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 9)
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on May 04, 2008
I love what you have done. I'm having a small problem. It loads fine but no flt supply like i can't make any of the wonderful things you hath done. I tried to reserch it with no luck. DLed it twice? Any thoughts?
on May 04, 2008
last try...


on May 04, 2008
Hmmmmm! LOL I dont udnerstand why this is happen argh!!!!!!!!!!!!!!! LOL

I will find a fix sooner hopefully not later!
on May 04, 2008
Looks like a cool mod, can't wait till it is combined with 7 Deadly Sins...!!!!

I'm having similar problems as mentioned with 2.0a. The Market is weird and when you buy anything it stops your credit production. Also can't build any ships even if research all fleet logistics.

The defense structures are cool and I like the additional ships, but if can't build them then are of no use.

Hope you can fix it soon.

Thanks for the effort to build this mod. I look forward to playing it soon.
on May 04, 2008
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.
Thanks
on May 04, 2008
last try to show market screenshot

on May 04, 2008
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. Thanks


Did the same, running huge map single player, able to make ships, explore, credits working etc. Did a save game, left game came back few minutes later went to load save game screen, tried to load my saved game got minidump......did not try to do a re-enable mod before loading saved game will check that out and will post on that.

Yes, that was the prob had to re-enable it. Found new bug tho, sorry, sent explorers out, they disappear after getting to planet. Sent small fleet to colonize asteroids, battle started then ships just dissapeared, no crash or minidump, they just disapear...

awolf
on May 04, 2008
Argh can never have a break..LOL Damit Awolf I thought it was gonna be fine till I saw your post again! LOL JK! Ya that is weird I never had that problem before. HMMMM.
If I cant find it hopefully one of wonderful community members can find it.

Note: The Independent worlds are quite powerful Awolf they might have been destroyed.
And the explosions arent big havent done those yet but will do it soon!

@Lord Dark Cloud Thank you mate! In the next release i'll give you credit in readme on how to fix this problem and thanks again!
on May 04, 2008
Wait Your quite awesome sir I deserve no credit, but ty. Ok b4 you go to fixing i've played with it for a couple hours now. Please note if I can help in any way I will.
These are a few of the issues i noted.
1.Names are to long.K.I.S. Keep it simple for your sake. So anyone will know whats going on and have a great experience 1st time.
2.Ship sizes are all out of proportion.
The Pegasus class the hellfire is bigger than 2 cap ships the same goes for the 2 Hercules class ships. But generally all the ships sizes are a little funny.
3.When the flt shakes out, by that, I mean makes a formation, its a blob. All the ships try to go to the same point.
4.When attacking the space stations that look like pirate bases the ships did not stop at a stand off range and fire. Well they all bloody rammed and fired.(It was quite entertaining til they all died.)
5.The Scout if there is one needs to be beefed up or stealthy or something.(Minor)
6.What research do you have to do to unlock the cap ships. I haven't figured that out yet.
7.Just a suggestion lose one of the carriers or the robo cruisers and bring back the kodiak with your style of souping it up.

Your mod is the closest thing to what I though Sins was going to be:)
on May 04, 2008
Also have not had any trouble saving or loading games..yet:)
on May 04, 2008
Your new version 2.0a is still not working. I get Missing Label error message from everyone of your files that are in the Gameinfo folder.

Thx.
on May 04, 2008
@Lord_Dark_Cloud Thanks for the feedback mate! Ya theres still alot of tuning things up and some issues need to be solved but hopefully they will all be done in the future.
Ya I probably bring back the kodiak but kodiak is found in RA ability for the Kol or excalibur class. And the research for the captials can be found by pressing the captial it will says what research needs to be unlock above your bottom GUI.

@Shalarius Can you enable it or does it just minidump at start?
on May 05, 2008
Can't wait.
on May 05, 2008
Soon as I activate it, I get a minidump then crashes giving me error message from each of the files in the gameinfo folder.

on May 06, 2008
I'm not sure man why. I tested it with couple of people and also on mp and everything works out okay.
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