midnightjoker midnightjoker

[MOD] Sins: FreeSpace 1 (Updated July 18/09)

[MOD] Sins: FreeSpace 1 (Updated July 18/09)

Conversion Mod for Sins 1.17

Sins: FreeSpace 1 - A conversion project for Sins of a Solar Empire 1.17

This should be the final release for this FS1 era mod.  It contains the update and a couple more fixes.  The maps should also work with 1.17 now.  Install instructions included.  

 

There is a new mod in the works for the FS2 era and entrenchment.  When that is finished we will hopefully revist the FS1 era.

 

MOD DL link:

FreeSpace 1 for Sins 1.17

Forum Urls

 

https://forums.sinsofasolarempire.com/175716

http://www.moddb.com/mods/universe-at-war-freespace

 

http://fs2modproject.invisionplus.net/

 

389,782 views 157 replies
Reply #126 Top

i finally got it to work that last down load you updated worked thxs for all the help its a awesome mod :)

Reply #127 Top

Quoting midnightjoker, reply 25
Skullshaper, My 'philosophy' with the shivans in this FS1 mod was to leave them alone for a long while until they come knocking, and then they are usually pretty strong.  I always have the AI maxed out but it does come up short sometimes. i havnt played in a long while so i am hoping all these patches have made the AI incrediable. (yeah right) 

Costs for the super caps in the FS1 mod i think are a bit too prohibitve on the ai, although i have heard a couple people say they saw the lucy show up and blow everything away.  Its a late game ship for the AI, maybe too late.

 

weapons on the super caps like the colossus and sathanas are gonna have to be shoehorned into what sins allows.  they have alot of different weapons, well over 30 turret points, so some will be done via abilities and the main ones in the weapon points.  they will be maxed out.

 

To Start we are going to do the GTVA, Shivans and the NTF (minor race, but playable) with a tech tree for each thats more appropriate for that timeline.  still working out what unique features to put in, like EWACS or the Knossos...

More details as we decide em.

sweet thanks for answering most of me questions. as you can tell im quite excited about the mod and a freespace lover :)

Reply #128 Top

i was wondering how i would go about getting the map's that you made for FS1  to show up in the new game menu?

Reply #129 Top

to get an old map to show in sins 1.17 you would need to use my map updater v2.0.1 from this thread

harpo

 

Reply #130 Top

The new updated maps in the final release will work by dropping them into the folder G:\Stardock Games\Sins of a Solar Empire\Galaxy.  The old maps need to be updated either with harpo's tool or manually by changing the 'planet upgrade levels' sections to the new style for stars and planets (in galaxy files).  That and the version number to 3.

Reply #131 Top

sup guys <3 the mod, was just wondering how the progress is going on fs2 what yall have so far ? what ideas you have ? :))

Reply #132 Top

i've tried installing the mod. everytime i hit the enable mod button and try to go start a new game the races are still the originals. any help would be appreciated

Reply #133 Top

Quoting vunda, reply 7
i've tried installing the mod. everytime i hit the enable mod button and try to go start a new game the races are still the originals. any help would be appreciated

something similar happened to me too. have you checked the modpath? I found that I had one sub-folder too much in there, bc of how the file is structured.

it may look something like this: ... /Ironclad/Sins/mods 1.17/Freespace Mod Final/freespace Mod/...

when it should look like this:

/Ironclad/Sins/Mods 1.17/FS1ModFinal

just look in there. once in the mod folder there should be directly several things like Mesh, Movie, Particle, etc. no folder in between.

Reply #134 Top

oh i see now thanks very much

Reply #135 Top
hi..any news about FS2 mod ?
Reply #136 Top

I guess this is what they call necromancing threads.

Reply #137 Top

Hehe, yeah. :D but now that its up i want to try it out, never seen it before actually. Wonder if it works with latest version, maybe harpo's will do the trick.

Reply #138 Top

malanthor, seeing as the mod is FOR 1.17 then the mod updater should be able to update it to current. but there are SIX changes from 1.17 to 1.191 in the entity files so it will NOT work by putting in the mods-v1.191 folder you will NEED to place it in your mods-v 1.17 folder and use the mod updater to update it to current

harpo

 

Reply #139 Top

Thanks Harpo. Ill do that. :D

 

edit: meh, minidump and minidump. Oh well.

Reply #140 Top
so nobody knows anything about FS2 mod..that's too bad
Reply #142 Top

thanks

Reply #143 Top

if the makers of this mod are on the forum around yet, I would have a question

I returned to my old mod project I worked on about a year ago; goals were to focus on recon aspect of strategy, 'cruise' missiles as main anti-ship weapon (plus defence against them) & increased fighter capabilities

the third point is little problematic because of two hardcoded limits; first, only 2 types per unit in code, second, the same limit for a group of different ships with also different fighter squadrons on the board in use (when you open the window to launch them)

the idea was to equip most (if not all) ships with some support vessels: smaller frigates and freighters with a kind of all-round heavier assault craft, coming in a small squad of two units, while larger ships would carry larger squads of specialized fighters and bombers; further additions were 'elite' squads on some capital ships or 'mercenaries' on freighters

however, when I select, say, a carrier and a frigate together, and open the launching screen (which now should contain three types of squads), the game CTDs; any ideas on the issue?

 

ah and I would love to post some screens to show the work, but I'm too lazy to make UV maps and am writing from my work anyway ;)

Reply #144 Top

Shimko, Entrenchment allows up to four fighter types per vessel.

Oh, and nice potato avatar.

Reply #146 Top

i know this is probably a long shot but i was wondering if any 1 has the free space 1 mod download ? the link dosint work i played this couple years ago was my Favorite mod any help is much appreciated  B)

Reply #147 Top

I have a copy of the FS1MODFINAL_for_Sins_1.17.rar but at 217 mb would prefer to do the upload to my filefactory or the wetransfer service.

harpo

 

Reply #149 Top

it IS just the sins 1.17 version, and will in all likleyhood CAUSE minidumps in the current sins 1.193.

and will start uploading soon

harpo