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

358,295 views 261 replies
Reply #201 Top
Squares for new planet types?
I also had it.

From what I remember,
I think my solution was to download Uzii's mod latest version, take only the textures and mesh and merge them in Mars effect.


Reply #202 Top
hmmmm I'm realizing now that the 1.5 mod didn't work for me. I don't have any new planets or anything like that. I downloaded it from Rapid share and it says the mod is enabled but now that I look at it, it doens't appear to have the changes you logged for 1.5 I'm am going to re-try it and see if things will work now.

Not trying to critisize you, I love the mod works great its the way the game should have been released.
Reply #203 Top
Suppose I should read the read-me I didn't know I need to copy paste the text and mesh files.......... Doing that now, that should fix it
Reply #204 Top
Wierd I'm still not seeing any visible differance. The checksum number did change to 14 something. I'll look around some more and see if I can't find out way. Can't wait to try this out!
Reply #205 Top
I tried merging Uzii's files. No luck. I must be doing something wrong, but I'm not sure what.

I'm copying original text and mesh files to the MOD folder. Then copying TME Mesh and Texture files back to the game directories- wait a second- think that might be the issue.


Reply #207 Top
Seems like a great mod, however whenever i clicked on one of the research, diplo, or black market tabs. I had severe game slow down, so bad that it took minutes for a mouse click to register on any button.Made the game totally unplayable for me. I had to dump the whole game and reinstall from scratch to get back to normal.
Reply #208 Top
Aequitas do you have any suggestions for me? I'm still having problems.
Reply #209 Top
Found it! For somw reason when I unpacked the file into the mods folder it was putting it in a folder called Mars Effect 1.5 then another folder names Mar Effect then the actual files. I changed that to only unzipping into a Mars Effect after mods folder ie

c:ironclad/sonofasolarempire/mods/marseffect instead of

c:ironclad/sins/mods/mareffect1.5/marseffect

So I finally fixed it :) Going to play now can't wait!
Reply #211 Top
Anyone else getting this problem?:

Before 1.03, I had no problems running this mod in connection with the texture pack and Bailknights graphical pack.

However, once I updated to 1.03, I noticed that when the mod is active I can't play any scenarios, constantly giving me an error sayig - String not found where the scenario should be.

The game is fine whene the mod 'isn't active, and I even tried it without the two additional packs (Texture and Graphical) but the same thing results. I even enabled it and restrated sins with the option 'Load Mod on startup' but the same thing results...

I even tried reinstalling it, same effect, is it just that I'm doing something wrong? (I folloed instructions to the letter so..)
Reply #212 Top
@ Flexomatic: We'll see how much time Spring Break + Senior Thesis + Other Senior Thesis (double major ftw?) leaves me with, but I'd like to get a working version out, since I quite enjoyed my time with TME 1.6 (yes, I play a higher version than y'all, I treat myself. Suffice it to say, I had TME + Sins Plus 1.1a + Bailknight's Graphic Mod 1.0 all working quite wonderfully on my comp ^.^ That's still the rough aim for my next release if everything works out OK, I haven't had a chance to look at all the 1.03 changes.

@ Kastronida: 1.03 has probably changed quite a bit, and I know that saved games and games on older "no-pirate" maps from 1.02 are no longer compatible with 1.03; I figure the .str file has changed as well. Hurray for working nearly from scratch again!
Reply #213 Top
Ahh ok, no problem. I was curious if I had made the mistake or something, thanks for the reply ;)
Reply #214 Top
Yeah, I got my finals coming up to, got about two weeks left of my break, then another few weeks going over two years worth of stuff I should know for the finals, then finals themselves.. should be fun! Good luck with your dissertations :)
Reply #215 Top
Yar, so Sins 1.whatever will be on hold until either:

IC/Stardock releases the 1.03 version text files

-or-

They release a bin-to-text converter for their files.

Right now, I can't do anything :(

On the plus side, a couple of the changes that TME made are now incorporated into the 1.03 patch, so it's not as horrible as it could be.
Reply #216 Top
Uzii wrote ... Edit: Oh, and I'll be updating 1.2 to use the newly released Data files that IC has jst generously given us. ETA, about an hour.


Will this help ?

Wish I could play your mod. cant wait until its compatible
Reply #217 Top
@Aequitas:
Could you cut/paste your first post content into second post, coz It's rather painful to scroll downt through it every time I want to check for new posts (IC/SD, I love you, but your forums SUXX badly).
Reply #218 Top
Uzii wrote ... Edit: Oh, and I'll be updating 1.2 to use the newly released Data files that IC has jst generously given us. ETA, about an hour.Will this help ? Wish I could play your mod. cant wait until its compatible


Where? I'll take a look ASAP if I could find the files...

@Aequitas:Could you cut/paste your first post content into second post, coz It's rather painful to scroll downt through it every time I want to check for new posts (IC/SD, I love you, but your forums SUXX badly).


Can't edit subsequent posts, only the first one, sorry.
Reply #219 Top
https://forums.sinsofasolarempire.com/304068 is the 1.03 files, its on a stickey on the mod directory page if you didn't find it already (assuming those are the files your talking about)
Reply #220 Top
Are you using a merge tool to make your work easier?

With that one http://winmerge.org/

you can even compare folders content.
It will compare all files and tell you wich ones have changed.

I just want to see the 1.3 version of TME as soon as possible...

I ditched the game since 1.3.. game is boring without TME

:-)
Reply #221 Top
Sorry, to many posts to read through them all in a multiplayer 1.03 game will the mod work? Or should I just hold off.
Reply #222 Top
I got this mod to work in 1.03 after about 2 hours editing files. I have never done this before so im probably not editing it all 100% correctly. I still need to edit the strings files but the game loads the mod and I can play. If I can do this im sure if you really wanted to play the game, with this mod, you could edit it yourself until the author has an update. I used the mentioned merging tool ..good stuff :)
Reply #224 Top
Lately i got the mod running :p anyhow it will be a large download i'd prefer a ready-to-play downloadable single file for next version.

Well trying to start a game i couldn't choose a map as i only see 'string not found' in the map selection and i couldn't even change over to medium or large maps. Any suggestion?