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 29)
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on Mar 14, 2009

Ordian I noticed two entries in the planet upgrade research have a typographical error "reduce about of", I think it should be "reduce the aMouNt of", the planets were sevanna and ocean

harpo

 

on Mar 14, 2009

The mod doesn't work.

on Mar 14, 2009

Axalon_30: Not sure how that would work as I never really got into empire earth, but if you want to see something in game and are willing to spend the time to create it I don't see any reason why you shouldn't.

harpo99999: Thanks Harpo!  Those typos in the string file have thus been fixed.

DaredZac: Explain the issue on why it is not working for you.  Can't really expect me to help you if you do not discribe what issues you are having in running it and just telling me it doesn't work.

on Mar 14, 2009

he said the mod doesent work and I totally agree with him.  heres why,  last night we had a lan party. 4 players all with differant os ranging from xp to vista.  x32 and x64.  I didnt have any crashes but the other 3 kept dumping out all with in a 25 min range and if you want proof then figure out how to read those mini dump files and Ill send u many of them.

on Mar 14, 2009

hey oridian,

 

i think i found a bug in the strikecraft mod.  i was playing and just got a minidump error.  i dont know if it is related to the new sc mod or no.

 

 

Ax

on Mar 14, 2009

Darksxx: LOL!  Like I said before dark, if the mod does not work for you then play a different one.  I have already told you via pm as well as here that I refuse to help you further, and I ment it. I wash my hands clean of you, due to your rude and disrespectful comments you decided to make toward myself.  There is no work around to this, like getting your lan buddies to post in your stead.  Now quit dragging this out, as you will recieve no help here.  I am not paid enough to put up with you.

Axalon_30: Will take a look into it.  Was it when you first tried to load it or after you have already gotten into the game?

edit:  Think I found the issue and fixed it, and included it in the beta patch.  Was a quick repair of the entity.manifest file.  it was still trying to load the suicide bomber when it should not have.  Let me know if you are still having issues.

on Mar 14, 2009

Ordian
Darksxx: LOL!  Like I said before dark, if the mod does not work for you then play a different one.  I have already told you via pm as well as here that I refuse to help you further, and I ment it. I wash my hands clean of you, due to your rude and disrespectful comments you decided to make toward myself.  There is no work around to this, like getting your lan buddies to post in your stead.  Now quit dragging this out, as you will recieve no help here.  I am not paid enough to put up with you.

Axalon_30: Will take a look into it.  Was it when you first tried to load it or after you have already gotten into the game?

edit:  Think I found the issue and fixed it, and included it in the beta patch.  Was a quick repair of the entity.manifest file.  it was still trying to load the suicide bomber when it should not have.  Let me know if you are still having issues.

 

Too bad Orin, if you dont like it tough! I could care less what you think.  Im letting others know that the mod doesnt work and your in denial...

on Mar 14, 2009

I guess I must be in denial too, then, because it works fine for me.

on Mar 14, 2009

Will the Great
I guess I must be in denial too, then, because it works fine for me.

Ditio!

on Mar 14, 2009

Addendum: Saying that you "could care less" means you do care, i.e. the amount of damn given is nonzero (1 or more). I suspect what you meant to say was that you "couldn't care less", implying that the amount of damn you give is at zero and therefore you do not care.

"Could care less" is probably the greatest tragedy to befall the english language. It used to be everyone knew to say "couldn't care less" because that was gramatically correct, but then some idiot got it wrong and it stuck. In any case, this reenforces my opinion that the problem you are having with this mod is caused by an error between the chair and keyboard.

on Mar 14, 2009

This mod rocks, really happy with it and the new depth it brings to the game.  Great job.

Only question I had was about the planet abilities.  Are there new planet types like Ocianic or is that just a research ability that pertains to some planet type you may own.  If its a new planet type how will that be added with Galaxy forge?

Before I get reamed for asking a question which is probably asked elsewhere. I did read through the first 5 pages of this forum.  Its late, I want to play, and I've had a bit to drink    Just a point in the right direction would be great.

 

Thanks again for an awesome mod.

on Mar 14, 2009

Hi,

For those complaining about the mod not working for a LAN;  I have had some issues with this.  I have 4 laptops at home.  If we include one of those laptops the mod will crash pretty reliably.  If we leave it out then it runs fine.  The 3 that work all have 4GB of ram and are running a mix of Vista 64bit and Windows7 64bit Beta.  The extra laptop has 2GB of ram and is running Vista 64bit.  We turned the graphics settings on all of them down a bit as if they are all on high it causes issues.

The first thing I'd suggest for anyone having problems is to turn down all the graphics settings.  And then to try introducing different machines one at a time.  I realise that this may be more time consuming than you might like, but it will help to figure out what the problem actually is.  It's no good simply coming into the thread and accusing the mod of not working, especially as it works fine for a large number of people.

My guess as to the current problem that I'm facing is that some kind of mishap due to the differing ram amounts is causing the issue.  Hopefully I'll be able to check this in the next couple of weeks with the addition of some extra ram.  Once again, it's not good simply complaining as the problem could really be caused by anything.  If you want to help, then do some simple troubleshooting around the problem and then post back.

For something different, I have also noticed a few gramatical/spelling errors and I'll post back or PM you with those details if I can get the motivation some time.      Really love the mod.  Enjoying it very much, it makes the game much more interesting.  Keep up the good work.

on Mar 14, 2009

krunkert
This mod rocks, really happy with it and the new depth it brings to the game.  Great job.

Only question I had was about the planet abilities.  Are there new planet types like Ocianic or is that just a research ability that pertains to some planet type you may own.  If its a new planet type how will that be added with Galaxy forge?

Before I get reamed for asking a question which is probably asked elsewhere. I did read through the first 5 pages of this forum.  Its late, I want to play, and I've had a bit to drink    Just a point in the right direction would be great.

 

Thanks again for an awesome mod.

I know there is a mod for galaxy forge that adds these planets to it. I could not tell you exactly were it is at but it is floating around the forums. Hopefully someone else does know were it is or maybe I can find it again.

on Mar 14, 2009

Found it

https://forums.sinsofasolarempire.com/304538/page/1

make sure you use the one for sins v1.3

on Mar 15, 2009

Darksxx: Lol, wow.  Didn't realize the mod ment so much to you that you are so unable to get on with your life.  Not only that, but you take it upon yourself to become a hero, a savior to all those whom may waste their precious bandwith to download a mod that you claim does not work, and to bring the light and truth to all those in denial that the mod that they are playing is nothing but a figment of their imaginations.  Good luck, as I am sure it is a far more difficult task then I would want to take on.

Ryat: Thanks for your assistance with the galaxy forge question, as I have not used that program, I would have needed to look into it, and I am halfway drunk at the moment, so it might have taken a while.

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