Kiedjor

[WIP,MOD] Epic Mod: Universe At War to newest version.

[WIP,MOD] Epic Mod: Universe At War to newest version.

Outdated working to version.

 

5-2-09: Mod Outdated! Currently in process of applying the mod to the newest version and also change couple things. This will be for expansion only. Sorry for being gone for coupel of months but im back again and thanks shadow!

 

Epic Mod v1.1a

WORKS WITH V1.1 and V1.12 (newest patch)!

How to Install: Extract the Epic Mod v1.1a folder out of .rar folder and put it in your sins of a solar empire mod folder
located at: C:\Users\(your name)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods

12/15/08

Highlights in Epic Mod v1.1a

1.Universe At War gameplay: Independent worlds now fight each other and you for universe domination!(will post a vid

later today.)

 

2.Captials except the lght cruiser for each race needs to be unlocked by captial research in fleet logistics research section.
To unlock them you need to research Cap supply to get more captials to choose from. The last cap supply research is the titan.
Will you rush for the titan or get better technologies? You decide!
3.Reduced the cost of all vanilla captials (resources, credits, supply, and built time by half).

Fixes:

1.Reworked the rate of fire on most ships to reduce lag and boost performance.
2.Upped the supply for fighters that are jump capable to reduce lag.
3.Fixed the ability on city planet to remove antimatter and not make ship's Antimatter go negative.
4.Fixed Skirmished vessel to correct cost and build time.
5. Took out the rough fighter movement to be more tested(will be added in later).

Download here: http://files.filefront.com/Epic+War+v11arar/;12666055;/fileinfo.html

My previous mod was known as superminimod. But, due to problems I reworked my mod from scratch.

My mod includes destroyer class, battlecruiser class, and a titan class. New defences for each race: Advent can plant outposts on asteroids in their gravity wells and is also equipped with shield regenerating devices, for vasari they have hanger that can deploy gunships and also deploy fast acting fighters or bombers to protect the hanger, and the tech can create a huge battlestation that can destroy,disable and enhance ships in the gravity well.Gravity well has been increased as well as asteroids and capturable ones too. A rough fighter like movement for frigates and cruisers has been added its not perfect but it does add some more action to the battles. Captials also has been buffed and also the strikecraft they can carry.Research also has been expanded and for tech they dont have lasers but 4 research techs devoted into enhancing gauss type weapons.

My mod also includes:

MANSHOOTER's Volumetric Explosions&Damage Effects Mini-mod v1.0 MERGED with Bailknight's Effects Mod 1.3 (updated for newest patch by Annatar) and with my own tweaking.

The Sin's Plus Addon by UZII has been added the abilities are different to fit the Epic Mod style.

Future plans is adding ability trees that is connected to research. If you research one path a weapon of that path will be unlocked to use.

 

12/13/08:Just recently I added a way for independeent worlds to invade other independent worlds . Like a constant struggle within the scenario. The stations that are with these worlds can spawn 3 types of cruisers to also aid their quest. It looks really cool and solid. :) Plan to release this in next patch. Got some balancing stuff to do cause the ai seems to have some trouble repeling them off. More to come in the future!

11/30/08: Added a Wave System when you kill defenders protecting the planets (npcs) theres a chance it will spawn another wave to defend the planet.When you kill the last wave it will spawn a boss type unit(boss has not been implemented yet). When you kill, you will be given extra experience to your captials and resources.

 

Heres a preview of advent battlecruisers the ships with blue engine ball trails (comet) going against a tech battlestation and tech dread(dominator).


This was pic taken from 1.05 but it shows the battlcruiser unleashing upon a kol battleship. Love the screenshot :)

The Fusion of technologies has begun, the independent worlds put pieces of captials from all races to form their own vessels: The Inde Battleship

The Inde Carrier The Inde Battlecruiser The Planet Sieger The Inde Station

The anti spam ability aka Bright Fyre:

Advent Dreadnaught this model looks different from all advent ships, not sure if it fits them:

Lastly the Advent Titan:

Tech new captials:

The Tech Light BattleCruiser:

The Tech BattleCruiser:

The Tech Heavy BattleCruiser:

The Tech Titan:

Vasari Captials: Vasari Captial Raider:

Vasari Captial Planetary Sieger: Vasari Dread:

Vasari Titan:

Readme Details:

Last updated at: 12/15/08
Epic Mod v1.1a
Epic mod is made by kiedjor and graphic addon by MANSHOOTER's Volumetric Explosions&Damage Effects Mini-mod v1.0
MERGED with Bailknight's Effects Mod 1.3 (updated for newest patch by Annatar) and with my own tweaking.

Also, Partial of Sin's Plus by Uzii has been added the planet's abilities are different.
I redesigned the abilities on the sin's plus. Only Sin's Plus planets has this.
Each Sin's plus planet except paradise and oceanic has the same abiltiy and barren and swamp has the
same ability.
The vanilla planets has not been altered.

How to Install: Extract the .zip folder put it in your sins of a solar empire mod folder
located at: C:\Users\(your name)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods

New stuff....

Universe At War gameplay: Independent worlds now fight each other and you for universe domination!

Captials except the lght cruiser for each race needs to be unlocked by captial research in fleet logistics research section.
To unlock them you need to research Cap supply to get more captials to choose from. The last cap supply research is the titan.
Will you rush for the titan or get better technologies? You decide!

Reduced the cost of all vanilla captials (resources, credits, supply, and built time by half).

Independent has been upgraded with fused captial parts, captial status
empowers them with abilities to enforced their terrority.

Pirates and Pirate base is now enhanced a titan can not solo the base alone.
Killing Pirate gauss defences (has abilities) will alert fleets nearby,
Consisting of nightingales and Dreads(boss) to defend the base.

New level threat system to indicate their strength ( this indicator will be in their name):

Vasari:
Contentious Mark-dangerous-CM
Inhibitory Mark-average-IM
Phlegmatic Mark-easy-PM
Advent:
Dormant Code-weak-DC
Progressive Code-medium-PC
Dynamic Code-strong-DYC
Tech:
Tier0-rookie-T0
Tier1-experienced-T1
Tier2-Veteran-T2

Fixes:
1.Reworked the rate of fire on most ships to reduce lag and boost performance.
2.Upped the supply for fighters that are jump capable to reduce lag.
3.Fixed the ability on city planet to remove antimatter and not make ship's Antimatter go negative.
4.Fixed Skirmished vessel to correct cost and build time.
5. Took out the rough fighter movement to be more tested(will be added in later).

Known issues:
1.Some icons are place holders and other images for zoomed out game play
this will be eventually added in.



Helpers/Testers:

ShadowMastiff2468-mod partner
Teal-tester
SpardaSon21-tester
Lord_Dark_Cloud-tester
EadTaes-tester


Thank you IronCrad for making a awesome game and Stardock for publishing it!

Waits for expansions!

385,928 views 164 replies
Reply #52 Top

Well I have dozens of things I want to do.

Couple things on my mind:

Fix bugs that remain in this version.

Finish icons for all new ships.

Perfect the Universe At War game play (independent worlds fighting each other in epic fights).

Making more unique abilities for captials at first and later for frigates and cruisers.

Waiting for Shadow to finish his race so we can merge. Hes doing a fantastic job by the way!

Rework the dmg system and reducing lag by either limiting amount of particles spawn or upping cooldown in weapons.

Hopefully before entrenchment.

 

Reply #53 Top

GReat mod till it crashed... I keep getting a mini dump about 4 hours into the game which is fustrating

Reply #54 Top

this mod kick ass the best i playede so far

Reply #55 Top

Another thing I've noticed: Some planets have Plasma Storm "ability" which drains 5 antimatter per second effectively rendering colonization at least in early stages impossible, furthermore due to a gamebug the antimatter value can run into negative. I'd suggest either to do a percentual drain or take it out.

Reply #56 Top

Quoting watertown1978, reply 3
GReat mod till it crashed... I keep getting a mini dump about 4 hours into the game which is fustrating

Were you or ai advent?

 

Quoting Snowraven, reply 5
Another thing I've noticed: Some planets have Plasma Storm "ability" which drains 5 antimatter per second effectively rendering colonization at least in early stages impossible, furthermore due to a gamebug the antimatter value can run into negative. I'd suggest either to do a percentual drain or take it out.

 

Ya noticed that too. Might put it something else. But my intention was you needed to research some anti matter upgrades before being able to cap it.

Reply #57 Top

New version out it includes:

MANSHOOTER's Volumetric Explosions&Damage Effects Mini-mod v1.0
MERGED with Bailknight's Effects Mod 1.3 (updated for newest patch by Annatar) and with my own tweaking.

 

Universe At War gameplay: Independent worlds now fight each other and you for universe domination!

Build fast or be overunned!

Captials except the lght cruiser for each race needs to be unlocked by captial research in fleet logistics research section.
To unlock them you need to research Cap supply to get more captials to choose from. The last cap supply research is the titan.
Will you rush for the titan or get better technologies? You decide!

Reduced the cost of all vanilla captials (resources, credits, supply, and built time by half).

 

Fixes:
1.Reworked the rate of fire on most ships to reduce lag and boost performance.
2.Upped the supply for fighters that are jump capable to reduce lag.
3.Fixed the ability on city planet to remove antimatter and not make ship's Antimatter go negative.
4.Fixed Skirmished vessel to correct cost and build time.
5. Took out the rough fighter movement to be more tested(will be added in later).

 

Will post a video displaying the gameplay later.

Have fun!

 

 

 

 

Reply #58 Top

Good to hear!

Reply #59 Top

I haven't had as much time for sins as I'd like recently - EVE taking over my life again, halp halp - but I've given this one a go.

Not played enough for any detailed analysis, but I'd say the gameplay changes are good fun.

Also, good call on the merging of those popular effects and graphics mods, everyone likes the shiney.

Keep polishing it and balancing it, and you've got the potential to make it a classic :)

Reply #60 Top

Quoting Tkins, reply 8
Good to hear!

 

Thanks!

Quoting Soor, reply 9
I haven't had as much time for sins as I'd like recently - EVE taking over my life again, halp halp - but I've given this one a go.

Not played enough for any detailed analysis, but I'd say the gameplay changes are good fun.

Also, good call on the merging of those popular effects and graphics mods, everyone likes the shiney.

Keep polishing it and balancing it, and you've got the potential to make it a classic

 

I will try my best. :)

 

Video uploaded on Universe At War gameplay for Epic Mod v1.1a

Reply #61 Top

Quoting milk, reply 23
dude your ships look terrible!

Wow, way to be blunt.

You got some awesome stuff here kiedjor,  I can't wait to test it out.

Reply #62 Top

Thanks man! Wanted to bring this out so some people have something to while they wait for entrenchment! :D

Reply #63 Top

i played  it. whats the deal with every planet being gaurded by caps, makes the game very difficult to play early-game... good mod otherwise

Reply #64 Top

Its so the game is much more fast-paced early game.  Currently you build a colony cap, send to nearest planet, colonize it, and repeat until you find the other player, then you hunker down, fortify, build HC's, LRF's, and repair cruisers like crazy, wait for his attack, repel it, then take advantage of his lack of ships and crush him.  With this mod it makes it that much more difficult to crush him knowing that if you move at the wrong time a neutral world might take advanatage of your weakness.  It makes Sins more intense and FUN rather than boredom as you wait for enough resources to tech up.

Reply #65 Top

Quoting gamerking345, reply 13
i played  it. whats the deal with every planet being gaurded by caps, makes the game very difficult to play early-game... good mod otherwise

 

This is my intention to bring war to you! Instead you to the war. :)

Reply #66 Top

Works awesomly well too!!!Can't w8 for it to be already up to date with Entrenchement ;)!

T - 12hours!! :)

Reply #67 Top

hey guys the mod looks awsome :) now i wanna play it -_- anybody an idea why i cant play mods (in general)  ? my game is not in C/users/appldata/ and so on... it is E/games/sinsofasolarempire/ .../mods.

 

ingame i cant see the mods too choose (?)

 

thanks, hope i find help here bec the scrrenshots and the posts are making me hot on this mod  :dur:     

well please answer soon, have now my off day :grin:

Reply #68 Top

You have to go to C:\Users\(your name)\ reveal all hidden folders in options.

There you will be able to contine to C:\Users\(your name)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods

Reply #69 Top

well, first off really nice mod. the models themselves are really nice, textures are really poor tho (it least for tech, advent and Vassari take a while to get use to, but are decent), but no one is great at everything. i know its a little unbalanced tho, to say the least, as well as largly incomplete, the Tec titan dwarfs the cap ship factory (along with thoes of just about every other race) so that needs a little work. i noticed there are tears in the texture for the Tec Titan on the front barrels. also you should work on the firing directions because it is really irratating to have shells coming through your mesh. also you need to work on some aspects of the tec tree for some sides, i noticed some abilities have arrows going through them. (advent, take a look at it). all in all, i found the mod quite fun, even with the few setbacks. havent played Vassari yet. Also, think you can make the engins glow larget in future releases, they are so bloody small that they look more rediculus than anything elce.  well. godo luck with later updates, i personaly am going to put my own twist to some things since i dislike how repetative the abilities are. one more thing, you REALLY should use new strings :p there easy to make and verry fast. (should work on new art for the buttons as well, eventualy).

 

All in all, nice mod, its really fun to play. look forward to seeing where you take it.

Reply #70 Top

Hey, I just downloaded the mod today.

I haven't finished a game yet, but, would like to say that I was a little bit overwhelmed and shocked when I discovered waves of ships were entering my homeworld's gravity well. o.o

New graphics... eh, I'm not a huge fan of color-coded ships.

The most important and irritating thing, however, is that I'm getting lag, even when I turn down the settings, and when not using the mod or playing Urban Expansion, I can run max settings. A little help here?

Reply #71 Top

Quoting StCobalt, reply 19
well, first off really nice mod. the models themselves are really nice, textures are really poor tho, but no one is great at everything. i know its a little unbalanced tho, to say the least, as well as largly incomplete, the Tec titan dwarfs the cap ship factory (along with thoes of just about every other race) so that needs a little work. i noticed there are tears in the texture for the Tec Titan on the front barrels. also you should work on the firing directions because it is really irratating to have shells coming through your mesh. also you need to work on some aspects of the tec tree for some sides, i noticed some abilities have arrows going through them. (advent, take a look at it). all in all, i found the mod quite fun, even with the few setbacks. havent played Vassari yet. Also, think you can make the engins glow larget in future releases, they are so bloody small that they look more rediculus than anything elce.  well. godo luck with later updates, i personaly am going to put my own twist to some things since i dislike how repetative the abilities are. one more thing, you REALLY should use new strings there easy to make and verry fast. (should work on new art for the buttons as well, eventualy).All in all, nice mod, its really fun to play. look forward to seeing where you take it.

Thank you, I trying to learn how to texture its just so hard to do. And making buttons is very time consuming. But it will be added later.

 

Quoting motrhunter, reply 20
Hey, I just downloaded the mod today.

I haven't finished a game yet, but, would like to say that I was a little bit overwhelmed and shocked when I discovered waves of ships were entering my homeworld's gravity well.

New graphics... eh, I'm not a huge fan of color-coded ships.

The most important and irritating thing, however, is that I'm getting lag, even when I turn down the settings, and when not using the mod or playing Urban Expansion, I can run max settings. A little help here?

Well a lot of things going on at once. If you dont have a good computer your pc will struggle.

Reply #72 Top

and as i continue to play , i learn to like it a bit more every time. i like what you did with the milita of every planet (having them constantly atack you, so its a strugle to stay alive in early game). it takes a while to get use to the textures for the Advent and Vassari, but they are nice, now that ive spent hours looking at them it least. well, pretty much covered my other concerns in my other post, im going to rework the engine glow/trail on the titans (starting with advent), ill post pics later on i supose.

Reply #73 Top

Quoting StCobalt, reply 22
and as i continue to play , i learn to like it a bit more every time. i like what you did with the milita of every planet (having them constantly atack you, so its a strugle to stay alive in early game). it takes a while to get use to the textures for the Advent and Vassari, but they are nice, now that ive spent hours looking at them it least. well, pretty much covered my other concerns in my other post, im going to rework the engine glow/trail on the titans (starting with advent), ill post pics later on i supose.

 

Cool man if you want to play some time I got xfire or if you wanna just chat. Just pm me you screen and the messengar you use. :)

Reply #74 Top

Hmm I'm getting extreme lag too... and my computer is very high end... before this new patch the game ran smoothly

Reply #75 Top

hi, first thanks for the help with the mod directions :)

 

i can find it ingame and enable it now.

but here's the problem: somehow i dont see differences -_- could anybody tell me one or two of the obiviously and first differences that i would see? got version 1.2 and the direction thing is fine too.

are there specific maps to play for the mod-differences or does it work with any map? random maps?

 

thanks, c u later