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.
sounds more like a sins of SPACE 1999
harpo
Who do you think rides the space ponies?
I can't believe that it ever got popular at all. Some things in life are just frighteningly baffling. What we really need is this...
My current ICO character. See what happens to me when I stay up all night? It has a moon in it so it's on-topic.
Ah he's so cute...definitely for the box cover...
YAY! Done! I'll just wrap it up and upload it soooooon!
(Edit: oops forgot to fix up the new random planet lists and edit the last galaxy issue...)
Can I use that for my uplifted race?
Edit - have any others like that too?
You can use it it for anything you want. I whipped it up last night after actually finishing a game with decent players who were really good sports. Basically, I stayed awake all night.
I don't have any others but if you have something in mind I can give it a look.
Yay on the mod being finished Nova. Gimme Gimme Gimme.
FYI, that thing on the left side above his wrist is based almost exactly on a wearable computer prototype Sony is making...and did anyone notice the water bottle on his hip?
No doubt. I'm really curious to play this.
Basically the uplifted are any animal that has been genetically "uplifted" to sentient status.
So you are closet furry, eh?
Hmmm...there area ton of existing animalmorphs out there. My first online name I ever used (and still do is) "Gerbil"--before the Richard Gere urban legend
Lemme look for something original and maybe I can whip it up. A horse sounds intriguing.
Of course, they will all have to include moons in them
Did you here about the genetically modified duck. At first they were very impressed with the results, but in the final test it "Quacked" under pressure, so they scraped the idea.
Sorry, I couln't help myself.
Time to shoot death beams at you from my Novus Universum moon-based laser cat installation.
Here's a space camel for you Rus...
No offense to Joe camel but camels would make great colonists and explorers for arid worlds and maybe even for long space trips. Able to store their own food and water and have a native filtering system beyond most animals.
Nooooo, not the cat beam. Help Help. Time to initiate Def Con Knucklehead.
Resistance if futile.
IT'S UP!!!!!! EDIT: srry missed a file when I packed it. Just plop in the texture folder.
Huzzah!!!
Okay guys, our strategy of hijacking his thread until its released is a success. Now to play the mod!
I knew it would work..yessss...I did. Good speed Nova. We may have use for you yet and you will be spared when the great galactic purge begins.
Edit: Installed and ran the mod. Minidumped first time when I tried to enable the mod so I ran it a second time in dev mode and it worked fins. Did a small map with one AI and no issues. I'll post praise and critiques later
One of your moons (grayish with a few craters) has a glicth along the terminator--it shows an opaque band over the texture, forming a ring around the planet surface. The small silvery-grey, elongated asteroid field objects orbiting the asteroids look a little like ships and you keep doing double takes.
Eh. I don't know what causes that. Moons can be glitchy sometimes for random reasons. Since this is your first time running it give the exe some time to figure out what I've done. It dies sometimes when you first load it. Overload I guess. Edit: flipping both skyboxes off and then back on also helps to with any glitches that may pop up. I had some serious green light even though I never made a skybox with green light. Also most of the lighting issues that pop up are from them for some odd reason. You may notice that the Huge, Super, Giant, and Titan planets have a lighting issue when you zoom in and out. This is a game limitation. It was never designed to have such a large planet visible so far out.
Good to know. really interesting worlds. I like that it takes longer to develop them.
it slows down the game some what but i think i balanced them well so you don't really notice.
Ok...here's a more extensive report:
Get a random minisdump on start once in awhile.
On a larger map (huge, eight player vs ai) whenever a ship ability is selected within a gravity well, the game hangs for a few seconds while it processes. Once the ability is clicked and activates, all returns to normal again. It didn't happen at the very first but after a half dozen planets had been reached.
On the huge maps, ships crawl very s-l-o-w-l-y. You can't speed it up in combat cause it becomes a turn baased game at that point and the computer takes its time for its turn.
At the start, the expensive upgrades make it become a more important strategic decision as to whether or not to upgrade. At higher stages, upgrading a single planet can drain you dry. I like the concept but here are some of the effects of the top of my head:
Resources on the black market are very expensive to buy. They also generally fetch a good price selling them and here's the effect of that--you can sell resources and finance huge fleets/rapid tech research very quickly once you have a small but steady supply going but it takes awhile to upgrade the planets due to the cost. So buying resources devours credits and makes it slow to hit higher stages of planet development. Selling resources makes it possible to supercharge building fleets and constructions and research which are much cheaper than the planet upgrades.
The planet slots for logistics and tactical open up in small increments and each increment can get a LOT more expensive. There are very spare tactical slots at lower levels--two or three items consume them. Some upgrades that are quite expensive allow you to maybe ad only a single additional tactical item. This means when the Vasari are ready to deploy phase gates that the cost of upping planets to have enough slots to hold them is ridiculously high. The alternative is to use starbases as platforms for this but then you lose other capabilities of the bases.
So the uptick is that the game is fleet driven--planetary items past a certain level just aren't worth it unless you have a very secure position (as in you are an eco for a team and won't be fighting frontline while they also defend you).
The magnetic (I think) clouds disable abilities but they have asteroid fields within them--only you can't use them because your ability to man them is deactivated (probably why they don't spawn resources in vanilla).
The planet ring colors are sometimes so bright they wash out ships and details which is a real hindrance in combat wjhen trying to keep track of lots of activity.
many planets have gravity wells so large that to phase block them requires all your tactical slots and still leaves gaps. I can see sometimes this as a feature but most worlds are large and effected this way.
Just initial observations and plenty of room for disagreement and discussion on points. I notice the AI seems to take awhile to get up to speed too (on hard anyway) but they do it with a vengeance when they get there.
So SVN has been updated?
To be honest I don't want you to fully upgrade planets in a game. They can be so ridiculously powerful. I also want to crimp players ability to reach this point to the point where you don't reach it in a normal game. To have all your planets fully upgraded should be the rare exception. Because I just work on planets, not ships or techs I don't plan to edit them. Though I am thinking of doubling the tac and civ slots... I'll drop the base market price by 50% and limit the market swings somewhat (was having issues of it nearly hitting the lowest level). I'll drop the ring alpha down by a factor of two. I'll add in proper shield meshes, which I didn't make. (Actually the resources are correct...) I'll strip clouds of there resources as well. (Forgot about that) I'll up the ship speed as well. Base normal wells were doubled in size but I only upped the ship speed by 50%. Also edit the phase inhibitors so there range is increase by 50% like the defense platforms. (Though I may end up editing it for 100%)No SVN isn't updated cause Lavo is having issues with the gamefiles. (I'll have to fix them for him.)Edit Gah! I changed the rings in the gastitan to a better one and forgot to change it in the rest. my bad.
Tac and log slots tweaked. They now go up by a multiple of 4. (Kinda) Max is now 128 for tech1 planets. Try taking one of those. Population/Pop. Support will be re calculated with multiplier so tech 1 and 2 worlds are much cheaper (.5 and .75) Tech 4 and 5 will get a kick up.
Good, I was about the say only three starting tactical slots for a homeworld doesn't make much sense.
Well you've won me over to your more realistic style, the mod is just gorgeous. Some minor gameplay tweaks, I would increase the default number of constructors on default planets or reduce the build time of extractors, since there are a lot more extractors to build over a much larger gravity well.
Also as for why the starting templates aren't working, I would just scrape your "light start" template and just return to the default template, as yours doesn't point to the default planet setup and thus frigate factories, constructors etc. are not built at the start. Also you end up spawning double militia on Terran worlds the way you have it, not sure if that is intentional or not.
Edit: Just tried it you're right they aren't spawning... I'll have to take a closer look later.
Yeah--it's interesting approaches. The big discrepancy was that I was averaging about 10x the normal cost for resources on the black market. That means buying resources took ten times more but selling them got close to 10x as much.
When you are hurting for resources it straps you and piling the planet upgrades on killed you. When you did have supply, you became a credit trillionaire and could buy all the tech and ships you wanted nearly as fast as you liked because you were floating in credits selling goods at near 10x the normal value. Since research and ships and planet items were priced normally it was like getting them for ten-cents on the dollar. That's great for making large fleet battles happen fast but it makes research effortless and pretty painless.
In real life concept, the planets should be hella expensive to upgrade. Maybe research and ship costs could be upped more in expense.
The extras slots should make it easier for Vasari--I'll try those tonight.
Speed change will definitely be nicer.
I have bifocals and have slightly color deficient vision so I notice how the game displays pretty acutely. The ring changes should help--they were just so bright it was a pain to spot ships there.
Purely aesthetic--all your planets and particularly the moon have a strong "shine" if you could bring that down some it would look a little more realistic. Love the planet textures great work there.
Turn off the bloom. That make it way better if it bothers you. The planets have the same gloss setting as the original ones. But I may double it. Planets are bright but bloom and glossiness tend to be overkill. It's a common feature in games these days.
Only the tech 2 and tech 1 planet will see the major increase in log and tac slots. (tech 3 and 2 actually dropped alittle.) Capital prices are being reworked so it is high advisable to move your capital to a tech 2 or tech 1 planet. It is not a homeworld. Just a starting point for your empire.
There are many great features available to you once you register, including:
Sign in or Create Account