This Blog is for advertising updates for the "Soup for the Sinful Soul" mod that is created for Sins of a Solar Empire.

 

Mad Scientist Mod

v2.5 Entrenchment Edition

ModDB Page

Support Email: madscientistmod@hotmail.com

New Technology Count: 94

New Plantary Ability Count: 30

 

MODS INCLUDED

1) Sins Plus v1.3 by Uzii (Modified)

2) Volumetric Explosions & Damage Effects ver. 1.12

3) Bailknights Graphic Mod v1.1

The mod is now available to modders to use in their own creations.  All that I ask is that proper credit is given.

Current changes:

New Opening Theme Song:  O' Fortuna:  a song that I believe gets the blood pumping without taking away any of the atmosphere of the game.

Retroactive Researching:  Reorganized the research benefits to give more sway to those with technological superiority against those of numerical superiority.  All technologies that require previous research in the same exact subject have been changed, such as a laser damage tech that requires a previous laser damage tech.  The game orignally gave the same bonus to both techs, usually 5%, and even though the second tech cost more to research, you still only squeezed out the same damage increase of the cheeper tech. For example

Tech 1: 5% damage increase

Tech 2: 5% damage increase

Tech 3: 5% damage increase

Tech 4: 5% damage increase

What I have changed is that I have made such researches retroactive in that the further you progress in that line the greater the bonus you receave per tech.  The formula I used is (current bonus + previous bonus=New current bonus)  So lets see that example again with the changes.

Tech 1: 5% damage increase

Tech 2: (5+5)10% damage increase

Tech 3: (5+10)15% damage increase

Tech 4: (5+15)20% damage increase.

I did this change for not only for weapons but all areas.  The techs in which this applys includes: Weapon Damage, Weapon Recharge Rates, Shields, Hulls, Antimatter, Armor, Trade, Resources, Planet Population, Culture, and maybe one or two I can't remember.  Note that this make certain aspects of the game you may have not concidered a threat much more powerful, such as enemy culture spread.

Fleet Tree Reorganized:  I have reorganized the Fleet Tree to accept additional technologies to be researched.  Note that any technologies I place in there will be able to be researched using both the military and civilian research stations.

Defense Techs Moved:  While doing the Retroactive Researching protion of the mod I fully realized that civilizations that progressed heavily in the non-combat research fields would basically stand little chance against the military minded civilizations as they would be easily destroyed.  In order to help prevent this I have moved the defense technologies from the combat tree to the fleet tree to allow all to research them.

New Techs Added To Military Tree: With the void now in the combat research tree I needed to come up with new technologies to fill it in, and with defenses now in the fleet tree but what else to put in there but more firepower.  All races now have added technologes that increase the rate of fire of all their weapons.  The bonuses here are also retroactive and if you research one weapon to its fullest, you will be pumping out an impressive 2x the rounds in the time span (100% increase)

Upgradeable Hanger Squads:  This change will allow you to upgrade your defense hanger fighters per squad.  It will be placed in the fleet tree along with the standard hanger defense tech that unlocks it so it is available for both research fields.  Both TEC and Vasari will be able to add a total of 18 fighters to their hangers through research (.5/.5==1.5/1.5==2.5/2.5) x2 squads and because the Advent already had a tech that did this I deleted it and the will be able to add a total of 24 fighters (1/1==2/2==3/3)

Required Weapon Platform Research:  Because the Hanger Defense is now available to both research trees, I am going to make the Defense Platforms (Gauss for TEC, Beam for Advent, and Missile for Vasari) a required research within the military tech tree.  Note that this will make it so one can no longer build defensive structures without the proper research.

Added Elements from the Sins Plus By Uzii (Modified):  I have added certain additional planets from the Sins Plus mod into this one.  The following Planets are now included within this mod:  Urban--Paradise--Industrial--Toxic--Relic--and Barren.  Gas Giants are also now colonizable.  Also added population cap research included in Sins Plus for both Gas Giants as well as Barren Planets and Astroids.

Starting Local Militias: The starting Militias will be changed and spawn based on the theme of the starting planet stated above.  TEC's on Tec Planets, Advent on theirs, and Vasari on theirs.

Planet Rebalancing: The following displays the method I will be using to rebalance the planets in the game.  Hopefully this will allow the planets to become unique without any of them becoming less important then the others.  Each planet has 20 points to spend among the 5 fields.

    20 Point System  
           
Point Cost Population Metal Crystal Civilian Tactical
Dry (0) 0 0 0 0 0
Very Low (1) 10/30 0/1 0/1 8/14 5/15
Low (2) 10/30/100 1/2 1/2 8/14/20 5/15/25
Med (4) 10/30/100/190 2/3 2/3 8/14/20/26 5/15/25/35
High (8) 10/30/100/190/300 3/4 3/4 12/18/24/30/36 10/20/30/40/50
Very High (16) 10/30/100/190/300/420 4/6 4/6 12/18/24/30/36/42 10/20/30/40/50/60
           
  Population Metal Crystal Civilian Tactical
Terran 8 2 2 4 4
Desert 4 2 2 8 4
Ice 4 0 8 4 4
Volcanic 2 8 0 2 8
Paradise 2 0 0 16 2
Urban 16 0 0 2 2
Forest 8 4 0 4 4
Old Naval Base 4 2 2 4 8
Toxic 1 0 16 1 2
Industral 2 1 1 8 8
Swamp 4 4 0 8 4
Barren 1 1 1 1 16
Relic 2 0 8 2 8
Savannah 4 4 4 4 4
Ocean 4 0 4 4 8
Gas Giant 1 8 8 1 2

Reorganized Research Techs:  With the introduction of the new Defense Research Tree, I will be reorganizing the techs to allow for a more eye appealing layout as well as redefining the trees that certain techs should be in.

 

 

Planet Abilities: Every Planet will have an ability available to all races to research along with an additional researchable ability for the race best suite for the planet type.  What this means is now instead of only being able to research the planest that your race best represents, you will be able to research abilities for every planet type, but you still recieve an additional researchable ability on your race favored planets.

White = Universial, Green = TEC,  Blue = Advent,  Orange = Vasari

Terran: Population Growth Rate (+33%,66%,100%)///Weapon Range (+50%,100%,150%)

Urban: fighters per squad for structures (+1,2,3)///Fighters per squad for Starbases (+1,2,3)

Paradise: Planet Upgrade Cost (-20%,40%,60%)///Culture Spread (+50%,100%,150%)

Old Naval Base: Weapon Cooldown (+33%,66%,100%)///Shield Restore (+50%,100%,150%)

Forest: Structure Build Rate (+33%,66%,100%)///Hull Restore Rate (+50%.100%,150%)

Desert: Chance to be hit (-10%,20%,30%)///Culture Spread (+50%,100%,150%)

Ice: Speed of enemy ships (-10,20%,30%)///Shield Restore Rate (+50%,100%,150%)

Ocean: Planet Bombing Damage Absorb (+20%,40%,60%)///Energy Weapon Cooldown (+50%,100%,150%)

Relic: Ability Cooldown (+33%,66%,100%)///Antimatter Cost on non-ultimates (-20%,40%,60%)

Savannah: Structure Build Rate (+33%,66%,100%)///Hull Restore Rate (+50%.100%,150%)

Volcanic: Damage for Structures (+33%,66%,100%)///Culture Spread (+50%,100%,150%)

Toxic: Damage for Mines (+33%,66%,100%)///Shield Restore Rate (50%,100%,150%)

Industral: Ship Build Time (-33%,66%,100%)///Hull Restore Rate (+50%.100%,150%)

Barren: Planet Bombing Damage Absorb (+20%,40%,60%)///Speed Increase for Ships and Starbase (50%,100%,150%)

Swamp: Structure Build Rate (+33%,66%,100%)///Weapon Range (+50%,100%,150%)

Five Strike Craft Per Race: 

Intercepter: When it comes to the dog fight there is no equal.  With unmatched speed and manuverability, Intercepters are by far the best strike craft to clear the way of fighters and provide valuable escort for bomber squadrons. (Real World Representation: Mig series Fighter)

Fighter: While the Intercepter is its greatest threat, the fighter is the greatest threat to bombers.  With the ability to severly disrupt any bomber offensive, they provide valuable protection for structures and ships.  (Real World Representation: F-series Fighter)

Light Bomber: Because it is classified as a light bomber, do not think that this craft is a pushover.  It is in fact the toughest and most heavily armored strike craft available, and it has to be, as its job is to take on anti-strike craft frigates and carriers. (Real World Representation: A-10 Warthog)

Medium Bomber: A heavy cruiser's nemisis.  The medium bomber can deliver ordinace that can turn even the heaviest vessels to clouds of debris.  Only moderately armored and relitively slow moving, these bombers can fall prey to enemy fighter formations if proper precautions are not taken.  (Real World Representation: B-52 Superfortress)

Heavy Bomber: Go big or go home some might say, and these ships definately represent that very idea.  While only somewhat effective against most vessels, these strike craft shine when brought up against massive targets like capital ships and structures.  (Real World Representaion: B2 Bomber)

Roles for Strike Craft Building Units:

Capital ships: can build all three bomber types, as well as fighters, which make them strong in many areas.  They can be powerful in assulting enemy planets and heavy vessels(medium and heavy bombers), can be strong against other fleets with large frigate numbers (light bombers) and can protect their own fleet against bomber raids from other capital ships (Fighters).  Their flaw is that fighters only provide a marginal amount of protection against other fighters as well an intercepters.  This is where the need for cruiser carriers come in.

Cruiser Carriers:  Unlike in vanilla sins, cruiser carriers are now more protectors of their own fleet then an assult force.  They can launch powerful attacks against enemy frigates and cruisers (light bomber), can protect against enemy bomber forces (fighter), but are also tasked in the protection of the capital ships bomber forces against the enemy providing needed strike craft to act as escorts(Intercepter).  Their flaw is that they are weak against structures as well as heavy vessels.  This is where the Capital Ship squadrons come in.

Hanger Defenses:  Like Cruiser Carriers, the Hanger Defense also provides the same protection toward the planet it surrounds.  Its light bombers can devistate enemy frigates and hult their attacks.  Its fighter squadrons can hult the attacks of enemy capital ship bombers against the orbiting structures, and its intercepter squadrons can be used to protect the light bombers against invading forces that are relying on fighter support.  Their flaw is they cannot provide a powerful punch against heavy vessels such as capital ships themselves.  This is where Star Bases come in.

Starbase:  Starbases provide the same protection that Hanger Defenses with one notiable difference between them.  The starbase can also be strong against the heaviest of vessels, such as capital ships and heavy cruisers, with its ability to build medium bombers.  This allows it to provide the final area of protection that hanger defenses lack in.

Error Free:  In making the mod error free, I was forced to make Gas Giants uncolonizable, as the research to make them colonizable was causing issues with the game engine and giving me the an error.  While many people did not have a problem with, it was causing crashes on some systems, and therefore was decided to remove it.

Planet Abilities now require Starbases:  Planet abilities now require starbases in order to access them.  Some might think this as restrictive, however, I feel it adds to the depth of the whole entrenchment experience.

New Changes for 2.5:

Dubbled Max Research Levels:Max levels of many of the research will be dubbled in order to further use of the mod into later stages of the game.  Along with the Increased Need for Trade described below, it will definately be of use into many more hours of play then usual.  Take note that both ship supply and capital ship max will also be effected by this, dubbling the amount of vessels you can have.

Increased Need for Trade and Foundries: There will be an increased need for trade and foundries within the game. No longer can you expect to run a powerful empire on just taxes and extractors alone and still drown yourself in spare credits and resources.  No longer will you merely laugh when your full entire fleet gets wiped because you can easily have another ready in mere moments.  No longer can you expect to complete all the research in a cupple of hours on a meager handful of world.

Reorganized Pirates: With the increased power given by the added technologies, pirates have become seriously dwarfed by the strength of the empires, but no longer.  Pirates vessels themselves will improve as the game moves on, and once again become a feared enemy in the galaxy, or a powerful tool if you have the credits.

 

 

 

 

 

 


Comments (Page 18)
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on Feb 27, 2009

OK. I have just about run out of ideas of my own.  I am glad you asked   Heres my checksum 261521231    .... And my brothers checksum is 261523407  ...   OK and just to be clear I'll list what we have done: Both have uninstalled the game for new Entrenchment , then again for the hotfix, I know we were not supposed to have to but it forced us both to do it again.  Since then we have played many games to conclusion some taking 5 hours or more.  Both of us had an old version of the Mad Scientist mod and loved it...played together.  Then we went though the Beta for entrench.  And then last night I saw Mad Scientist mod was updated to v1.01 Entrench......soooo I Dl'd it and got my brother to do so aswell.  FIRST, I tried to move/copy/paste it to a mod folder and it stated that the file name was too long or some such with each move/copy. tried each once and same problem.  THen it hit me, "use" the extract all since it is compressed.  THat did the trick but I placed it in th emod folder which resulted ina  crash when I tried to enable it.  I deleted that and then realized I needed to put it into the Entrenchment v1.01 mod folder.  That worked and the mod was enabled. 

However, when I took my brother through it all, I simply told him to extract to the correct folder.  He did so and it works for him as well singleplayer.  Now after all that we got chechsumms differ error that will not allow us to join eachothers game online.  SOOOOOoooo I uninstalled the mod and re-extracted it, a few times.  No dice.  Tried deleting and re-dl'ing the mod......same result for chechsum numbers.  I then asked my bro to do the same.  he did so and with the same result....his checksum numbers were no different.

Then.....just a little while ago in fact..... Uninstalled the entire game again (really getting tired of that half hour experience) re-installed the game and xp and I get the identical checksum......going to try one more thing unless you have some ideas.... Gonna have my bro uninstall entire game also....though I think that will likely run us out of time to actually play the game, but it would b nice to know it wil work when next we can play.

Cvon 

 

 

 

on Feb 27, 2009

Ordian
Astraia: Negative. In the second paragraph of my previous reply explains that I was still working on that. 

 

Ah, sorry.  Missed that part.  Reading comprehenson ftw i guess

on Feb 27, 2009

Well my brother just went through the whole process as well... no luck.  Regardless of how many times we install it, extract it, download it, uninstall game, re-instal game.... he and I get the exact same check sums everytime.. so I am lost.  Only thing I can think of is perhaps driving out to his house and manually taking to him the mod as I have it now but at this rate with our luck it still wont be the same upon install LOL.

I have to ask now though, does anyone out there have this mod and can play it online with others?  I would just like to know which of us has the right checksum, or if even one of us does.

My last thought is perhaps with the mod being just recently released MP will not work yet.  Of course I admit absolute ignorance on the how to's involved, but am jsut trying consider everything.  Hey, I really have no clue at all at this point but have been playing Entrenchment beta for quite a while and was just wanting to spice it up a lil with this great mod.....we were blown away from the get go.. opening music makes you feel like conquering. LOL

anyway , any help is always appreciated , thanks.

Cvon

on Feb 27, 2009

hi ordian! great job again

i'd like to inform you i'm working (alone) on a complete italian translation (yes, i'm italian ) of soase and as soon as i'll finish this hard work (32% by now) i was thinking about translating your additional strings also, in order to have an italian version on the mod.

i hope you'll like this news

on Feb 27, 2009

Astraia:  No problem.  I pretty much figured you just skimmed over it.

garster1: Well, in reality no mod works in entrenchment v1.0 as that version of the expansion had a bug in it that kept it from reconizing any mods.  They have fixed that issue in the v1.01.

Cptn_Miller: Thanks Captain! I am always happy to hear from a fan.  Also, the typo in the planet abilities that you speak of is merely an error in the string file and does not effect the abilities. I have fixed that issue and will release it when I get the rest of the strings of my technologies rewritten, or when I release another version of the mod.  I plan to go in and rename all the new techs as well as give better descriptions to them in order to give it a better feel to the game, but I have been putting it off for quite a while due to how much of a pain in the ass that should prove to be.  Would be nice to get it done, so hopefully I will get the motivation to do that soon.

Also, with the graphic mods I have been throwing it around whether or not to get rid of them for the entrenchment version of the mod.  Basically, with the mod manifest system the option for people to merge mods together means they could do it themselves by loading both mods.  The only issue with that is those people would have to rely on the creators of the mods to keep them updated.  Would be nice to take that responsability off of my shoulders.  May work on getting feedback on this.

Valkajin: In all honesty, I have read your posts and I am kinda at a loss as to what could be causing your issue.  You said you both get the exact same checksums you have been every time you download it points to the game install and not mod itself (as in a different file in one of your default game folder), however you did also say that you had played the game previously before downloading the mod.  I am wondering if a file was left over within the Sins folder on one of your computers after the uninstall and that is causing the issue.  As a last ditch effort I would try to uninstall via Impulse, go in manually and wipe the sins folder off your hard drives, and then reinstall the game.  Other then that I am left scratching my head.  My check sum matches that of your brothers, so I believe it is an issue with your version and not his.

Kitkun: I think I have said this before on more then one occasion, but thanks for your help and support on this matter.  You make my life a little easier, and for that I thank you.

OWA89:  Very, VERY Awesome!  When you get it done let me know as I will be sure to credit you for you hard work.  As I have said before in this lengthy post, I do plan to rewrite my additions to the string file in order to give them a better feel in the game, such as Urban Planet Upgrade becoming Militia Support and Urban Planet Upgrade 2 becoming Manditory Draft.  I would recommend you wait on my portion of the file for the translation until I get that done so you do not have to do it all over again.

on Feb 27, 2009

Ok I must be doing something wrong..... I downloaded the mod, put it in the correct folder for entrenchment, ran the game, enabled the mod....................but nothing happens, nothing at all.  It says the mod is loaded and shows the checksum (261523407) but that's it.... nothing has changed about the game at all.

Anyone have any idea what's going on?

on Feb 27, 2009

It is an issue with the entrenchment version 1.0 not activating mods, but they have released a fix for that.  Jump on Impulse and get version 1.01 and try it again.

edit: make sure you move the mod to the new mod folder that the 1.01 version will put on your computer.

on Feb 27, 2009

WOW this is definitely the best mod I have played.  I have played every major mod.  Thank you so much, everyone who put their work into this mod.

on Feb 27, 2009

Ordian
It is an issue with the entrenchment version 1.0 not activating mods, but they have released a fix for that.  Jump on Impulse and get version 1.01 and try it again
  Lol thanks, I was like GEEZE this sucks... what did I do wrong THIS time?

on Feb 27, 2009

First off, I have to say thank you Ordian for making such an awesome mod.  Honestly, I can no longer play Sins without it.

Secondly, I think I found a bug.  On the research fleet logistics screen, it no longer shows options to upgrade fleet capacity or capital ship crews...meaning I can't progress past the starting limit.  I've included a screenshot.

[URL=http://img3.imageshack.us/my.php?image=research.jpg][/URL]

If you need any other information (system configuration, etc.) ask.

on Feb 27, 2009

simon9one: Eather you have a bad download, changed files, or applied another mod along with this one to create that effect.  The fleet tree works fine here, and I have removed the background textures within that tree itself (the black boxes), so the fact they are displaying means something was done to the mod other then that which I have done.  My suggestion is that you make sure no other mods are applied along with this one, and if that is not the case the try to download the mod again.

on Feb 27, 2009

It turns out there was a problem extracting the files (I think, at least).  Everything's working now.

Thanks for the help!

on Feb 27, 2009

No problem Simon, glad you got it fixed.

on Feb 27, 2009

im trying to get an ironclad online game goin w this on entrenchment, if anyone wants to ill have the game open for 30 minutes PLZ JOIN

on Feb 27, 2009

OK... bout 4 hours into this session of how to fix the unfixable LOL.   My brother brought his computer over to my house... so I could manually take the 700 mb file already extracted and transfer it ....  VOI LA, got the right checksum... 

Stil dont work... I almost fell in the floor!..... I mean we can log into Ico... join a game of entrenchment and there is no problem.  But the minute we enable the mod, even when I have his exact install with checksum it now says we have different data check for a upadate.   Trust me when I say After updating as many times as I have today and sitting here staring at the same version numbers, no update is needed.  We are sitting side by side atm and I have uninstalled/reinstalled 4 times since he came over.  Tried total wipe of EVERY file on my computer that even remotly resembles Sins.  With one exception, Impulse.  Also installed the game into a diffferent directory thinking that would help. Nope , turns out the mod folder is not deleted when you reinstal... sooo I deleted that a few times as well. 

I feel like the problem is with the extraction but hey what do I know,  just ran out of ideas.

LOL, just couldnt believe when the checksums were the same , I said YES!!!!! but lets not get our hopes up til its running.... I was Right GRRRRRrRRrRRrRR.  I am going to try one more thing tonight.  Gonna dl it again and maybe I''ll get lucky but every time I dl it and extract it...same thing wrong checksum. 

 

Cvon

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