Mad is Bad Mod - for Sins Rebellion v1.82 (and both DLCs)
Version: 1.82 (15.08.2014)
Yes, the name of the mod isn't very brilliant but I couldn't resist.
What happens when the Mad (Vasari) get bad, you can see here
To answer the most common questions directly:
This mod does NOT include new modeled ships, factions.
It is designed to be used on large or huge single star maps.
I had no minidumps, crashes or other problems with this version of the mod, so I would call
it stable.
DOWNLOADLINK:
I AM A LINK - CLICK ME! (~450Kb)
Main Features/Changes/"Fixes"
- Mad Vasari get more active
- 20 new Events
- 4 new neutral Objects
- Titans need more labs to get unlocked
- Increased Advent vs Vasari performance
- Revelation gets a better choice for advent fleets
- No Mines (better large game performance)
- Pirates survive the Novalithspam much more longer
- Pirate raids get stronger in late game
Complete list of changes:
GENERAL CHANGES
- Factions renamed
- TEC Loyalists -> Free Trader Coalition
- TEC Rebells -> United Trader Regime
- Advent Loyalists -> Advent Union
- Advent Rebells -> Advent Confederation
- Vasari Loyalists -> Vasari Despotate
- Vasari Rebells -> Vasari Cooperation
- Changes only influence selection screen
- Events
- Ressourceboom
- replaced with own version
- 150% Extractionrate on all Extractors
- influence on all players
- Mad Vasari Titan
- could be Vorastra or Kultorask
- NEW EVENTS (20)
- Small Mad Vasari Fleet
- Mad Vasari Fleet appears at star
- between 350/480 Fleetsupply
- No Capitalships
- spawn Weight of 7%
- Medium Mad Vasari Fleet
- Mad Vasari Fleet appears at star
- between 490/850 Fleetsupply
- Capitalships added
- spawn Weight of 3%
- Heavy Mad Vasari Fleet
- Mad Vasari Fleet appears at star
- between 1200/1500 Fleetsupply
- Corvette removed
- spawn Weight of 2%
- Mad Vasari Invasion Fleet
- Mad Vasari Fleet appears at star
- between 2500/2750 Fleetsupply
- Heavy Ships, Mass Corvettes, Capital Ships
- spawn Weight of 1%
- High Gravity Singularity
- Gravity Well Range For Hyperspace +8%
- Hyperspace Charge up Rate 50% slower
- 10min duration
- Low Gravity Singularity
- Gravity Well Range For Hyperspace -5%
- Hyperspace Charge up Rate 25% faster
- 10min duration
- Phasespace Singularity
- Speed in Hyperspace increased by 50%
- 10min duration
- High Recruitment Rate
- ships are build 25% faster
- Playerbased
- Low Recruitment Rate
- ships are build 15% slower
- Playerbased
- Construction Boom
- Structure build time -10%
- Upgrade Cost reduction -5%
- Playerbased
- Construction Recession
- Structure build time +10%
- Upgrade Cost reduction +5%
- Playerbased
- Increased xenophobic tendences
- Enemy Culture Spread -25%
- 2,5 Mins duration
- Playerbased
- Reactorresearch breakthrough
- Antimatter Restore Rate 30%
- Playerbased
- Well Trained Soldiers
- Weapon Cooldown -10%
- Playerbased
- Bad Trained Soldiers
- Weapon Cooldown +10%
- Playerbased
- High rate of birth
- Planet population increase 15% faster
- All players
- Low rate of birth
- Planet population increase slowed down by 10%
- All players
- motivated cargo pilots
- Refinery Income +50%
- Playerbased
- frustrated cargo pilots
- Refinery Income -50%
- Playerbased
- well trained citizens
- Planetbombing damageabsorption +10%
- works like planetshield from TEC
- has no text on planetinfoscreen but definitly works
- Playerbased
- Changed minimum allegiance threshold for random events to 20%
- Neutral Buildings (Only Captureable)
- Command Centre
- Can always be found at Pirate Base
- Offers "Order Blunderbuss" ability
- Order Blunderbuss
- Sends a Blunderbuss Capitalship if requirements are met
- 15min Cooldown
- Needs free fleet- and capitalshipslots
- Orbital Prison
- Can sometimes be found around Volcanic Planets
- Increase Extractor output to 125%
- Increase planetary ship build speed by 10%
- 10% lower planetary population growth
- Immobilized Jarrasul
- Can be found at broken asteroids
- Collects ressources from planet
- Forgotten Laboratory
- Can always be found at broken moons
- Counts as Combatlaboratory
- Has "Activate defense grid" ability
- Activate defense grid
- Spawns 2 long range defense platforms
- 12min reuse
- plattforms are active for 7mins
- Mad Vasari
- try to colonize planets and build a wharf there
- summon reinforcement from colonized planets with active wharf
- summoned ships have a Reactorleak (disabled passive regeneration and damage over time)
- spawn through above mentioned events
- wharfs must be destroyed to remove phase shield around planet (to bomb it)
- Small start Planet in Huge/Large Single System Random Maps
- this planet only owns light wharf (Some light ships every 3mins)
- starts a colonize ship from time to time
- needs Ressources to start (so you/AI have ~30min time at start)
- 7min Cooldown (They should not overrun the universe too fast)
- Pirates
- Now use modified Marza Ships called "Blunderbuss" with unique abilities
- Blunderbuss will be used in strong or wanted raid fleets
- Mines
- removed all Mines and their techs for better performance
- removed all Minelayers, Minesquads, tactical Mines
- Planets
- Barren Worlds
- Logistic Slots reduced to 8/16/24/32/40
- Ferrus Worlds
- Max. Asteroids reduced from 7 to 5
- Min. Asteroids increased from 3 to 4
- Planet Bonus "Fortress World"
- inceased Number of Mines removed
- Planet Bonus "Ancient Mine Factory"
- renamed to "Ancient Defense Systems"
- inceased Number of Mines removed
- 1 additional constructor added
- 5 tactical slots added
- Pirate Base
- Neutral (Only captureable) Command Centre
- TEC Shieldgenerator with 95% reduced damage to planet added
- Health increased from 6000 to 7500
- Own Tradeport (Underground Market)
- Mines removed
- Plasmastorm
- Pirate Ships increased by 3
- Gas Giant
- Pirate Ships increased by 3
- Broken Asteroids
- Uncolonizeable
- Surrounded by an immobilized Jarrasul which collects ressources
- Immobilized Jarrasul can only be captured, not destroyed
- Titans
- Number of required military laboratories changed to 1/2/4/6
- costs of the last two science steps increased
- Capital Ships
- Ultimate Abilities
- AI use conditions changed so AI use it more often
- Ability damage
- Capitalships deal 10% more damage to titans with their abilities
- Scouts
- Removed Detect Mines Ability
CHANGES PER FACTION
- Advent General
- Revelation Capital Ship
- "Far Sight" replaced with "Adjusted Shield Harmonics"
- Provoke Hysteria range increased to 6600
- Adjusted Shield Harmonics
- Grants all friendly Ships (without Titans) in Range following passive bonuses
- Shield Mitigation 1/2/3/4%
- Phase Missile Block 5/10/15/20%
- Range is 5000/6500/7500/8500
- Discord Capital Ship
- Range of Fracture increased to 4500/5000/5500/6000
- Destra Crusader
- Hitpoints increased by 20
- Shieldpoints increased by 20
- Temple of Renewal
- Affects also Starbases, Titans and Corvettes
- Deliverance Engine
- Far Sight added
- Far Sight -> 90sek Duration and 120sek Cooldown
- Advent Loyalists
- Replaced Science "Mine Controll" with "Spirit of the Hunter"
- Spirit of the Hunter:
- Aeria Drone Hosts and Hangars get this passive Ability:
- affects Fighter and Bomber Squads
- 125% max. Speed
- 200% on Thrust
- 15% increased damage dealt
- Range is 16500
- Advent Rebels
- Wail of the Sacrificed
- Now affects Ships/Starbases at the planet where activated
- NO effect on neighbouring planets
- Population killed on planet
- reuse time increased to 15min
- Damage changed to 5.42/10.75 per population point
- AI use it if enemy fleet is superior
- Cleanse and Renew
- moved to another spot in the hostility tree
- Tec General
- Combat Turret
- On click sounds removed
- Ability "Cluster Warheads" added
- Sova Carrier
- Combat Turret Ability
- Anti Matter Costs are now 75
- Cooldown time changed to 70 sek
- Expire time changed to 80/120/160/200
- Kol battleship
- Flak Burst
- Antimattercosts decreased to 85
- Range increased to 3500/3800/4000/4250
- Cooldown increased to 14/12/10/8
- Beam Weapon damage increased to 140 from 132
- Beam Weapon Cooldowntime reduced to 12sek
- Kodiak Heavy Cruiser
- Hitpoints increased by 100
- Autocannon damage increased to 75 from 72
- Insurgency (Research)
- Level I
- Strength increased from 20 - 25 to 25 - 30
- Cobalt Light Frigate replaced with Cielo Command Cruiser
- chance to spawn Krosov Siege Frigate reduced
- Level II
- Strength increased from 40 - 50 to 45 - 55
- chance to spawn Krosov Siege Frigate reduced
- Cobalt Light Frigate replaced with Cielo Command Cruiser
- Hoshiko Robotics Cruiser joins the fight
- Vasari General
- 2 Researchsubjects added (Combat)
- Kanruvas Prototype
- Targeting Computer Uplink
- Jump Degradation
- Slow down increased to 200%
- Vulkoras Desolator
- Siege Turret Ability
- Anti Matter Costs are now 35
- Cooldown time changed to 70 sek
- Expire time changed to 85/125/155/185
- Skarovas Enforcer
- Base armor increased by 1
- Kanruvas Oscillator
- nearly Unarmed
- Has "Disharmonic Oscillation" ability
- Disharmonic Oscillation
- Wave Cannons from ships in 8500 radius add 1,5dam/sec for 10secs to target (stacks 3 times)
- Passive
- Has "Targeting Computer Uplink" ability after research
- Decrease Weapon Cooldown by 15%
- 30 Sec. Duration
- 45 Sec. Cooldown
- Needs Antimatter
- Nano Weapon Jammer
- Affects also Starbases and Corvettes
- Bomber
- Hitpoints decreased to 125
- Damage increased to 74
- Vasari Loyalists
- Titan
- The Maw Ability
- affects now 20/40 targets
- Vasari Rebels
-Titan
- Nano Leech
- affects also Titans
- Damage changed to 5/8/12/16
- 15 targets maximum
How to install
1. Go to My Documents folder in your personal user folder on the desktop
2. Open the following folders:
- My Games -> Ironclad Games -> Sins of a Solar Empire Rebellion -> Mods-Rebellion v1.82
3. place the folder "Mad is Bad - Rebalance Mod" from this zip-archive there
4. Starts Sins -> Go to Options -> push the Mods button
5. Select "Mad is Bad - Rebalance Mod" in the available mods part and push the enable mod button
6 Enjoy the game
Disclaimer
This mod is installed and used at your own risk!
Under no circumstances shall the creator of this mod be liable for direct,
indirect, special, incidental, or consequential damages resulting from the use,
misuse, or inability to use this mod.
FAQ
1. Since when do you mod Sins?
Started short after release of Entrenchment
2. Is this mod compatible with other mods?
In most cases not because nearly any mod uses his own version of the
entity.manifest and language files
3. Will there ever be new ships/factions/...
No, my skills are very limited and I am absolutly unable to create skins
or modells for new ships. I am also sure that there are many new faction mods
out there that are much more better then anything I could create.
4. I do not like your mod!
Then do not use it *g*
5. There are other mods that did or do the same things
I am sorry, I rarely look for mods here and I am sure not everything will be the same.
6. I found a bug or found other balance problems
Write them down here and I will have a look at this. But always remember,
my moddingskills are very limited and my time too...badly. Also discuss
anything about the changes that you want. Maybe others have a better feeling
for numbers then I have.
7. Why have you used the Revelation for the changes?
Because far Sight is nearly useless and this ship absolutly needs a reason to be in an
advent fleet. It is also weak enough so that vasari-players could react in an appropriate way.
At least it should be a new decission for the player if he invests in this cap-ship or in one of
the more used ones.
8. What is your favorite faction?
TEC-Loyalists, so I rarely benefit myself from the changes
Special thanks to
Stardock/Ironclad for this great game and 1000 hours of fun!
harpo for providing the reference files for a long time
Patch 1.5 because it removed many problems
My Recycle Bin for eating a lot of minidumb files