Ordian Ordian

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

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

 

Mad Scientist Mod

v2.5 Entrenchment Edition

ModDB Page

Support Email: [email protected]

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.

 

 

 

 

 

 

2,492,818 views 847 replies
Reply #176 Top

OWA89: The industral planet file that was included in the previous patch was merely to increase the artifact level of the planet so the Planetary buffs would work properly, not the planetary abilites, so that file did not have an effect toward the problem you were having, but as you can see from my previous post that I have fixed the issue you have brought foward as well.

Reply #177 Top

thanks for the patch :D

ehm, did you received my pm?

Reply #178 Top

Yeah I did.  I just have been joggling around whether or not I should keep updating the mod myself for entrenchment, and might go back on my previous plan and continue doing it.  My train of thought right now is that while it does take away time from getting the 1.5 version of the mod into the public hands, it also keeps me updated on what changes occur in the file structure, such as the issue that you had brought to my attention.  Makes me think that it might be better for me to keep updating the mod for the mere reason that even though it might push back the release date of 1.5, I will be well informed on the changes in entrenchment, and that alone might be worth it.  The issue I do not want is waiting for the beta to end before I do another conversion, and end up with a rats nest of problems because I did not keep up with what changes had occured.

The reason I have yet to respond is because I have not made up my mind yet on this, so I could not give a definitive answer.  Still unsure how to proceed, but with the recent series of things I had to go back and patch I am slowly leaning more toward working on keeping it updated.  I will be sure to inform you when I have made a decision, and thank you for your offer.

Ordian

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Reply #179 Top

I have been testing the Entrenchment version of the mod for a little over a week and im haappy to report i have gotten NO bugs and NO crashes so far. Im realy enjoying the mod and Ill keep testing. I dont think anyone would object to you continueing to update for entrenchment but id understand why if you didnt. I think the new Memory upgrades Starclad did haver realy helped with stability. I wish the AI would build mines though so i could test the new sweeping system. Ill keep you posted on further forays into the mod

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Reply #181 Top

Negative.  The current versions are compatible with v1.1, 1.12 and Entrenchment only.  I have not had the time to make it compatible with v1.13 as of yet.

Reply #182 Top

Doh!  No worries, will just have to wait until it gets released then :D

Or is it possible to roll back to 1.12 drivers?  Not too familiar with Impulse...

Reply #183 Top

I'm running your latest 1.14C w/patch on sose 1.13 and latest entrenchment version with no problems.

 

Awolf

Reply #184 Top

JMan30: Unfortunately there is no way to rollback the game via impulse

awolfhk: Very nice.  I am glad to be hearing from multiple people that the Entrenchment version of the mod is stable.  Hopefully it remains as such throughout the remainder of the expansions beta. Thanks for the report.

Reply #185 Top

seems like entrenchment final version will be released this month, the 25th XD

Reply #186 Top

Yeah, I read that as well.  Will be quite nice when the expansion is out of Beta.

Reply #187 Top

Okay, quick question guys, as I need some outside opinions on this.  Should planetary abilities remain strickly race oriantated or should all races have access to them?  The reason I am asking is I have been tossing this through my head for a while now and I am yet to come up with an answer, and thought I would ask those who probably have more experiance playing my mod then I do.  I could also grant all races to the planetary abilities, while making them more effective to those of the chosen race, and the culture bonuses would have to be reorganized.  Can't really see Advent getting a culture bonus from volcanic planets.  I have also played maps to where I really could not use the research considering there was no planets near by that were set toward my race. Thanks in advance for any opinions I recieve.

Reply #188 Top

Either keep them race specific have them be more effective for the particular race.

 

:fox:

Reply #189 Top

all colonisables should be colonisable, but the race specific bonuses should be race specific.

harpo

 

Reply #190 Top

Quoting Ordian, reply 12
Okay, quick question guys, as I need some outside opinions on this.  Should planetary abilities remain strickly race oriantated or should all races have access to them.  The reason I am asking is I have been tossing this through my head for a while now and I am yet to come up with an answer, and thought I would ask those who probably have more experiance playing my mod then I do.  I could also grant all races to the planetary abilities, while making them more effective to those of the chosen race, and the culture bonuses would have to be reorganized.  Can't really see Advent getting a culture bonus from volcanic planets.  I have also played maps to where I really could not use the research considering there was no planets near by that were set toward my race. Thanks in advance for any opinions I recieve.

 

Simple awnser is both but not the way your thinking. I think certain planets should have an ability just by virtue of it being that kind of planet (ie Naval Base Planets have the targeting computers and Urban have big trade centers because no matter who owns them they would still be these things). This way you retain that certain planets will have an intrinsic value to fight over. Now add to this your system of race specific planetary bonuses so that they will still have extra value to those races who have an affinity for them, and this keeps the diferentiation between races that I like about your mod. So a naval base planet is somthing to fight over anyway cause you ships do more dammage there if you own it, but its especialy good if your TEC since your buildings will also have more HP. also keep it so that certain planet will ONLY be higly valued by one side. There is enough of a variety in the planets to have both in some places and one in the other

Reply #191 Top

:thumbsup:  Looks awesome

Reply #192 Top

Quoting StarFallArmada, reply 15

Simple awnser is both but not the way your thinking. I think certain planets should have an ability just by virtue of it being that kind of planet (ie Naval Base Planets have the targeting computers and Urban have big trade centers because no matter who owns them they would still be these things). This way you retain that certain planets will have an intrinsic value to fight over. Now add to this your system of race specific planetary bonuses so that they will still have extra value to those races who have an affinity for them, and this keeps the diferentiation between races that I like about your mod. So a naval base planet is somthing to fight over anyway cause you ships do more dammage there if you own it, but its especialy good if your TEC since your buildings will also have more HP. also keep it so that certain planet will ONLY be higly valued by one side. There is enough of a variety in the planets to have both in some places and one in the other

Actually, my ideas are pretty close to what you have said, but I don't think I explained them very well.  Let me go into further detail by showing you the ideas I have for 1 of each races planets.

Urban: +fighters per squad for hanger defenses for all races, + fighters per squad for carrier frigates and all capital ships for TEC only

Industrial: -Ship build rate for all races, +hull restore rate for Vasari only(much like a repair platform)

Relic: -Ability cool down rate for all races, - Antimatter cost of Non-Ultimate abilities for Advent only

My question is to gain the opinion of the public to make sure the added work toward this goal is going to be a welcome addition toward the mod, as well as getting ideas and making sure it is not "over-the-top."  My goal is to put enough things in the mod to make it quite enjoyable, but I am trying to avoid stuffing it with so much that players start getting the feeling of being overwealmed.  A valid concern in my book as this will add 10 planetary techs to each tree, 5 uncolonizable planet techs for Starbases (wormhole, magnetic cloud, etc), and a few techs concerning other areas.  So I will be nearly dubbling the current tech count (aprox 60 new techs give or take).

Reply #193 Top

ordian, your thoughts sound great

harpo

Reply #194 Top

I'll get behind that.

 

:fox:

Reply #195 Top

keep the bonus planetary abilities as they're now. I think it's better is every race has its own bonuses, just because every race can feel better in some planets and so this fact "help" them to exploit the planet in a better way.

think about vulcanic planets. they're vasari's homeworld. so they can gain some bonuses from this type of planets (as they're doing now). if they can live well in vulcanic planets, so they may survive in the same way in a toxic planet (the other races, that are human, can just survive and nothing else XD)

in the same way, TECs will feel good on a terran planet or an urban planet. i'm just thinking about the industrial planets, i can think that both TEC and Vasari might gain the faster ship production bonus from it, a thing that Advent cannot have, because of their peaceful attitude.

so, just to end my opinions, I think you have to keep the things as they're now. sins is going to strengthen the differences between the 3 races and I think this aspect must be preserved. it's one of the most succesful aspect of this game and I love the opportunity to choose a race that reflects my way of playing. over it, strong differences between the races are needed in order to talk about strategy :D

Reply #196 Top

Okay, after taking your replies into consideration, I have decided to progress into providing universal as well as racial abilities to planets.  I have provided a list at the top of the thread under Changes for Next Release to give you more of an idea of what I am planning.  All abilities shown are working and have been programmed, however if there are any questions, concerns, or ideas I am always open to them and it is not too late for me change things.  As of right now there are no racial abilities in concern with swamp and barren for the mere fact that I have not thought up any as of yet, but rest assured they will be there by release.

Also, I am probably going to have the racial abilities also requiring a Starbase to be build in the gravity well in order to come into effect, and making the racial abilities stronger then the universial abilities stats wise in order to offset the additional requirements.

As I have said above, if there are any questions, concerns, or ideas then please write freely.

Ordian

Reply #197 Top

I have also decided to add a teaser pic to wet your appitites a little.  The picture is of the TEC fleet tree that I am currently working on.  Take note, that the final placement of these new technologies is yet to be completed, and the ones requiring starbases may very well end up in the Defense Tree (the two columns of planet techs on the right) while the others will more then likely remain here, just repositioned and jossled a bit.  Also, I will be adding even more technologies outside of planetary research into the mod, I just don't want to reveal too much ahead of time.

The Universal ability for the Barren Planet apparently got cut off from the pic, but if you look closely you can see it at the bottom of the first column.

Reply #198 Top

Would there be a way to implement some anti strike craft defenses (static emplacements as opposed to hangers with fighters) or would that be too much work?

Btw, love the mod(s)!

Reply #199 Top

are you sure to give universal abilities to the swamp planet? I hardly image advents take in consideration to live on a swamp planet... and i see some difficulties for tecs also XD :P

edit: in my opinion, you should modify the number of levels for each planetary upgrade. now that you're putting universal abilities, to research 3 levels for each might be a little... frustrating :D

can i just make a very easy question? why don't you put arrows in the fleet tree? another question: why don't gas giants have any ability?? :D

Reply #200 Top

Just so you know Ordian your mod should be 1.13 compatible as it does not change any of the GameInfo or files in the slightest it was merely game engine tweaks ;)