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 Prequel for Entrenchment Expansion.
Published on May 14, 2009 By Kiedjor In Sins Modding

Unknown Darkness for Entrechment v1.02 and v1.03.

 

Download here:http://files.filefront.com/Unknown+Darknessrar/;13886013;/fileinfo.html

How to install:It will be in .rar format, you will see a folder named Unknown Darkness with read me(its the third folder!), double click the Unknown Darkness folder drag Unknown Darkness beta 0.01 into  folder:  

Example:  C:\Users\(name)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods Entrenchment v1.02

Update 06-15-09:

 Not yet released!

1.Fixed the repair problem:

Gave tech 2 logistics captial ships and  tech 2 repair platforms the Nano repair ability, where they basically retrieve the technology adapted to their own ships and stations.

2. Persistant ship wrecks has been removed due to immense lag.

3.The logistic and combat slots will not be modified (this is from the mad scientist mod).

4. Speed will remain the same(manshooter's dynamic battle system).

5. Heavy bombers will be gunboats instead, receiving 2 weapons in front and one weapon on the aft with more hp but lower speed(will cost alot of antimatter)

6. Adding in [MOD] Celestial Bodies (update 03/29/09) for Entrenchment 1.02 (recieved permission).

7. Adding in [MOD] Urban Expansion by Xselens

8. Will decrease the time to build friendly stations for better gameplay at start.

9. Will make more changes to decrease the lag.

10. ??? dunno need more feedback on what else I need to do.

 

I decided to scratch my epic mod, and make it where the Vasari clans are the forces that inhabit neutral worlds. I plan to add the Universe At War system to this mod but much more balanced and with better progression which is my biggest concern. I will be using the models I used in Epic Mod but will be perfected at  a later date depending if the basic ground work okay.

I'm planning to use MANSHOOTER's Volumetric Explosions&Damage Effects ver. 1.13 Entrenchment compatible and

Dynamic Battle System (ver. 0.9 + final official teaser video) which are awesome BTW!

 

Also modified of Sins Plus (by Uzii) v1.3a Final.

[MOD] SINSounds by

[MOD] Urban Expansion by Xselens, expansion on galaxy objects looks good

[MOD] Mad Scientist Mod by Ordian,  a great research mod + additional fighters(pending for approval)

Update:06-11-09 uploaded video and posted Read Me info.

There are two major factions in this mode one is Rogue Anima Drones(the Drone interceptors are deadly in swarms due to their ability to heal and repair others) and Vasari Invasion force. Asteriod gravity wells are Human occupied with light to strong starbases, on some planets.

Playable sides: The Advent PC and TECH PC.

AI sides: Only TECH AI is working, Advent AI will be worked on later.

Update:05-30-09: working on 2 versions for advent and tec one version will be player controlled friendly and other will be AI friendly.

 Basic plot for the mod: The war between Advent and TEC is long and expensive one. With losses rising up each day they decided to create a neutral zone between their two regions. Diplomats and other  negotiations went on for years. But one day, A unknown race crept out of phase space and breached into middle of the neutral zone. The TEC tried to contact the ship but recieved no response. The unknown ship started to emit disruptions through out the region which caused permanent  damage to their propulsion drives. TEC believe it belonged to Advent using prototype technology  against their fleet. As crew of various ships tried to study the ship, the unknown enitity disappeared back into phase space. Moments later the diplomats and its escort enter the neutral zone. The captain believed it was some sort of attack so she ordered the fleet to commence firing. Missiles and projectiles barraged the advent's fleet, numerous ships exploded in first wave of destruction. With one ship remaining on the diplomat's escort retreated back into jump space. As reports of a major skirmish on the neutral zone spreaed so did the constant engagements between the two sides. This is where mod comes in.

Battle Intelligence-

Advent Core technology: Highly focused on AI and computer central thinking systems.

Advent Offensive technology: rapid lasers, medium power beams, high power beams, siege power beams, light blue plasma, medium purple plasma, high red plasma.

Advent Defensive systems: Advanced shields,weak hull and execellent movement drives.

Summary: Energy based weapons with advanced shields with excellent drive cores is the basis of their fleet.

TEC Core technnology: Veterans of previous wars with excellent skills to comprehend and adapt to the war. Teaching and instructing new recruits of their encounters in specialized schools.

TEC Offensive technology: Various projectile sizes  through out the ship classes, siege cannons, rapid swarm missiles, medium skirmish missiles, Siege missiles, fast tracking flak cannons, and prototype emp weapons designed for Advent drone's electronic systems

TEC Defensive systems:light Shields, excellent armor/hull plating, average movement drives.

Summary: Using best explosive armaments available  to overwhelm their foes and large siege cannons and missiles to drop the largest vessels.

 

Vasari Clans uncompleted information reports: Nano assisting armor and high regenrative shielding make them one of the most advanced in dfensive systems. Slow movement drives and high powered phase beams but with long cooldowns. Also, equipped with phase missiles for close and medium engagements.

 

Mod goal: To have you the player or players fight off the invasion of Vasari Clans and each other for galatic domination! The clans are also hostile to each other and you so be prepared!

 

The war is near...are you ready?

-Kiedjor


Unknown_Darkness_Mod.avi


Comments (Page 1)
5 Pages1 2 3  Last
on May 14, 2009

sounds interesting

harpo

 

on May 14, 2009

YOUR BACK!!!!! With a brand new package...!!!!

Count me in Kiedjor..Moder/Coder...tester you name it!

 

I'M THERE!

on May 20, 2009

Sorry for late reply been busy working on the mod! I plan to release the beta version for entrenchment 1.02 this week if im lucky or next week. This will be gameplay changes some tweeks to TEC and Advent, Vasari has been transfered to the neutral haitable worlds and pirates send out raiding pirates ranging from cruisers to harden battleships. Right now im tweaking stats so its not too challanging at first. Only thing I probably wont be able to do for the first release is the icons for the ships. I also found a nice opensource music on the internet replacing the opening theme music. -Kiedjor

on May 21, 2009

Happy +_+

on May 30, 2009

Update:05-30-09: working on 2 versions for advent and tec one version will be player controlled friendly and other will be AI friendly.

Mod additions:

[MOD] SINSounds by

[MOD] Urban Expansion by Xselens, expansion on galaxy objects looks good

[MOD] Mad Scientist Mod by Ordian,  a great research mod + additional fighters(pending for approval)

 

-Kiedjor

 

on Jun 08, 2009

Just downloaded the Dynamic Battle system... OMG that is the BEST!!!  Now everyone is chasing everyone else around like they should have been all along! It totally changes the game, and works well with the Celestial Bodies Mod. I haven't tried it on others... but it's a simle thing actually, it should be easy to merge with other ones. 

I love it, thanks for the heads up on it!

on Jun 10, 2009

NP! I'm planning to release a beta version of my mod out b4 1.03 comes along cause it will take awhile to convert everything to 1.03. So far I merged pretty much all I have listed except Urban Expansion mod by Xselens which will be added at a later date when 1.03 is up. The universe at war is pretty solid, might need a few tweaks but it's pretty good at evolving and expanding. The icons are not yet finished and wont be due to the time involved in putting it in game, this will also be added in 1.03. Tech AI seems finished, it will only work with normal setting not the quick setting for some reason it confuses the ai and it wont build. Also, if you have multiple AI of tech some wont build and some will. Dont know why this is happening. On rare ocassions during long matches it will minidump with AI. The Advent AI has not been finish yet it will be added on later date when 1.03 comes out. Should be out today or tomorrow!

-Kiedjor

on Jun 11, 2009

Video is up displaying the mod.

Posting the Read Me info:

 

SOASE: Unknown Darkness Mod The Prequal(BETA) by Kiedjor

For 1.02 Entrenchment!

   

This mod is combination of different mods:

[MOD] Volumetric Explosions&Damage Effects ver. 1.13 Entrenchment compatible and
 Dynamic Battle System (ver. 0.9) which are awesome BTW! By MANSHOOTER
[MOD] Sins Plus (by Uzii) v1.3a Final.
[MOD] SINSounds by gurkoz, very good sound mod
[MOD] Urban Expansion by Xselens, expansion on galaxy objects looks good(not yet implemented
[MOD] Mad Scientist Mod by Ordian,  a great research mod + additional fighters

Credits for making the mods: Manshooter for his kick ass mods, Uzii for his unique and well knowned planet mod and plat bonus mod,
Gurkoz for putting new FX in sins which sounds pretty cool, Xselens expansions on the galaxy looks good but not yet implemented, and
Ordian for expanding and desiging a unique research system and addition fighters for more options.

Lastly, ME! LOL YAY im finally in here! I designed Universe At war gameplay which evolves and create dynamic battles through the map.
Some models for all the three races.Tweeked stats for the battleships and also including interceptors that come in three flavors (using the scout models).Light,
medium, and heavy defence for Advent and light and Heavy for Tech. Also, basic and heavy repair platforms for maintence.

Summary and story of the mod:
 Basic plot for the mod: The war between Advent and TEC is long and expensive one. With losses rising up each day they decided to create a neutral zone between
their two regions. Diplomats and other  negotiations went on for years. But one day, A unknown race crept out of phase space and breached into middle of the
neutral zone. The TEC tried to contact the ship but recieved no response. The unknown ship started to emit disruptions through out the region which caused permanent
 damage to their propulsion drives. TEC believe it belonged to Advent using prototype technology  against their fleet. As crew of various ships
tried to study the ship, the unknown enitity disappeared back into phase space. Moments later the diplomats and its escort enter the neutral zone.
The captain believed it was some sort of attack so she ordered the fleet to commence firing. Missiles and projectiles barraged the advent's fleet,
numerous ships exploded in first wave of destruction. With one ship remaining on the diplomat's escort retreated back into jump space. As reports of a major
skirmish on the neutral zone spreaed so did the constant engagements between the two sides. This is where mod comes in.

PLEASE READ THIS!
Settings  for optimal game play: no pirates, normal start(this is important for the TECH AI, wont build if its quick start), Fast options for all the options.
For player controlled sides use Advent PC OR TECH PC.
Only the TECH AI has working AI, for Advent this will be worked on later.

Basic strategy for using Advent PC and TECH PC:

When you first start and enter the game you want to build atleast two LIGHT repair stations and light defences which requires no research. They can heal hull
and shields!!!!! While at the same time you want to setup a captial Yard to build battleship to protect your world (NOTE: the captials
have been buffed but you need to keep a eye on your captial and move it to the repairs. Before moving to another world you need to have a solid
defence and strong fleet which can take some time). There are times you will be overrunned and maybe also sometimes you will die! (this is where it gets interesting).
There are 4 captials you can unlock for each race. You will need to figure out what research needs to unlock them. And they are powerful and expensive!
There will be Radar stations that deploy from Captial Yard (its a ability) armed with dual Ion Wave cannons, that lets you look at nearby planets
for your viewing pleasure. Lastly, most of the big ships battlecruisers and captials have persistant ship wrecks (this is only on NPCS though).


IMPORTANT INFORMATION!
This mod requires atleast a dual core machine with a decent GPU card to run this effectively.
I made every tweek and change to try to lower the lag as much as possible!

Things to be added later:
1.Icons for the new ships.
2.Better lag free experience.
3.Battle chatter from ships.
4.Better names and descriptions.
5.Updating and reworking currently models and including new ones as well.
6.Better scale of evolving of battles during Universe At War game play.

Installation: It will be in .rar format, you will see a folder named Unknown Darkness with read me, double click the Unknown Darkness folder
drag Unknown Darkness beta 0.01 into  folder:   Example:  C:\Users\(name)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02

Known Issues:
1. In rare cases the game can crash due to a bug with AI during long battles.
2. Lag will increase due to the amount of objects ingame (tuning this).

Big thanks to: Stardock for making a great game and the amount of patches they put in it. The various modders that contributed and helped me.
Also thank you ShadowMastiff2468, Dark, and Sparda for being there during Epic Mod creation.

HAVE FUN!

Using parts of this mod in your mod:
If you use any part of this mod please give credit to the correct people. If you dont know which part belongs to who, post or send me a pm.

-Kiedjor

 

on Jun 11, 2009

Oh my.... this looks like fun.

I'm downloading it now... I'll let ya know how it works in a bit...

Thanks for all the work!

on Jun 11, 2009

I'll have to try this soon..  Also, who designed those caps?  I didn't see exactly who did the modeling in the credits...

on Jun 11, 2009

Models are pretty much moving some of current models to look like new ones are merging two models together.

on Jun 11, 2009

Nice sat ability Kiedjor

 

Welcome back +_+

on Jun 11, 2009

Thanks shadow

on Jun 11, 2009

Oh this is wild...   and not easy at all!

I've been starting with just random maps, and if your home planets connects with 3 or more other worlds, unless you're really fast getting things started, you're screwed... 

Don't get me wrong, I'm not complaining, just warning you all... this is even tougher than Universe  at War. Basically this mod is for all of us that's wanted to ramp things up... I can't think of anything I'd change, except I'd maybe add in the Celestial Bodies worlds.  Maybe it's just me, but I love battling it out over Earth, with Luna shining right overhead.

My hat's off to you... this is about the most insane Mod I've played yet. 

on Jun 11, 2009

Thanks! I just tried the mod under 1.03 patch for entrenchment everything looks okay. I will also take a look into celestial bodies mod and see if the modder will let me include it.

5 Pages1 2 3  Last