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.
Yup. This started off as a planet mod for SOGE. TobiWan I think wants to use it for his Babylon5 mod. So of course.And actually there aren't any 'new' bonuses. I've scrapped that entire part of the game. And redesigned it as 'Planet Characteristics'.
Just planet characteristics? I like it...one problem though, what about the planet exploring upgrades? Are there still going to be two levels? I mean, if you can't discover anything other than artifacts, why not just go down to one level?
Ya... Don't worry. Those are very cheap (relatively). (Depending on other characteristics) And you don't HAVE to buy them. I've tried to repurpose them but the game engine won't have it. Oh and only cost credits.
Thanks for giving me the allowance. I'm not fully sure to what extent I would include your work, but the prospects entice me! Thanks for all the time you invested in this mod.
Though if anyone decides to redo another way of pricing the planets... Well there's about 220 planet entities. Have fun. lol And it'll have to be done from scratch most likely.... Though it depends on what you want to do....
Diamonds covered in tiger's blood. Looks awesome.
Well if you don't look up or down you are good.
The Mod works nearly flawless in SOGE. But when I pull it out the moons don't render right. This is the difference in the debug reports:c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]
Problem is I think it's referring to the Asteroid data file but the files are the SAME for SOGE and Novus...
Wait, have you checked the AsteroidDef file? Odds are you have, but eh.
Yup. It's in order. And the same file that works with SOGE.
Don't really know what else could effect what is essentially your space debris. Are your manifest and gameplay.constants files in order as well?
Ah. Got it. For some reason SOGE overrid all the AsteroidDef errors. Evidently there were a TON of limitations I hadn't realized. And it worked on SOGE and not in Entrenchment... But I got it working fully in Diplomacy and since there are no planet changes between Diplo and Entrenchment it should work fine. There were Skybox issues to... But all fixed. I think tossing the Gameplay file helped a lot to but I don't know why...
Heck most of it was Ironclads fault. I was copying their way and evidently they put a lot of errors in. (Though it may have worked for the previous rendering file but not the new one.)EDIT: This stuff is really really sensitive. Mess one little thing up and the whole system breaks.
Tell me about it...I'm still losing my mind learning the modding voodoo. Good job repairing--now shoot us that moon!
Tell me about it. Even with showerrors and logs it can sometimes take hours to figure out what went wrong.
well changing the way the game renders asteroids and do it a way it wasn't designed to makes it even more wacky. lolEdit: EHHHH!?!?!? Well it looks like it's not going to work for entrenchment for some odd reason...
But for Diplomacy? It works for Diplomacy!? We neeeed your mooons!!
gah! I'm almost done. Just need brushes.And to do that I need to tweak the atmosphere colors... And still the clouds... and noncols... *sigh*
Wut? This makes me sad.
Yes Diplomacy. And it works with SOGE on Entrenchment.Edit: Almost done with the clouds and storms. Then maybe I'll work on brushes... or noncols
But won't the clouds keep us from seeing the moons?
They shouldn't, depends on how they work.
lol Nice. I'm trying to keep 4 mods updated at the same time... weee
I was outside just tonight and looked up to see the moon and what did I see instead?...Clouds. I am not convinced, sir.
Do you live in a city? If so I blame light pollution. Also there are times when you see the moon during a cloudy night, depending on the thicknessand breaks, sir.
Sometimes I see two or three moons...they look so peaceful through the small slit window in my white-padded room....
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