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 28)
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on Mar 12, 2009

by the way does anyone know how to change your avatar?

on Mar 12, 2009

Well, new patch is up.  Unfortunatly I had to remove Uncolonizable Research for the time being.  The way I had the ability relayed and the fact that you can never really own a uncolonizable area were both playing a role in the effect of the ability continueing the stack.  Hopefully I can figure out a work around for this so I can put them back in the near future.  Anyhow, will have to do without for the moment.

on Mar 12, 2009

No.1 mod around!!!!

Sorry Seven DS but you add only new races, this adds the big CHABAM!!!

on Mar 12, 2009

ShadowMastiff2468
No.1 mod around!!!!

Sorry Seven DS but you add only new races, this adds the big CHABAM!!!

LOL!  Thanks Shadow! And some would call DANMAN a god.  To this I say HA!  HE'S MORTAL!  I HAVE SEEN IT WITH MY OWN EYES! Lol

on Mar 13, 2009

Axalon_30
by the way does anyone know how to change your avatar?
Log into wincustomize.com and go into your settings of your profile.  There will be a tab that lets you update images, and within it a place to put a personal icon.  Load it there, and when you come back to this thread you can load it here via your account settings under images.  At least that is the way I pulled it off.

on Mar 13, 2009

Hi ordian, Like the Idea about the SC. One concern though is the light bomber. It is a neat idea but will be difficult to balance. You might want to nerf their attack against other vessels hard. This might seem unrealistic but may help keep the game balanced. I know it is your call so if you wish to ignore you wont hurt my feelings.

And to Darksxx
Sorry about not replying to your post sooner, as I must have passed over it.  Anyhow, I do like your suggestion.  I have always been a fan of keeping things balanced, and as of yet had anyone tell me that something is unbalanced in the mod and I plan on keeping it that way.  To me is the key to a great mod, and if something threatens to disturb this I tend not to include it.  I have disguarded a cupple ideas in this manner no matter how "cool" they might have been because by being unbalanced, convincing me in my mind they would have been poor choices.  Like always it is a priority in this matter.

on Mar 13, 2009

Thank you very much Ordian.  Has you can see i got it to work. again Thanks

on Mar 13, 2009

No problem, glad you got it to work.  Been long enough since I changed mine I was kinda iffy on the steps needed to do it, so good to know it still pans out.

on Mar 13, 2009

Ordian,

About the starbases, instead of applying the buff to targets to reduce their range in the asteroid fields, how about every ship has reduced range (using range as an example) and then the research applies to ships that enter the field to increase their range back to maximum (or more).  Not quite the effect you were looking for I suspect as the field has to be researched around, rather it gives a similar effect while only within the asteroid field.  I am not offay enough with all the acronyms in the files to determine how to do this.  I did add the extra range de-buff to the asteroid field, and then somehow managed to apply a buff to my ships that entered the field to get their specs back up to max but could not get it to increase based on level of research.  Possibly I was buffing only once, not at level up or periodically.

Anyway, just an idea.  Really need some sleep.

SlugwormX

on Mar 14, 2009

The last bit of of your paragraph actually pretty much states the issue I have found, but I think it is in a different way that you realize.  Basically, the issue is because uncolonizable areas do not work like regular planets in the way of abilities due to the fact that you never really own the area, so any ability that is contained within them can not really be researched, as the ability does not belong to any one race to research.  What this means is that any ability that is placed into these areas will effect all who enter it, no matter whom has it in their research tree.

on Mar 14, 2009

Which explains why targetfilter has no affect?

Another question then, is there any limit on the number of abilities for star bases?

on Mar 14, 2009

This mod is awesome thank you again, please ignore the ungrateful ^$%$. The speed at which you release updates is amazing as well.

on Mar 14, 2009

SlugwormX: Unfortunatly yes, as they have 5 total ability slots within their respected entity files, most of which are already filled with pre-existing abilites.

Canine:  Consider the ungrateful ^$%$ ignored.

on Mar 14, 2009

Okay guys, I am going ahead and going to put a beta out for the strike craft to the public so I can locate balancing issues that they might have.  There currently are 5 out of the 6 I plan to create, leaving out the Suicide Bomber as I am still working on getting its Suicide ability working correctly.  As of right now I have left out any abilities I have been working on for them as I need to make sure that the base fighter or bomber itself is balance before I go about adding additional thing to them.  Please do note that this is a beta, and please give feedback on these new vessels as it will help to get them completed.

on Mar 14, 2009

hey everyone,

 

i was thinking of a idea for a mod that might make this game a bit more fun.  it would better be described has a gameplay format.   i was thinking about building units the way they are built in empire earth,  but in this mod you start off by only building frigs,  then you move on to being able to build cruisers, and so on and so forth.   what do you guys think?

 

 

Ax

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