under system to get planets to revolve, or have interchangeable skyboxes, or modular and or ships where turrets turn or guns rotate and target, or engine cowlings spin about in space. Such things are wonderfully aesthetic and make the game more than a quick and down and dirty battle sandbox. That and a campaign, or making it so the players can create their own campaign. Some of the more ambitious modders are trying things like that right now, but it certainly cant be easy given that only so much is accessible from the modding side. We would have to be coders and build our own programming into the game to get some of the things we want to do into the game at present.

Anyway, thats where things are at the moment, i am taking another class this second part of summer, so will have my hands full in a few more days. Ahhh, the last few off have been fun, so it may be a month or so before i have time to get back to what i want to add, but if some ambitious modders want to pick up my mod and add things then they are welcome to. Thanks for the comments and hope you will give the mod a try, it was fun thinking up all the things i wanted to put into it, and then seeing if i could pull it off. I'm relatively new to all this, i've only been into modding the last 8 months or so. There are tons of people out there that code for breakfast,  :)  have been doing this stuff for years and can do pretty much everything, even write there own gui code and patch the system underneath.  :)

But they are probably either game makers or heavily on their way in that direction, so they may not have alot of time to spare, but they know alot, and are a great help in getting ideas on how to get to some particular thing you may want to do if you ever get into modding.

Take care and have fun gaming and modding!!  :)

-Teal

 

 

Reply #6 Top

love the mod man as always i took the ships some ship lists from a few other mods i enjoy and adding them to yours now i got 6 different races with different attack weapons ect looks and runs great thanx again

Reply #7 Top

:)  i'm uploading version 1e now, it has some interesting touches, added a new race, the unknown.  :)  with spawnable ships. :)

Have a look when you can and let me know.  :)  Glad you like it, my pleasure, im glad its fun to play, it was fun making it, and i like the different strengths of each of the races too.  :)

Take care and keep Gaming and keep Modding!!!!

-Teal

 

 

Reply #8 Top

Version 1e is here, i added a new race and spawnable ships.  :)  take it for a spin and let me know.  :)

http://files.filefront.com/13940206

 

note: i noticed after zipping the mod and starting to play through a game, that the abilities on some of the spawned

frigates are not accessible, my fault, i need to update the abilities as well, and the research for the mines, even if the

unknown race won't be getting starbases, well... they sorta have those anyway, but not those in Entrenchment. But anyway, will correct those and get a new version up probably tonight, take care and let me know how you like it, and how the mod balances against the original races, if its cool, or too way unbalanced, thanks and take care,

-Teal

:)

 

 

Reply #9 Top

Added a new version - 1h, with fixes for abilities, and balanced spawn time for ships, as well as adding a new capital for the unknown race.

link is here, hope this one is better, let me know, thanks and take care,

http://files.filefront.com/13942470

 

-Teal

:)

 

 

Reply #10 Top

New Version 1K

takes the costs of ships back down to normal, as well as balancing some of the unknown races' ability to spawn ships continuously, which was a good idea i thought when i gave them just the spawn ships, but with research it makes it more than a little overbearing, so i adjusted it. Also, i gave each race, well, tec, advent and vasari, not the other factions yet, the repair ability with one of the ships, tec already had it. A good thing to keep close in battles on far planets. Anyway, filefront uploading is on maintenance, so i uploaded to mediafire, the link is here. Let me know if im too far out of balance on these. Oh also, im getting ready to start a series of small mini-mods that can stack for entrenchment, im hoping that will be a good way to introduce some greater variety in the specs and maps.  We will see of course if it works.  :)

Click here to start download..

 

-Teal

 

Reply #11 Top

teal just tried to download your 1k and I received the following

HTTP/1.1 302 Found
Location: http://www.mediafire.com/?i2zdwzwz2yy
Connection: close

weird
harpo


Reply #12 Top

hmmmm... let me test it, that is weird. I can of course upload to filefront, the only reason i loaded to mediafire recently was that filefront was cleaning the website and i couldnt load it. Anyway, sorry for the problem, let me check and if it is still weird then i will send it to filefront.  :)

-Teal

 

Reply #13 Top

hmmm.... i just clicked it now, well actually two minutes ago, and it brought me to the download site and i clicked on download now and it started its thing. It was fairly quick but slowed down close to the end, but still under maybe two minutes.  I dont know what the error is you are getting?

What web program are you running?  I use firefox mostly, but sometimes internet explorer, also safari occassionally.

Try it again and let me know please, maybe i can do something to fix it. If filefront is better i can send it there anyway. :)

-Teal

 

 

Reply #14 Top

Harpo,

                     I just sent it to filefront and the link is here:

http://www.filefront.com/13951286/undefined

let me know if it doesnt work, but it should be fine.  :)

Take care,

-Teal

 

Oh, Harpo, do you know anything about stacking the mods in Entrenchment?  Im running into a prob and im a little bummed, but well... im hoping something will work out. Thanks,

-Teal

 

 

Reply #15 Top

Well stacking mod is like if you have mod 1 and mod 2, and if mod 1 is on top of mod 2, the program will use mod 1 as base and then apply the changes in mod 2, as long as it doesn't conflict with the changes in mod 1 otherwise it will use mod 1's values

Kinda difficult to explain.

Reply #16 Top

:)  Got a copy of the mini mod up on filefront Mooster...   :)   Take a look and let me know if you like it.  :)  Or suggestions of course for some more little mini's. 

Stackable Mini Mods.7z

:)

-Teal

 

Reply #17 Top

Wow, so many conflicting mods such as the start planets, but very cool, 1 cap ship, 6 frigates

But I like the 10 foes one.

Reply #18 Top

:)  Haha, yes, lots of conflicting ones, but i thought this way you could have whatever planet you wanted as your start planet, i also there in some StarStations,  :)  and i hope the heavy weapons, lite research, heavy strikecraft and the others are fun.  :)  Yes, the 10 Foes was a pull directly from my starfire mod, but its cool to have other races with other kinds of emphasis on them, you know?  :)  Anyway, glad you like it, if you can think of any ideas for new ones, give me a holler, take care,

-Teal

 

 

Reply #19 Top

your mini mod pack wont dl part 90% for me tried explo and firefox neither will do it  dl'ed the others fine

Reply #20 Top

let me reload it, maybe there is something wrong, :(  i will check the zip file, and rezip it and post it as a version 2 and then i will post back here with a link.  :)

Probably will be tomorrow though, i have school til late, then home.

Thanks and sorry for the mess,

-Teal

 

Reply #21 Top

no worries just given ya a heads up

Reply #22 Top

am at school today, give me about a day, will try to re-look to see what the problem is tonght or tomorrow, then post back, take care,

-teal

 

 

 

Reply #23 Top

any luck teal on the new link ??

Reply #24 Top

let me load it again.  :(  no luck on the first one.

-Teal

 

Reply #25 Top

CursedSpirit,

                           I checked it twice, link is good, but instead of just "running" it, go ahead and download it, ok?

Maybe there was something with the filefront servers, but it works now.  :)

Give it a try and let me know, try the "save" option instead of just running it, ok?  :)

-Teal

 

Oh, let me know if you like it.  :)