This mod is based on a story i created to merge a new race into the universe of Sins of a Solar Empire. To get the full concept of the mod you need to watch the small load screen movie before you play it.........
For Entrenchment v1.051
New playable race the " Skeledon "
-Skeledon capital ships have 3 Tec and 1 Vasari ability each, and all Skeledon ships have unique names.(Skeledon use Pirate and Tec ships for now)
-All Skeledon ships have Vasari voices except the Typhon Hellfire which has the Grim Reaper Marza voice.
-The Asmoday Bleeder capital ship and the Diablo Command Cruiser use wave weapons, and are upgradeable.
-Vampire Robotics Cruiser has researchable "Life Drain" ability. This a self destruct ability that deals 30% of the starbase damage and range.
-Skeledon research tree has been reworked to give a better feel of the 2 races being merged.
-Custom Skeledon player portraits exclusively made for this mod.
-Added new music tracks.
-Custom Event_Skeledon Voicings
-Custom button pics, freaked out load screen character, and other oddities.
Skeledon starbases:
-Moves and auto attacks in the gravity well.
-1st weapon upgrade is the chaos bolt.
-Frigate factory upgrade has been removed and replaced with the phase gate node ability.
-Can research for quick build rate in enemy gravity well.
-Starfish Prime ability.( this is a sonic wave from the Hellshock Generator that causes shield and hull damage to ships, star bases, and planet modules.)
All Starbases now have 9 upgradeable levels
Starbases per planet allowed:
(1 Starbase)- Asteroid, Asteroid Belt, Dead Asteroid, Wormhole, Magnetic Cloud, Plasma Storm, and Gas Giant.
(2 Starbase)- Paradise, Desert, Ocean, Pirate Base, City, Relic, Swamp, Toxic, Slave, Radiated, Forest, Grass, Ice, Industrial, Military, Rock, Terran, Electric, Metal, Crystal, Spice, Prison and Volcanic.
(3 Starbase)- Desert Home and Terran Home.
Space mines allowed per planet:
(50 mines)- All planets except the Crystal planet which is 0 due to the Explosive Crystal Dust planet ability. ( Use your mines wisely)
Gas Giants are now colonizable:)
-Depending on the state of the atmosphere. There is 2 cycles Volatile and Stable.
-You must now explore this planet.
-Adjusted the tax rate.
New planets:
"Electric"
-This planet gets the Electric Atmosphere bonus that adds additional health to the planet. The concept of this planet is that the atmosphere is electrically charged causing particles in the atmosphere to glow creating no actual dark side to it. Textures by ( Silverblade the Enchanter )
"Spice" -This planet gets the Massive Spice Deposits bonus with a chance at 2 new bonuses, Hostile Population or Receptive Population depending on how the Fremen people of this world feel about the rule of your empire.This planet also comes with the Navigator Protection ability, the spice must flow. "Crystal" -This is a crystal based planet so all planet upgrades do not cost any crystal because all needed is already on planet. Comes with the Super Pure Crystal bonus, but beware of the Explosive Crystal Dust planet ability. (Resource Dream World) "Metal" -This is a metal based planet so all planet upgrades do not cost any metal because all needed is already on planet. Comes with the Super Pure Metal bonus, but beware of the Magnetic Field planet ability. (Resource Dream World) "Prison Asteroid" -These are asteroids containing prisons for universal criminals. They have no resource asteroids but come with the new Prison planet bonus and generates a good some of credits. (Credits Dream World). The "Necromongers" :
"Spice"
-This planet gets the Massive Spice Deposits bonus with a chance at 2 new bonuses, Hostile Population or Receptive Population depending on how the Fremen people of this world feel about the rule of your empire.This planet also comes with the Navigator Protection ability, the spice must flow.
"Crystal"
-This is a crystal based planet so all planet upgrades do not cost any crystal because all needed is already on planet. Comes with the Super Pure Crystal bonus, but beware of the Explosive Crystal Dust planet ability. (Resource Dream World)
"Metal"
-This is a metal based planet so all planet upgrades do not cost any metal because all needed is already on planet. Comes with the Super Pure Metal bonus, but beware of the Magnetic Field planet ability. (Resource Dream World)
"Prison Asteroid"
-These are asteroids containing prisons for universal criminals. They have no resource asteroids but come with the new Prison planet bonus and generates a good some of credits. (Credits Dream World).
The "Necromongers" :
-The pirates have been hunted down and made extinct from the Dark Secret Universe of Sins, but this has brought the comming of a terrible new sin. A race that bows to no one, and is on a quest to underverse and will extinguish every living thing in their way.
-Necromongers use Advent ships (for now)
-Added one more ship to the Necro fleet.
-Replaced all 3 "Event(Race)_Pirate" game voicings with actual Lord Marshall voicings from the movie, and these work for all races.
-If the Necromongers Defeat your planet they will colonize it. After colonization the Necro's will spawn resource extractors, ships and some planet defense.
-Lord Marshall character and game event pics.
The " Dark Secret " also includes:
-SINS PLUS from Uzii.
-VOLUMETRIC EXPLOSIONS AND DAMAGE EFFECTS from ManShOOter.
-Parts of the URBAN EXPANSION mod with permission from XselenS.
-Parts of the Sins Optimization Project from Major Stress
-TEC RAILGUN mod from Admiral Cobbs.
-BAILKNIGHTS GRAPHIC mod from Bailknight updated by moguta.
-GALAXY SPIRAL mod from Boshimi.
-Special thanks to Harpo99999 and his Sins Tools.
-Thanks to EvilTesla-RG and his electric-evil wisdom of the ability/buff.
The Dark Secret V5-E Change log:
-Added New UI Screens
-Added New Starfield
-Added Parts of the Sins Optimization Project
-Converted all texture files to .dds format and particle files to read them
-Added New Sun textures from Caninegardner87
-All new planet textures for the optimized meshes from rjhughes67 except City-Uzii and Electric-Silverblade the Enchanter
-Skyboxes have been optimized and reduced to 1 colored and 1 deep per star ( more will be added as completed)
-Fixed Grim Reaper Voicing to respond faster
-Fixed Necros from spawning to many ships after colonizing a planet
-Compatible with Entrenchment 1.051
The Dark Secret v5.1-E Change log
-All new skyboxes from rjhughes67
-Added more meshes from the Sins Optimization Project
-(Diplomacy only version includes a string fix and gameplay file fix)
Please do not use any skybox or planet textures from this mod without permission, Thank you.
Movie Link http://www.youtube.com/watch?v=3wqYxeQbBWw
Full Ent. Download http://www.filefront.com/16926897/TheDarkSecret-v5.1-E.7z/
Patch from v5-E to v5.1-E http://www.megaupload.com/?d=62KU85RU
Both movie and downloads are also posted at my web site http://ricksgalaxy.homestead.com/index.html .There you can also find links to other mods and tools. Any modders wishing to have a link to their mod at Ricks Galaxy just pm me or post here with all the details.
For Diplomacy 1.011 ( This mod includes everything listed above in the Entrenchment version )
Full Diplomacy Download http://www.megaupload.com/?d=CYUGDQGG
Patch from v2-D to v2.1-D http://www.megaupload.com/?d=6H7WNI2Q
I have to say this is a very interesting story, I am definetly going to give this mod a go.
The Archive got the Mod behind a folder. Please correct that.
Will try very soon, and report feedback
I have just downloaded the mod and put it in mod folder v1.03 and turned on the mod the check sum was 0 and i could not
play as the skeledon
any suggestins
like i wrote before, the structure at the archive is bad.
check the Mod folder, open the Dark Secret folder, copy/move the Dark Secret folder inside into the Mod folder, delete the old empty folder.
But dont await alot, the Skeleton race is a 95% TEC clone, and play like TEC.
ok that worked thanks Canute000
I like what you have done so far. You sort of blended the TEC fleet with the pirates. What would be even better is if you could sort of blend the capital ships with the Vasari capital ship types. This would probably require some modeling to do this correclty.
You also have sort of blended the TEC with the Vasari techs. Only on the civilian side of things with the bottom category. This definately needs more fleshing out.
One thing that I noticed, you gave the TEC starbase the ability to move. Well, the problem is that it won't move on its own, you have to make it. I'm not sure what's causing this but it sits in place and will not approach attackers.
I like the story, this is a very good start. I'd focus on techs and possibly some ship changes to merge the techs of the two races more. New capital ships would make this mod definately stand out.
Stimson001,
In releasing this mod early as i have, this is exactly what i'm looking for. Input from other players. After being buried in files for the last 2 months with this mod I needed to know exactly where it stood and what steps to take next. I totally agree with all points that you have made. As far as modeling ships ,I have no expertise in this area but have been talking to a few people who can model and trying to get that worked out. Thanks a lot for the input............rjhughes67
No they will move at their own when you set the engangment range from "Hold Position" to "Gravity wall"
Yes I figured that out like 5 minutes after posting. I was just pointing it out so maybe it would be set to that as a default. Just an observation that I had that would make them less hand off from the get go. Sometimes it isn't practicle to micro-manage everything.
why cant i download this mod?
At the bottom of the main post is a link to the download from filefront. I just checked the link and it still is working. If that isn't working for you try a different browser.
thanks i will as soon as i get my firefox to work
I see that you uploaded a different version from the one I originally downloaded. Are there any changes that make redownloading worth while? I don't see a change log or version update in the main post.
I've posted a new download that just fixes some errors in the skeledon starbase. (1) now moves by itself in the gravity well (2) had to remove the frigate factory upgrade which caused game to crash because of the capital ability to move (3) weapon upgrade is now the chaos bolt. I appologize for the inconvienience and any problems. As i stated above I'm very new to playable mods and am learning as i go any ideas are greatly appreciated, also thank you Stimson001 for pointing out my screw up on the starbases.
work on version 2t is now in progress and basically is the Skeledon research tree and some weapon changes.
cliche story, very boring
im downloading the mod now anyway... cant hurt i suppose.
but yeah, just my opinion, painfully cliche story. nonetheless, kudos for thinking it up
I'm putting up a new download link for version 2t if anyone is intrested in trying it out. I have some band gigs comming up and most of my free time will be spent at practice for awhile, so i thought i would throw out what changes i have made so far in this quick post.
Changes: (1) Skeledon reseach tree has been reworked to better fit the story line. Some new researches added and taken away, plus some new custom pics. (2) Tec beam weapon has been removed from all Skeledon ships and replaced with wave, and are upgradeable. Ships included are the Asmoday Bleeder Capital and the Diablo Command Cruiser. (3) Vampire Robotics Cruiser can now be upgraded to have the "Life Drain" ability. This is a self destruct that is 25% of the damage and range of the starbase ability and must be researched. (4) Skeledon starbases frigate factory has been removed and replaced with the phase gate node ability. First weapon upgrade is the chaos bolt. Can now be researched for quick build time and now moves to auto attack in the gravity well. (5) Removed the Tec Capital Ship Voice mod to make the download a little smaller.
I played this version for 2 hours today without any errors but if you find any please post . Thanks
Download Link: http://www.filefront.com/14290989/TheDarkSecret-v2t.7z/
I have released the next installment of the Dark Secret mod. Version 3 is a change to remove the pirates and replace them with the Necromongers. They use advent ships for now and can colonize any planet they kill. More to come with that. Replaced all "Event(Race)_Pirate" voicings with actual Lord Marshall voicings from the movie, so when you hear him you know they are comming for somebody. Made Gas Giants colonizable but they must be in the stable atmosphere cycle. Made fixes to the Skeledon shield generator and the Death wave cannon so they work properly. Still working on getting some new ships going. If any ship modelers want to join in all help would be greatly appreciated.
Thanks and enjoy
Hello, thanks for the new release but after I download the mod and unpack the mod I get errors.
I have redownloaded the mod twice and the winrar program keeps saying that all the files are corrupt, what could I be doing wrong?
I just verified this is the case. The file contains hundreds of corrupt files in it. Something must have happened in either the archive creation or the upload.
Oh okay, I will wait and see if he reuploads it.
Sorry about the download. It got corrupted when i uploaded it to filefront. The link above is to the new download but it has an extra folder so take note of that and i will leave it til i get a new brain and figure out why i can't seem to use 7zip correctly.aaaaahhhhhh!!!!!
The download listed in the main post is for (Version 3.5). I checked it out and it worked fine for me. I've added 3 new planets with bonuses and abilities, the Necro"s got 1 more ship and after they kill and colonize a planet they spawn ships, resource extractors and some weapon defense. There was also some minor tweeks hear and there, the major changes are listed in the main post. Oh yeah I think i've figured out 7zip finally ....HAH!!! Any problems please post.
I have played the 3.5 version twice and it minidumped as the last pirate base was novalithed each time (all settings on min or off). I will try another time without building any novaliths
harpo
I'm checking into that now. I've just changed the download to Version 3.5.1 that has a small fix in it but still needs to be tested more.
Hey, Harpo if you find out anything let me know please, and thank you for the heads up.
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