Teal_Blue Teal_Blue

StarFire Mod v01b for Entrenchment 1.03 Ready!

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

 

 

18,798 views 37 replies
Reply #26 Top

- At the archive, you need to add a subfolder before all the Mod infos, like you did at the previous archives too.

- Can you edit your startpage, so it just show the latest version ?

 

- Pirates, Defence research, the lower researches are not accesable. Mines, Trader for Starbase, ...

Edit:

- Unkown/Combat   Battleship got Autocannon, shouldn't be that Plasma instead ? There is no Autocannon research.

- Unkown/Combat  All Cap's got 5 Abilitys, but how do you access your 5.Ability manualy. Missiel barage at example is not autouse by default so you never can use it.  You should stay with 4 Abilitys for all Cap's

 

Reply #27 Top

:(  Let me check, thank you for the notes, I will have to re-do them, i put in the wrong weapons without checking the research, my fault. Sorry, will have to go back and fix things.

Thank you for the post, i promise i will fix it asap.

-Teal

 

 

Reply #28 Top

Invisible Race, allways crash the game when i start to build anything (Capital shipyard).

Reseach tree's looks pretty empty/unfinished.

 

Reply #29 Top

ya i tierd all that before hand teal save/run with both firefox and explorer personaly i got no idea but if im the only one its not working for dont bother wasten any time on it than.Iv also ran viris scans spyware ect trying to track an issue down but all came up clean for the most part filefront also works fine for me on some other links so im sure its not there end either but thanx for checking into it anyways

Reply #30 Top

I uploaded these as zip i believe, and yes, i think the invisibles has a missing " in one of the folders which crashes things, i need to fix that, sorry for the errors, will get it fixed and post the new versions and delete the old ones and post the links here, sorry everyone.  :( 

-Teal

 

 

Reply #32 Top

StarFire is a "Mod", there is NO OVERWRITING FILES.

the path for Vista is:

C:\Users\COMP NAME HERE\AppData\Local\Ironclad Games\Sins of a Solar Empire\

inside that folder will be a MOD folder for 1.05 Vanilla mods

a MOD 1.03 folder for Enterenchment mods

And a MOD 1.17 folder for the Vanilla 1.17 mods.

 

 

For XP use:

C:\Documents and Settings\**YOUR_USERNAME**\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\

With same folders for Vanilla, 1.03 and 1.17 as noted for Vista above.

 

Please note that the "LOCAL SETTINGS" folder is usually invisible, but you can put the ENTIRE ADDRESS into the run command (go start --> run --> and type the address as listed above and press enter. It should take you to the Sins of a Solar Empire folder where all the mod folders are.

Make sure that the mods you are copying into those folders open and have gameInfo at least, and may have additional folders as well, but if you have a mod, say XMOD, that has inside it another folder called XMod and inside that one is the gameInfo folder and other folders, then you need to copy the folder holding the gameInfo and other folders out to the mod folder.

The game will only recognize a mod folder that has at least the gameInfo folder inside it.

If that is the case then someone zipped it with the entire mod in its own folder, that is okie, but it confuses people.

When i zip a folder for a mod and you download it, the folder you get from the unzipping you can drop straight into the mod folder, i dont "double the folders". But not everyone does this, so that may be the reason it loads as normal with seemingly no mod working. Check it.

Anyway, that is it.  :)

Take care,

-Teal

 

 

Reply #34 Top

teal, I have a micro SOUND only mod for entrenchment that ONLY has a sound folder with the particular sound files that I want to change, and load it low down in the loading list, no gameinfo or manifests just the mod's folder containing the sound folder which contains the sound file I want to use instead of the default sounds

harpo

 

Reply #35 Top

Tripularity,

                  The latest version is 1k i believe. Ive been working on other mods and havent gotten back to this one for a while, but go to filefront and you will find a 1(something), i think like i said 1k is the highest.

-Teal

 

Reply #36 Top

:)  Very cool on the Sounds mod folder Harpo!!  I guess as long as the mod folder has "something" from the game it will load it.  :)

Good to hear about the sound mod though, it sounds pretty cool!!  :)

If you have uploaded it, let me know the link so i can try it.  :)

Take care and keep modding!!!!

-Teal

 

 

Reply #37 Top

teal, all I put in the folder was the vanilla cobalt sound as I HATE the entrenchment cobalt sound

harpo