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 32)
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on Mar 18, 2009

Just had some time to check the forums, catching up on my two favorite mod topics.

Awesome! I can not wait to try out both of the updates!  I saw that you guys have corresponded and that is exciting news for me and my brother.  We both love these mods and have always hoped for Sins to include more races, more research, and more Planets.  With Dolynick's latest we get Sins plus added to the races....YES!  And with Mad scientist even more strike craft......freakin kicks ace! 

I understand completly the concerns about the amount of work it would take to merge these and I appreciate both of you hashing it out here in the forums.  I for one, love both mods and will play them both often.  I'm a big sci-fi fan and no surprise, Stargate fan. When I am playing SG races, I cant wait to play Madscientist and when I am playing Madscientist I can not wait to play SG races.......so it is a "win win scenario" for me in either case.  If, time permitting that is, the two of you do determine how to make these mods mergable it would rock, however, after reading each of your post I have realized that perhaps balance would become a major issue.  Possibly, the best solution of which may be, add races to Mad Scientist(Ordian's time/inclination permitting) so that each race has balance with the initial 3.  And as for the SG races mod, add a version of Sinsplus planets. 

Looks like Dolynick has already gotten started on that Ord, but I do not recall whether or not I've read anywhere that you had plans for additional races.  Seems like to me you mentioned it somewhere in the threads but I am sure if it is something that appeals to you , it will make it into the mod sooner or later.  Also, I am sure that if you do add another race then it will measure up to the quality of your mod, so I look forward to it and hope that if ya do add one, you'll send me a shout to help test/bounce ideas off/or brainstorm. 

I look forward to more great things from the two of you and am glad to help with feedback in anyway I can.  Keep up the excellent work you do for us all.......we truly appreciate it.

Valkajin

 

 

on Mar 18, 2009

Silveus: The mines are still there.  The cruiser carriers and the hanger defenses only build 3 out of the 5 strike craft, and therefore are still able to build their mines as well.

Valkajin: Well, don't get too excited, as I have yet to decide to take that step or not.  I am currently weighing out many factors, including things is real life, so see if I can dedicate my time to get that done.  Also, the method I would take is not to actually merge the mods together, but to work a separate version of the Mad Scientist Mod that is compatible with his own.  Basically what that would mean is that our mods will stay separate and be worked on as different mods, but I would provide a version that while in game you can use the mod manifest system to combine them.  Basically, none of the work will fall on dolynick's shoulders as it is my mod that would work around his, and his would pretty much be left untouched. 

For a real life visual, imagine if dolynick's mod is a busniess man.  It would mean that my mod would be suit that the man wears.  The two are very separate things, but one it made to fit around the other.  I also was thinking about doing this for other entrenchment mods as well, basically opening a Berlington Coat Factory for the modding community, that will allow the player to choose whether or not he wants the mod he is playing to wear a suit.  It would mean alot of work on my part, because I would have to tailor multiple suits of different sizes, but also retailor those when the suit no longer fits the person.

Secondly, the problem with me building another race is that I am not an artist is any way shape or form, and while I am in the process of learning to model, I don't think I will build one for the mod here.  There are enough "add a race to the game" mods that the best step I could probably take is to leave that area to those who know it better then I and custom fit separate versions of my mod around their work.

on Mar 19, 2009

I understand what ya mean.  It will be really interesting when the time comes that many mods can be played as you have described.  I realize that mods are a time taking process and that I have only been playing mods for Sins mainly since Entrenchment was in beta.  But from what I have seen so far, I am impressed.  And as more mods become compatible with others there will be an ever growing variety of combinations with which to choose.   So me and my Sins gaming buddies await patiently, but anxious for sure. 

On a different note though Ord, have you seen the Fleet ship from I think the Starfal_v5 mod?  It is bout 1.5 times bigger than marza dread, but when I saw it and used it, I thought WOA, what a great addition to the armada.  I tend to look at the mods and then imagine what the best of all worlds would look like, I'm sure I am not alone in that   But hey, if you have not seen the fleet ship yet it is impressive.  Not suggesting using it but just the concept is super cool and wondered what ya thought of how it was implemented in the Starfall mod......just in terms of an Idea I had bout attempting to add a larger Cap vessel of my own into a version of various other mods.  Maybe one of my favs.  Ya think it would be overall too difficult for me to attempt?

Thanks as always for the updates and response Ordian

Valkajin

on Mar 19, 2009

Hey Everyone,

 

I just installed the lastest Sins (both vanilla and Ent.)  and it appears Oridian has some more tweaking to do since Stardock yet again didn't make it compatiable, YET AGAIN!!!!!  so updater beware.

 

 

Ax

on Mar 19, 2009

really... my other mods for vinalla seems to work fine...I think Ordian should focus on the entrenchment version

on Mar 19, 2009

Ugh, forgot that an update was even coming out.  Figures, haven't played the game in months and when I get the motivation to get in some slaughter and conquest, more stuff is thrown on my plate.  Ah well, hopefully it will be easy enough to convert and they decided to go easy on me this time.  I guess I will get to it and try to get a compatible release up eather tonight or tomorrow.  Then maybe I can kill something.

Ordian.

on Mar 19, 2009

I dont mean to nitpick but the B-52 Superfortress carries a heavier payload then the B2 Stealth Bomber. To show a better representation you should set the Heavy bomber to B-52 which has the highest payload of any bomber I believe and use the B1 bomber to represent medium. Again just so people will have a better understanding.

 

Actually, Ordian was correct in ranking the B2 Spirit higher than the B52H Stratofortress. While the B52H has a payload rating of 70,000 pounds... it simply doesn't have hardpoints for all that ordnance. The Spirit can carry 80 Mk82's entirely in it's internal weapons bay, while the B52 can only carry 27 internally and 18 on external hardpoints.

And remember this: The B2 can carry 16 B61 or B83 tactical thermonuclear bombs, all internal, while the B52H carries 8... with no provisions for externally mounted B61/B83. The gap is bridged a little if the B52 is loaded with AGM-131 SRAM nuclear missiles, as it can carry a total of 12... Even so, the B2 beats it with 16...

The area that the B52 beats the B2 is in the number of precision guided munitions that it can carry... but honestly... comparing precision munitions to thermonuclear? If I was trying to take out capital ships in the Sins environment, i'd want as many nukes as possible

on Mar 19, 2009

Totally agree with you on the B1 Lancer better representing a medium bomber though, Ryat

on Mar 19, 2009

Okay guys, it is going to easy to convert the entrenchment version to work in 1.02.  Only 9 files I need to deal with.  Will definately have it up later tonight.

on Mar 19, 2009

Okay, new version of the mod is up and is compatible with the new entrenchment patch.  Also, filefront decided to delete the non-entrenchment version of the mod, so until I scrounge through my computer and make sure it is 1.16 compatible I have killed the link.

on Mar 20, 2009

Hello,
I noticed that the message "Paused" and "Unpaused" does not appear in your Mod when it is clearly visible in "Entrenchment.
Can you turn this feature.
Thank you.

on Mar 20, 2009

I am sure I am doing something incorrectly, as the mod don't do anything.

 

I installed the newest patch entrenchment 1.02 and the mod Mad Scientist 2.21 as per above. Then within entrenchment I say enable mod, apply. the game "pause" a bit , and it seems to work (no error message and it stays in the lsit as enabled mod). But whatever game I start, I never get the research screenshot i see above. I only get the very normal research screens of entrenchment.

 

Did I forget to enable something somewhere ?

on Mar 20, 2009

Never mind, I had the mod within a directory, so the game was loading nothing. I was just too hasty asking for a solution when it was jsut there in plain sight.

on Mar 20, 2009

Does anyone get minidumps and crashes after the game time reaches 15 minutes? I'm not exactly sure what's causing them as I just sit around watching my researches finish.

on Mar 20, 2009

Possibly try turning down your game's effect settings.  With some larger mods, "highest" detail settings will cause it to crash after a while.  "High" settings usually work just in fine in those instances.

I've already run into this with a version my own mod that, like this one, includes a version of Sins Plus and can be used with Volumetric and Bailknight's.

This may or may not resolve your crash problem but it's worth a shot and it's easy to do.

-dolynick

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