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 30)
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on Mar 15, 2009

Update:  OK Ordian, Me and my brother have been playing your mod quite a bit the last two weeks(not this last updated one with extra SC yet) And I realized that I was forgetting something that would allow me to use your mod on maps I make with Forge.  I asked before if I could just use the galaxydef file for the forge or was I doing something wrong because I had tried with no success. 

I am  bonehead,(musta had one too many shots of tequilla that night me thinks)  Ok this one is easy....All I did was place your Mad Scientist mod galaxyscenario.def file into the galaxy forge and then make a map.  Then install the map to the entrenchment folder with my other maps..   open galmanifest and add 1 to file count and maps name at bottom of list.  Well the map did not show up.  But then the bonehead had a light bulb go on over his head.  Dum dum dum ... Dum......lol.   All I had to do was the notepad routine INSIDE your mod and PRESTO....... my maps with my browse pics using your mod/galscen.def file.  Kicks ace!!! 

So I emailed my map and the .tga to my bro last night.  He copied them to their respective folders and we played one awesom round of Mad Scientist!!!!!  We both love this mod, and your choice of music for the mod lets me know that you are a MAD SCIENTIST CONQUERING GENIUS.  Brings to mind some of the battle scenes in the movie Conan the Barbarian......remember Conan wearing the black and white war paint befor assaulting Thulsa Dooms fortress?  Awesom! Keep up the good work Ord.......you have my support!!!

Ya know, out of curiosity I looked back through this entire thread and IMHO Ordian, statistics matter.....stat#1) you help everyone that ask for help, and yet provide a mod that enhances a game we all love with no incentive to do so other than your own.  Stat #2) far as I can see only one person has taken exception to your generosity.  Stat # 3) we all agree bugs exist in all mods and are sooner or later found and fixed but your mod WORKS for to my knowledge 99% of those that download it. 

Well if you add those stats up Ord, I think you can see that the 99% agree with your assessment of the 1%.  You can not please all the people all the time.  So I would suggest to everyone who reads this post from this point on to simply ignore someone that has made an attempt to exact retribution for a kindness that you have offered.  I say this because you and I know that I had troubles with getting the mod to work with my brother.....but you stuck it out with me by answering my questions and responding to me(faster than I ever expected!) and I did not give up!   I knew the problem was on my end the moment you and the rest on the forum noted to me what their checksums were.  If a nay sayer can not read these forums, not find others with that problem, and then realize that their specific issue is/may be unique to them , then there is nothing else any of us can do to help. 

For the rest of us, we all love the mod and in fact I check the forums everyday just to see if you or Dolynick have made any changes or updates.......I hav eonly onemore wish for SINS......and that is for your mod to be compatible with the stargate races mod.........THAT WOULD ROCK.   Or for that matter... any extra races lol.  I'm not picky.   Atm they both give dumps if enabled together.  I'd play Stargate races more if I could pull myself away from Mad Scientist.....but thats not gonna happen,,,,,, Muhu hahahahaha.

Thanks a million Ord, without you modders and us modder wannab's  this game would have gotten boring real fast!  I mean imagine vanilla sins right off the disk with no mods.............Shivers run down my spine!

Valkajin 

 

on Mar 15, 2009

Haven't tried the updated version yet. But so far the mod rocks. One thing I did notice is that when I went to a vasari militia planet, the vasari ships had shield mitigation of 57%, is this supposed to be this way?

on Mar 15, 2009

Valkajin:  Lol, very nice speech.  Don't think I could have said it better.  Gotta give ya some love and karma on that one.  I also might be looking into making compatible versions of this mod for other mods as well, but that will take time.  Expectally if they have additional races, as I will need to designate what researches those races will get.  Will look into it however and get back with you.

FearlessDefiance:  Do you remember what planets (ie swamp, toxic) it was at.  It will help in finding out what is going on as it will decrease the number of files I will need to look through.

on Mar 15, 2009

Gas Giant

on Mar 16, 2009

i LOVE YOUR MOD, KEEP UP THE GOOD WORK!! i HOPE IN THE FUTURE YOU WILL ADD GREATER FLEET SIZE AND MORE CAPSHIPS. i AM HORRIBLY ILLITERATE WHEN IT COMES TO COMPUTERS AND i DONT ATTEMPT MODDING OR ANY OF THAT BECOUSE I AM AFRAID i WILL SCREW IT UP.

on Mar 16, 2009

Ordian,

I love this mod, I have been goofing around on the Huge Multi Star maps, and the only performance problem I have seen is ships moving in spurts as more and more ships come on line (guessing this is just my plague ridden non 64bit system.)  I also like the idea of more strikecraft types.  IMHO though they should do more damage and be easier to kill over all.  What is more feared by a modern navy (for example) a lone destroyer coming at them, or a flight of aircraft?

I did find one odd thing while playing with no sleep, when upgrading a planet population it says 30 > 100 but when you click on it again it says 30 >190.  I saw this twice but only really caught it when I was upgrading an ice planet.  It may just be my lack of sleep, and I did not let it finish upgradeing, but I do not think so.

Thanks,

Zakrul

 

PS Can't wait for the next upgrade!

on Mar 16, 2009

Zakrul
Ordian,

I did find one odd thing while playing with no sleep, when upgrading a planet population it says 30 > 100 but when you click on it again it says 30 >190.  I saw this twice but only really caught it when I was upgrading an ice planet.  It may just be my lack of sleep, and I did not let it finish upgradeing, but I do not think so.

This is normal. The info you are see is final results.

on Mar 16, 2009

Hello,
I pointed out three errors in the "GalaxyScenarioDef.galaxyScenarioDef".
This relates to the same key.
There are two times the same key "IDSGalaxyScenarioTypeStarRandom" and "IDSGalaxyScenarioTypePlanetRandomTrue".
The correct names are :
"IDSGalaxyScenarioTypeStarRandom"
"IDSGalaxyScenarioTypeStarRandomNonGreen"
and
"IDSGalaxyScenarioTypePlanetRandomTrue".
"IDSGalaxyScenarioTypePlanetRandomTrueNonIce".

This generates "Nostring" in the map editor.

Another error concerns the key "IDSGalaxyScenarioTdypeStarRed", it has a letter "d" in excess between "T" and "ypeStarRed".
The correct key is "IDSGalaxyScenarioTypeStarRed", without the "d".
Can you make the necessary corrections.
Regards.

on Mar 16, 2009

First off, really enjoy the mod and greatly appreciate all the effort that has gone into this.

With the 2.2c version for Entrenchment, I'm having a strange string issue.  After installing the new mod version, it seemed my custom keybindings were back to default. No biggie, I just remapped them.  Now, whenever I try to use the pause button, it says "string not found".  I tried restarting Sins, uninstalling and re-installing the mod, tried with and without the beta fighter patch and just seems no matter what I do, my pause function will not work.  Even if I remap it to any other key same issue.  I tried resetting the keybinding to default and no luck.

Works fine if the mod is not loaded.  Not sure if this might be a bug with how Sins handles mods but thought I'd post here seeing as I could not find an answer anywhere.

Thanks for any help on this.

on Mar 16, 2009

Fearless Defiance: Still looking into the shield mitigation question you asked, and will let you know what I come up with.

Lord UGO:  Fixed and will be included in next release, thanks for the information.  Was unaware that there was any defects in the galaxy file, so I am happy you found those.

Dzhel:  Also Fixed and will be included in the next release.  It is an error in the string count of the string file, while the game should still work even though it gives you the "string not found".  The pause and unpause are the first strings to go when the count in the string file is less then the total strings (as they are the last strings in the file).  Like I said before, however, the pause and unpause should still work, but it will tell you string not found instead of displaying the word pause or unpause.

on Mar 16, 2009

Ah I see, I didn't really stop to look if the game was actually paused, just assumed it hadn't.

Thanks for the quick reply.

on Mar 16, 2009

Love the MOD but won't work on my computer since patch will try again when next is released keep up the good work

it's very hard to go on playing without your mod very addicting

on Mar 17, 2009

Okay guys, just thought I should let you know.  I have finally sold my soul to the highest bidder, and in doing so finally posted the mod up on ModDB.  The mod is getting popular enough I decided to start a little marketing campaign to bring it to the masses.  For some reason it won't allow me to post it on WinCustomize, as it just keeps giving me errors.  Might have to hire a marketer for some assistance in that.

Anyhow, feel free to go to ModDB and give your support.

on Mar 17, 2009

how do i get to ModDB?  What is the address?

on Mar 17, 2009

I have a little more info. I started a new game (as the TEC, was the advent in the other). This time in a random large (multi) map 2v2 (previously small random 1v1). I watched the militia ships of the several systems i've taken so far. It seems the shield mitigation jumps around as my ships start to hit the militia ships. I watced a cobalt in a asteroid go from 15%-34%-57%   On a ice planet I noticed a purge vessel go from 15%-19%-18%-54%. Again though, this is on the previous version, not the newest.

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