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 4)
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on Jun 17, 2009

Can you increase the start resources  and/or add the Capital factory as start structure?

I don't like the idea about more mines/planet, that mean much more resources later, that means much more Crap NPc fleets.

 

Btw, i think you should increase the need support from the the V2.0 caps from 55 to 100, they are real powerful compared to the other. And the support need from the crap ones all to 25, i remember there was one which just need 8. The orignal Capitals should stay at 50.

 

 

on Jun 18, 2009

The NPC dont mine they go through a complex return armada ability  tree like system. For example, the starbase deploy's a ship for every 360 secs, if that ship takes a certain amount of damage, it deploys another ship or ships. It can go on and on to give encounters some interesting skirmishes. Ya i probably increase the v.2 caps alittle more too.!

on Jun 18, 2009

Does this version in the download link work with 1.03? If not, when will the next update be?

 

Can't wait to try out this mod.

on Jun 18, 2009

Yes, it works with 1.03. Thanks!

on Jun 18, 2009

Hurry hurry, need the new version.

Want to see if that version runs smoother, its a pain to play with to curent one. But i think the lag isn't just the wrecks/debris i think its more of the heavy Grey NPC spawns.

 

on Jun 19, 2009

Well, I can make two version with one having less and one having more NPCS.

on Jun 19, 2009

Just finish your current version, and lets see how "laggy" it is.

 

But i notice 90% of all fights are between Grey's and Grey's. They just attack the player when there is no other grey in the system. I a focus attack not shooting at something while passing the area.

Some thing i notice

- I didn't finished a game so far, but i surrender a few games and saw that the other Races didn't got a chance against the Grey's. The statistik show that they couldn't grow up.

- The structures which spawn the new ship, never run out of antimatter, Antimatter refuel should be set down to 25% maybe 10% of the current. They still have much Antimatter to spawn multiple Ships pretty fast, but then they should need along time to build up new antimatter reserves. Does the Grey's got a ship support limit ?

btw, these structures are listen as ships not structure.

on Jun 20, 2009

Some structures use the siege dploy ability platform. So after so many seconds the ship explodes and spawn the same indentical ship. So. there only one wave from that structure.

on Jun 24, 2009

Very nice mod, having alot of fun with it. You really get swarmed with attackers as the game progresses (which is nice and challenging) But after you have killed like 300 ships you cant see whats going on at the svreen cause their wrecks cover every aspect of the screen. Hehe. I would really like to be able to remove the persistent wrecks, anyone knows how to do it? I know its coming in the next update but i want to play NOW. Also appreciate having more ships to play with and all the other cool stuff in here. Keep up the good work. 

on Jun 24, 2009

Sorry if I'm being ignorant, (I haven't read the very much of this post) but is there any reason that about 100 enemy ships phased into my capitol planet within the first 5 seconds? I didnt have time to do anything, and was summarily wiped out. Just wanted to know if I should curse the difficulty, or my bad luck...

on Jun 24, 2009

That always happen although sometimes its easier and sometimes harder but alot of ships always appear. Just get your defences up and some capital ships and send them packing.

on Jun 24, 2009

Malanthor
That always happen although sometimes its easier and sometimes harder but alot of ships always appear. Just get your defences up and some capital ships and send them packing.

 

Pretty much.

on Jun 24, 2009

Kiedjor



Quoting Malanthor,
reply 6
That always happen although sometimes its easier and sometimes harder but alot of ships always appear. Just get your defences up and some capital ships and send them packing.


 

Pretty much.

 

Pretty Much x2!

Awesome Job Kiedjor!!!

on Aug 12, 2009

Does this replace the epic mod?

on Aug 25, 2009

  Just got half way through a game, well.. haha, about 2 hours in and it is AWESOME!!!!    Kiedjor, you are a marvel!!!

i fell in love with the Epic mod, and this one has a different "feel" to it, but very very nice!!! 

Although i must admit, just my two cents, that i miss playing the vasari once in a while, mostly i play advent, and sometimes tec, and once in a blue moon the vasari, but it is nice to get the different "flavors" of each different race, you know?  Anyway, just a thought, but dont let that discourage you, it is an awesome mod!! 

Take care and keep modding!!!!

-Teal

 

 

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