TohKlidan TohKlidan

[MOD] Celestial Bodies (update 06/29/09) 0.9 for Entrenchment 1.03

[MOD] Celestial Bodies (update 06/29/09) 0.9 for Entrenchment 1.03

for Entrenchment 1.03

http://tohklidan.impulsedriven.net/

Unlimited Free Image and File Hosting at MediaFire

Mod - Celestial Bodies 
by TohKlidan - version 0.9

Inspired and based on Solar Mod by Cybdevil

Requirements:

or Entrenchment 1.03

 

Mod Features:

This mods main focus is about adding more celestial body types and extending the existing ones. Which means more size and effect variety, new bonuses and abilities. Also some new researches are included but only things that had to do with colonization or avoiding effects from planet/star abilities. Also this mod contains special scenarios some of them taking place in our own solar system.

Current Celestial Body Count: 104

Overiew of Celestial Body Types:

- Desert 4 sizes (Moon, Dwarf, Normal and Huge)
- Ice 4 sizes (Moon, Dwarf, Normal and Huge)
- Terran 4 sizes (Moon, Dwarf, Normal and Huge)
- Volcanic 4 sizes (Moon, Dwarf, Normal and Huge)
- No Atmosphere 4 sizes (Moon, Dwarf, Normal and Huge)
- GasGiant 2 Sizes (Small, Big) and 2 variants (stable gas and unstable gas)
  also colonizable via new researches
- Homeplanets (Terran, Desert, Ice, Volcanic, PirateBase)
- Blackhole (from 7 Sins Mod with new fx)
- Deep Space Sector
- Nebula
- all existing asteriods, stars etc. have now adjusted sizes and gravity wells.
- White Pulsar (star with new ability)
- Blue Magnetar (star with new ability)
- 6 different Companion Stars (for multi systems)
- 44 different Celestial Bodies of our Solar System.
  (14 with a unique texture, thanks to Cybdevil)
- special scenario planets, like Consciousness of the Unity


Addtional Changes:

- new HUD icons, pictures and Galaxy Forge icons
- new player portraits
- new Milita and Starting Templates
- new planetary bonuses, abilities and researches


For further informations and detailed change list, read Sins_Celestial_Body_Overview.xls


Scenario Maps:

- CB Birth of the Trade Order [ making of blog ]
- CB Mars Wars [ making of blog ]
- CB Purple Saturn Day [ making of blog ]
- CB Sirrius Odyssey [ making of blog ]

- CB Black Hole Pirates
- CB Alpha Centauri

further informations about the maps: post 1 , post 2




And 2 Demo Maps (not balanced for gameplay) to see the
new features in the ForgeTools and ingame.


New Galaxy Forge setups:
- for all new Planets
- Random for Sizes
- Random Moons
- Random Companion Star
- Random Anomaly
- Updated orignal setups with new planets


Here are some ideas and things that will be included with future releases:

- new bonuses and abilities for planets and stars
- new planets and stars
- New Maps and Updating my maps with events/story
  (if ever possible)
...

Known issues:
- sometimes the corona effect of the companion stars are shown before you zoomed in or explored the star,
  The problem exists with all effects that attached to meshes via mesh points.
  (see the TEC starbase you will see the glow on the top before the body shows up, too)

vanilla Version issues:

- only the custom scenarios appear in the map menu, to fix this:
  Sins treats the mod's Galaxy folder as the Galaxy folder,
  meaning it ignores the standard one if a mod has one. 
  So the solution is to copy/paste every map you have in the Galaxy folder
  in your Sins install folder into the mod's Galaxy folder. (Thanks to SpardaSon21)

Credits:
- Cybdevil for the solar system textures.
- 7 Sins Mod Team (DANMAN) for the Black Hole, the White Star
- RS-fx for the french version
- sinsofasolarempire.de team for translating the unmodded entrenchement version to german
- Annatar11 for his Q&A help ;)

CBMod v0.7 for Sins Vanilla 1.15/1.16 download:

http://www.mediafire.com/?f5gqynz1myj

CBMod v0.9 for Sins Entrenchment 1.03 download:

http://www.mediafire.com/file/2yjmwezyn2h/SoaSE_CBMod_Entr_v09.7z

Some Screens:

http://www.mediafire.com/?sharekey=2e5457e5e6f97f655a3d773badf214305e748e3298e784fbb8eada0a1ae8665a

 

So i hope you enjoy it...

stay tuned for future updates, and feel free to post some comments.

Changelog (only latest changes):

v0.9:
---------------------------------------------------
- compatible for entrenchment 1.03
- french translation by RS-fx
- finished german translation, and updated german str file.
- new stars: Magnetar and Magnetar Companion with special ability
- new planets: Consciousness of the Unity
- new maps: CB Black Hole Pirates, Alpha Centauri, preview of "Now and then, Here and there"

 

v0.8b:
---------------------------------------------------
- added new Templates for TEC, Vasari and Advent Militia
- added new templates: Rebel Outpost and Pirate Outpost
- added new auto players for TEC, vasari and Advent Militas
- fix in the blackhole attraction field buffs
- small adjustments for the militias on all CB maps

 

v0.8a:
---------------------------------------------------
- Unstable Gas Ability targets now also planet modules
- Pulsar Radiation now works on stars (thanks IC!)

 

v0.8:
---------------------------------------------------
- decreased max mines for asteriods, moons, anomalies and the white pulsar
- increased the hyperspaceradius for moons (from 15000 to 17000)
- added pulsar radiation ability to companion pulsar
- added german version (most of the new strings are translated)
- new anomaly: nebula and its ability
- updated demo2 map
- added, reworked and tweaked blackhole abilities
- fixed starting setups for map: "CB Purple Saturn Day"
- added new templates (vasari-milita, advent-milita, special scenario milita) 
- small milita changes on all maps
- new map: CB Sirrius Odyssey

 

785,487 views 236 replies
Reply #126 Top

Someone asked for a map of local stars.

Here it is. This is a work in progess. I would only open it in Galaxy Forge. All local stars out to Sirius, the top 10 list from NASAs terrestrial planet finder mission, and all known exoplanets out to 50 light years. Primary star distancesi, and direction are accurate to scale. Companion Stars and planet locations are not. Data used is in excel sheet I will clean it up later. I have another Im working on with our solar system. Should be up by monday. Requires the Mod.

Reply #127 Top

All Thanks to TohKlidan for his hard work and allowing me to merge the two together!
End of quote

And thanks for doing the merge ;) it is also hard work!

Reply #129 Top

Quoting doberman211, reply 3
Will that mod be ready? I hope so because i just cant merge them. But i did make a galaxy forge for Solar Sins and CB mods.

https://forums.sinsofasolarempire.com/349130
End of doberman211's quote

Good work doberman211 may i add the galaxy forge icons to my mod? for the next release?

Reply #130 Top

Go ahead.

And whats the problem with the Solar Sins planets? Is it the mesh or the entity? i can change a mesh file from the game its self and redirect the texture thing. But if its the entity well then i have no idea.

Ya. Im switchin to blue.

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Reply #131 Top

Firstly, Great mod! The new planets are great, and I love the new player pictures! The Advent one is beautiful and the Vasari one is made of epic win. (Am I the only person who thinks that the new TEC picture looks like Suki Toyoma?) 

 Still waiting for the Dyson Sphere, but in the meantime, I have a few suggestions. I have posted these in other places to, but I have never gotten a response. I know nothing of modding, so I dont know if these ideas are possible, but here they are:

1.If possible, grant a small number of rescources to a player for destroying enemy trade ships. If possible, make the amout the same as what the owner of the trade ship would get if it had survived.

2. If possible, create a "space colony" structure that would provide extra population while taking up logistic slots.

3. If possible, give small starbase like bonuses to capital ships that reflect that ships faction: Vasari get small populations, Advent get mini culture generators, TEC get tiny battlefield trade ports.

4. If possible, increase carries capital ship squadrons with every level: 1st level cap gets 1 squadron, level 2 gets 2 squadrons, etc.

Also, the black hole should totally annihalte everything that gets to close to the center. Really, anything that makes it to within a few inches of that thing should die instantly.

Those are my suggestions. I hope that your modding goes well.

 

Samurye.:ninja:

Reply #132 Top

I have completed the map of the Solar System and nearby stars, using what I think is all the SolSystemobjects in the mod (All planets, large moons, dwarf planets and some asteroids).  the Top 10 Stars in NASA's Terrestrial Planet Finder mission, all known exo-planets out to 25 LY and selected other stars (mostly the bright ones) out to 25 light years.

The File is HERE.   A very good spread sheet with all the data used is also available and could be very helpful if anyone wanted to add more stars, or do something similar. Lots of calculations are done for you by putting in distance, and R.A (or degrees). Star calculations are different than planet ones for good scaling. Size of the map can be changed and all bodies except the few spaced recalculated on the fly 9I expanded the map from 3000 to 10000 easily with this feature) . If you need more info on it let me know.

There are some weird things on the map.

Alpha Centauri System
A and B are far enough apart to have some seperate planets. But placing them based on the star forumla puts them on top on another. They are listed as seperate stars but are done on the planetary scale (24 AU apart). To place them I created a dummy star, and put A 12 AU up to the left, B 12 AU down to the right. Proxima is placed by the star placement formulas, and may not be part of the Alpha Centauri system anyway.

Companion Stars and Satillites greater than 300 AU are arbitraily placed at 300AU from the primary.

Dwarf planets are done in orbital spots like planets but not tied to the Sun but to the debris field they are part of. Asteroids not yet offically Dwarf planets were done as Satellites.

There are 3 races, Terrans, Martians and Venusians, this for my next step a playable map.

Planet placement was done on a logorithmic scale. Plants < 1AU were expanded, <10 compressed, < 100 compressed even more and so on. Its in the spreadsheet on the reference page.

Having done this there are some things I found the mod needed. I know some have been discussed but arnt in the current version so I will just list them.

  • Orange Stars
  • Red, Brown and White Dwarf Stars (Red and White Dwarfs distinct from the Red and white color stars somehow).
  • Mimas, Encladus, Charon, Hygiea. All are pretty large. Hygiea may end up a Dwarf planet. Anything that is a canidate for that should be on the list, as well as any moon larger than the smallest Dwarf planet.
  • +1 Loading…
    Reply #133 Top

    Quoting doberman211, reply 5

    And whats the problem with the Solar Sins planets? Is it the mesh or the entity? i can change a mesh file from the game its self and redirect the texture thing. But if its the entity well then i have no idea.
    Ya. Im switchin to blue.
    End of doberman211's quote


    What do you mean? can you explain it a bit more detailed.

    by the way doberman I removed the black borders from your icons, you can download the new version here:

    http://www.mediafire.com/?sharekey=2e5457e5e6f97f655a3d773badf21430a4499b754d649eb45621d66e282a0ee8

    now Samurye s questions:

    1.If possible, grant a small number of rescources to a player for destroying enemy trade ships. If possible, make the amout the same as what the owner of the trade ship would get if it had survived.
    End of quote


    i am not 100% sure but i think its not possible.

    2. If possible, create a "space colony" structure that would provide extra population while taking up logistic slots.
    End of quote


    Some kind of planetary module, but i think this would be a new module roletype and i don't know a way to add new role types. (maybe they are hardcoded)

    3. If possible, give small starbase like bonuses to capital ships that reflect that ships faction: Vasari get small populations, Advent get mini culture generators, TEC get tiny battlefield trade ports.
    End of quote


    I think this will be a similiar problem as number 3 above.

    4. If possible, increase carries capital ship squadrons with every level: 1st level cap gets 1 squadron, level 2 gets 2 squadrons, etc.
    End of quote


    this is possibile, but i think it would be very unbalanced only changing the carriers squad number. Also there are other mods that focusing on fleet and ship changes. And I only want to adjust and enhance the planets and space hazards.

    The distant stars mod has a lot of these ship balancing changes and they are very good. So if you wait a while until they get the merge with CB Mod finished, you would be happy.

    Am I the only person who thinks that the new TEC picture looks like Suki Toyoma?
    End of quote


    It is another image of actress Kelly Hu who plays Suki Toyoma ;)

    I have completed the map of the Solar System and nearby stars, using what I think is all the SolSystemobjects in the mod (All planets, large moons, dwarf planets and some asteroids). the Top 10 Stars in NASA's Terrestrial Planet Finder mission, all known exo-planets out to 25 LY and selected other stars (mostly the bright ones) out to 25 light years.
    End of quote


    Woot!! :thumbsup: Good work!

    This will be a good base for any map based on our sol system and surroundings.

    Have you also tested it ingame? i just asking cause you have the outer planets outside the star radius of sol. and i tought if a planet is outside the radius the game crashes. I will use it for scenarios as base.

    Thanks svarogteuse!

    # Orange Stars
    # Red, Brown and White Dwarf Stars (Red and White Dwarfs distinct from the Red and white color stars somehow).
    # Mimas, Encladus, Charon, Hygiea. All are pretty large. Hygiea may end up a Dwarf planet. Anything that is a canidate for that should be on the list, as well as any moon larger than the smallest Dwarf planet.
    End of quote


    I put this on my todo list, thanks.

    Reply #134 Top

    Yea I've loaded it up in game many times and had no problems with the planets being outside the star radius. A lot of them are, and a lot of the companion stars are too. Visited the entrire solar system. Dintd build on any of the outer worlds. I'll run a game today and do everything I can to the outer worlds and see if i can get it crash.

     

    I dont have entrenchment. Maybe thats an entrenchement bug? Does anyone know?

    Reply #135 Top

    Quoting svarogteuse, reply 9
    Yea I've loaded it up in game many times and had no problems with the planets being outside the star radius. A lot of them are, and a lot of the companion stars are too. Visited the entrire solar system. Dintd build on any of the outer worlds. I'll run a game today and do everything I can to the outer worlds and see if i can get it crash.

    I dont have entrenchment. Maybe thats an entrenchement bug? Does anyone know?
    End of svarogteuse's quote

    It is not a bug just a question i asked ;) I read a while ago somewhere here in the forums that you can't place anything outside a star radius. Maybe this was a problem with the old version of galaxy forge, where you weren't able to connect 2 planets from different star systems.

    But it is good to know that it works.

    Reply #137 Top

    I found out the problem with mars being purple. It was the planetGlow color. I changed it to brown. Looks much beter now. Well I wouldnt say better. it looked kinda cool purple. You should try it! It makes it look terraformed. Just no water.

    Reply #138 Top

    I resized most (except a few Red Dwarfs) stars so that the radius is an equal distance to the center of the habitable zone. Made other binary systems like the Alpha Centauri System if both stars had good habitable zones.

    This leaves a lot of planets outside the star radius and im playing without any problems. Built structures around most the Kuiper belt.

    I have noticed while playing that all the capital ships are called something similar to "Flagship Akken String not found Battlecruiser".

    Also on Neptune where it should say "Neptune - CBT .." It says string not found.

    I really love the new icons in Galaxy Forge, make things much prettier, and easier to tell what is what.

    Reply #139 Top

    What mine? Thanks! And is there a program that opens the icons for the game? Im trying to make a mod of CB and SS to go with my Ultimate forge. I have the planets all in game but theyre all under a volcanic planet icon and it looks dumb. I'll use my icons but i need to find out how to edit it in the first place.

    And ya how do you add names into the string file? I looked in the file for hours and found nothing about planet type names. Do i add it into the string changes?

    Reply #140 Top

    Quoting doberman211, reply 12
    I found out the problem with mars being purple. It was the planetGlow color. I changed it to brown. Looks much beter now. Well I wouldnt say better. it looked kinda cool purple. You should try it! It makes it look terraformed. Just no water.
    End of doberman211's quote

    Ok can you tell me the color code ? then i will change it.

     

    Quoting svarogteuse, reply 13

    I have noticed while playing that all the capital ships are called something similar to "Flagship Akken String not found Battlecruiser". Also on Neptune where it should say "Neptune - CBT .." It says string not found.
    End of svarogteuse's quote

    sound like i miscalculated the strings number again. I will look into it.

     

    Quoting doberman211, reply 14
    And is there a program that opens the icons for the game?
    End of doberman211's quote

    I you mean the tga texture files. You can edit them with photoshop or gimp.


    Quoting doberman211, reply 14

    And ya how do you add names into the string file? I looked in the file for hours and found nothing about planet type names. Do i add it into the string changes?
    End of doberman211's quote

    Search in the string files for IDS_PLANETTYPE_ or IDSGalaxyScenarioTypePlanet all planet types start with this prefix.

     

    Reply #141 Top

    Search in the string files for IDS_PLANETTYPE_ or IDSGalaxyScenarioTypePlanet all planet types start with this prefix.
    End of quote

    Thanks! Now i have names for my planets!

    The code is: glowColor 7f996633

    But I might look at it being red instead. I found out the color code list here:

    http://biega.com/colors.html

    And for neptune all you need to do is change the "IDSGalaxyScenarioTypePlanetNeptun" and add an (e) at the end of Neptun, then add in an "IDS_PLANETTYPE_NEPTUNE" and it'll be fine.

    Reply #142 Top

    Houston, we have a problem.

    I have all the entity, mesh and texture files correct, the planets show up but when i start the game, It just shows an empty grav. well with the astroids and sais string not found. (The string i know how to fix).

    What happened wrong?

    Reply #143 Top

    I have all the entity, mesh and texture files correct, the planets show up but when i start the game, It just shows an empty grav. well with the astroids and sais string not found. (The string i know how to fix).

    What happened wrong?
    End of quote

    if the grav well is empty and not showing a planet then the mesh reference is wrong (in most cases)

    did it happen to all planets or only one?

     

     

    Reply #144 Top

    Im only working on the ocean right now. you hnow, one step at a time. And i found out what went wrong. Ya the mesh reference was wrong.

    And how exactly do i edit the icons? I opened it in gimp but now what? Do i add a nother layer? or do i just paste it? If theres a guide somewhere on the net that would help a lot.

    Reply #145 Top

    Nice mod :)

    btw it is possible to do some only vasari and only advent maps too? O:-)

    Reply #146 Top

    And for neptune all you need to do is change the "IDSGalaxyScenarioTypePlanetNeptun" and add an (e) at the end of Neptun, then add in an "IDS_PLANETTYPE_NEPTUNE" and it'll be fine.
    End of quote

    ok i can do it , but why did you change the string reference ids?

    BTW thanks for the color code.

     

    And how exactly do i edit the icons? I opened it in gimp but now what? Do i add a nother layer? or do i just paste it? If theres a guide somewhere on the net that would help a lot.
    End of quote

    Ok first you should look for a basic gimp tutorial (mr. google is your friend ;) ).

    And this is how I do it with Photoshop (with Gimp it is very similiar):

    Open the TGA file you like to change save it as PSD (this is a Photoshop format i think gimp has a similar format) and add your new stuff into new layers. Layers are your friend cause you can alter things later.

    Ok this was a very very short explanation. but it will be best if we switch for a gimp Icons Howto to a new thread.

     

    btw it is possible to do some only vasari and only advent maps too?
    End of quote

    Since the the preselected races do not work correctly (in fact the setup i did in GF is not realized by the game) you can setup any race combination you like. Since i realized that the setup does not work, i made all starting and special templates for all 3 races.

    The races are specified just for the story, i had in mind for each map. I hope we are able to add some story elements in the future when scriptable events are possible.

    But if i have an idea for a story for an Advent or Vasari only map i will make one.

     

    Reply #147 Top

    Is anyone else having problems downloading this mod? The link for the Entrenchment version does not work, Mediafire says the file has been removed.

    Reply #148 Top

    i checked it starratt and the download works fine!

    Reply #149 Top

    Just thought id pop in here and let you all know that Distant Stars is now fully merged with Celestial Bodies 0.8b.

    Thanks TohKlidan for letting me merge Celestial Bodies with Distant Stars, all your work is really appreciated! If I can ever give you a hand with anything just let me know.

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    Reply #150 Top

    Huzzaah! you did it fast!