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 3)
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on Jun 14, 2009

Its just me or anyone else got very bad fps (or ticks/ second) outside of pause mode ?

 

Since i start the mod on a Medium random map the game run at slowmotion. like at any systems there would be big fights.

I only got this at the later gameplay on mods with increased fleet supply.

 

Progneitor V2.0 Ability Repair, When you try to level it up, it show Antimatter cost 0, cooldown 0,  but you dont get this.

Edit:

Argonev Star base from NPCs just give 100 Exp, but Frigatte factory 500 or Dragon MK3 1000, shouldn't give the starbase 1000 exp too ?

Radiance V2.0 act like a Frig/Cruiser with Dynamic battle system.

 

These grey NPC faction are annoying, they dont do anything beside to fight each other. OK if they all would attack the Player or AI factions, they never would survive.

 

Wrecks of destroyed ships stay far to long at the game, and they are drifting. I think thats one of the many reasons for the low FPS. Unless you add a Salavage ability to anything, they should disappear after 1 min.

Hvy Bomber Squadrons don't do anything agains Starbase, or nothing against the grey NPC Argonev Starbase. They fly to it and just siting there and drinking coffee. they dont shoot, Starbase dont get damage.

 

on Jun 14, 2009

Thanks for the feed back, I will make changes. Thanks for the feedback!

on Jun 15, 2009

Akkan V2.0 got Repair too, and upgradeing dont work. Looks like these ability dont got levels so upgrading dont give any results

 

Homeworld logist capacity, lvl 3  give 20 -> 26, but i dont saw any struture that need just 2 logistic, shouldnt it be upgrade to 28 ?

 

Edit:

You add 2 Repair abilitys to serveral Strutures/Ship, but the 2.Repair dont work. You can assign it to repair something with the 2. repair, but it dont do it until the cooldown from the 1. is off.  so the 2. repair is useless at moment, i think it should be the same with the 2 Shield restore abilitys.

 

 

on Jun 15, 2009

Ya, I noticed that too when I was playing. Sorry for the bugs!

on Jun 15, 2009

Update 06-15-09:

Not yet released! Will release next week.

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.

 

on Jun 15, 2009

You need to tone down the Universe at War coding.  As it is the massive fleets sent at you make it hard to get started.

on Jun 15, 2009

I didn't got any problems at beginning. Like i said, all these Grey NPC ignored my Structures more or less, and just fought themself.

Ok, they shoot at the Structures when they pass by, or drop a Bombardment plattfrom, but that nothing compared the old "universe at war".

I even slow down my 1.Cap until i can get the V2.0 ones. I started 2 games and that worked well at both.

 

Can't wait for the next version

 

on Jun 15, 2009

Okay, then Kiedjor should remove the Bombardment Platform so people aren't KO'd by them.

on Jun 15, 2009

Yeah Kiedjor!!!!!!!!!!!!!

 

    He's back +_+ lol

on Jun 16, 2009

SpardaSon21
Okay, then Kiedjor should remove the Bombardment Platform so people aren't KO'd by them.

 

They hardly do any damage, the bombard platforms and you can kill them easily.

 

ShadowMastiff2468
Yeah Kiedjor!!!!!!!!!!!!!

 

    He's back +_+ lol

 

on Jun 16, 2009

Ok gave this a try gotta say from what I had seen is quite good.

What I tested it on

AMD Phenom II X4 3 GHz Processor 3gb ddr3 GeForce 9600 GT @ 1440*900

Here the but tho Research does not work in alot of area's as part of it I could not even click on, starting of game it will lag for a bit till Cpu has worked out paths.

 But its not long so can live with it just pointing it out so people know. the start of a game can be very hard like having a Cap in the start planet with 12k sheild lets just say ring a ring of roses round a planet with your cap for 5mins so you can build stuff to kill it can be alittle boring lolz

Cap yard is one of the best mods I have ever seen mate what a great idea that was a pity it died so quick as was not able to defend it no beams or repair yard but think that may be down to Reseach being bugged for me.

Going to look into the reseach window bug for you and see what I can find.

This looks like that start of a great mod please keep up the great work thank you.

   

on Jun 16, 2009

Make sure when your playing either use TECH PC or Advent PC the TECH AI and Advent AI are for AI.

on Jun 17, 2009

ok sorted that mate was a bad file I think it didn't download right as redownload it and unpacked again and it worked ok and I sort of guessed AI for AI and PC for player controled

Glad you are removing the wrecks as they get abit much after a time is there anyway of trying to use them say as salvage for metal or cash ?

Also quick one on the Rogues how do you set them up are they random or do you just set an amount for how many to have as I had one hell of a good fight with a buck load of them just 1 jump from start sector, I had 5 caps they had 19 after 2mins My caps really need out of there so I jumped back to start sector and headed for my repair bays.OMFG RUNNNNNN

I had set it up so I had 2 light 1 normal repair bays  3 stage 2 guns 1 starbase max weapons armor and hanger frig and cap building with warp jammer (cant remember name) all of that area was mined to hell so I was feeling safe as

But the 19 caps followed me and all hell broke loose 3 hours the fight went on for lolz great fun but didnt get bugger all done with even trying to get second planet.

Still its in beta and plays really well mate cant wait to see what you throw at us next

on Jun 17, 2009

My tactic was, i waited until i could build these better support Caps (need 55 logistic). so i build the Cap factory near the mines to protect them a bit.

Then i build 1-2 reseach station for the nessesary researches, research the stuff. Then build one for free and another later.

 

2 of these enhanced logistic Caps are a strong fleet, they got alot firepower and enough repair/shield/Antimatter to stay alive very long. And even the big NPC unkown vessel Caps arn't a problem for them or 2 Argonev Starbases close together.

 

 

on Jun 17, 2009

I'm also considering increasing the mines per planet. To help the early expansions.

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