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[MOD] Mad Scientist Mod v2.5 *ATTENTION FELLOW MODDERS-USE RESTRICTIONS LIFTED**

By on October 24, 2008 11:45:01 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ordian

Join Date 10/2008
+26

 

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.

 

 

 

 

 

 

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October 24, 2008 12:07:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

A concern for your mod: how much did you try it out playing? The AI is fairly reliant on having capital ships easily accessible, so I'm worried that your changes will make the AI do pretty much nothing in the beginning.

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October 24, 2008 1:45:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ordian, you should have a chat with Kiedjor, I think he is going towards the same objective!

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October 26, 2008 8:58:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Annatar11: yea, perhaps I got a little too excited getting the mod out before understanding the workings of the AI.  Apparently you were right, so I am going in another direction with the tech tree other then messing with the capital ships.  I will be expanding techs into the Fleet Section, and so far from testing techs that I have placed in there it seems promising about the AI researching them as well.

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October 26, 2008 10:57:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You can also try leaving one capital ship without a research pre-req, so the AI has something to build. I don't know how aggressively it'll try to research the others, so it may rely on the "starter" ones too much.. but it may be worth a shot, because the idea of having to research more powerful capitals is pretty nifty

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October 26, 2008 11:43:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Already tried that and it failed.  For some reason if all the capital ships are not unlocked the AI goes dumb.  Apparently if it does not have the choice, it pretty much gives you the finger.

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October 27, 2008 5:20:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You need to have one captial open when the game starts. It should be low in cost. I was working on the same area. For some reason the AI requires the captial to do normal things. I believe its hardcoded within the AI system. Breaking one of those objectives might hinder or even kill the AI build order. So ya make sure you have one or two captials able to be build right away with very low cost. It'll keep the AI happy.

 

We are looking for modders and coders so if you would like to join ask shadow.

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October 27, 2008 7:40:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

well with the 1.1 beta you can have 9 captial ships so you could easily add in a smaller lesser starting captial ship.

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October 28, 2008 3:17:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Okay, I added a new section to the description on this mod above.  The Section "New Techs being worked on for Next Release:" will display current techs that I am working on and also at the end of their description will display current statis toward being completed.

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October 29, 2008 4:26:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Okay, due to several requests via PM I went ahead and loaded the two new improvements (upgradable hanger defenses and required weapon platform researches).  From the tests that I have done these seemingly cause no problems with the AI and should be a welcome addition to this mod.  Hope you enjoy them.

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December 7, 2008 11:24:53 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thought I would post a reply to inform the current situation on a new release for this mod and let people know I am still here.  I am currently working on filling out the fleet tree with new techs and while RL has become rather busy with a recent move, I still expect the next release at the beginning of the year, if not sooner.  This may change, however, but as of right now it is the goal I have set.

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December 7, 2008 10:37:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Recent move...man I feel your pain, 10 years in Belgium grinded into pouder! Gotta start a whole new life back in homeland of Canada !

Take your time on your mod..better to be long and sweet and quick and crashed !

Take care,

Justin S.

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December 8, 2008 12:47:53 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey this is really awesome work. I never thought of using the fleet tree to add more research!

 

Glad to see progress in this area.

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December 8, 2008 6:34:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

one request:

can you make a merge-ready version so we could incorporate into another mod?

like you said:

The reason I have created this mod and will continue to work on it is that I have noticed that most mods that I have found eather only work on one aspect of improving the gameplay or focus on graphical aspects, with only offering so much for the research portion of the game.

 

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December 9, 2008 5:58:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Okay, I added a sneek preview of a cupple of the changes I am working on under the New Techs being worked on section, but it is not a complete list as I like to hold people in suspense, nor are they completely set in stone hit the being worked on title.

@Tkins: Glad you enjoy it.

@EviliroN:  I will work on that, but as of right now my focus is getting the first complete release to the public as it is still in beta form, and so most of what free time I have right now is dedicated toward that goal.  I cannot say when I will have a mergeable version out, but I have put it on my to do list.

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December 9, 2008 6:22:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Do you know if it's possible to add a new tab on the left there?  So below artifacts put in a new button that links to more research?

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December 9, 2008 6:38:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hum..thats a VERY good question Tkins!

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December 9, 2008 7:09:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I was woundering if You would be willing to add sins plus to your mod? I really enjoy all those variety of planets. Also would you be so Kind to add higher command points and supply points? other than that I like this mod I've been waiting for a mor indepth tech tree. any new tech for better trade income would be nice, and Increased fase jump speed.

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December 9, 2008 7:48:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@Tkins:  I do not think so, as it was the first thing I tried to do before reorganising the fleet tree.  The number of research trees is in the programming code, and when I try to change it the error code keeps telling me to and I quote "If you need more research trees, bug a programmer".  Really strange error code in my opinion.

@Dathion:  At the current moment there are no real plans to merge this mod with any other as I have not contacted nor have been contacted by other modders to do so, but that does not mean it won't happen as time moves on.  As with the adding command point and supply points I have no plans to do such at this time, and let me explain why.  I wish all who can play the vanilla Sins to be able to enjoy this mod, and those whos systems are boarderline would have a difficult time with more ships flying around, so as of right now I am reluctant to raise the ship cap, but I also have a weakness toward bribary.  Cash only please. 

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December 9, 2008 7:52:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Any plans for 1.11 compatibility?

 

And that "Bug a programmer" error message is Sins telling you to yell at the Sins devs to ditch the hardcodes.

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December 10, 2008 3:28:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@EviliroN: I will work on that, but as of right now my focus is getting the first complete release to the public as it is still in beta form, and so most of what free time I have right now is dedicated toward that goal. I cannot say when I will have a mergeable version out, but I have put it on my to do list.

 

np, patient I am,

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December 12, 2008 1:33:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Okay, just wanted to give a heads up to everyone that, after much thought, I am currently working to include many elements ffrom the Sins Plus mod into this one, albeit heavily modified, for the reason that it allows me to further develop in a field of Research that I have been working on, Plantary Research.  The additional planets open many doors, as it gives me quite a bit more leverage in this field.  I also plan to specalize the planets to particular races, much like in vanilla (Terran to Tech, Desert to Advent, and Volcanic to Vasari).  A Prime example of this would be Urban to Tech, Industral to Vasari, and Relic to Advent.  While the planets that follow this will still be useful to any sociaty, I plan to make them a little more special to the set race.

Also note, that it will be heavily modified, as in such I would not expect every element of Sins Plus to be included in this mod.  One element I know I will be doing without is Shp Graveyards, as while it is an entertaining aspect, it does not follow my goals for this mod.  Also, the resources on each planet, both new and vanilla alike, will be refitted from their defaults for balancing reasons, so that no planet is far more valuable then another.

Take note that even though this addition will expand this mod into different areas, it is still highly dedicated toward the research aspect of the game and I plan on keeping it as such.  If anyone has comments or concerns please fell free to post them here and I will take all such responces with consideration.

Thanks for Reading

Ordian

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December 14, 2008 1:51:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I love the your Idea of race specifc perks for ones personal planet type. It will bring more race veriety to the game

IMHO.

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December 14, 2008 1:52:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sorry for yhe double post wasnt paying attention

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December 14, 2008 4:38:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wow, I really like the direction your taking this mod. Go for it. . Shipgraveyards are a bad idea anyways since the AI doesn't know how to adapt to them.

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December 19, 2008 12:35:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Okay, I have converted the mod to now be used for the newest patches, as well as added Sins Plus.  While no new researches have been added as this is not a final release, it dows allow for a little taste.  Hope you enjoy it.

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