Mod - Celestial Bodies by TohKlidan - version 0.9
Inspired and based on Solar Mod by Cybdevil
Requirements:
or Entrenchment 1.03
Mod Features:
This mods main focus is about adding more celestial body types and extending the existing ones. Which means more size and effect variety, new bonuses and abilities. Also some new researches are included but only things that had to do with colonization or avoiding effects from planet/star abilities. Also this mod contains special scenarios some of them taking place in our own solar system.
Current Celestial Body Count: 104
Overiew of Celestial Body Types:
- Desert 4 sizes (Moon, Dwarf, Normal and Huge)- Ice 4 sizes (Moon, Dwarf, Normal and Huge)- Terran 4 sizes (Moon, Dwarf, Normal and Huge)- Volcanic 4 sizes (Moon, Dwarf, Normal and Huge)- No Atmosphere 4 sizes (Moon, Dwarf, Normal and Huge)- GasGiant 2 Sizes (Small, Big) and 2 variants (stable gas and unstable gas) also colonizable via new researches- Homeplanets (Terran, Desert, Ice, Volcanic, PirateBase)- Blackhole (from 7 Sins Mod with new fx)- Deep Space Sector- Nebula- all existing asteriods, stars etc. have now adjusted sizes and gravity wells.- White Pulsar (star with new ability)- Blue Magnetar (star with new ability)- 6 different Companion Stars (for multi systems)- 44 different Celestial Bodies of our Solar System. (14 with a unique texture, thanks to Cybdevil)- special scenario planets, like Consciousness of the UnityAddtional Changes:
- new HUD icons, pictures and Galaxy Forge icons- new player portraits- new Milita and Starting Templates- new planetary bonuses, abilities and researches
For further informations and detailed change list, read Sins_Celestial_Body_Overview.xlsScenario Maps:
- CB Birth of the Trade Order [ making of blog ]- CB Mars Wars [ making of blog ]- CB Purple Saturn Day [ making of blog ]- CB Sirrius Odyssey [ making of blog ]
- CB Black Hole Pirates- CB Alpha Centauri
further informations about the maps: post 1 , post 2
And 2 Demo Maps (not balanced for gameplay) to see the new features in the ForgeTools and ingame.New Galaxy Forge setups:- for all new Planets- Random for Sizes- Random Moons- Random Companion Star- Random Anomaly- Updated orignal setups with new planets
Here are some ideas and things that will be included with future releases:- new bonuses and abilities for planets and stars- new planets and stars- New Maps and Updating my maps with events/story (if ever possible)...Known issues:- sometimes the corona effect of the companion stars are shown before you zoomed in or explored the star, The problem exists with all effects that attached to meshes via mesh points. (see the TEC starbase you will see the glow on the top before the body shows up, too)
vanilla Version issues:- only the custom scenarios appear in the map menu, to fix this: Sins treats the mod's Galaxy folder as the Galaxy folder, meaning it ignores the standard one if a mod has one. So the solution is to copy/paste every map you have in the Galaxy folder in your Sins install folder into the mod's Galaxy folder. (Thanks to SpardaSon21)Credits:- Cybdevil for the solar system textures.- 7 Sins Mod Team (DANMAN) for the Black Hole, the White Star- RS-fx for the french version- sinsofasolarempire.de team for translating the unmodded entrenchement version to german- Annatar11 for his Q&A help
CBMod v0.7 for Sins Vanilla 1.15/1.16 download:
http://www.mediafire.com/?f5gqynz1myj
CBMod v0.9 for Sins Entrenchment 1.03 download:
http://www.mediafire.com/file/2yjmwezyn2h/SoaSE_CBMod_Entr_v09.7z
Some Screens:
http://www.mediafire.com/?sharekey=2e5457e5e6f97f655a3d773badf214305e748e3298e784fbb8eada0a1ae8665a
So i hope you enjoy it...
stay tuned for future updates, and feel free to post some comments.
Changelog (only latest changes):
v0.9:---------------------------------------------------- compatible for entrenchment 1.03- french translation by RS-fx- finished german translation, and updated german str file.- new stars: Magnetar and Magnetar Companion with special ability- new planets: Consciousness of the Unity - new maps: CB Black Hole Pirates, Alpha Centauri, preview of "Now and then, Here and there"
v0.8b:---------------------------------------------------- added new Templates for TEC, Vasari and Advent Militia- added new templates: Rebel Outpost and Pirate Outpost- added new auto players for TEC, vasari and Advent Militas- fix in the blackhole attraction field buffs- small adjustments for the militias on all CB maps
v0.8a:---------------------------------------------------- Unstable Gas Ability targets now also planet modules- Pulsar Radiation now works on stars (thanks IC!)
v0.8:---------------------------------------------------- decreased max mines for asteriods, moons, anomalies and the white pulsar- increased the hyperspaceradius for moons (from 15000 to 17000)- added pulsar radiation ability to companion pulsar- added german version (most of the new strings are translated)- new anomaly: nebula and its ability- updated demo2 map- added, reworked and tweaked blackhole abilities- fixed starting setups for map: "CB Purple Saturn Day"- added new templates (vasari-milita, advent-milita, special scenario milita) - small milita changes on all maps - new map: CB Sirrius Odyssey
Someone asked for a map of local stars.
Here it is. This is a work in progess. I would only open it in Galaxy Forge. All local stars out to Sirius, the top 10 list from NASAs terrestrial planet finder mission, and all known exoplanets out to 50 light years. Primary star distancesi, and direction are accurate to scale. Companion Stars and planet locations are not. Data used is in excel sheet I will clean it up later. I have another Im working on with our solar system. Should be up by monday. Requires the Mod.
And thanks for doing the merge it is also hard work!
Will that mod be ready? I hope so because i just cant merge them. But i did make a galaxy forge for Solar Sins and CB mods.
https://forums.sinsofasolarempire.com/349130
Good work doberman211 may i add the galaxy forge icons to my mod? for the next release?
Go ahead.
And whats the problem with the Solar Sins planets? Is it the mesh or the entity? i can change a mesh file from the game its self and redirect the texture thing. But if its the entity well then i have no idea.
Ya. Im switchin to blue.
Firstly, Great mod! The new planets are great, and I love the new player pictures! The Advent one is beautiful and the Vasari one is made of epic win. (Am I the only person who thinks that the new TEC picture looks like Suki Toyoma?)
Still waiting for the Dyson Sphere, but in the meantime, I have a few suggestions. I have posted these in other places to, but I have never gotten a response. I know nothing of modding, so I dont know if these ideas are possible, but here they are:
1.If possible, grant a small number of rescources to a player for destroying enemy trade ships. If possible, make the amout the same as what the owner of the trade ship would get if it had survived.2. If possible, create a "space colony" structure that would provide extra population while taking up logistic slots.3. If possible, give small starbase like bonuses to capital ships that reflect that ships faction: Vasari get small populations, Advent get mini culture generators, TEC get tiny battlefield trade ports.4. If possible, increase carries capital ship squadrons with every level: 1st level cap gets 1 squadron, level 2 gets 2 squadrons, etc.
Also, the black hole should totally annihalte everything that gets to close to the center. Really, anything that makes it to within a few inches of that thing should die instantly.
Those are my suggestions. I hope that your modding goes well.
Samurye.
I have completed the map of the Solar System and nearby stars, using what I think is all the SolSystemobjects in the mod (All planets, large moons, dwarf planets and some asteroids). the Top 10 Stars in NASA's Terrestrial Planet Finder mission, all known exo-planets out to 25 LY and selected other stars (mostly the bright ones) out to 25 light years.
The File is HERE. A very good spread sheet with all the data used is also available and could be very helpful if anyone wanted to add more stars, or do something similar. Lots of calculations are done for you by putting in distance, and R.A (or degrees). Star calculations are different than planet ones for good scaling. Size of the map can be changed and all bodies except the few spaced recalculated on the fly 9I expanded the map from 3000 to 10000 easily with this feature) . If you need more info on it let me know.
There are some weird things on the map.
Alpha Centauri System A and B are far enough apart to have some seperate planets. But placing them based on the star forumla puts them on top on another. They are listed as seperate stars but are done on the planetary scale (24 AU apart). To place them I created a dummy star, and put A 12 AU up to the left, B 12 AU down to the right. Proxima is placed by the star placement formulas, and may not be part of the Alpha Centauri system anyway.
Companion Stars and Satillites greater than 300 AU are arbitraily placed at 300AU from the primary.
Dwarf planets are done in orbital spots like planets but not tied to the Sun but to the debris field they are part of. Asteroids not yet offically Dwarf planets were done as Satellites.
There are 3 races, Terrans, Martians and Venusians, this for my next step a playable map.
Planet placement was done on a logorithmic scale. Plants < 1AU were expanded, <10 compressed, < 100 compressed even more and so on. Its in the spreadsheet on the reference page.
Having done this there are some things I found the mod needed. I know some have been discussed but arnt in the current version so I will just list them.
now Samurye s questions:
Yea I've loaded it up in game many times and had no problems with the planets being outside the star radius. A lot of them are, and a lot of the companion stars are too. Visited the entrire solar system. Dintd build on any of the outer worlds. I'll run a game today and do everything I can to the outer worlds and see if i can get it crash.
I dont have entrenchment. Maybe thats an entrenchement bug? Does anyone know?
It is not a bug just a question i asked I read a while ago somewhere here in the forums that you can't place anything outside a star radius. Maybe this was a problem with the old version of galaxy forge, where you weren't able to connect 2 planets from different star systems.
But it is good to know that it works.
I just updated the map images for (click on the links to see the maps):
CB Mars Wars
CB Birth of the Trade Order
CB Purple Saturn Day
with Doberman's new forge icons. They look much better now
I found out the problem with mars being purple. It was the planetGlow color. I changed it to brown. Looks much beter now. Well I wouldnt say better. it looked kinda cool purple. You should try it! It makes it look terraformed. Just no water.
I resized most (except a few Red Dwarfs) stars so that the radius is an equal distance to the center of the habitable zone. Made other binary systems like the Alpha Centauri System if both stars had good habitable zones.
This leaves a lot of planets outside the star radius and im playing without any problems. Built structures around most the Kuiper belt.
I have noticed while playing that all the capital ships are called something similar to "Flagship Akken String not found Battlecruiser".
Also on Neptune where it should say "Neptune - CBT .." It says string not found.
I really love the new icons in Galaxy Forge, make things much prettier, and easier to tell what is what.
What mine? Thanks! And is there a program that opens the icons for the game? Im trying to make a mod of CB and SS to go with my Ultimate forge. I have the planets all in game but theyre all under a volcanic planet icon and it looks dumb. I'll use my icons but i need to find out how to edit it in the first place.
And ya how do you add names into the string file? I looked in the file for hours and found nothing about planet type names. Do i add it into the string changes?
Ok can you tell me the color code ? then i will change it.
sound like i miscalculated the strings number again. I will look into it.
I you mean the tga texture files. You can edit them with photoshop or gimp.
Search in the string files for IDS_PLANETTYPE_ or IDSGalaxyScenarioTypePlanet all planet types start with this prefix.
Thanks! Now i have names for my planets!
The code is: glowColor 7f996633
But I might look at it being red instead. I found out the color code list here:
http://biega.com/colors.html
And for neptune all you need to do is change the "IDSGalaxyScenarioTypePlanetNeptun" and add an (e) at the end of Neptun, then add in an "IDS_PLANETTYPE_NEPTUNE" and it'll be fine.
Houston, we have a problem.
I have all the entity, mesh and texture files correct, the planets show up but when i start the game, It just shows an empty grav. well with the astroids and sais string not found. (The string i know how to fix).
What happened wrong?
if the grav well is empty and not showing a planet then the mesh reference is wrong (in most cases)
did it happen to all planets or only one?
Im only working on the ocean right now. you hnow, one step at a time. And i found out what went wrong. Ya the mesh reference was wrong.
And how exactly do i edit the icons? I opened it in gimp but now what? Do i add a nother layer? or do i just paste it? If theres a guide somewhere on the net that would help a lot.
Nice mod
btw it is possible to do some only vasari and only advent maps too?
ok i can do it , but why did you change the string reference ids?
BTW thanks for the color code.
Ok first you should look for a basic gimp tutorial (mr. google is your friend ).
And this is how I do it with Photoshop (with Gimp it is very similiar):
Open the TGA file you like to change save it as PSD (this is a Photoshop format i think gimp has a similar format) and add your new stuff into new layers. Layers are your friend cause you can alter things later.
Ok this was a very very short explanation. but it will be best if we switch for a gimp Icons Howto to a new thread.
Since the the preselected races do not work correctly (in fact the setup i did in GF is not realized by the game) you can setup any race combination you like. Since i realized that the setup does not work, i made all starting and special templates for all 3 races.
The races are specified just for the story, i had in mind for each map. I hope we are able to add some story elements in the future when scriptable events are possible.
But if i have an idea for a story for an Advent or Vasari only map i will make one.
Is anyone else having problems downloading this mod? The link for the Entrenchment version does not work, Mediafire says the file has been removed.
i checked it starratt and the download works fine!
Just thought id pop in here and let you all know that Distant Stars is now fully merged with Celestial Bodies 0.8b.
Thanks TohKlidan for letting me merge Celestial Bodies with Distant Stars, all your work is really appreciated! If I can ever give you a hand with anything just let me know.
Huzzaah! you did it fast!
There are many great features available to you once you register, including:
Sign in or Create Account