Mad Scientist Mod
v2.5 Entrenchment Edition
ModDB Page
Support Email: madscientistmod@hotmail.com
New Technology Count: 94
New Plantary Ability Count: 30
MODS INCLUDED
1) Sins Plus v1.3 by Uzii (Modified)
2) Volumetric Explosions & Damage Effects ver. 1.12
3) Bailknights Graphic Mod v1.1
The mod is now available to modders to use in their own creations. All that I ask is that proper credit is given.
Current changes:
New Opening Theme Song: O' Fortuna: a song that I believe gets the blood pumping without taking away any of the atmosphere of the game.
Retroactive Researching: Reorganized the research benefits to give more sway to those with technological superiority against those of numerical superiority. All technologies that require previous research in the same exact subject have been changed, such as a laser damage tech that requires a previous laser damage tech. The game orignally gave the same bonus to both techs, usually 5%, and even though the second tech cost more to research, you still only squeezed out the same damage increase of the cheeper tech. For example
Tech 1: 5% damage increase
Tech 2: 5% damage increase
Tech 3: 5% damage increase
Tech 4: 5% damage increase
What I have changed is that I have made such researches retroactive in that the further you progress in that line the greater the bonus you receave per tech. The formula I used is (current bonus + previous bonus=New current bonus) So lets see that example again with the changes.
Tech 2: (5+5)10% damage increase
Tech 3: (5+10)15% damage increase
Tech 4: (5+15)20% damage increase.
I did this change for not only for weapons but all areas. The techs in which this applys includes: Weapon Damage, Weapon Recharge Rates, Shields, Hulls, Antimatter, Armor, Trade, Resources, Planet Population, Culture, and maybe one or two I can't remember. Note that this make certain aspects of the game you may have not concidered a threat much more powerful, such as enemy culture spread.
Fleet Tree Reorganized: I have reorganized the Fleet Tree to accept additional technologies to be researched. Note that any technologies I place in there will be able to be researched using both the military and civilian research stations.
Defense Techs Moved: While doing the Retroactive Researching protion of the mod I fully realized that civilizations that progressed heavily in the non-combat research fields would basically stand little chance against the military minded civilizations as they would be easily destroyed. In order to help prevent this I have moved the defense technologies from the combat tree to the fleet tree to allow all to research them.
New Techs Added To Military Tree: With the void now in the combat research tree I needed to come up with new technologies to fill it in, and with defenses now in the fleet tree but what else to put in there but more firepower. All races now have added technologes that increase the rate of fire of all their weapons. The bonuses here are also retroactive and if you research one weapon to its fullest, you will be pumping out an impressive 2x the rounds in the time span (100% increase)
Upgradeable Hanger Squads: This change will allow you to upgrade your defense hanger fighters per squad. It will be placed in the fleet tree along with the standard hanger defense tech that unlocks it so it is available for both research fields. Both TEC and Vasari will be able to add a total of 18 fighters to their hangers through research (.5/.5==1.5/1.5==2.5/2.5) x2 squads and because the Advent already had a tech that did this I deleted it and the will be able to add a total of 24 fighters (1/1==2/2==3/3)
Required Weapon Platform Research: Because the Hanger Defense is now available to both research trees, I am going to make the Defense Platforms (Gauss for TEC, Beam for Advent, and Missile for Vasari) a required research within the military tech tree. Note that this will make it so one can no longer build defensive structures without the proper research.
Added Elements from the Sins Plus By Uzii (Modified): I have added certain additional planets from the Sins Plus mod into this one. The following Planets are now included within this mod: Urban--Paradise--Industrial--Toxic--Relic--and Barren. Gas Giants are also now colonizable. Also added population cap research included in Sins Plus for both Gas Giants as well as Barren Planets and Astroids.
Starting Local Militias: The starting Militias will be changed and spawn based on the theme of the starting planet stated above. TEC's on Tec Planets, Advent on theirs, and Vasari on theirs.
Planet Rebalancing: The following displays the method I will be using to rebalance the planets in the game. Hopefully this will allow the planets to become unique without any of them becoming less important then the others. Each planet has 20 points to spend among the 5 fields.
Reorganized Research Techs: With the introduction of the new Defense Research Tree, I will be reorganizing the techs to allow for a more eye appealing layout as well as redefining the trees that certain techs should be in.
Planet Abilities: Every Planet will have an ability available to all races to research along with an additional researchable ability for the race best suite for the planet type. What this means is now instead of only being able to research the planest that your race best represents, you will be able to research abilities for every planet type, but you still recieve an additional researchable ability on your race favored planets.
White = Universial, Green = TEC, Blue = Advent, Orange = Vasari
Terran: Population Growth Rate (+33%,66%,100%)///Weapon Range (+50%,100%,150%)
Urban: fighters per squad for structures (+1,2,3)///Fighters per squad for Starbases (+1,2,3)
Paradise: Planet Upgrade Cost (-20%,40%,60%)///Culture Spread (+50%,100%,150%)
Old Naval Base: Weapon Cooldown (+33%,66%,100%)///Shield Restore (+50%,100%,150%)
Forest: Structure Build Rate (+33%,66%,100%)///Hull Restore Rate (+50%.100%,150%)
Desert: Chance to be hit (-10%,20%,30%)///Culture Spread (+50%,100%,150%)
Ice: Speed of enemy ships (-10,20%,30%)///Shield Restore Rate (+50%,100%,150%)
Ocean: Planet Bombing Damage Absorb (+20%,40%,60%)///Energy Weapon Cooldown (+50%,100%,150%)
Relic: Ability Cooldown (+33%,66%,100%)///Antimatter Cost on non-ultimates (-20%,40%,60%)
Savannah: Structure Build Rate (+33%,66%,100%)///Hull Restore Rate (+50%.100%,150%)
Volcanic: Damage for Structures (+33%,66%,100%)///Culture Spread (+50%,100%,150%)
Toxic: Damage for Mines (+33%,66%,100%)///Shield Restore Rate (50%,100%,150%)
Industral: Ship Build Time (-33%,66%,100%)///Hull Restore Rate (+50%.100%,150%)
Barren: Planet Bombing Damage Absorb (+20%,40%,60%)///Speed Increase for Ships and Starbase (50%,100%,150%)
Swamp: Structure Build Rate (+33%,66%,100%)///Weapon Range (+50%,100%,150%)
Five Strike Craft Per Race:
Intercepter: When it comes to the dog fight there is no equal. With unmatched speed and manuverability, Intercepters are by far the best strike craft to clear the way of fighters and provide valuable escort for bomber squadrons. (Real World Representation: Mig series Fighter)
Fighter: While the Intercepter is its greatest threat, the fighter is the greatest threat to bombers. With the ability to severly disrupt any bomber offensive, they provide valuable protection for structures and ships. (Real World Representation: F-series Fighter)
Light Bomber: Because it is classified as a light bomber, do not think that this craft is a pushover. It is in fact the toughest and most heavily armored strike craft available, and it has to be, as its job is to take on anti-strike craft frigates and carriers. (Real World Representation: A-10 Warthog)
Medium Bomber: A heavy cruiser's nemisis. The medium bomber can deliver ordinace that can turn even the heaviest vessels to clouds of debris. Only moderately armored and relitively slow moving, these bombers can fall prey to enemy fighter formations if proper precautions are not taken. (Real World Representation: B-52 Superfortress)
Heavy Bomber: Go big or go home some might say, and these ships definately represent that very idea. While only somewhat effective against most vessels, these strike craft shine when brought up against massive targets like capital ships and structures. (Real World Representaion: B2 Bomber)
Roles for Strike Craft Building Units:
Capital ships: can build all three bomber types, as well as fighters, which make them strong in many areas. They can be powerful in assulting enemy planets and heavy vessels(medium and heavy bombers), can be strong against other fleets with large frigate numbers (light bombers) and can protect their own fleet against bomber raids from other capital ships (Fighters). Their flaw is that fighters only provide a marginal amount of protection against other fighters as well an intercepters. This is where the need for cruiser carriers come in.
Cruiser Carriers: Unlike in vanilla sins, cruiser carriers are now more protectors of their own fleet then an assult force. They can launch powerful attacks against enemy frigates and cruisers (light bomber), can protect against enemy bomber forces (fighter), but are also tasked in the protection of the capital ships bomber forces against the enemy providing needed strike craft to act as escorts(Intercepter). Their flaw is that they are weak against structures as well as heavy vessels. This is where the Capital Ship squadrons come in.
Hanger Defenses: Like Cruiser Carriers, the Hanger Defense also provides the same protection toward the planet it surrounds. Its light bombers can devistate enemy frigates and hult their attacks. Its fighter squadrons can hult the attacks of enemy capital ship bombers against the orbiting structures, and its intercepter squadrons can be used to protect the light bombers against invading forces that are relying on fighter support. Their flaw is they cannot provide a powerful punch against heavy vessels such as capital ships themselves. This is where Star Bases come in.
Starbase: Starbases provide the same protection that Hanger Defenses with one notiable difference between them. The starbase can also be strong against the heaviest of vessels, such as capital ships and heavy cruisers, with its ability to build medium bombers. This allows it to provide the final area of protection that hanger defenses lack in.
Error Free: In making the mod error free, I was forced to make Gas Giants uncolonizable, as the research to make them colonizable was causing issues with the game engine and giving me the an error. While many people did not have a problem with, it was causing crashes on some systems, and therefore was decided to remove it.
Planet Abilities now require Starbases: Planet abilities now require starbases in order to access them. Some might think this as restrictive, however, I feel it adds to the depth of the whole entrenchment experience.
New Changes for 2.5:
Dubbled Max Research Levels:Max levels of many of the research will be dubbled in order to further use of the mod into later stages of the game. Along with the Increased Need for Trade described below, it will definately be of use into many more hours of play then usual. Take note that both ship supply and capital ship max will also be effected by this, dubbling the amount of vessels you can have.
Increased Need for Trade and Foundries: There will be an increased need for trade and foundries within the game. No longer can you expect to run a powerful empire on just taxes and extractors alone and still drown yourself in spare credits and resources. No longer will you merely laugh when your full entire fleet gets wiped because you can easily have another ready in mere moments. No longer can you expect to complete all the research in a cupple of hours on a meager handful of world.
Reorganized Pirates: With the increased power given by the added technologies, pirates have become seriously dwarfed by the strength of the empires, but no longer. Pirates vessels themselves will improve as the game moves on, and once again become a feared enemy in the galaxy, or a powerful tool if you have the credits.
Hello, I noticed that the message "Paused" and "Unpaused" does not appear in your Mod when it is clearly visible in "Entrenchment. Can you turn this feature. Thank you.
I am sure I am doing something incorrectly, as the mod don't do anything.
I installed the newest patch entrenchment 1.02 and the mod Mad Scientist 2.21 as per above. Then within entrenchment I say enable mod, apply. the game "pause" a bit , and it seems to work (no error message and it stays in the lsit as enabled mod). But whatever game I start, I never get the research screenshot i see above. I only get the very normal research screens of entrenchment.
Did I forget to enable something somewhere ?
Never mind, I had the mod within a directory, so the game was loading nothing. I was just too hasty asking for a solution when it was jsut there in plain sight.
Does anyone get minidumps and crashes after the game time reaches 15 minutes? I'm not exactly sure what's causing them as I just sit around watching my researches finish.
Possibly try turning down your game's effect settings. With some larger mods, "highest" detail settings will cause it to crash after a while. "High" settings usually work just in fine in those instances.
I've already run into this with a version my own mod that, like this one, includes a version of Sins Plus and can be used with Volumetric and Bailknight's.
This may or may not resolve your crash problem but it's worth a shot and it's easy to do.
-dolynick
i get mini dump errors too. Was playing about an hour or two ago then all of a sudden i get minidump.
Well lowering the settings didn't do it, now I'm just pissed.
Worked with 7DS last time I played, doesn't do jack for this mod.
just found out about your mod and it look great but i'vr run into one prob. the TEC fleet screen's not coming up right.
HerbSmurf: I was easily able to recreate your issue, and all I did to do it was remove the window folder from the mod. Make sure that the window folder is in place, and that the mod is in the mod directory and not the main game directory. You may even try to delete and re-unzip the file again. If you are still having issues please let me know.
EdisonStricher: If you provide a little more information I may be able to help you. What I need are system specs, research you were currently working on, confurmation that this also does not occur without mods when trying to play entrenchment. Also any other information you can think of might prove to be helpful.
Ordian 1st let me say thanks for the fast reply. 2nd the MS_Entrench_v2.21.zip file i dl dose not have a window folder in it. is there anywhere i can get the window folder or a link to dl the mod agin? thanks for the help
The link to dl the mod is at the top of the thread if you need to dl it again.
Ordian
sorry the extrater i was using was at falt
I'm getting the mini-dumps too, they always happen when I take a fleet of capital ships into an enemy system. All the graphics are set no higher than medium (that was my attempt to fix it which didn't work). It has happen at other times aswell but they are not predictable atleast for me. The only time I know I'm going to get a mini-dump is when I move into a enemy system. Eveything works perfect with out the mod I only get problems when the mod is installed.
Does anybody have a save game where this is occuring. It will help to diganose what is going on. If so, then speak up and I will pm you a email where you can send it.
I have a saved game where as soon as the fleet of capital ships is moved to the nearest enemy system the mini-dump occours.
Okay, I have sent you a pm with an email address to send it. I will have a look at it as soon as I can. Thanks
Ordian,
This Mod is amazing, but what is more amazing to me is how fast you respond to people with problems, and still find time to do any modding. You must have your brain hard wired to the forums or something. All companies who think they have good customer service should be forced to read through this forum and see what it really is.
Keep up the good work!
Lol, thanks Zakrul. Here is another fast response for ya. I pretty much keep this page open when I am on the computer and will hit refresh from time to time to see if anyones talking. I like to keep up on issues people are having and fix them as quickly as I can, and because I am usually working on the mod when sitting here, it is not like I am really going out of my way to fix it.
That seems to be what my problem is too, since it always seems to happen when my fleet gets into final positions to jump into enemy territory.
cowboy9742: Okay, I downloaded the saved file and tried it out, and I was able to recreate the issue. I am currently working on the situation, but the game itself didn't give me an error before the dump, so I have to run some further tests and try to isolate the cause.
One quick question. Has this occured in previous versions of the mod, and if so can you remember which versions? The answer to this will definately help in the diganosis as I will help in finding the issue.
This was the first version of the mod I have played. So I don't know if it was a problem before. And thanks for all the work you have put into this.
Nevermind, I'm having problems with something that I cannot identify. I halted my fleet's movement to the neighboring systems and stopped all research but it still minidumps.
Just a quick question. I can't find a readme attached to the latest mod but a quick readme with load-order and list of most current mods that the MS mod works with would help answer some of these repetative questions so sorry if this has been asked before or if I just missed the readme somehow.
I remember reading this before regarding load order of mods but is it:
1) Mad Scientist Mod v2.21
2) Sins Plus v1.3a
3) Volumetric Explosions & Damage Effects ver. 1.13
4) Bailknights Graphic Mod v1.1
Or does load order even matter for these mods? Should i load in reverse order? I am assuming last mod loaded over writes previous ones if any duplicate file names.
Also I had a download named: "Bailknight-Entrench" that I downloaded on the 2nd of march is this newer then bailknight v1.1 (its is alot smaller)?
Does MS v2.21 work with entrenchment v1.02 and v1.16 of updates? (If these are the latest)
Thanks again for a great mod, love it alot. Keep up the great work.......
Hawkmoon72: Okay, first off. All those mods that are listed are included within my download, as it is an all in one package, so you do not need to load additional mods in with this one. In all honestly I suggest you don't as it may cause issues.
Also, the mod works with the latest entrenchment but you cannot run it in regular sins. I am working on getting a version able to run in vanilla sins, but as of yet only the entrenchment version is available.
Heya Ordian,
Just played a couple maps last night. And unfortunatly, for the first time since I have installed your mod the game is mini dumping. Only 20 planets, 4 ai, and 2 human players. 2 hours in.....dump everytime. This is why I was so bummed out when I saw that impulse forces us to download the update or not be able to play using ico. Because, that version I had of your mod, before 1.02, the one that still had gas giant colonization worked flawlessly(frankly that version I would have kept for a year or two were it my choice).....me and my brother have played a dozen or more maps with that version of your mod and most were over 4 hours in length. Never a problem. WEll, I realize now that when they update, the modders work has only just begun. Solution? sheesh , devs should allow us to choose to update.
Gonna try out SG RAces today and see if a 20 planet map craps out on us again......ultimatly, when they "update" something, I know it is fixing something and that is a good thing but seeing as how I do not play Sins without the mods, each update will likely keep me from playing the game for the odd weeks until minidumps begin to dissappear.
Well, anyway, G'luck with it as usual.
You'll need the luck for sure, since how long a mod works is really a limited amount of time due patching/no allowance to continue using a particular version.
Valkajin
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