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
That would be so awesome! Karma'd for even mentioning it.
Here is the latest version of Celestial Bodies for Diplomacy v1.01: http://www.mediafire.com/?ydmownzodtj
TohKlidan,
Just so ya know i've been working the last couple weeks combining your planets into the SoA2 Mod, the big Star Trek mod. So far it's woring great, but still I'm not planning on setting it up for people to download, I don't honestly know how, and besides for you I'd also need permission from the SoA2 team. So this is just for me to play here at home, but still I wanted to let you know what I was up to, and thank you for adding such realism to the game!!!
IS THERE AN UPDATE FOR ENTRECH 1.51?
hey can you make this compatible with sins v1.19 plz?
monk124us & doberman, the SAME answer to both of your queries
download the version for your expansion on the OP extract it into the correct mods- folder (monk yours should be Mods-Entrenchment v1.03)(doberman yours should be Mods-V1.16)
1 then download my mod updater in my modding utilites pack,
1a. extract the ENTIRE contents to a folder OR usb stick on your computer,
2 in the folder you just extracted the entire utilities to, look for a file called 'harpos_SINS_mod_updater.exe' and run it,
3. in the folders window that is visible find the folder that contains all the mods you want to update AND double left mouse click on the folder which should open the folder so that you can see the folders that contain the mods that you use4. now click on the button labeled '1. set source to copy from' the button label should change to the path that contains the mods that you want to update , and a new folder browser will become visible and will default to the latest version folder for the sins/expansion5. click on the 'copy and update the entity files' buttonthe mod updater will now go and copy all the files in the source mods folder to the destination folder and update all the entity files with the changes from the version of the source folder to the current version6. when you have updated the first expansion then you can click on the 'reset the settings' button and then start on step 3 7. when you have updated all of the mod from all of the expansions then you can click on '4. exit' to close the program
harpo
rly? you made a mod updater? i just reinstalled sins! i was gonna get the v1.05 patch and see if that worked. i just got a new PC and wanted 7DS Mod. oh well. i guess i'll try that. thanks
it doesnt work with distant stard does it... i got an error message.
EDIT: no it didnt work on distant stars.
dude it doesnt work man. i tried 2 mods now and same thing. i get 2 errors midway and when i try to start it up the mods dont work.
here are the 2 Fails:
these files failed to be converted so that they could be checked for updating
The converter used to read was ConvertData_OriginalSins1.16.exe
The converter used to write was ConvertData_OriginalSins1.191.exe
why the F*** does sins keep updating so much??? I WANT MY MODS!!! I dont even like impulse. its useless!
doberman, it has been over five months since the last update and we have no idea how long until the next update, might be only one month, might be six, but in another thread blair fraser indirectly indicates that there is another patch in the pipeline.
impulse will only update the games to the latest version, not to a particular version.
<edit> there is a copy of the mod in rjhughes thread(site) that is up to date
Oh ya baby. I forgot about this mod when I was importing Sins Plus into my mod. Lets see how the game runs with 40+ extra planets and stuff.
Is TohKlidan still around to give permission? If not, are we allowed to release this work (with credit of coarse)?
Some beautiful planets and some good ideas in this mod but I'm not to agreeable with the top row for the planet icons. The second row is more what I like and a lot less unobtrusive.
I will be doing a big "Stress Test" and see how many of these planets will make a difference in game lag. Everything is checked for errors and optimized.
So here is my Celestial Bodies combined with Sins Plus DDS texture sheet so far .
That a big universe.
myfist, what specs are the computer(s) you are testing for lag on?
2x2.6 dual core, 5 gig ram and 1 gig ATI
Vista 32 bit
Ya I would like better.
I dont have to add them all but in makes no difference to have them in the sheet or brush pages.
wouldn't the lag show up better on a slower computer?
Thats a five year old POS. I got the oldest one out of anyone I know. I would probably have to look in the trash bins for something older.
nope, ironically Sins runs better on my 32-bit 2 gig system then my 64-bit 4 gig system
and never crashes
and I even have a celeron 1.8 with 3gb ddr2 800 and an ati m200, and sins is happy but not fast on it (btw it is a laptop that is atleast 6 years old, but I also have an i7 beast and a fair range in between.
and IF i wanted to really stress a cpu I can fire up an old athlon xp 2400 with 1.5gb ram and a nvidia 5200 (at least 8 years old),
or even older like
a ibm 686 150 with 16MB ram and a 2mb cirrus logic pci vga card(about 13 years old and STILL working my first cd burning comp).
im using a 2.27GHz i5 Acer Aspire, brand new and it runs sins perfectly with the effects all on highest. it has 4GB or RAM and an ATI Radeon 512MB. yes its a laptop. never crashed and is perfectly smooth. love the thing for 850$.
and i know when the game last updated. i was just pissed because i thought Distant Stars had this mod in it but it didnt. for the original Sins. i torrented the v1.18 patch. damn shame they dont come with uninstallers. im not sure if i can patch over it with an earlier version so i just end up reinstalling the game. and is someone ever just going to make a Solar Sins and CB mod fusion? ONLY those two mods? plus some cool ideas i had, EX: Orange Star, Brown Dwarf Star and just get rid of the Green Star because well im an astronomer and i wont go into details but white stars would be green its just there's an equal amount of something and it just negates it making it white.
something else since i love the planet size mod, have Red Giants and Red Dwarfs. and more gas giant textures. i find the two are just boring.
and ever hear of the term Water Giant planet? its the crossover between a Terrestrial and a gas Giant. its a ball of liquid and the mantle is pressurized ice over a molten core. some say that our two outer ones are ice giants and would be considered this type would they be closer in our solar system.
just some thoughts. i REALLy love this mod. i was there when it all began. hell i was even PMing Cybdevil to get cracking. oh well. i just want to play it again so i'll look for a v1.15 patch or something. BTW i was thinking on getting my galaxy forge back up and running. you interested? i could make one for this mod if you want? call it CBForge or something.
Peace.
Ok--looks intriguing and I really want to try it out in Diplomacy but I get a minidump when the game calls to install the mod. I am not sure but I think the Dev version I ran is the beta. The minidump occurs in the beta and non-beta versions for me.
Here is the dev build error text:
Failed to find data file 'AbilityPirateFlakBurst.entity'. (SubPath = GameInfo)
Failed to find data file 'AbilityPirateIncendiarySlug.entity'. (SubPath = GameInfo)
Failed to find data file 'AbilitySprintPirate.entity'. (SubPath = GameInfo)
Failed to find data file 'BuffPirateIncendiarySlugTarget.entity'. (SubPath = GameInfo)
Failed to find data file 'RESEARCHSUBJECT_PIRATE_ABILITYACCESS_INCENDIARY_SLUG.entity'. (SubPath = GameInfo)
Failed to find data file 'RESEARCHSUBJECT_PIRATE_ABILITYACCESS_SPRINT.entity'. (SubPath = GameInfo)
Failed to find data file 'RESEARCHSUBJECT_PIRATE_REGEN1.entity'. (SubPath = GameInfo)
Failed to find data file 'RESEARCHSUBJECT_PIRATE_WEAPONSCOOLDOWNS1.entity'. (SubPath = GameInfo)
Entity Ref not found: RESEARCHSUBJECT_PIRATE_REGEN1
Any suggestions? I haven't viewed the entity files and all of the beta or Celestial so I don't know which is missing what. No luck updating, etc.
Imperium, did you download it from this post?
Yep--that's where I got it.
Looking at the error items I'm wondering if its new pirate abilities from the beta that are failing to show? Were they added in the beta and Celestial is overwriting not knowing about the additions?
whenever I try to load mod, it gives me this error reading:
Saved MiniDump:
C:\Users...\Sins-Diplomacyv1.011-2001-03-01-22-45-21-8760-5164.dmp
What do?
You should revert to version 1.011, I don't know what the beta changes but there is a good chance it is game breaking.
Edit: Weren't all of those in prior to the beta though?
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