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 24)
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on Mar 08, 2009

The 1.3 Sins plus fails to load and crashes the game. I assume you link it in your first post because it works with non-entrenchment?

on Mar 08, 2009

I figured out the conflict with ManSh00ter's volumetric mod and Galaxy Forge maps. The volumetric mod has its own galaxy manifest file which overwrites the galaxy manifest file in the entrenchment file. Just delete the galaxy manifest file in mod, like this mod by Ordian, and you have no more conflicts with Galaxy Forge.

on Mar 09, 2009

Okay everyone, sorry for not responding sooner.  Spent the weekend indulging in the sins of the flesh and now that I am home and somewhat sober I am working hard on this issue with the game crashing out unexpectantly.  The fact that most issues do not result in a mini-dump or any information on its source, it is even more difficult to identify. As for right now I have once again removed the graphical mods from my own in an attempt to isolate the issue.  This will hopefully reveal the source so it can be easiler rectified and corrected.  If there are issue with this version please let me know, as it would point to eather the Mad Scientist portion or the Sins Plus portion.  If you particular issue is corrected, would you also let me know, as it will point toward one of the graphical mods.  Once again I apoligize for any issues that there have been so far.

Ordian

on Mar 09, 2009

Ordian,

I have been using both of those mods you pulled out for the past 2 days with out any issues at all. now unless somehow they are conflicting with your mod thats the only thing I could possibly see thats causing issues.  Ill do some testing with ur new mod and see if i have any issues.

But Im a little doubtful its those other 2 causing issues.

on Mar 09, 2009

Lol, I'm an idiot!  The file I uploaded contains an old string file, and I am currently uploading a correct version.  For those who have already downloaded the 2.2 version, if you have the 2.1 version, you can just replace the string in the new version and it should work fine.  I will edit this post when the correct file is uploaded.

edit: New file uploaded.

on Mar 09, 2009

Ordian,

New file seems to fix the issue.  Over a hour of game time with now crash.  Fairly large universe (211-410 planets, six stars). 

Darksxx - what are your graphic settings on?  Mine are all highest so may be causing issues with particles etc....  Also have bloom enabled, although that does not cause a problem with the trimmed down mod at this stage.

on Mar 09, 2009

SlugwormX,

 

I have an Nvidai GTX285 card, so yes my graphics are maxxed out.  I still had issues last night with the new mod.  I did have the other 2 mods enabled too.  but I have used both of those mods with my mod and had a 4 hr lan session with my friends and we had no issues at all.  but everytime I enable the new 2.2 ver it craps out with mini dumps.  I got through a session last night for about 15 mins and it died.  Ill wait to hear from Ordian and see what he thinks it might be.

on Mar 09, 2009

you try runing it in the developer and actualy readin what causes the errors? it might be a better solution rather then waiting and having him try to recreate it.

on Mar 09, 2009

StCobalt: I am not waiting for him to recreate it.  I will still be working on the graphical portion of the mod, and the main reason I excluded them at this time was so that I could have a link to a working version of the mod while I figure out and repair the others.  Basically so people don't have to wait for me to finish in order to actually play it.  It allows me to go in and work without the feeling of being rushed.

Darksxx: I also did a test last night.  I started a large galaxy with 4 different AI players, then went to bed while it ran.  When I woke up after about 5 hours later and the game was still running without a hitch.  I ran the 2.2 version of my mod without any others mods and within single player only but I will be running similar tests in the next few days as well.  As of right now I cannot determine what your issue is, or if it is even the same issue as everyone else was having.  That is the reason I wanted everyone who was having problems to update me on whether or not they were still having issues with the new release, to determine whether this was a single issue or multiple ones appearing to be the same. 

on Mar 09, 2009

Ordian while I do respect that you did a test that way, thats really not a true test.  My issues stem from clicking. and it never failes, the game usually always when im clicking on the caps ships is when it bombs out. I never have this issues whe nthe other mods are running only urs.  I think you need to do some extensive testing while palying it and clicking around the map.

on Mar 09, 2009

Well, here is my perspective, so you can better understand my method of thought.  First off, I use a custom map that contains every ship and every planet structure from all races around a single planet.  It is what I use to test things that I mod in game without having to play it.  Second, clicking on things with my game has yet to cause any issue other then when I forget a string or something of that nature.  I read the above post and went into the game and clicked for nearly 5 minutes on cap ships, structures, frigates, etc.  Still nothing.

Here is the reason why I point more towards the graphic mods then my own.  Run Mad Scientist in the developer program as see how many errors you come up with.  The only error you will see is "Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/FixedArray.h(117)   i >= 0" and that one has been around since I started this mod in October of last year, so that is likely not the cause of the recent issue.  Now run Volumetric within Developer and count how many errors you recieve.  You should have around the 100 range.  Count how many you recieve that deals with Capital Ship abilities and buffs.  Around 35 of them.

The test I ran last night was not the only test I planned on running, and I do plan on getting feedback from other people on the stability of the mod without the graphical enhancements, so do not think I am done with the whole diagnose process.  I did not say my mod was not at fault, nor did I claim that their mods were as well.  I am still sorting through the pieces to find the reasons behind it.

on Mar 09, 2009

Ordian
Well, here is my perspective, so you can better understand my method of thought.  First off, I use a custom map that contains every ship and every planet structure from all races around a single planet.  It is what I use to test things that I mod in game without having to play it.  Second, clicking on things with my game has yet to cause any issue other then when I forget a string or something of that nature.  I read the above post and went into the game and clicked for nearly 5 minutes on cap ships, structures, frigates, etc.  Still nothing.

Here is the reason why I point more towards the graphic mods then my own.  Run Mad Scientist in the developer program as see how many errors you come up with.  The only error you will see is "Assert @ c:\gs\entrenchment\CodeSource\Engine/DataStructures/FixedArray.h(117)   i >= 0" and that one has been around since I started this mod in October of last year, so that is likely not the cause of the recent issue.  Now run Volumetric within Developer and count how many errors you recieve.  You should have around the 100 range.  Count how many you recieve that deals with Capital Ship abilities and buffs.  Around 35 of them.

The test I ran last night was not the only test I planned on running, and I do plan on getting feedback from other people on the stability of the mod without the graphical enhancements, so do not think I am done with the whole diagnose process.  I did not say my mod was not at fault, nor did I claim that their mods were as well.  I am still sorting through the pieces to find the reasons behind it.

Just to put things into perspective - I have been playing this mod (2.1) for 14 hours, 9 AI races, 5 stars and 120 planets without a hitch. I have 4 Gb memory and ATI (256 Mb) screen card. This is really a great mod - thank you Ordian.

on Mar 09, 2009

I cant wait until Blackknight's Graphical and Volumetic explosions gets put  into this mod, because withoutthat my friends wont play it.

 

I hope you put those in soon.

on Mar 09, 2009

How do I convert the GameInfo files into text ? This is  a great mod and I want to do some tweaking for myself

on Mar 09, 2009

how do you run the game in dev mode?  I wouyld like to try this and see what happens for me.

Thanks!

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