xXAequitasXx xXAequitasXx

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

[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

357,932 views 261 replies
Reply #51 Top
I'm also having trouble combining the mod, how about releasing an update for us non savvy computer users.
Reply #52 Top
There was one last step needed in order to merge our English.str files together, and that is to make sure that the number of strings listed for stringCount (very first line I believe) is correct. To do this, follow these directions by Uzii:


How to make sure the string count is correct:

1.) Put the count number into a calculator and multiply it by 3.
2.) Plus 2 onto the number you get, and copy the number.
3.) Now, in the .str file, hit Ctrl+G in notepad, and paste the number you have. [NOTE: We both use the free Notepad++, which is worth getting, and free]
4.) Hit enter, and this should basically drop you to the VERY LAST LINE of the file.
5.) If there are any strings below, count them up and plus them onto the stringCount.


In the meantime, I believe Uzii will be making a quick file for you guys to put in, although you might not need it...
Reply #53 Top
With using Aequitas String doc as the base and adding in Uzii's strings into it, I got a total of 15643. Just to let you guys know.
Reply #54 Top
If you are using The Mars Effect v1.0 and Sins Plus v1.0, the correct string count is 5304. Those are the two I am currently using.
Reply #55 Top
How'd you get that number, Aequitas? Did you take the added number and divided it by 3?
Reply #56 Top
got the two working together again. unfortunately, got near the end of a game and crashed, but the game was almost over so it wasn't a huge deal.

also for some reason the issue with the abilities not researching was fixed when i reloaded the saved game.

Got to plead that you consider ironing out the online issues, this mod is excellent and combined with the best part of this game (other players) i think it would shine.
Reply #57 Top
Hmm..

OK first of all, this explanation only covers Aequitas's Mars Effect mod and Uzi's Extra Planetary Bonuses mod. Combining the latest Mars Effect mod with Uzi's other mods is trickier.

As for the instructions:

1. Go to your C:\Documents and Settings\spasser\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods folder, and create a new folder called Mars Bonuses.

2. Go to the folder you installed the game in, copy the Textures folder, and paste it into the Mars Bonuses folder you created in step 1.

3. Extract the content of Aequitas's Mars Effect mod into your Mars Bonuses folder. The Mars Bonuses folder should now have a The Mars Effect README.doc file and 2 folders called GameInfo and String, respectively.

4. Extract Uzi's Extra Planetary Bonuses mod somewhere else - your desktop, for example.

5. Open the English.str file from the Extra Planetary Bonuses (by Uzi)\String folder, and copy everything AFTER this:

StringInfo
ID "IDSICODefaultChannel3"
Value "Pirate Base"


6. Open the English.str file from the Mars Bonuses\String folder, scroll to the very bottom of it, and paste the stuff you just copied from Uzi's file. Check that the formatting didn't get screwed up, bits aren't missing & so on. Save the file and close it.

7. Open the Extra Planetary Bonuses (by Uzi)\GameInfo folder, sort the content by date and copy all the files modified AFTER 2/9/08.

8. Open the Mars Bonuses\GameInfo folder and paste the files you just copied. Click yes to all when prompted to overwrite.

9. Copy the Textures folder from Uzi's mod into your Mars Bonuses folder. Click yes to all when prompted to overwrite.

10. Copy the Extra Planetary Bonuses (by Uzi)\Window folder and paste it into the Mars Bonuses folder.

11. Let go of my hand and play the game ;)
Reply #58 Top
got the two working together again. unfortunately, got near the end of a game and crashed, but the game was almost over so it wasn't a huge deal.also for some reason the issue with the abilities not researching was fixed when i reloaded the saved game.Got to plead that you consider ironing out the online issues, this mod is excellent and combined with the best part of this game (other players) i think it would shine.


Hey, glad the research deal resolved itself. As for the online issues, the thing is I barely have the time to play online as is, and when I do, it's primarily 2v2 or 3v3, and it's an entirely different kind of game to the one I prefer to play SP, and hence the reason why I made The Mars Effect in the first place. So I personally will not be covering MP, mostly because I actually don't use this mod for online matches, but also because I simply don't have the time, sorry. If a couple of people want to test it online and get back to me on what is causing crashes and what needs to be changed, I will happily fix anything that needs to be fixed though! I just can't do it myself :)


@ Simsum

Awesome, thanks for the more detailed instructions, I included them on the first post!
Reply #59 Top
nice mod aequitas :CONGRAT:

and thx for the guide simsum, but i would also like to have a way to merge uzii's sins plus mod with this, and aequitas u said u already merged it right? cant u upload the folder just without the textures directory? and then ppl will just have to get the textures directory from uzii's mod and there u have it..... but thats only my idea... it will make ppl's life easier :P
Reply #60 Top
AWESOME! AWESOME!

YOUR WORK IS LEGENDARY!!!!!!!!!!
Reply #61 Top
nice mod aequitas and thx for the guide simsum, but i would also like to have a way to merge uzii's sins plus mod with this, and aequitas u said u already merged it right? cant u upload the folder just without the textures directory? and then ppl will just have to get the textures directory from uzii's mod and there u have it..... but thats only my idea... it will make ppl's life easier


Shhhhh...patience ;)

AWESOME! AWESOME!YOUR WORK IS LEGENDARY!!!!!!!!!!


I'm glad you like it :D

Reply #62 Top
nice mod aequitas and thx for the guide simsum, but i would also like to have a way to merge uzii's sins plus mod with this, and aequitas u said u already merged it right? cant u upload the folder just without the textures directory? and then ppl will just have to get the textures directory from uzii's mod and there u have it..... but thats only my idea... it will make ppl's life easierShhhhh...patience
AWESOME! AWESOME!YOUR WORK IS LEGENDARY!!!!!!!!!!I'm glad you like it


Ohhh.... that would be really really awesome if you guys work some arangement with Uzii, to allow you to upload the mod the combines both, without the textures.. Simsum has awesome directions there, and that's awesome, but would really like it for Uzii's latest amazing mod, lol :)

As always, keep up the great work, seriously, my interest in this game has increased just because of the community and mods and its only been about 2-3 weeks since the game has been out. Imagine, what we will see 1-2 years from now :)

MP
Reply #63 Top
This looks great. Me and my friends will be trying it out this weekend hopefully (sucks having no time :-/).
Reply #64 Top
love the mod. works well on large ffa hard difficulty when 3 enemy fleets attack one of your worlds at the same time.

been playing v 0.9a so getting ready to update to 1.0 :)
Reply #65 Top
Glad to be of help Aequitas :)

I haven't had much playtime since you released v1.0, but I think the fighter/bomber balance is just about perfect now.

@ the rest of you: combining Aequitas's mod with mods that have new/modified research trees is basically a mod project in itself. If you're willing to sacrifice the new Point Defence in Mars Effect, you can combine it with Sin's Plus following the existing instructions, but doing so imbalances the game, so I would suggest waiting for whatever Aequitas & Uzi comes up with instead. Also, I haven't had a good look at Sin's Plus yet, so I can't swear the loss of Point Defence is the only bad thing that'll happen, but I think it is.
Reply #66 Top
Simsum it appears you are correct. From my experience the new defense platform is all you lose out on.
BUT Uzii has a new version & it appears for now he removed his custom research.
sooooooo...
I will try to merge the mods again and let you know how it worked.
Reply #67 Top
Damn they are not combining correctly. I tried NOT copying over the playertech by uzii, but i guess the research changes are in different files because when i tested the mod, the planet research options were gone, but i could not find the new anti-strikecraft defense platform research anywhere either. (nor was it buildable by default)

What file(s) exactly are used when editing research? if i can figure out what files to NOT copy over from PB plus, it should work fine.
Reply #68 Top
I still haven't had a chance to try myself, but I can at least tell you that PlayerTech is the TEC entity, nothing more. The other two are called PlayerPsi and PlayerPhase.

You'll need to merge the relevant bits of each player file, and make sure there's no conflicts between the research topics themselves (again, unique for each race). You also have to make sure there's no problems with multiple things using the same icons and similar pitfalls. You probably also have to update the gameplay.constants file & possibly other entity files I can't think of right now.

Like I said, you'll essentially be creating a new mod. Unless you're into that sort of thing, there's three good reasons to sit back and be patient.
1. Unlike you, Aequitas & Uzi already know what changes they've made.
2. Both of them are incredibly productive.
3. Uzi's Sin's Plus mod is apparently fairly bugged.

Which means that even if you have some idea of what you're doing & have a lot of time to kill, chances are they'll have released compatible versions of the mods before you can make your own.
Reply #69 Top
3. Uzi's Sin's Plus mod is apparently fairly bugged.


Got that one right. The version at the moment is stable, and I'm going back to the drawing board with the research, we(thanks to everyone who helped) have found the problem, and although there is no way to fix it, there are numerous work arounds. I should be able to make some progress today, and I believe Aequitas was thinking about fully incorporating my mod with his, although at the moment, with my mods a little sub-par from what I wanted.
Reply #70 Top
My original plan was to fully incorporate Uzii's mod into my own, without the current "drawbacks" (i.e. losing my defense platforms). I've actually got a functioning copy on my drive that I was planning on releasing, but then Uzii and I noticed the research bug, so it's on hold right now. I'll likely release a version when the research is back in.

Hopefully that helps clear things up a bit, and I've been a bit mum here on the boards mainly because I've been trying to troubleshoot for Uzii, while also juggling classes, so apologies to anyone who I haven't had a chance to respond to.
Reply #71 Top
1.1 is out, and after some testing seems stable. I've added 3 new research subjects, but on a completely new line so it shouldn't conflict with any research.

Reply #72 Top
So my semi-solution works? I'm just curious if the original issue (more than one new/custom planet access research messing up) was resolved?

I'm going to run through 1.1 right now, thanks Uzii for the heads up.
Reply #73 Top
No, I simply can't add more than one custom planet type for research. I've used existing ones (Asteroid, Ice, Terran, etc) for my research. I'm hoping a dev somewhere could answer this, but so far they have been pretty silent in this section. Fingers crossed anyway :D
Reply #75 Top
I'm currently waiting on a dev response on this issue, as I'd really like to have individual planetaccess techs available, but if it's not possible, I'll continue on with the merge.

Patience, grasshopper(s) :P