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

357,769 views 261 replies
Reply #101 Top
Aequitas says its included with this mod, along with Sins Plus and some other stuff.  :CONGRAT: 
Reply #102 Top
Looks good Aequitas, will try it out later today time permitting.Still haven't had a chance to test the pirate fix/CTD thing multiplayer, but hopefully will be able too by the middle of the week.


I've removed all pirate changes but their maximum strength, so hopefully it'll solve people's issues with the pirates, both on and offline. Although, again, I'll stress that this is a singleplayer mod; yes, it's possible to use it online, but I can't take responsibility for anything that may happen.

Except for fun. I take all responsibility for that ;)
Reply #103 Top
Is there a way, by any chance, to move the Mod folder in a different location (let's say somewhere in D:\) in Vista, 'cause i don't have much free space in C:
Reply #104 Top
AWESOME MOD.

makes the game FAR MORE interesting!

KEEEEP IT UP PLEASE!!! :D

I am baffled as to why the game wasn't released with this kind of "flavor"

MAJOR PROPS!!
Reply #105 Top
Downloaded from both sources and both have no file format.Both have name of The_Mars_Effect_v1.5.7z and .7z is not a valid ext.:) just thought ya should know
Reply #109 Top
Never used it,trying now.Txs for pointing that out.


Yup uses that program.Txs again.
Reply #110 Top
Yep, .7z is the 7-zip compression format. Superior compression from a superior tool. I <3 my 7-zip.

WinRAR should also be able to extract it without any problems.
Reply #111 Top
Hey just installed the mod today and had a good game going. Huge map with 6 players. Had about 8 planets and only a small fleet(1 capship and 5 frigates or something) and was phase jumping to a planet but had to go through a pirate base. The base had about 120 ships and when my ships were about half way across the base the entire game just jammed. I got a message saying mini-dump error. Now Sins wont let me load the game i was playing no matter which save i try load.Any Ideas? Cheers
Reply #112 Top
That's a first...are you just trying to load autosaves or named saves? Very odd, only thing that's changed on the pirates is their maximum strength (even lower than the previous release--350 vs 400 in the previous one); I left their ships alone, respawn times, etc. I'm unfortunately without an answer on this one. :(
Reply #113 Top
Sadly just autosaves lol.Didnt actually save the game was to busy playing it to stop lol.Brilliant mod!!!! :D . Ah well ill just have to start again lol. Ill try tear myself away long enough to save it this time lol ;) .Cheers anyway mate.
Reply #114 Top
Any chance the AI could be AI instead of AM (Artificial Morons)
Reply #115 Top
I'm willing and able to quick throw together an installer for this if you like. It will remove the headache of having to copy/paste so much stuff. If you are interested contact me on AIM - aoamchart.
Reply #116 Top
Damnit happened again. I can reload saves i made myself but not the autosaves. But after an hour and a half no matter how much i reload it it just comes up minidump error.Ah well going to have to disable mod i suppose.Shame its such a great mod.Anyone else having this problem?
Reply #117 Top
Not sure if its a bug with your mod or the game (probably the game..) but when i was building some regular turrets with a few new turrets mixed in, my Vasari carriers moved in and were using their repair hull abilities to construct the defense platforms. Probably happens in vanilla, never noticed it though.

But yes, thats right. No builders, i had about a dozen that went from 0hp (unbuilt) to around 3k (half built) just from the continuous ability spam. As if that wasn't odd enough, the new turrets were unaffected by the ability, and stayed at 0hp.

Also i have been experiencing crashs again, but i am guilty of loading up an old autosave with the new mod loaded (worked fine even though the autosave was from version 1.0 Mars effect) so even though i doubt it, it could be some remenant of the old mod causing the crash =\
Once im done i will make a new game with 1.5 and see if i still get crash's.
Still seems to be the pirates stirring up the shit as well..
Reply #118 Top
Yar, the first point chronic is not mine, I haven't touched abilities yet in 1.5 (or any other version for that matter); certainly never have seen that in my game (I'm currently running through with Vasari, and had the carrier as my second cap). Going to see what happens running through a pirate system a couple of times; worse comes to worse, I will start the gameconstants.entity file over from scratch, redo the diplomatic changes, and upload that one file as a temporary patch (actually, give me about five minutes and I'll do it right now).
Reply #119 Top
http://rapidshare.com/files/96875062/Gameplay.constants.html

Modified gameplay.contants file. Place inside the GameInfo folder (.../Mods/The Mars Effect/GameInfo) and overwrite.

The only changes it has are in relation to maximum logistics level (needed to go with revised logistics techs) and the diplomacy tweaks. Everything else is vanilla, no pirate changes whatsoever, not even fleet strength. Downside is pirates will most likely no longer be a thread at all if you've barricaded your world. If CTD issues with pirates persist, it is not The Mars Effect, and the best I can suggest is to try a fresh download and/or fresh install of The Mars Effect, following the instructions to the T.

I apologize profusely to anyone who has been having any problems while running The Mars Effect, and I'm sorry I haven't been able to duplicate it myself.
Reply #120 Top
Ok so I have been playing the Mars effect since I noticed your mod and it has been great.

I loaded in 1.5 today and started playing with my friends and kept having lockups with a minidump error. I reinstalled the entire game removed your old mod completelly reinstalled 1.02 and the mod and have the same error.

I am running Vista. My two friends whom are running XP have no problems what so ever. Any suggestions for me?

Thanks
G
Reply #121 Top
I had a crash (no minidump)the first time I tried to use this mod. It was on a custom map with 100 planets and 6 stars. It probably was the map because it worked fine on the other maps.
Reply #122 Top
Grunkzzz: I'm playing this on Vista x64, so it shouldn't be a OS issue, assuming of course you've worked around the UAC where necessary.

I'm bogged down for the next two days, but I'll try and test whenever I can. In the meantime, anyone who has experience with the .entity files is free to look through them and report on anything they find, either through PM or on this thread.
Reply #123 Top
Ummm.. I'm a little confused... I've done everything exactly as the installationi guidelines say but when I got to enable the Mod in SoaSE, there is no Mods tab in the Options Menu. I'm not sure what's wrong.

Any help or suggestions would be greatly appreciated, thanks. btw, this mod sounds awesome...
Reply #124 Top
I believe after fiddling with the UAC that was the issue. I modifiyed it to run as admin and to run as XP service pack 2 compatible, and it seems to be working fine now. I will continue playing and see if I have any more minidumps.
Reply #125 Top
Oops, I fixed my problem, I forgot to install the 1.02 patch... Silly me... just got the game