Novus Universum Mod
This will be the main page of the Novus Universum mod I'm working on for SOGE. It has grown to the point that it is a full fledged mod in its own right and I think should be offered to the whole community.
It is a Planet mod. At this point it has over 140 planets, nearly 50 planet types, 7 planet sizes and the promise of a whole new universe for Sins. The planets are based off of the Star Wars Galaxy for the most part but can be adapted to any mod. I'd release it, but it is in a major overhaul right now.
And there is something that a lot of people have been waiting for... Moons. That's right this mod has moons. Just eye candy right now, but in the future I hope to mod planets around them. Stars and non-colonizable objects will also get a overhaul. Much will be added.
The inclusion of moons means something else for the game. Now it is possible to add eye-candy object around the planets. Space stations, shipyards, industry, roids, any thing you could want you can now add. i hope to include these into the planet mod. So if you have any structure models please share and they will pop up around your planets soon.
well as the mod gets closer to release i'll discribe some of the changes. resources have been reworked and expanded. this may mean that there will be too much resources but i'll mess with the gameplay file to bring it down if nessicary. these planets have tiny pops to massive population. 10 to 10000. some planets you cannot upgrade. some will loose you money. thus you have to think about which to colonize at a given time. the grav wells are huge. they can easily fit a few fleets in them though the smaller asteroid or dwarf ones can seem a bit small if you have alot of ships in them. planet upgrades can and do cost alot. this is intented. this is due to their size and shear amount in most cases. the planet health has been significantly upgraded. going from 15k to 120k it covers weak resource planets to massive fortress planets. if anyone has questions please ask.
http://i910.photobucket.com/albums/ac309/NovaCameron/ScreenShot_0.jpg
http://i910.photobucket.com/albums/ac309/NovaCameron/ScreenShot_1.jpg
MOONS! lol Well A moon, but it proves my point.
FULL: http://www.gamefront.com/files/20227224/Novus+Universum+1.2.rarComes with the speadsheet I made the planets from. Highly suggested that you read it to familiarize your self with them.
TEASER: Novus Universum Mod Teaser
This will replace the textures, meshes, and entity files. If a mod doesn't change the entity files just pop it right in. Replaces Terran, Desert, Ice, Volcanic, and Gas Giant.
Features:
214 Colonizable Planets
82 Planet Types
8 Sizes (Asteroid, Moon, Dwarf, Normal, Large, Huge, Super, Giant)
37 Stars
Stars come in 8 classes/colors: O (Blue), B (Blue-White), A (Blueish White), F (White), G (Yellowish White), K (Orange Yellow), M (Orange Red), and L (Red; Brown Dwarf)
Star also come in 8 sizes: White/Brown Dwarf, Red Dwarf, Sub Dwarf, Dwarf, Main, Sub Giant, Giant, and Supergiant.
New Asteroids
Belt List: Solar belt, Inner belt, Outer belt, Comet Cloud
Redone Clouds and Storms (probably 7 total when done)List: Gas Cloud, Ion Cloud, Dust Cloud, Positron Storm, Plasma Storm, Molecular Storm, Meteor Cloud
MOONS! They are just eye-candy but they look awesome
Planet Characteristics (yes these are the ONLY planet bonuses in the mod. The other ones are too small, odd, unrealistic, or just plain unnecessary.) If you have any ideas for them that I could add please share. ^^Done
Ship building ability (I see no reason for any others. They get a bit too odd or outlandish) Done.
I plan to have fun messing with particles so we'll see what I can do with those. They look promising.
Orbital Structures and Ships! Just eye-candy again but they can really add to the atmosphere. If you have any civilian models or orbital structure/satellite models please offer them. You will be credited and your model will appear around your planet.
Satellite planet and asteroid textures courtesy of NASA and the Celestia Database
Special Thanks to the SOGE Crew for betaing my planets. Particularly Lavo, Who has been a great help.
If you want to see the planets and more just go to www.swrebellion.com and sign up for the SOGE beta.
No one?
How can we help you when you don't even begin to describe your problem? Those two are the most dense files in the game and control a lot of information. You need to say exactly what the issue is.
Ok, I got all the planet files from SOAGE however I still don't understand to do with gameplay.constants and galaxyscenariodef files. If you could just dumb it down for me since I have no modding experience what-so-eever.
Well it will probably be a lot of trial an error, but basically you need to get a file comparison AKA diff program, so you can find all the differences between the SoaGE file and the original files. Many more serious software packages have them built in, I first used Tortoise SVN before I got into that however. Then copy the gameplay.constants and Galaxyscenariodef files from the install directory into the mod folder, calling them gameplay2.constants or whatever, and run the diff program on the two files.
Now it may not be clear when to use a line from SoGE that is needed for Novus Universum or when to use the default, but generally anything related to planets, ship speeds etc. should probably be used from the SoGE file, while anything else should come from the original file. Then it's just running it in the dev.exe, tell us any errors, and hope for the best.
The galaxyscenariodef file isn't too hard to do; it's fairly clear what needs to be copied. Actually, in fact, you can use the galaxyscenariodef from the NU Diplomacy version and just update whatever is needed for Rebellion use; this would be easier than porting stuff from SoGE's file.
You guys sound like you could do it in a few seconds. Why not just do that for all Rebellion players that want this planet mod?
If you've looked at those files at all you'll know it is a whole order of magnitude longer than seconds.
Well let me give you an example. I once made a few modifications for a guy who helped test my mod. He's a TEC loyalist player so he wanted to be able to build like 10 starbases or something. So I said why not, that's not hard for me. Before I could even upload the file for him, he was asking me for all sorts of other crazy changes, such as making each starbase have 100 fighter squads. I refused of course because that would completely kill his game (not to mention the balance issues), but the point is before too long you're basically making other people's mods for them. And when you're behind schedule on your own mods like Lavo and I are, it's hard to justify doing that.
I hate to say its an issue of dependency, but really, keeping mods up to date is a chore. Even if we did this for you, the next time a patch comes out there's a chance it will be made out of date, just like it is now, and then we'll have to do it again. When Sins officially no longer gets any updates I may consider getting some mods like this all up and running, but I don't want to do it until I know I only have to do it once and never touch it again.
When it comes to Gameplay.constants I'd suggest taking NU Diplomacy's one and comparing it to vanilla Rebellion's and add in whatever lines are needed to make it work.
I tried to download it but the link doesnt work...where can i get it?? or dont i need it?? i have the SoGE version R961...
If you want to play NU with Star Wars races, then you don't need to download this. If you want NU with stock Sins, then you're out of luck.
Woo, Finally got it working after failed numerous attempts.
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