[MOD] The Mars Effect v1.5 (Updated Sunday 2/3/2008)

Single-Player Overhaul for Sins of a Solar Empire

A Single-Player Overhaul for

Sins of a Solar Empire

V 1.5


Contents

Introduction 3

Installation: 4

Special Thanks 5

Single-Player Changes: 6

More Impressive Firefights. 6

Ship Changes. 7

Capital Ship Balance. 7

Cruiser Tweaks. 7

Frigate Tweaks. 7

Fighter/Bomber Tweaks. 7

Defensive Changes. 7

General Gameplay Changes. 9

Diplomacy Tweaks. 9

Pirate Tweaks. 9

Planet Changes. 10

Changelog 13


15

Introduction

When I first started playing Sins of a Solar Empire, I did what most of you probably did, started off on a smaller map and played one or two easy AI to introduce myself to the game. My second time around on the single player, however, follows a trend that I’ve had whenever I’ve played strategy and 4X games; I cranked out a “Huge Random” map, threw in 10 AI, and set everything at its slowest.

Before I continue, let me reassert that I love Sins of a Solar Empire. However, there were some aspects of the game that simply did not work for me, especially on larger maps. The beauty of Sins, however, is that it allows a very large amount of editing, and furthermore has easy access for those of us (such as myself) who are not as talented at programming/modeling/etc. So I began to tinker at various settings, and this is the product of my experimentation: The Mars Effect.

The Mars Effect aims to do five things:

I. Overhaul ship balance with a greater focus on capital ships, and to provide a greater emphasis on fighter/bomber squadrons, while simultaneously boosting the anti-fighter frigates’ power.

II. Change the diplomacy and pirate aspects of the game so that the penalties for not completing AI quests is lessened to various degrees, and the time between pirate raids is greatly increased, as is the maximum pirate raid strength.

III. Greatly reinforce planet defenses to the point where it requires an actual assault to take fortress worlds

IV. Overhaul the capital ship and logistic point system to allow for multiple fleets to better function on larger maps, while balancing it such that this mod will still function on smaller maps due to higher maintenance and research costs

V. Make minor modifications to ships without changing overall balance to both provide more visually stunning battles.


Installation:

Note: Until v1.3 of Sins of a Solar Empire comes out, the total size of this mod will be roughly 1.3GB, make sure you have that much space on your HDD before installing this mod!

Disclaimer: I am in no way, shape, or form responsible for any issue(s) that may arise from using this mod, and additionally anyone who has not read this readme will not receive any help from me, regardless of their issue. I will ignore any issues that have been covered in the readme.

  1. Unzip using either 7-Zip or WinRAR into your Mods folder
    1. For Vista users, it should be located at:
      C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods
    2. For XP users, it should be located at:

C:\Documents and settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods

  1. You should now have the folder “The Mars Effect” located within your “Mods” folder. Within “The Mars Effect”, you should have the following items:
    1. “GameInfo” folder
    2. “String” folder
    3. “The Mars Effect Mesh” folder
    4. “The Mars Effect Textures” folder
    5. “Window” folder
    6. The Mars Effect README.doc
  2. VERY IMPORTANT! Navigate to your Sins of a Solar Empire installation directory, and copy the entire “Textures” and “Mesh” folder and paste it into the “The Mars Effect” folder within your “Mods” folder. Close the Sins of a Solar Empire installation directory window.

Your “The Mars Effect” folder should now contain:

    1. “GameInfo” folder
    2. “Mesh” folder
    3. “String” folder
    4. “The Mars Effect Mesh” folder
    5. “The Mars Effect Textures” folder
    6. “Textures” folder
    7. “Window” folder
    8. The Mars Effect README.doc
  1. VERY IMPORTANT! Copy the entire contents of “The Mars Effect Textures” folder and paste them into the “Textures” folder; click “overwrite”/“replace” to all.
    1. OPTIONAL. Delete “The Mars Effect Textures” folder.
  2. VERY IMPORTANT! Copy the entire contents of “The Mars Effect Mesh” folder and paste them into the “Mesh” folder; click “overwrite”/“replace” to all.
    1. OPTIONAL. Delete “The Mars Effect Mesh” folder
  3. Start Sins of a Solar Empire.
  4. Select and enable the mod through the Sins of a Solar Empire Options menu (Options à Mods)
  5. Enjoy!
  6. Feel free to report any bugs/feedback to me on the official Sins of a Solar Empire forums under the handle: xXAequitasXx

Special Thanks

Many thanks go out to Ironclad for making such a wonderful game, and to Stardock for not only going beyond what a publisher will normally contribute, but also to their lasting commitment of putting the customer first.


A gargantuan “Thank You” to - Uzii - on the official forums for helping me work through a couple of bugs as well as allowing me to incorporate Sins Plus into my mod.


Everyone on the forums for their willingness to be my guinea—erm…mod testers.


Finally, to end this Oscar acceptance, I of course have to thank my fiancée, both for her patience and her love.


Single-Player Changes:

More Impressive Firefights


·

· Done via burstcount and burstdelay, etc. Damage untouched.

· Some minor changes to weapon types (larger emphasis on cannons for TEC, more beams on Advent battleship, Vasari stays the same)

· Removed default to focus fire in attempt to liven up battles, with the idea being that each ship will now engage its proper target; hopefully will further liven up battles

Ship Changes

Capital Ship Balance

· 20% more HP to all capitals' starting HP, 20% increased HP per/level;

· Battleships gain an additional 0.1 armor increase per level as compared to their old armor increase level

· Carriers start off with an additional squadron, gain more squadrons per/level

· Colony ships gain additional command points per/level

· Siege capships have a 50% siege damage increase

· Support capships (including Vasari scout) have a 25% increased AM pool increase per level, and 10% increased AM regeneration rate increase per level

Cruiser Tweaks

· Carriers now have two squadrons, but 20% increased cost

Frigate Tweaks

· Illuminator tweaked to have 5000 range, 15% shorter cooldown

· Vasari assailant tweaked for longer (7000) range

· Anti-Fighter frigates now have increased damage [50%], increased range [10%], and decreased cooldown [20%] to better deal with greater numbers of fighters/bombers

Fighter/Bomber Tweaks

· Squadron size increased by one for Vasari, 2 for TEC, and 3 for Advent

· Build time decreased by 50%

· Individual damage decreased by 15% for Advent

· Fighter HP reduced by 30%, Bomber HP reduced by 50%

Defensive Changes

· “Point defense” (anti-strike craft) platforms for all races

o Does damage equal to three banks of anti-frigate batteries (alternatively, 75% of the frigates total damage if all four banks were firing simultaneously), but with a 50% decrease in cool down times

o Increased turrets’ turn rate

o Lower resource cost (300/100/50) as compared to the more expensive defense platforms (375/112/75) and quicker build time (60 vs. 75)

o Range of 3000

· Introduced new prerequisite techs for the point defense platforms

o TEC: “Rapid Fire Weaponry”

o Vasari: “Improved Vector Missiles”

o Advent: “Anti-Fighter Lasers”

o Research cost set to 400/0/25

· Phase Inhibitor overhauled

o Phase inhibitor now covers entire gravity well

o Phase inhibitor has 30X increased effectiveness

o Phase inhibitor has 50% increased HP

o Phase inhibitor has 10X increased build time

· Range on all defensive platforms increased, Damage increased by 25%, HP increased by 50%, resource cost increased by 50%, build time increased to 75

· Defensive Hangars now host one additional fighter/bomber squadron per/platform

· TEC Planetary Shields module HP increased by 50%

· Vasari Nano Weapon Inhibitor module HP increased by 50%

· Advent Anti-Matter recharger ability restore rate increased by 50%, Max AM increased to 500, AM regen to 1.0


General Gameplay Changes

  • Logistics techs changed
    • More capital ships allowed (max 30 now); +10%, + 15%, +20% increase in cost of research for the last 3 techs, resp.
    • Logistics points scale to a higher end level (5000 max), but with a higher upkeep cost (90% at the highest; keeps it feasible to large empire only)
      • 15%, +17.5%, +20% increased cost of research for the last three levels; Vasari costs increased by 15%, 20%, and 30% (due to tech advantages of larger fleet)
  • Vasari Dark Fleet cooldown increased by factor of ten
  • Anti-Fighter Frigate technology now requires the point defense platform technology to be researched first

Diplomacy Tweaks

· Increased time between quests to four minutes (v1.5)

· AI is more willing to negotiate cease-fires

· Increased amount of time granted to complete a quest (50%)

o Exception of tribute quests, which were not lengthened

· Decreased happiness penalties for failure to complete quest

o Quests with higher rewards reduced less, i.e. raid missions

o "Maintain relationship" quests left the same, i.e. +/- 10%

Pirate Tweaks

· Increased pirate maximum raid strength to 350 units (v1.5)

· Removed all other tweaks as of 1.5 in order to try and solve CTD issues


Planet Changes

Now includes the excellent Sins Plus mod by Uzii!

  • Four New Planets / Gas Giants Colonizable
    • Oceanic
      • Asteroids: 4 - 6 Crystal
      • Max Pop: 70
      • Max Health: 4,500
      • Max Civilian Slots: 32
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Barren
      • Asteroids: 4 - 6 Metal
      • Max Pop: 40
      • Max Health: 9,000
      • Max Civilian Slots: 36
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Forest
      • Asteroids: 1 - 2 Crystal | 1 - 2 Metal
      • Max Pop: 140
      • Max Health: 6,000
      • Max Civilian Slots: 32
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Urban
      • Asteroids: 1 Crystal | 1 Metal
      • Max Pop: 1,000
      • Max Health: 10,000
      • Max Civilian Slots: 48
      • Max Tactical Slots: 40
      • Explorable: No
    • Gas Giant
      • Asteroids: 2 - 4 Crystal | 2 - 4 Metal
      • Max Pop: 60
      • Max Health: 1,500
      • Max Civilian Slots: 48
      • Max Tactical Slots: 40
      • Explorable: No

  • Three New Research Subjects
    • Improved Tunneling (Level 4)
      Widespread tunneling with improved equipment increases the population on Barren and Urban planets, as well as Asteroids. (Barren, Urban, and Asteroid population max increase)
      Level 1: 20%
      Level 2: 40%
    • Gas Giant Colonisation (Level 6)
      Allows colonisation of Gas Giants.
    • Improved Anti-Grav (Level 7)
      Allows larger colony platforms above Gas Giants due to improved Anti-Grav technology. (Gas Giant population max increase)
      Level 1: 25%
      Level 2: 50%
  • 45 New Planetary Bonuses


Detailed Capital Ship and Support Breakdown

Capital Ship Crew Research

Tech

Increase

Total

Support Points Used

Cap0

1

2

100

Cap1

1

3

150

Cap2

2

5

250

Cap3

3

8

400

Cap4

4

12

600

Cap5

5

17

850

Cap6

6

23

1150

Cap7

7

30

1500

Total

29

30

1500

Fleet Support Research

Tech

Increase

Total

Upkeep Increase

Upkeep Total

Ship0

150

250

9.375%

9.375%

Ship1

200

450

9.375%

18.75%

Ship2

300

750

9.375%

28.125%

Ship3

400

1150

9.375%

37.5%

Ship4

500

1650

9.375%

46.874%

Ship5

750

2400

9.425%

56.3%

Ship6

1000

3400

9.7%

66%

Ship7a

1550

4960

12%

78%

Ship7b

1550

6500

12%

90%

Total

6400

6500

90%

90%


Changelog

V1.5 (Current Release)

- Sins Plus (by Uzii) is now merged with The Mars Effect as of 1.5 as is

- Removed all pirate changes except for maximum strength (now reduced to 350); hopefully will reduce/eliminate the pirate CTD issue

- Reduced time between quests to 4 minutes (game default: 3 minutes); quest durations remain unchanged from previous versions

- AI willing to negotiate cease-fires at 40% happiness rather than 50%

- PD Turret range reduced to 3000

- Nifty new game-screen logo

V1.0

- Introduced point defense (anti-strike craft) platforms for all races

· Does damage equal to three banks of anti-frigate batteries, with 50% reduced cool down times

· Increased turrets’ turn rate

· Lower resource cost (300/100/50) as compared to the more expensive defense platforms (375/112/75) and quicker build time (60 vs. 75)

- Introduced new prerequisite techs for the point defense platforms

· Techs: TEC’s is “Rapid Fire Weaponry”; Vasari’s is “Improved Vector Missiles”, and the Advent’s is now “Anti-Fighter Lasers”

· Research cost set at 400/0/25, consistent with other tier 1 research

- Anti-Fighter Frigate technology now requires the point defense platform technology to be researched first

- Phase Jump Inhibitor now 30X more effective than vanilla

- Further increased maximum pirate strength to 400 supply units

- Decreased raid warning time (i.e. the amount of time “playing” eBay); raids will be launched anywhere from 45 to 90 seconds after the warning is first announced.

- Removed focus fire in attempt to see if fleet battles are more epic and fluid

- FIXED Vasari Bomber squadron not having the correct number of bombers (thanks go to bloodhawk32 on the forums)

V0.9A

- All fighters now have 30% reduced HP

- All bombers now have 50% reduced HP

V0.9

- Original release


Download Links:

v1.5 (Current Release)
Filefront:
http://files.filefront.com/The+Mars+Effect+v157z/;9742948;/fileinfo.html

Rapidshare:
http://rapidshare.com/files/96560052/The_Mars_Effect_v1.5.7z.html

v1.0
Filefront:
http://files.filefront.com/The+Mars+Effect+v107z/;9710019;/fileinfo.html
Rapidshare:
http://rapidshare.com/files/95204131/The_Mars_Effect_v1.0.7z.html

357,774 views 261 replies
Reply #1 Top
I'll be honest, I haven't read all that post, but I got the gist of it, the pic looks nice.

My suggestion would be this; rather than make a thread for "Interest/Feedback", change the name and call it your mod, and put [MOD] in front of it. Then change the opening paragraph to something like; "While playing around editing the game for my own purposes, I decided to release it as a mod. The general purpose of this mod is ... , but check below for a detailed description. I'd appreciate any feedback, etc.."

No offense intended, but thats how I'd post something like this.

Edit: Looks like a nice mod, plenty of alterations. Not my cup of tea, but most mods out at the moment aren't ;)
Reply #2 Top
That's a very nice looking fight right there. Good job!
Reply #3 Top
Hey there!! Yay my first ever post lol. This seems like a great mod but havent even gotten game yet!! Live in ireland so had to order over internet, Still waiting  X-( lol. May seem like a stupid question but where can i download this mod? Have been looking over this site to see what game is like and what mods are out for it.This sounds like the best one yet!!!! So ill get this as soon as i see what original game is like. But mod looks great.
Reply #4 Top
Updated original post, thread title for release. Reformatted to make it easier to read. Included download links on the bottom of the first post.
Reply #5 Top
the file front link seems to be hosed but ill check this out. looks good.
Reply #6 Top
Nice
I see that you have made the planet defenses way more powerful from the original game

Now the game is not only about Offense anymore...
Defensive strategies can work now

Thats good
Reply #7 Top
the file front link seems to be hosed but ill check this out. looks good.


Fixed...weird that it didn't work the first time, must have screwed up the link :)

NiceI see that you have made the planet defenses way more powerful from the original gameNow the game is not only about Offense anymore...Defensive strategies can work nowThats good


That was a major intent of this mod, but note that defenses still will not be able to take on a determined assault, but it does make good work of any AI zerg rushes, and is very helpful along strategic choke points if backed up by a small fleet.
Reply #8 Top
I have a problem this mod and 1 other that i down loaded are not in a folder when i downloaded and when i click on the download windows wants me to choose a program to run it from. Is it because im using fire fox? Can someone help me
Reply #9 Top
Defensive Hangars now host one additional fighter/bomber wing per/platform


PS: A handful of fighters/bombers is called a squadron. A handful of squadrons is called a wing. A handful of wings are called a group.

;)
Reply #10 Top
I have a problem this mod and 1 other that i down loaded are not in a folder when i downloaded and when i click on the download windows wants me to choose a program to run it from. Is it because im using fire fox? Can someone help me


It's in an archive, which means you need a program to extract the contents inside said archive, I suggest 7-zip (www.7-zip.org) personally.

Defensive Hangars now host one additional fighter/bomber wing per/platformPS: A handful of fighters/bombers is called a squadron. A handful of squadrons is called a wing. A handful of wings are called a group.


Squadrons...wings...blargh, I'll consider fixing it ;)
Reply #11 Top
PS: A handful of fighters/bombers is called a squadron. A handful of squadrons is called a wing. A handful of wings are called a group.


Not that it really matters, but I thought that a squadron is a handfull of wings. 1 squadron (12 or 16 fighters maybe) and every wing is 4 fighters.

That's what I've always thought and perceived anyway. Been a long time since I played Jane's F/A 18 LOL.

Anyway, I don't want to hijack this thread any more so I'll say something about the mod: It looks good, I have yet to see how balanced it is, but the changes sound very good. I'll give better feedback when I've played it more.
Reply #12 Top
Mod looks interesting, however there's something screwy with your HTML in your original post. Lots of "· " appearing, which I don't think is what you mean to have happen.
Reply #13 Top
Mod looks interesting, however there's something screwy with your HTML in your original post. Lots of "· " appearing, which I don't think is what you mean to have happen.


Can anyone else confirm this? It looks good to me...
Reply #14 Top
Even though this argument doesn't have anything to do with the mod really I thought I would help clear it up.

3-4 individual fighters = 1 flight/element
3-4 flights/elements = 1 squadron
2-3 squadrons = 1 group
2-3 groups = 1 wing

This is roughly how the USAF is organized anyway.

As for the mod, it looks good. I'm a defensive type player so I can't wait to try it out.
Reply #15 Top
most of this has been done in other mods... and having 30 cap ships is seriously gonna suck. its been tried before in another mod (Sins Enhancement Mod v1.52) and the mod creator reduced it because the ai kept on using capitol ships and u were forced to do the same to win battles.

will give it a try though.
Reply #16 Top
I can confirm your whole first post looks like this using IE:
Gonna try this mod looks cool :)

o Increased time between quests

o Increased amount of time granted to complete a quest (50%)

§ Exception of tribute quests, which were not lengthened

o Decreased happiness penalties for failure to complete quest

§ Quests with higher rewards reduced less, i.e. raid missions

§ "Maintain relationship" quests left the same, i.e. +/- 10%

Reply #17 Top
Your post looks fine in Firefox on my rig, but in Explorer it looks like the following:

The Mars Effect aims to do five things:

1. Overhaul ship balance with a
greater focus on capital ships, and to provide a greater emphasis on
fighter/bomber squadrons, while simultaneously boosting the anti-fighter
frigates’ power.


I can't think of anything I am running that would cause this, but I will boot up another machine and another OS just to see.
Reply #18 Top
I installed the MOD properly, but for some reason it isn't working right, even when activated. None of the changes come into play, and while the MOD is activated and I go to exit a game it causes SINs to freeze up. Any ideas?
Reply #19 Top
Thanks a lot xXAequitasXx. I was trying to do almost exactly the same as this mod, so you've saved me a ton of work :)

As for feedback: I only have two suggestions so far.
1. Increase the damage of anti- Fighter/bomber vessels even more. Carrier spamming is too easy right now.
2. Increase the homeworld/culture damage bonus, or something to that effect. The cap increase has made it a viable tactic to have reserves trundling about, which is lucky for the AI, but it's not enough to save their skins.
Reply #20 Top
Now thats what I'm talking about, much better first post. :CONGRAT:

And look at the feedback too, first 10 hours, 3 replies, and after the update, much more response. Glad to have helped.

Good luck with future projects and updates. :D

Reply #21 Top
here my feedback:

1. the rapidfire especially the autocannon fire of the akkan looks very good even as i was on the wrong side of the barrels :D

2.a)this was the first time that the AI carrier spammed me to death
b)if you made that much changes to buff defenses, why not make a tactical structure like Point Defense autocannon that targets fighters and bombers and use that nice rapidfire gfx

3. now it is really hard (for me impossible) to take down a lonely capital ship with a
frigate fleet size double of the supply of that said capital ship

4. I like the nice documentation & change log <- most important for mods
Reply #22 Top
2.a)this was the first time that the AI carrier spammed me to death
Just happened to me too. So, no need to increase the damage of flack vessels. It just seemed the AI didn't carrier spam.
b)if you made that much changes to buff defenses, why not make a tactical structure like Point Defense autocannon that targets fighters and bombers and use that nice rapidfire gfx3.
There's a balance issue with hangars to consider, but it would look cool.
I like the nice documentation & change log <- most important for mods
Would be even better if a list of the files changed was in the readme.

Reply #23 Top
Yeah, so the format issues are IE not capturing the proper indentation of the post, but all the info is there, so consider it an incentive to get FF :p


most of this has been done in other mods... and having 30 cap ships is seriously gonna suck. its been tried before in another mod (Sins Enhancement Mod v1.52) and the mod creator reduced it because the ai kept on using capitol ships and u were forced to do the same to win battles. will give it a try though.


Hmmm, I haven't seen a capship spam yet, but I rarely play above normal difficulty, so that might be it. However, I really did want a greater emphasis on capital ships, so I'm going to keep it the way it is for now.

I installed the MOD properly, but for some reason it isn't working right, even when activated. None of the changes come into play, and while the MOD is activated and I go to exit a game it causes SINs to freeze up. Any ideas?


I sent you a PM back, but I confirmed that the archives at filefront and rapidshare do have the correct, changed files.

Thanks a lot xXAequitasXx. I was trying to do almost exactly the same as this mod, so you've saved me a ton of work As for feedback: I only have two suggestions so far.1. Increase the damage of anti- Fighter/bomber vessels even more. Carrier spamming is too easy right now.2. Increase the homeworld/culture damage bonus, or something to that effect. The cap increase has made it a viable tactic to have reserves trundling about, which is lucky for the AI, but it's not enough to save their skins.


Hey Simsum, thanks a lot for the feedback. I was starting to notice the same with the fighters, although I haven't been kited by a full carrier fleet, I did notice the AI was using carriers quite a bit more. What I am going to do, rather than up the anti-fighter frigate damage more (which might make them too imba against long-range frigates), I am going to cut fighter and bomber HP, bombers more so than fighters.

As for the culture bonus, I'll think about it, but it's already quite powerful for the Advent (shield mitigation), whereas the TEC will just end up with more AM regen (don't think it will help overly much, but who knows).

here my feedback:1. the rapidfire especially the autocannon fire of the akkan looks very good even as i was on the wrong side of the barrels 2.a)this was the first time that the AI carrier spammed me to death b)if you made that much changes to buff defenses, why not make a tactical structure like Point Defense autocannon that targets fighters and bombers and use that nice rapidfire gfx3. now it is really hard (for me impossible) to take down a lonely capital ship with a frigate fleet size double of the supply of that said capital ship4. I like the nice documentation & change log <- most important for mods


Hi Dari. I was definitely quite happy with the fire rate of the AC now on the TEC cap ships, I was aiming for a more BS:G feel. Originally I was going to redo them all with the Heavy AC fx, but that seemed to come at a greater fps hit :shrug: As for the creation of an anti-fighter defense structure, I'm really quite limited by my own abilities, as I'm really just starting off by releasing my changes to my game :) Honestly, I'm not quite sure how to add new structures into the game, and I'd need to do appropriate research as well (although maybe an easier way would be just to make a PD defense structure dependent on the anti-fighter tech of each race...). We'll see, I'll do some experimentation (which is how I made this mod anyway :LOL:

Would be even better if a list of the files changed was in the readme.


Well, all of the changes are documented, so if you already know which files change what, you'll know which files I changed ^.^ Additionally, if you open the archive and choose to arrange files "by date modified", it should show you which ones I changed. I'll work on adding that to the readme!


Thank you all for your feedback! I'll see what I can get done today in regards to the changes. At the least I should have the weakened fighters done, as that's an easy change.
Reply #24 Top
Ultra quick fix (v0.9a)
- Fighters HP reduced by 30%
- Bombers HP reduced by 50%
- Documentation improved (changelog now present since I've now changed something; list of files changed included at the end of the readme)
Reply #25 Top
I'd love to see this mod combined with the extra planetary bonuses mod. As it is, i don't think i can use the two together.