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 26)
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on Mar 10, 2009

hey got it working only it only plays a part of it.  How do i get it to play all and have it play in game/

on Mar 11, 2009

Ordian,

Cheers, will help out where I can.  Was skimming through the files last night and found a number of seemingly superfluous entries.  They were related to non colonisable planets.  Each non-col planet had 4 entries as follows:

RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUD

RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUDPSI

RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUDTECH

RESEARCHSUBJECT_ABILITYACCESS_PLANETMAGNETICCLOUDPHASE

But the entity.manifest file had no corrosponding entries.  I presume that these files are for future expansions?

on Mar 11, 2009

The first one on the list is within the entity.manifest file while you are correct on the other three.  Those were indeed placed there for future expansion.  I might be doing work toward making the bonuses of uncolonizable areas more unique toward the select race, but I still have not even been able to brainstorm the bonuses I want them to have.  I was no where near completing them for the recent release so I left them out of the entity.manifest so they are not loaded with the rest of the mod.  Good job on the find, however, as it shows me you are keeping your eyes open.  I also cannot have someone with zero karma working with me, I hope you understand.  Just would not look right.  Let me take care of that!   

Ordian

on Mar 11, 2009

Axalon_30:  Truthfully, you might be able to get better answers by opening a separate thread and asking the general public.  While I did put in a different opening theme, I am in no way a sound guy.  It is just not an area of modding that I am completely fluent in. 

on Mar 11, 2009

Okay everyone.  I have finished cleaning out the errors within the graphic mods and so I have reintroduced them into the Entrenchment version of the mod.  If there are any questions, concerns, or issues please let me know.  Thanks everyone and enjoy.

Ordian

on Mar 11, 2009

Ordian, first off, hats off to ya for creating a fantastic mod that really makes the game more entertaining. Been playin it for some time now and keeps bringing me back for more compared to much larger mods (ie. 7 Deadly Sins). It may be nitpicky but since the addition of the new strikecraft, possibly look into making them truely unique by making the armor, health and damage differ from their parent craft (intercepter's parent = fighter). Its just a idea but otherwise, thank you for your work.

on Mar 11, 2009

Heinekus: I actually planed on doing that in the next release along with some researchable abilities for each strike craft to make them even more unique as the game moves on.  The main reason I released them as quickly as I did was to make sure there were no hidden issues with having the additional strike craft, and now that I have not heard any I will be looking into going further into it.

on Mar 11, 2009

Fantastic news. Im looking forward to the release with the added strike craft abilities. Since playing multiple games with them, playing w/o them seems less involved. Having them adds to the stategic level, ie. should i go 2 int, 1 fighter and 1 bomber or ... Ironclad should be taking notes b/c it may actually make the Sova worthwhile (ok, that may be pushing it). My one suggestion on strike craft abilities is to make them passive or trigger based, seeing it may become too micro intensive during fleet battles, As of the actual abilities, i have no idea, im not the creative type. Any possible date that the new version will be released?

on Mar 11, 2009

Lol, I have yet to set a absolute date on any one of my releases, and so I am not setting one on the next release eather.  It goes public when it gets done.  Don't worry though, as anyone who has followed this mod will tell you, I am perhaps one of the quickest if not the quickest to get new material into the hands of my players.  I don't believe in holding back new features in the anticipation of a big release, and usually get a new release out every week or two.

on Mar 11, 2009

Hey Ordian,  Ax here again.  I figured out how to change the sounds. The method you told me to change the opener still holds water for the other sound files.  also this new release, is it a pure upgrade or did u just include the graphics in this release?

 

Your fan,

Axalon_30

on Mar 11, 2009

Just a graphic upgrade on this release.  Mainly I just put the fixed versions of Bailknights and Volumetric into it.  Had some problems with certain errors that came with those mods, so fixing them became priority.  I know there were people waiting for it, so I figured I would get it out there and get on with my life.

Ordian

on Mar 12, 2009

Ordian,

Will begin testing .... NOW!

SlugwormX

on Mar 12, 2009

Ordian
Lol, I have yet to set a absolute date on any one of my releases, and so I am not setting one on the next release eather.  It goes public when it gets done.  Don't worry though, as anyone who has followed this mod will tell you, I am perhaps one of the quickest if not the quickest to get new material into the hands of my players.  I don't believe in holding back new features in the anticipation of a big release, and usually get a new release out every week or two.

I follow the approach that Blizzard takes regarding release dates, "It will be ready when its done". And i have to agree that you are quick, been following your mod since entrenchment was in the beta 2.0 stage (when i started playing sins again).

on Mar 12, 2009

Peachy mod (2.2b) works really nicely with Dynamic Battle System from Manshooter.

 

I really like the new strikecraft options, am looking forward to seeing this mod develop!

 

on Mar 12, 2009

Okay guys.  Just wanted everyone to know that going further into the strike craft of each race, I have decided to do some serious expansion within that area.  I believe that the system could use an overhull, and be made into something deeper then what it provides.  I have annouced my intensions in the above thread and I will post them here as well.  Take note that none of the following is final, and all of it is up for discussion.  If you have any ideas or suggestions please feel free to bring them foward and be heard.

Reconstruction of the Strike Craft System (In Progress): In the attempt to make strike craft not seem so black and white, fighter against bomber, I will be reconstructing the entire system and giving each race access to 6 different strike craft to better support their fleets.  With the starting stats of each vessel being different, and providing a different role, there will also be abilites that can be researched to further enhance their abilites and skill in battle. 

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 severely disrupt any bomber offensive, they provide valuable protection for structures and ships.  (Real World Representation: F-series Fighter)

Suicide Bomber: To what depths is one willing to go in order to protect their homes.  What ideals and morals will one protect with the ultimate sacrifice.  Suicide bomber pilots are those eather desprate enough or crazy enough to strap in for the one way ride into a ships hull.  Providing a powerful one time punch, these craft can be dangerous to any fleet. (Real World Representation: The Kamikaze)

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 that would tear other vessels to pieces. (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)

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