Creates a more faster and more fun experience for SOASE. It adds new ships for all races, better defenses and larger gravity wells(more mining roids). My mod includes MANSHOOTER's Volumetric Explosions&Damage Effects Mini-mod v0.8 MERGED with Bailknight's Effects Mod 1.3 and with my own tweaking of the graphic effects.
The mod is being reworked maybe back from scratch.
Published on April 4, 2008 By Kiedjor In Sins Modding

10-16-08

Well I'm finally back after problems with real life and computers. But, I managed to work everything out and decided to give this mod a try once again. I went through the mod using the developer.exe and noticed theres a whole bunch of problems. So I decided to go from scractch and try again. Also had issues of crashing when I decide to exit the game.

I love what Manshooter is doing played with his new addon and got to say it kicks ass. Hopefully he'll let me use his addon for my mod.

My computer died and my new patch for the super mini mod has gone with it to. Due to frustation I left for awhile to gain my ground again. I'm back and ready to mod again in about one week if my new comptuer runs smoothly.
I noticed the community has grown a lot and thriving GO SOSAE community! - 06-05-08

Well currently I decided that I wanted the captials and everything else different from each other race so.....

Advent Are the masters of shields so their strength of shield increases but, their hull and armor is serverely lacking. They have the fastest speed compared to the other races and it really matters on the captials. Good for evading those nasty vasari captial missiles. Use the speed as part of your micromanaging!
Weapons: mid-long range for laser and plasma weapons and beams short range but powerful.
TEC: Have stronger hulls compared to the other races and extreme armor but, slow moving. They are considered the tanks out of the three races.
Weapons: Fast reloading autocannons and lasers but have shorter range compared to other races. Missile are fast reloading and medium to high range. Beam for kol BS is slow recharge but powerful.
Vasari: Have medium to high hull and medium shields. Have good regenerating hull and shields systems. Alittle faster compared to TEC.
Weapons: Their weapons have the slowest recharge rate but the hardest hitting weapons for beams,wave and missiles.
Missiles are super powerful but due to this payload they are very, very slow so keep that in mind!

In the future I hope to add more like units, better textures when it comes to weapon fire.
Hopefully a new race, when my modeling skills improve.

I'll post a early version of my mod next couple of days still gonna make sure everything is cool...

Enjoy the mod and post if you have any questions concerning the mod. Thanks!

The mod is finally up and hope you enjoy it! Will add more in the future!
04-30-08
NEW VERSION OUT!(2.0a)(Fixed) For 1.04.
http://files.filefront.com/SuperMiniMod20a05+2+08rar/;10123363;/fileinfo.html NEW VERSION!
Thank you VirtualDementia for helping me find the problem in 2.0!
Thank you
Lord_Dark_Cloud he says "I figured it out. For some reason it doesn't like to be loaded from start up. By that I mean, go to mod activate, click load at start, close it, and restart the game. No good. Now if I just activate and go to play it works great so far. Props man its more to what it should be, more depth, more ships etc. It works in mp so far as well, whooah!!! Me and a friend are going to play one today. I'll let you know how it turns out. "Hopefully this fixes the no credit,metal or crystal problem. Thank you again Lord_Dark_Cloud!

04-04-08

Update: New text for names and descriptions for advent. Will work on Vasari and TEC soon.

Update: Ships converted by advent will all be given kamakazie ability to further their devotion for the unity.
04-05-08
Update: Ships Allied to Trade will all be given the a mini version of adpative shield ability to increase their survival.
Also, The TEC Beacon ability has been done and will start working on Vasari soon. After that new text changes for vasari and Tech
Update: I decided the Vasari will be helped by pirates to aid their goals.
Update: Due to problems adding the Mini adaptive shield I decided to go with sprint ability. Using the adaptive seems too over powered anyways.
Update: The colony ships for each race will also have a RA ability calling light(scout hull),medium(frigate bomber hull), and heavy(support class hull) interceptors. I might make this more tactical unsure yet maybe ill put 2 types of downloads up one for fleet only base and another for empire building etc.
Update: So it looks like Interceptors for advent coloney is going very well, and im starting to work on Tech, maybe they will have 2 battlecruisers so instead of zerging the enemy they have 2 well rounded ships.
Update: Due to problems adding captials to RA . about 40 jumped to a planet LOL. I had to change my plan. So, now they are Trader Class Medical Carrier (using all beams) and Trader Class Cargo Carrier (mixture of projectiles and missiles) will have 400 defence and 100 shields. So ya they are really weak alone but together they are formidable. But, they have no chance againest another captial. It'll rip through them like candy.
04-07-08
Update: Text descriptions and names is completed for Tech and Advent. Dozens of ship variations is created for advent and Tech but not finished yet.Once this is done i'll start working on vasari. Goal For Tech,Advent and Vasari: they will have 31 ships including captials and variations.
04-08-08
Update: With text descriptions and names fully completed and ships variations done for them. I will be able to put my full attention to vasari. I'll post some screenies to show you some of stuff I did already with the two races and hope to get this mod out in like one or two days.
04-09-08
Update: After this mod gets out and work on some fixes it looks like this mod will merge with 7 sins mod made by DANMAN. Work is almost finish with Vasari and still need some text changes but, looks like it should be out soon.
Also a new picture is up. I replace the captial's beams and some ships with the Vasari Siege beam and it looks awesome!
Update: The Mod is out now and report back to me with problems so I can work on them right away!
4-11-08
Update: Been working on models lately mostly changing the stock models for the mod. Hopefully later I will be able to make models from scratch and include that a new race im going to work on and also for pirates as well. The different variations for this mod will look more different from each other instead using same model over and over again.
Update: Decided to work on mining for advent and gave them ability to add more defences by planting a station on it with beams.Also some new screenies of more model tweaking.
4-12-08
Update: Working on changes for the captial's experience system , changed models and different changes to planets and the gravity wells.New pictures up as well.
4-15-08
Update:
So this new update changes the captial's experience by 10 times, increased gravity well by a lot. Tweaked models for pirates having captials to aid their raids and their stats are buffed. Next thing i'll be working is tweaked models for vasari and a playable pirate race ...hopefully lol.
4-16-08
Update: Started to work on the independents. So far everything looks good.After this, i'll finish up the Vasari models and tweak some abilities and I think this mod will be set for a second release.
New pictures up to show what they have now.
4-19-08
Update: New version out for 1.04 SOASE. A lot of changes
4-30-08
Update: Added two new defence stations one using all phase missiles the other creates squads of battlecruiser like weapons with fighter's agility for Vasari.
Changed some of TECH and Pirate weapon load outs to include gauss type of weapons.
Changed the races gunboats to reflect more to their racial weapons.
Added antifighter weaponery to some captials for all races.
Fixed the error of advent research shield(required 70) its at 7 now.
Fixed the error for TECH repair station. Decreased the level back at 2 but improving the research boost by good amount.
Added increase range TECH(for lasers and autocannons) with gauss research to help the TECH with their limited range.
Increased the squads for Independent planet stations.
05-02-08:
Update: New update contains the three meshes missing from 2.0. This will hopefully fixed that minidump at the start of activating the mod. Have fun and sorry for that mix up!Credit has been given in readme also!
05-04-08:
Update:
Thank you Lord_Dark_Cloud he says "I figured it out. For some reason it doesn't like to be loaded from start up. By that I mean, go to mod activate, click load at start, close it, and restart the game. No good. Now if I just activate and go to play it works great so far. Props man its more to what it should be, more depth, more ships etc. It works in mp so far as well, whooah!!! Me and a friend are going to play one today. I'll let you know how it turns out. "

Hopefully this fixes the no credit,metal or crystal problem. Thank you again Lord_Dark_Cloud!









Comments (Page 8)
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on May 01, 2008
Getting a Minidump as well.

Game version 1.04

And yes, I know how to install and activate mods..
on May 01, 2008
got 104 patch ffrom this website. Have no problem running 7deadly sins or the battle wagon or sins plus etc or your ver 1.5 of same mod, just prob with ver 2.0. will re-download and try again and let you know.

awolf
on May 01, 2008
I got the patch from the stardock auto download system could it be that?
on May 01, 2008
I have no Idea guys whats causing the problem cause I dont have this problem. I need more info on exactly. Like each step, and dont copy and paste 2.0 in 1.5 folder.

I wish I could bring in a fix but I cant recreate this problem for 2.0.
on May 02, 2008
I have no Idea guys whats causing the problem cause I dont have this problem. I need more info on exactly. Like each step, and dont copy and paste 2.0 in 1.5 folder.I wish I could bring in a fix but I cant recreate this problem for 2.0.


Just curious, I have you tried downloading the hosted file and installing the mod seperately, instead of using your original source files (if you have been)?

-----

EDIT EDIT EDIT

Alright, I have debug on. I'm not exactly sure what all of this means, but I'm getting a lot of error messages like this.


[14:26:33] randomShipCount exceeds the maximum allowed. 8 requested but only 5 allowed. If a larger number is needed bug a programmer!
[14:27:39] randomShipCount exceeds the maximum allowed. 8 requested but only 5 allowed. If a larger number is needed bug a programmer!
[14:27:41] randomShipCount exceeds the maximum allowed. 8 requested but only 5 allowed. If a larger number is needed bug a programmer!

File: C:\Documents and Settings\VirtualDementia\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\SuperMiniMod2.0(04-30-08)\GameInfo\AbilityShieldPhaseRestore.entity
Label: hudIcon
Line Number:44
Line Contents:minExperienceLevelRequired

[14:29: 7] Text FileArchive missing Label.

File: C:\Documents and Settings\VirtualDementia\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\SuperMiniMod2.0(04-30-08)\GameInfo\AbilityShieldPhaseRestore.entity
Label: smallHudIcon
Line Number:45
Line Contents:minExperienceLevelRequired

[14:29: 7] Text FileArchive missing Label.

File: C:\Documents and Settings\VirtualDementia\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\SuperMiniMod2.0(04-30-08)\GameInfo\AbilityShieldPhaseRestore.entity
Label: infoCardIcon
Line Number:46
Line Contents:minExperienceLevelRequired

[14:29:17] Text FileArchive missing Label.

File: C:\Documents and Settings\VirtualDementia\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\SuperMiniMod2.0(04-30-08)\GameInfo\RESEARCHSUBJECT_POPULATIONCAPICEPHASE0.entity
Label: researchModifier
Line Number:41
Line Contents:artifactPicture ""


on May 02, 2008
Ya I Downloaded from filefront but everything is working fine. The only thing I can think of is that we have different versions or something.
on May 02, 2008
I wonder if you have any additional files in your gameinfo, mesh, particle folders in the main stardock folder "C:\Program Files\Stardock Games\Sins of a Solar Empire" that is allowing the mod to work for you?

We all have the same mod, so perhaps, as you mentioned, there is some difference with the main data. Here are the stats of my folders in

'C:\Program Files\Stardock Games\Sins of a Solar Empire'

AppData - 25 Files (Size: 597KB/ Size on Disk: 636KB)
Font - 38 Files (Size: 478KB/ Size on Disk: 616KB)
GameInfo - 896 Files (Size: 1.15MB/ Size on Disk: 3.84MB)
Mesh - 320 Files (Size: 54.4MB/ Size on Disk: 54.7MB)
Particle - 440 Files (Size: 627KB/ Size on Disk: 1.75MB)
PipelineEffect - 34 Files (Size: 76.5KB/ Size on Disk: 156KB)
SDPlugins - 1 File (Size: 428KB/ Size on Disk: 432KB)
Sound - 1078 Files (Size: 215MB/ Size on Disk: 217MB)
String - 1 File (Size: 545KB/ Size on Disk: 548KB)
TextureAnimations - 22 Files (Size: 2.96KB/ Size on Disk: 88.0KB)
Textures - 874 Files (Size: 1.08GB/ Size on Disk: 1.08GB)
Window - 106 Files (Size: 737KB/ Size on Disk: 0.99MB)
on May 02, 2008
Found the problem... looks like when I was making the meshes I forgot to save it in the mod folder. Instead I save it in the main directory! Thanks man you will recieve credit for helping me fixing this thanks a bunch!
on May 02, 2008
Update: Fixed version is now up and running including the missing three meshes that wasnt in 2.0. Sorry for that and 2.0a is up now. Have fun!
on May 03, 2008
with ver 2.0a no more minidump when enabling, can start game with dif size maps but still have the credits problem and when go into black market all the values show huge negative numbers no credits being generated and yes I have patch 104. can play every other mod on here no probs.

awolf
on May 03, 2008
any chance of you guys going forward with the mod merge with 7 deadly sins???
on May 03, 2008
As you can see i'm trying to fix all ther bugs first. About the credit problem seems to work for some and dosent work for others. I'll look into this.

Oh and post a screenie so I can see whats happening thanks.
on May 03, 2008
[URL=http://img169.imageshack.us/my.php?image=marketoz0.jpg][/URL]

market screen
on May 03, 2008
[URL=http://img169.imageshack.us/my.php?image=marketsd6.jpg][/URL]







market screen (hope readable)


on May 04, 2008
Hmmm I dont see anything dude.
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