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.
Ordian,
ok cool. I thought that your had seperated out your mod with the other ones so that they could all be loaded seperately and that was why the download got so much smaller. Glad to hear its all one mod still.
Maybe it was another mod that was planning to do that.
So download is smaller now since you only include files that you have changed?
Thanks again.......
Hey ordian,
Forgive my impatence, is there an eta update. again forgive my impatence.
No ETA as of yet Ax, as I am still trying to isolate the source of the problem. They did not release a developer.exe for the latest patch so it is proving difficult to find out what could be wrong. I am working hard on it as it has become priority, and I will have it out as soon as I can.
Thank you ordian,
take all the time u need i trust you will do an excellent job.
thanks,
Ax
Yep, I'm also getting a crash about an hour and forty minutes in. It seems like it crashes based on time, not on actions - loading an autosave and performing a number of actions while paused seemed like it crashed earlier (in game action) than before.
I don't suppose the previous version is still hosted somewhere?
Really nice mod. Research has a massive effect on things, but yeah there's the minidumps (I've been getting them too, surprisingly. Second minidump ever)
Yesterday, before the crash, I soloed a Progenitor Mothership + 1 Fighter and 1 Heavy Bomber squad against a not-upgraded Vasari Starbase. Each run for the bombers did 500 damage against it (or I think it did... could have been mixed in with the 150 the Progenitor did). The Progenitor shield HP didn't drop below 97%, and didn't get below 99% after mitigation (had an extra 5 percent with the culture). Had 5 research labs.
With the previous version I had a vasari starbase doing over 1000 damage if you add everything up (600 for that first tier attack alone).
Nice, nice mod, if only the AI will research more...
Okay everyone. I was able to isolate the issue down to the squad file for the heavy bombers, and so have fixed it. I uploaded both a full new version as well as a patch for those whom have 2.21 and do not wish to download the entire mod again. If anyone is still having issues please let me know, and if you also have a saved game file you are able to send then that always helps in the diganosis process. Thanks everyone.
Ordian
Really nice mod,
but I'm getting a crash (minidump) always when i attack large enemy fleet or a pirate base. Even if I load a save game, every time the same moment I get a minidump. When it is a small enamy fleet it is ok.
Is that with the 2.1 version of the mod or the 2.2 version?
Great mod you have Ordian! I think your tech tree makes things a lot more ballanced, and i like it. The choice of strike crafts give some flavors to the air war too.
I have a comment though : the pirates are useless, even more with your tech tree that makes players ships nearly invincible to pirates. I would suggest you allow the Pirates to improve it's tech, or give them some weak shields with mitigation so they take a bit more efforts to swat... I believe in the earlier version of the game the pirates had mitigation like everyone else, but they changed it and not they are pushovers even in large numbers... Having them do some damage would be nice, we could fear them again.
Another suggestion i have would be to use the new feature that allow ships to have mutiple target per weapon banks. Capitals have several weapons hardpoints and can make use of the feature, but many other ships can do it too and make firefight more interesting, at least being outnumbered isn't as much of an issue...
Hey everyone
Sorry to bother you but i have a mini dump problem and I cant seem to get it to work could someone give me some pointers on how to get it working because this mod seems to be really cool.
Thx in advanced,
Marco
harpo
Hey, i think I'm probably just incompitent but i can't find a version of this for non-entrenchment Sins. Can someone help me out or give me a link or something? Thx.
bottom righthand corner of the menu screen has the sins version for BOTH vanilla and entrenchment
I'm having problems getting this mod to load at all.
I move the mod to the folder, the folder opens to all the files of the mod (no double folders), I activate the mod, it activates, i click the "apply changes" button and the game freezes. I'm running Entrenchment 1.01.026
v2.2 is for entrenchment 1.02 v2.1 is for entrenchment 1.01
which version of madscientist are you trying to use?
I'm using v2.1, out of curiosity I tried 2.2 as well, same thing happened.
C:\Documents and Settings\UserName\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.01 iIs the folder that I'm placing the MS Entrench v2.21 folder in.
right location and I have played madscientist 2.1 on entrenchment 1.01 in the same folder in xp32bit sp3 with no problems
currently using 2.2 in entrenchment 1.02 with manshooters dynamic 0.9 again no problems
sorry but we will have to pass it to ordain
Okay, going to answer these is stride.
Foraven: I like your ideas, and I do believe that the pirates need some sort of boost in the mid to late game so they can continue to be a threat throughout it.
lil_t64: Currently the vanilla version of the mod is unavailable, for it was deleted by filefront due to lack of activity. I do plan on putting up another copy of it, but I want to make it 1.16 compatible first. With some recent issues I had fixed for the entrenchment version, I really didn't have the time to piss with it, but I will have it up as soon as I can.
JudasProphet: The only thing I can suggest at this time is to update your entrenchment version to 1.02 and copy the 2.22 version of the Mad Scientist mod into the Mods-Entrenchment v1.02 folder. I don't keep older versions of the mod handy, and really don't want to spend time trying to figure out problems people are having with outdated versions, as I really only have the time to worry about the one that is currently out. If you are still having problems after you update then please let me know and we can work from there.
harpo99999: Much thanks for your assistance, as it takes alot off my shoulders.
Back on deck for testing again after Real Life intruded. 1 hour into a game with 2.22 no crashes yet. Playing as Advent, Mega-Huge-Ginormous map. Only problem, if you can call it that is I have only half taken over a star system, of which there are 5, and I have almost completed all research.... I have slowed research down (-7.x I think) but possibly need either more research steps, slower again research for those people with large games. Dont know. I like the idea of more levels of research as then you do get the oppurtunity to diversify more along the armour / firepower routes, as long as research times are increased to make researching both fully more prohibitive.
Anyway, back to testing.
SlugwormX
is it supposed to work with soase 1.15 and entrench 1.01 as well? my game just crashes when i enable it.
You have to upgrade to Entrenchment v1.02 and unzip the file to the 1.02 folder to get it to work, atleast that is what worked for me.
Ordian : Glad you like my ideas. I have a few more to suggest...
Space stations : I think the way it is, they come too early in the tech tree, way before we have the resources to build and maintain them (it's especially bad for the AI, it virtually spam them!). I believe they should require more research station before they are researchable.
Pirates : Wouldn't it be neat if they had some sort of embargo ability that could be used to leach credits/resources from our planets? I think it would make sense for them since they are there for the profit, not just for wanton destruction.
Okay guys, just wanted to show you what I am currently working on and what you could expect in the next release. I am using ideas given to me by Foraven and SlugwormX as well as my own. I have also posted this in the top of the thread and like always it is up for discussion.
Dubbled Max Research Levels (Completed-In Testing): 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(Completed-In Testing): 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 worlds.
Reorganized Pirates(In Progress): 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.
Is there no way to DL the version for v1.15 for vanilla sins now?
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