[mod - not to be released soon] Entrenchment: Clash of the Titans

Clash of the Titans 

 

 

In general: Now, about the mod itself. My mod will be for entrenchment 1.041 and the goal is to change the feel of the space battles to make them more epic and fun.

 

Capital ships have become… capital?: One of the problems I had with the game was, that capital ships didn’t feel that capital, but more like a buffed frigate. I am planning on changing this by increasing the hp, shield, damage (not carriers), logistics and resource cost, regeneration and experience (both required for level up and given for destruction) 10 times. Also the increase on level up for damage will be + 25 % now.

 

Carriers have become airborne: Instead of raising the weapon damage, I thought that I would finally make capital carriers become carriers. So instead of the weapons, I will be raising the amount of squadrons the carrier can have and get on level up. Right now the increase is 10 times (I used 10 times higher/lower a lot as it gave a good scale difference and is easy to calculate with), which means that it will start with 20 and then it will increase with 5 for each level up. 

 

 Clash of the Titans fullscale armyVanilla Entrenchment fullscale army                                               Seems like there is some problems with some of the links for the pictures

Who says quantity isn’t more fun then quality?: In order to counter this the resource cost, and build time havebeen lowered 10 times for frigates and cruisers while logistics have been increased 10 times*. Some exceptions for this though is Scouts, colonizers and trade ships which will change like Capital ships. The reason for this change is, that this will make a good difference between Capital ships and frigates while still maintaining the original balance.  

* This was my original plan, but after trying to make a full scale army I had to put the logistics down.   

 

Meet the epic three: After getting familiar with editing the entity files I thought I would go a step further and implement one epic unit for each faction. Epic units is the biggest units you will meet (atleast in this mod xD). They all have their strengths and in a later version I will make some anti-epic frigates. In generel they are 5 times (I thought 10 would be too much this time) then a capitalship or around the same level as a fully upgraded starbase. They are really slow in both angular thrust (turning) and linear thrust (moving forward) making flanking a possible strategy. Also they don't regenrate antimatter over time. Instead they get antimatter as they deal damage or through other alternatives (like suns). Here is a fast description of each:

 

 Thor's ultimate ability, If you thought you knew everything about WMD, think again!

The Thor, the small "dots" are frigates.TEC – Thor Dreadnaught

This bombardment vessel specializes in area of effect damage (including 2 of its main weapons). Strength: a lot of weaker units. Weakness: very tough units.

 

 

 

 

 

 

 

 

 

 

 

 

A picture to show the scale differenceThe Aplha using its Wep beam

Advent – Alpha Carrier

Alpha is the beginning and its omega squadron will be the end. Specialize in long range weapons and support. Strength: support and long range weapons. Weakness: no specialized strength.

 

 

 

 

 

 

 

 

 

 

 

 

 Unit still under construction

Unit still under construction

Vasari – Deamon Annihilator

Using technology by a bannished branch of the Vasari, doe to their knowledge being to dangerous (as in destroying a solar system). Strength: destroys anything that can be destroyed. Weakness: this includes your own units, structures and planets.

 

 

 

 

 

 

Credit for models go to Kiedjor and yes he has allowed me to use them.

 

 

23,224 views 27 replies
Reply #1 Top

Also another question, does anyone know how to make a beam travel effect (for missile) in particle forge.

Reply #2 Top

You don't really need to use particle forge for simple beam effects, just modify the beam width, duration, and color in the ship's entity file itself.

Reply #3 Top

The problem is that I want to make it act like a missile (so that it is homing lassers :D).

btw. thx for the pm, I will look into it.

Reply #4 Top

New info released, hope to hear from you guys :D

Reply #5 Top

This sounds interesting. Any progress reports?

Reply #6 Top

Wow, a reply O_O. well there haven't been much progress since my vacation have ended and the university is taking quite a toll on my sparetime. And there haven't been much which pointed that this needed a high priority ;).

For the progress:

All there needs  to be done for the V 0.9 is getting the epics finished.

The thor is more or less done, the hit effects might need some adjustment, but that is more of a quality question.

The Alpha is also almost done, the only thing I need to adjust is the ultimate ability especially its travel effect which currently looks like this:These are just not beams, they are homing beams!

As you can see it doesn't look as good as it could so I am trying to adjust it for that.

The Deamon haven't been tested much yet and I couldn't get its ultimate ability to work as I wanted the one time time I tested it.

 

 

The v 0.9 will be a beta since there probaly will be some balance issues or abilities that I overlooked. These fixes will be released as v 1.0. The anti-epic frigates will then be in v 1.1.

If interested I could post some more specific details about the epics.

Reply #7 Top

DUDE! I can't wait to get my hands on this mod!!!

I've really missed the mod Kiedjor first done for SOASE 1.11 (i think it was) and from what i can see this mod will be AWSOME!

One question will u have Dynamic Battle System in the mod? Or will i be able to enable it?

Please release ASAP!!! Thanks again

 

Barn0

Reply #9 Top

I am not sure about the release time yet as I have two midterm exams next week and some abilities aren't as cooperative as I would wish. Here are some details of the epic/titans which hopefully will make the wait harder ;):

The Thor:

- Weapons: Bombardment cannons for front and back damage, rocket launcher for front and rapid firing flak guns at the sides. It can target 14 enemies at the front, 6 at the back and 8 on each side. The bombardment cannon and rocket launcher will only deal 80/5 sec and 100/8 sec damage respectively though they deal AoE (area of effect) damage in a radius of 500 and 700 respectively. Their range will be 4500. The flak cannons can't deal AoE, but they can target enemy fighters, deal 1500 damage/secand and their range is 1500.

- Abilities: Torpedo barrage (will launch a volley of torpedoes which deal AoE), Improved Propulsion (increase the range of weapons by 10 % each level), Stuffed explosives (increases the AoE damage of weapons), WMD shell (fires a shell which creates a huge explosion dealing 3000 damage (a level 1 capital ship have around 50000 shield and hull) to all targets in currently 5000 radius, the antimatter cost will be the same as the max for a level 6 Thor).

The Alpha

- Weapons: Flash beam for front, web beam for front and at level 6 stellar artilery for front. All of them can only target one target at a time. The flash beam's range is 7500 and can target fighters, if it shoots on a fighter it will start a chain destroying other fighters within 5000 range, the damage is high enough to kill a frigate with a single shot, but it only shoots every 15 secound. The web beam is a beam dealling a trementios 20000 damage, however it will be dealt over 200 secounds meaning it "only" deals 100 damage/sec. It has 2 abilities that makes it the most powerfull of the 3 epics close range attack. Every 5th secound the weapon will refire meaning every time another 100 damage/sec will be added and this will then cap after 200 secs dealing 4000 damage/sec at level 1. The other abiltiy is that ships getting "caught" in the wep will have their linear engines disabled. The stellar artillery can intercept phasejumping enemies though the damage will be so-so (still working on it).

This will also be the only epic unit that have strikecraft, and it has lots of them (they do require antimatter so don't go suicide with them).

Phalanx Omega fighter squadron: Will have same damage as normal strikecraft, (a lot) higher acceleration, 15 hull and 45 fighters.

Paladin Omega bomber squadron: Same damage, only 700 linear speed, 150 hull and 35 bombers.

- Abilities: Healing debris (will repair all friendly units within a 10000 radius with 15 hull per level in 20 secs), antimatter detonation (will destroy 300 antimatter each level from the target and the targets around it, radius also increase each level), omega squadron (will increase its own strikecraft hull with 200 each level, damage with 1000 % and 500 % extra, and regeneration each level within a radius of 10000), Stellar artillery (one salvo will be fired every secound against a target within 500000 range (sadly it can't target other gravitywells, but hopefully it will target phasejumping enemies)).

The Deamon

- Weapons: Overcharged beam for front, Wave for front and kenetic shield any direction. The overcharged beam will be able to destroy a level 1 capital ship with one shot, though it will take a long time to reload, it also deals an AoE which damage anything within a radius of 10000, especially note anything, every shot will basicly be a countdown for the battle. The wave cannon will have a low dps and will act as a damage dealer while recharging the beam. The kenetic shield is not a shield that protects, but destroys. 2000 damage/sec will be dealt to anything within a radius of 2200 of the Deamon. So don't make it join an army or it will become an one man army.

- Abilities: Charged weapons (in contrast to all other capitals the Deamon's weapons will only increase with 5 % each level, while this ability increases the damage by 30 % each level (might change)), Supercharged siegeturret (will deploy one extra super siege turret each level. These siege turrets can fire the overcharged beam of the deamon, though the overload will destroy the siege turret in the process so use the shot wisely), Vacum (empties the space around the Deamon sucking in all surrounding units, the radius will increase each level. note that lighter units will be pulled so powerfully that they will be forced far out of the gravity well and will need some time to navigate back), Fussion core (this will increase most capabilities by 10 %, it also has a hidden ability though I will let that be a surprice :D).

Reply #10 Top

Wave goodbye to those pestsky starbases ;P speaking of which will you be giving starbases any extra health/shield points to deal with the awsome power of the ships?

The abilities u've thought of sound cool can't wait to try them out.

Sorry to ask again but will you have the Dynamic Battle System in the mod? I find it hard to pay a game of Sins without the fluid montions of frig's n cruisers coming in for the kill!

Thanks in advance

Reply #11 Top

I was wondering, any way to put these in Distant Stars?

Reply #12 Top

Quoting Articuno12, reply 11
I was wondering, any way to put these in Distant Stars?
End of Articuno12's quote

Ouch, that would HURT! Given the upgrades you can get (120% of 50,000) it would be just nasty.

Honestly I doubt it. It would be cool to incorporate the ships themselves in to the DS mod, but there are so many file changes by both that there would be conflicts galore.

 

Reply #13 Top

and speaking of which if they were put in the DS mod they'd have to be balanced... though knowing Ryat he'd fit these for the pirates to use xD

Reply #14 Top

Quoting Barn0, reply 10
Wave goodbye to those pestsky starbases speaking of which will you be giving starbases any extra health/shield points to deal with the awsome power of the ships?

The abilities u've thought of sound cool can't wait to try them out.

Sorry to ask again but will you have the Dynamic Battle System in the mod? I find it hard to pay a game of Sins without the fluid montions of frig's n cruisers coming in for the kill!

Thanks in advance
End of Barn0's quote

Ah, I forgot about mentioning that. The Dynamic Battle System won't be a part of the mod, but as afr as I have readed, you should be able to activate it together with this mod.

Quoting Ryat, reply 12



Quoting Articuno12,
reply 11
I was wondering, any way to put these in Distant Stars?



Ouch, that would HURT! Given the upgrades you can get (120% of 50,000) it would be just nasty.

Honestly I doubt it. It would be cool to incorporate the ships themselves in to the DS mod, but there are so many file changes by both that there would be conflicts galore.

 
End of Ryat's quote

Well to add them you would have to copy over the entity files of the ships and their abilities and edit the entity.manifest, add the particle files and edit the race files to add them to the capitalship factory. Ofcourse some balance would be needed and the 50.000 is the sum of a level one normal capitalships shield and hull, these titans/epics have roughly 200.000 at level one.

Also a question for the interested: What currently need to be done is making 3 abilities work as intended and add icons for some abilities. Would you want me to release a "beta" now, or wait for these things to be fixed?

Reply #16 Top

Well then here it is:

Clash of the Titans | Alternative link hmm sems like mediafire isn't as good a filehost as it used to be, I will try and look for a different uploader. If anyone can tell wetter or not they have problems would be apreciated.

Known issues:

The aplha's ultimate ability might not work optimally and the unit doesn't have a desription.

The deamons deployed turrets gets destroyed, and its ultimate hidden ability doesn't activate.

The Thor should work 100 %, though there are some cosmetic things like the exhausts and phase jump travel effect.

EDIT: Almost forgot, credits for the Thor and Deamon voices go to rjhughes67

Reply #19 Top

Its actually not finished, so I haven't done much (as in nothing) to promote it. Hope that you will still like it though :D

Reply #20 Top

Hehe was fun with titan ships, although my game lagged with the raised fleet population, once the 2 hard enemies jumped 1000 ships to my planet the game took a turn for the worse, hehe. But fun ships and cool with the stronger capital ships. :D

Reply #22 Top

What can I do if I want the carriers to maintain their weaponry, with the 10X buff that has been given to the other caps?

Reply #23 Top

These are in bin if i remember right so you would first have to convert the files to txt, use harpoes txtbinner, this was made for entrenchment 1.041 so you will also have to convert the mod in that folder. after that go to the gameinfo and look for the 3 CAPITALSHIP_(racename)CARRIER.entity files and open them with notepad. Then look for the DamagePerBank and increase the damage 10 times.

You can choose for youself wether you want to convert the mod back to bin.

Reply #24 Top

This is a great mod.  Creates a whole new idea for capital warfare.  My main problem is that with the carriers and the Alpha carrier especially, their squadrons try to all take up the same space.  Is there any way to fix that? Like put different squadrons in different places when released? if not then thats fine.

Reply #25 Top

Also the titan ships are supposed to be massive so why do they have like 2-3(Specifically the Alpha Carrier and Daemon) thrusters on em?  Thats what ive seen that needs improvement, other then that the mod is amazing.  Keep up the great work.