NovaCameron

Novus Universum Mod - We have moons!

Novus Universum Mod - We have moons!

Novus Universum Mod

This will be the main page of the Novus Universum mod I'm working on for SOGE. It has grown to the point that it is a full fledged mod in its own right and I think should be offered to the whole community.

It is a Planet mod. At this point it has over 140 planets, nearly 50 planet types, 7 planet sizes and the promise of a whole new universe for Sins. The planets are based off of the Star Wars Galaxy for the most part but can be adapted to any mod. I'd release it, but it is in a major overhaul right now.

And there is something that a lot of people have been waiting for... Moons. That's right this mod has moons. Just eye candy right now, but in the future I hope to mod planets around them. Stars and non-colonizable objects will also get a overhaul. Much will be added.

The inclusion of moons means something else for the game. Now it is possible to add eye-candy object around the planets. Space stations, shipyards, industry, roids, any thing you could want you can now add. i hope to include these into the planet mod. So if you have any structure models please share and they will pop up around your planets soon.

well as the mod gets closer to release i'll discribe some of the changes. resources have been reworked and expanded. this may mean that there will be too much resources but i'll mess with the gameplay file to bring it down if nessicary. these planets have tiny pops to massive population. 10 to 10000. some planets you cannot upgrade. some will loose you money. thus you have to think about which to colonize at a given time. the grav wells are huge. they can easily fit a few fleets in them though the smaller asteroid or dwarf ones can seem a bit small if you have alot of ships in them. planet upgrades can and do cost alot. this is intented. this is due to their size and shear amount in most cases. the planet health has been significantly upgraded. going from 15k to 120k it covers weak resource planets to massive fortress planets. if anyone has questions please ask.

 

http://i910.photobucket.com/albums/ac309/NovaCameron/ScreenShot_0.jpg

http://i910.photobucket.com/albums/ac309/NovaCameron/ScreenShot_1.jpg

MOONS! lol Well A moon, but it proves my point.

 

FULL: http://www.gamefront.com/files/20227224/Novus+Universum+1.2.rar
Comes with the speadsheet I made the planets from. Highly suggested  that you read it to familiarize your self with them.

 

TEASER: Novus Universum Mod Teaser

This will replace the textures, meshes, and entity files. If a mod doesn't change the entity files just pop it right in. Replaces Terran, Desert, Ice, Volcanic, and Gas Giant.

 

Features:

214 Colonizable Planets

82 Planet Types

8 Sizes (Asteroid, Moon, Dwarf, Normal, Large, Huge, Super, Giant)

37 Stars

Stars come in 8 classes/colors: O (Blue), B (Blue-White), A (Blueish White), F (White), G (Yellowish White), K (Orange Yellow), M (Orange Red), and L (Red; Brown Dwarf)

Star also come in 8 sizes: White/Brown Dwarf, Red Dwarf, Sub Dwarf, Dwarf, Main, Sub Giant, Giant, and Supergiant.

New Asteroids

Belt List: Solar belt, Inner belt, Outer belt, Comet Cloud

Redone Clouds and Storms (probably 7 total when done)

List: Gas Cloud, Ion Cloud, Dust Cloud, Positron Storm, Plasma Storm, Molecular Storm, Meteor Cloud

MOONS! They are just eye-candy but they look awesome

Planet Characteristics (yes these are the ONLY planet bonuses in the mod. The other ones are too small, odd, unrealistic, or just plain unnecessary.) If you have any ideas for them that I could add please share. ^^
Done

Ship building ability (I see no reason for any others. They get a bit too odd or outlandish)
Done.

I plan to have fun messing with particles so we'll see what I can do with those. They look promising.

Orbital Structures and Ships! Just eye-candy again but they can really add to the atmosphere. If you have any civilian models or orbital structure/satellite models please offer them. You will be credited and your model will appear around your planet.

Satellite planet and asteroid textures courtesy of NASA and the Celestia Database

Special Thanks to the SOGE Crew for betaing my planets. Particularly Lavo, Who has been a great help.

If you want to see the planets and more just go to www.swrebellion.com and sign up for the SOGE beta.

724,453 views 312 replies
Reply #201 Top

Don't do that, as the AI NEVER moves capitals, unless it loses it's starting planet.

Reply #202 Top

Quoting NovaCameron, reply 200
Capital prices are being reworked so it is high advisable to move your capital to a tech 2 or tech 1 planet. It is not a homeworld. Just a starting point for your empire.

While I like this approach in theory, if your homeworld isn't a tech1 or tech2 planet, how can you guarantee that there will even be any on the map? Many premade maps are full of asteroids and volcanic as it is, and that could cause an acute credit shortage.

Also, did you change how the taxation rate works? 1000+ credits for an extra 50 population is hardly anything compared to what you can get with tradeports (especially as many planets give trade income bonuses), so this will probably always be ignored.

Reply #203 Top

You did change up the pirate base!

Reply #204 Top

:omg: o_O Nope... I didn't do that.... (Many things in the mods tend to just.... happen....)

 

I said advisable. Not that you have to. It's already priced that way and works that way. ALL the premade maps have been reworked. They might need some more tweaking though.

 

EDIT: I've fixed the random glow strip on the moons. Removing the cloud rendering section seemed to do it.
EDIT 2: Fixed the non-spawning issue.
EDIT 3: Dropped the trade multiplier 20%. increased tax per pop by 40%.
EDIT 4: Planets are getting a substantial increase in constructors based on log and tac slots.
EDIT 5: What I ment was that I'm cutting the price of the capital moving in half. Still is favorable to move to a tech 2 or tech 1 due to their MASSIVE amount of tac and log slots

Reply #205 Top

Quoting NovaCameron, reply 204
EDIT: I've fixed the random glow strip on the moons. Removing the cloud rendering section seemed to do it.
EDIT 2: Fixed the non-spawning issue.
EDIT 3: Dropped the trade multiplier 20%. increased tax per pop by 40%.
EDIT 4: Planets are getting a substantial increase in constructors based on log and tac slots.
EDIT 5: What I ment was that I'm cutting the price of the capital moving in half. Still is favorable to move to a tech 2 or tech 1 due to their MASSIVE amount of tac and log slots

Nice.

Also just a random planet inquiry while I still have it in my mind, why do large agriculture planets only have 2500 health and 50 max population, and are unaffected by Terran planet population upgrades? I thought you system was the larger the planet the more health and population it has, at least by the planet types I've run into.

Otherwise my first game real game has been running quite well, after I made my own map to fix the nonspawning issue.

Reply #206 Top

No.. the size is just for upgrade costs, which are higher for larger ones. I've thought about making them more different but I'm not sure how. Maybe bonus pop...

Reply #207 Top

Fantastic looking mod Nova and thanks for the Planet Package also. :beer:

Quoting Ryat, reply 203
You did change up the pirate base!

This look's like the da file is were the cl should be in the mesh file. But there is no mesh file, is there?

 

Reply #209 Top

So when are the fixes/patch/next version going to be uploaded?

Reply #210 Top

I think the purplish colors and all are part of those not used skyboxes and all--colored light that would have been added by them to change the look.

Reply #211 Top

Skyboxes only affect the lighting, not the textures or meshes in any way. The Pirate base was textured like that. I did mess with the rendering file which the PirateBase counts as a planet which was the one I messed with the most. Uploading now. Was tired today so it was slow working.

EDIT: Patch up. Full is uploading.

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Reply #212 Top

No problem--great job sir!

On a totally unrelated note:  Guess what someone uploaded to my website today?  Lol--the entire line of 3D ship models  that make up the Irken Armada in Invader Zim--as shown here:

Same models as used in the render above.

Sins of an Irken Empire anyone?  We now return this thread to normal programming.

Reply #213 Top

Next patch will be a tweaking of the meshes and  a few textures to get the brightness worked on.

Reply #214 Top

Cool.  I thought you'd just stop in exhaustion and say, "Good enough".  Fix that puppy!

I do notice all planets have that shine but they use flatter textures under it.

Reply #215 Top

Yup. No alpha on the textures. All planets are bright really. Even the moon is bright as hell and it's just rocks! Same with mercury. Venus is bloody bright due to clouds. Water, clouds, and snow are VERY reflective (50-60%, 70-80%, and 80-90% if I remember correctly). I did tone down the glow patch on all the planets though.. I'll upload it tomorrow....

NU 1.1 Full is up.

Reply #216 Top

I noticed there is a text document file in the GameInfo folder named "List" with OrbitBodyType's in it. What does this do?

Reply #217 Top

Nothing. Just a file still stuck in there from modding. :P

Reply #218 Top

Quoting Sinperium, reply 212
Same models as used in the render above.

Sins of an Irken Empire anyone? We now return this thread to normal programming.

Sure, looks fun or funny, not sure which. The models probably can't be imported, but I could look at them.

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Reply #219 Top

Quoting NovaCameron, reply 215
All planets are bright really. Even the moon is bright as hell and it's just rocks!

Really its the brightness of the Stars they orbit that creates this effect. The moon has an albedo effect of less than 0.15, but so much light from the Sun hits it that even that low percentage looks bright. Of course I doubt Sins lighting system is capable of simulating that, so it really pretty irrelevant, just as long as it looks realistic.

Reply #220 Top

It is relevant when things are so bright they obscure viewing your fleets.  Dammit, it's a game not an observatory Jim! O:)

Reply #221 Top

dl the patch... lol I'll put 1.2 out tomorrow with a gloss downgrade and a few texture fixes. ALWAYS dl the patch. :grin:

Reply #222 Top

Quoting Sinperium, reply 212
No problem--great job sir!

On a totally unrelated note:  Guess what someone uploaded to my website today?  Lol--the entire line of 3D ship models  that make up the Irken Armada in Invader Zim--as shown here:

Reduced 42%Original 1280 x 1024

Same models as used in the render above.

Sins of an Irken Empire anyone?  We now return this thread to normal programming.
sins how many of the different ships are there?, sounds like it could be a bit of fun what?

harpo

 

Reply #223 Top

Quoting NovaCameron, reply 152
'off'? Most are not supposed to have anything there. Why waste a texture on black?

Well, we call this ambient illumination. And if inhabited, there will be visible lightsources.

Reply #224 Top

Quoting NovaCameron, reply 162
Oh and Goa should be happy I fixed the rendering files so there is a nice smooth transition from day to night though it does happen quickly.

Yes!! Thanks so much!

Reply #225 Top

no. i'm not wasting a texture on a few specks of yellow. it would add 150mb+ to the mod and mem usuage. and ambient light maybe what it's called in rl but in the game it's the ambient texture. the lighing is unattached to it and they don't effect eachother.