xXAequitasXx xXAequitasXx

[MOD] The Mars Effect v1.5 (Updated Sunday 2/3/2008)

[MOD] The Mars Effect v1.5 (Updated Sunday 2/3/2008)

Single-Player Overhaul for Sins of a Solar Empire

A Single-Player Overhaul for

Sins of a Solar Empire

V 1.5


Contents

Introduction 3

Installation: 4

Special Thanks 5

Single-Player Changes: 6

More Impressive Firefights. 6

Ship Changes. 7

Capital Ship Balance. 7

Cruiser Tweaks. 7

Frigate Tweaks. 7

Fighter/Bomber Tweaks. 7

Defensive Changes. 7

General Gameplay Changes. 9

Diplomacy Tweaks. 9

Pirate Tweaks. 9

Planet Changes. 10

Changelog 13


15

Introduction

When I first started playing Sins of a Solar Empire, I did what most of you probably did, started off on a smaller map and played one or two easy AI to introduce myself to the game. My second time around on the single player, however, follows a trend that I’ve had whenever I’ve played strategy and 4X games; I cranked out a “Huge Random” map, threw in 10 AI, and set everything at its slowest.

Before I continue, let me reassert that I love Sins of a Solar Empire. However, there were some aspects of the game that simply did not work for me, especially on larger maps. The beauty of Sins, however, is that it allows a very large amount of editing, and furthermore has easy access for those of us (such as myself) who are not as talented at programming/modeling/etc. So I began to tinker at various settings, and this is the product of my experimentation: The Mars Effect.

The Mars Effect aims to do five things:

I. Overhaul ship balance with a greater focus on capital ships, and to provide a greater emphasis on fighter/bomber squadrons, while simultaneously boosting the anti-fighter frigates’ power.

II. Change the diplomacy and pirate aspects of the game so that the penalties for not completing AI quests is lessened to various degrees, and the time between pirate raids is greatly increased, as is the maximum pirate raid strength.

III. Greatly reinforce planet defenses to the point where it requires an actual assault to take fortress worlds

IV. Overhaul the capital ship and logistic point system to allow for multiple fleets to better function on larger maps, while balancing it such that this mod will still function on smaller maps due to higher maintenance and research costs

V. Make minor modifications to ships without changing overall balance to both provide more visually stunning battles.


Installation:

Note: Until v1.3 of Sins of a Solar Empire comes out, the total size of this mod will be roughly 1.3GB, make sure you have that much space on your HDD before installing this mod!

Disclaimer: I am in no way, shape, or form responsible for any issue(s) that may arise from using this mod, and additionally anyone who has not read this readme will not receive any help from me, regardless of their issue. I will ignore any issues that have been covered in the readme.

  1. Unzip using either 7-Zip or WinRAR into your Mods folder
    1. For Vista users, it should be located at:
      C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods
    2. For XP users, it should be located at:

C:\Documents and settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods

  1. You should now have the folder “The Mars Effect” located within your “Mods” folder. Within “The Mars Effect”, you should have the following items:
    1. “GameInfo” folder
    2. “String” folder
    3. “The Mars Effect Mesh” folder
    4. “The Mars Effect Textures” folder
    5. “Window” folder
    6. The Mars Effect README.doc
  2. VERY IMPORTANT! Navigate to your Sins of a Solar Empire installation directory, and copy the entire “Textures” and “Mesh” folder and paste it into the “The Mars Effect” folder within your “Mods” folder. Close the Sins of a Solar Empire installation directory window.

Your “The Mars Effect” folder should now contain:

    1. “GameInfo” folder
    2. “Mesh” folder
    3. “String” folder
    4. “The Mars Effect Mesh” folder
    5. “The Mars Effect Textures” folder
    6. “Textures” folder
    7. “Window” folder
    8. The Mars Effect README.doc
  1. VERY IMPORTANT! Copy the entire contents of “The Mars Effect Textures” folder and paste them into the “Textures” folder; click “overwrite”/“replace” to all.
    1. OPTIONAL. Delete “The Mars Effect Textures” folder.
  2. VERY IMPORTANT! Copy the entire contents of “The Mars Effect Mesh” folder and paste them into the “Mesh” folder; click “overwrite”/“replace” to all.
    1. OPTIONAL. Delete “The Mars Effect Mesh” folder
  3. Start Sins of a Solar Empire.
  4. Select and enable the mod through the Sins of a Solar Empire Options menu (Options à Mods)
  5. Enjoy!
  6. Feel free to report any bugs/feedback to me on the official Sins of a Solar Empire forums under the handle: xXAequitasXx

Special Thanks

Many thanks go out to Ironclad for making such a wonderful game, and to Stardock for not only going beyond what a publisher will normally contribute, but also to their lasting commitment of putting the customer first.


A gargantuan “Thank You” to - Uzii - on the official forums for helping me work through a couple of bugs as well as allowing me to incorporate Sins Plus into my mod.


Everyone on the forums for their willingness to be my guinea—erm…mod testers.


Finally, to end this Oscar acceptance, I of course have to thank my fiancée, both for her patience and her love.


Single-Player Changes:

More Impressive Firefights


·

· Done via burstcount and burstdelay, etc. Damage untouched.

· Some minor changes to weapon types (larger emphasis on cannons for TEC, more beams on Advent battleship, Vasari stays the same)

· Removed default to focus fire in attempt to liven up battles, with the idea being that each ship will now engage its proper target; hopefully will further liven up battles

Ship Changes

Capital Ship Balance

· 20% more HP to all capitals' starting HP, 20% increased HP per/level;

· Battleships gain an additional 0.1 armor increase per level as compared to their old armor increase level

· Carriers start off with an additional squadron, gain more squadrons per/level

· Colony ships gain additional command points per/level

· Siege capships have a 50% siege damage increase

· Support capships (including Vasari scout) have a 25% increased AM pool increase per level, and 10% increased AM regeneration rate increase per level

Cruiser Tweaks

· Carriers now have two squadrons, but 20% increased cost

Frigate Tweaks

· Illuminator tweaked to have 5000 range, 15% shorter cooldown

· Vasari assailant tweaked for longer (7000) range

· Anti-Fighter frigates now have increased damage [50%], increased range [10%], and decreased cooldown [20%] to better deal with greater numbers of fighters/bombers

Fighter/Bomber Tweaks

· Squadron size increased by one for Vasari, 2 for TEC, and 3 for Advent

· Build time decreased by 50%

· Individual damage decreased by 15% for Advent

· Fighter HP reduced by 30%, Bomber HP reduced by 50%

Defensive Changes

· “Point defense” (anti-strike craft) platforms for all races

o Does damage equal to three banks of anti-frigate batteries (alternatively, 75% of the frigates total damage if all four banks were firing simultaneously), but with a 50% decrease in cool down times

o Increased turrets’ turn rate

o Lower resource cost (300/100/50) as compared to the more expensive defense platforms (375/112/75) and quicker build time (60 vs. 75)

o Range of 3000

· Introduced new prerequisite techs for the point defense platforms

o TEC: “Rapid Fire Weaponry”

o Vasari: “Improved Vector Missiles”

o Advent: “Anti-Fighter Lasers”

o Research cost set to 400/0/25

· Phase Inhibitor overhauled

o Phase inhibitor now covers entire gravity well

o Phase inhibitor has 30X increased effectiveness

o Phase inhibitor has 50% increased HP

o Phase inhibitor has 10X increased build time

· Range on all defensive platforms increased, Damage increased by 25%, HP increased by 50%, resource cost increased by 50%, build time increased to 75

· Defensive Hangars now host one additional fighter/bomber squadron per/platform

· TEC Planetary Shields module HP increased by 50%

· Vasari Nano Weapon Inhibitor module HP increased by 50%

· Advent Anti-Matter recharger ability restore rate increased by 50%, Max AM increased to 500, AM regen to 1.0


General Gameplay Changes

  • Logistics techs changed
    • More capital ships allowed (max 30 now); +10%, + 15%, +20% increase in cost of research for the last 3 techs, resp.
    • Logistics points scale to a higher end level (5000 max), but with a higher upkeep cost (90% at the highest; keeps it feasible to large empire only)
      • 15%, +17.5%, +20% increased cost of research for the last three levels; Vasari costs increased by 15%, 20%, and 30% (due to tech advantages of larger fleet)
  • Vasari Dark Fleet cooldown increased by factor of ten
  • Anti-Fighter Frigate technology now requires the point defense platform technology to be researched first

Diplomacy Tweaks

· Increased time between quests to four minutes (v1.5)

· AI is more willing to negotiate cease-fires

· Increased amount of time granted to complete a quest (50%)

o Exception of tribute quests, which were not lengthened

· Decreased happiness penalties for failure to complete quest

o Quests with higher rewards reduced less, i.e. raid missions

o "Maintain relationship" quests left the same, i.e. +/- 10%

Pirate Tweaks

· Increased pirate maximum raid strength to 350 units (v1.5)

· Removed all other tweaks as of 1.5 in order to try and solve CTD issues


Planet Changes

Now includes the excellent Sins Plus mod by Uzii!

  • Four New Planets / Gas Giants Colonizable
    • Oceanic
      • Asteroids: 4 - 6 Crystal
      • Max Pop: 70
      • Max Health: 4,500
      • Max Civilian Slots: 32
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Barren
      • Asteroids: 4 - 6 Metal
      • Max Pop: 40
      • Max Health: 9,000
      • Max Civilian Slots: 36
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Forest
      • Asteroids: 1 - 2 Crystal | 1 - 2 Metal
      • Max Pop: 140
      • Max Health: 6,000
      • Max Civilian Slots: 32
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Urban
      • Asteroids: 1 Crystal | 1 Metal
      • Max Pop: 1,000
      • Max Health: 10,000
      • Max Civilian Slots: 48
      • Max Tactical Slots: 40
      • Explorable: No
    • Gas Giant
      • Asteroids: 2 - 4 Crystal | 2 - 4 Metal
      • Max Pop: 60
      • Max Health: 1,500
      • Max Civilian Slots: 48
      • Max Tactical Slots: 40
      • Explorable: No

  • Three New Research Subjects
    • Improved Tunneling (Level 4)
      Widespread tunneling with improved equipment increases the population on Barren and Urban planets, as well as Asteroids. (Barren, Urban, and Asteroid population max increase)
      Level 1: 20%
      Level 2: 40%
    • Gas Giant Colonisation (Level 6)
      Allows colonisation of Gas Giants.
    • Improved Anti-Grav (Level 7)
      Allows larger colony platforms above Gas Giants due to improved Anti-Grav technology. (Gas Giant population max increase)
      Level 1: 25%
      Level 2: 50%
  • 45 New Planetary Bonuses


Detailed Capital Ship and Support Breakdown

Capital Ship Crew Research

Tech

Increase

Total

Support Points Used

Cap0

1

2

100

Cap1

1

3

150

Cap2

2

5

250

Cap3

3

8

400

Cap4

4

12

600

Cap5

5

17

850

Cap6

6

23

1150

Cap7

7

30

1500

Total

29

30

1500

Fleet Support Research

Tech

Increase

Total

Upkeep Increase

Upkeep Total

Ship0

150

250

9.375%

9.375%

Ship1

200

450

9.375%

18.75%

Ship2

300

750

9.375%

28.125%

Ship3

400

1150

9.375%

37.5%

Ship4

500

1650

9.375%

46.874%

Ship5

750

2400

9.425%

56.3%

Ship6

1000

3400

9.7%

66%

Ship7a

1550

4960

12%

78%

Ship7b

1550

6500

12%

90%

Total

6400

6500

90%

90%


Changelog

V1.5 (Current Release)

- Sins Plus (by Uzii) is now merged with The Mars Effect as of 1.5 as is

- Removed all pirate changes except for maximum strength (now reduced to 350); hopefully will reduce/eliminate the pirate CTD issue

- Reduced time between quests to 4 minutes (game default: 3 minutes); quest durations remain unchanged from previous versions

- AI willing to negotiate cease-fires at 40% happiness rather than 50%

- PD Turret range reduced to 3000

- Nifty new game-screen logo

V1.0

- Introduced point defense (anti-strike craft) platforms for all races

· Does damage equal to three banks of anti-frigate batteries, with 50% reduced cool down times

· Increased turrets’ turn rate

· Lower resource cost (300/100/50) as compared to the more expensive defense platforms (375/112/75) and quicker build time (60 vs. 75)

- Introduced new prerequisite techs for the point defense platforms

· Techs: TEC’s is “Rapid Fire Weaponry”; Vasari’s is “Improved Vector Missiles”, and the Advent’s is now “Anti-Fighter Lasers”

· Research cost set at 400/0/25, consistent with other tier 1 research

- Anti-Fighter Frigate technology now requires the point defense platform technology to be researched first

- Phase Jump Inhibitor now 30X more effective than vanilla

- Further increased maximum pirate strength to 400 supply units

- Decreased raid warning time (i.e. the amount of time “playing” eBay); raids will be launched anywhere from 45 to 90 seconds after the warning is first announced.

- Removed focus fire in attempt to see if fleet battles are more epic and fluid

- FIXED Vasari Bomber squadron not having the correct number of bombers (thanks go to bloodhawk32 on the forums)

V0.9A

- All fighters now have 30% reduced HP

- All bombers now have 50% reduced HP

V0.9

- Original release


Download Links:

v1.5 (Current Release)
Filefront:
http://files.filefront.com/The+Mars+Effect+v157z/;9742948;/fileinfo.html

Rapidshare:
http://rapidshare.com/files/96560052/The_Mars_Effect_v1.5.7z.html

v1.0
Filefront:
http://files.filefront.com/The+Mars+Effect+v107z/;9710019;/fileinfo.html
Rapidshare:
http://rapidshare.com/files/95204131/The_Mars_Effect_v1.0.7z.html

358,829 views 261 replies
Reply #176 Top
@Exo: Ok, one problem down...no clue why messing the the raid time screws with things, but hey, if it fixed one problem, I'll sacrifice it from my mod.
End of quote


Have you considered increasing the strength of the individual pirate ships to compensate? Also, did it only alter the maximum raid size?

Potentially, if pirate ships were made stronger, you could start the raids off smaller and ramp them up to the normal raid sizes over time so that the stronger ships aren't too powerful early on, but also so that the later raids won't get shredded by defenses.
Reply #177 Top
Exo:

Yes, the only variable I have changed now (in the file linked to on page 5) was "maxSupply 350" in GamplayConstants.entity in regards to pirates.
Reply #178 Top
Great mod, but since the new update been getting a lot of CTD, had the mod solo was fine then added the planet mod by Uzi and that was fine but as said above now getting the CTD.

Sorry if this has been brought up its late and this came as a *oh I need to post that* not got the time to troll the whole thread. ;)
Reply #179 Top
Sorry but would it be possible for you to place your constant fix for pirates somewhere else besides rapidshare? It keeps saying error citing either that you are already downloading a file (which incidentally I am not) or claiming you need to wait 100 over minutes to download and while download halfway it stops. And it then offers you the option to buy the premium version to continue the download. Thanks! And good work on the Mod... its really great! Except for the pirates bug.
Reply #180 Top
Ok I am new to this game. I cannot work out how to activate this MOD. YES I know that if I spend several hours looking I can find the answer but can someone help now.
Reply #181 Top
you have to first have the 1.02 patch installed. Earlier versions and the original retail version of Sins of the Solar Empire cannot be modded. U can download 1.02 by clicking the update button in the options menu of your game start page.

then follow the instructions below.

https://forums.sinsofasolarempire.com/?forumid=443&aid=302056
Reply #182 Top
xXAequitasXx thank you for your nice mod :CONGRAT:

playing with the constant file that has the pirates maxsupply set to 350 yielded a CTD
after a raid was launched with the severe level - several less threatening raids worked without a crash

now using the file with the reduced setting

btw the TEC anti-strike-craft-turret also targets capital ships !
Reply #183 Top
Any chance of working with Bailknight`s Graphic Mod ?

p.s Using the texture pack with your mars effect mod and wow! , good work guys :)
Reply #184 Top
Any chance of working with Bailknight`s Graphic Mod ?

p.s Using the texture pack with your mars effect mod and wow! , good work guys
End of quote


I 100% agree, hopefully they will add it!
Reply #185 Top
I believe Aequitas has displayed interest in including BK's graphic mod in TME, but I don't know if he's heard back from BK or not.
Reply #186 Top
Ok I might find the answer to my question by digging but here goes anyway. Everytime I try to run this mod in version 1.02 it locks up and eventually produces a "minidump". Is there some other prerequsite I need.
Reply #187 Top
Ok I might find the answer to my question by digging but here goes anyway. Everytime I try to run this mod in version 1.02 it locks up and eventually produces a "minidump". Is there some other prerequsite I need.
End of quote


try the hotfix on page 5
Reply #188 Top
Does anyone else think the Returning Armada cooldown needs to be lessened? It went from an uber-powerful tech to a complete waste of resources. A happy medium would be nice. :D
Reply #189 Top
Any chance to include FalShia's alternative Kodiak model when it'll be done??
https://forums.sinsofasolarempire.com/post.aspx?postid=300727&p=5
Reply #190 Top
This is a really great mod, thanks for that!

I've got a bit of a problem though. I tried to play it multiplayer with a friend and the game just complained about mod checksum. We got in and actually compared byte size of the contents of each folder down to the last three digits and they were identical.

So it really should have worked. But it didn't. Any ideas?
Reply #191 Top
@ Astraos: I'll consider it, but consider that phase gates are extremely powerful just by themselves on a larger map as it gives the Vasari a significant tactical advantage, especially considering the boosted base defenses.

@ mr.WHO: That should be easy enough to include yourself, as it should really only be a mesh file I believe.

@ Lurkz: The checksum thing is very finicky, best I can suggest is to make sure you downloaded from the same sites, extracted with the same utilities, and followed the exact same installation procedure. Also make sure you're both using the fix on page 5.

@ Everyone: I'm currently working on the next TME, but I've got midterms this week, so progress has been slow. The main thing I'm aiming for is removal of all pirate changes except for max strength (fix on page 5 essentially), reworking the PD Defense turret scheme to function on specific anti-fighter abilities, and trying to see if I can officially merge Max and Bailknight's excellent mods with TME.
Reply #192 Top
Whats up with this? First time i have seen this on the forums.. On this page..


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Reply #193 Top
I don't think I missed this in a previous post, but is anyone getting graphic distortion with the forest planet? Both the wide view icon is messed up (square-ish) and the actual model is a black, solid sphere.

Maybe I did something wrong on install- but that's the only one I've noticed so far.

Reply #194 Top
@allanon333:
That's definitely an install issue as far as I can tell; please make sure you are following the readme's installation instructions to the letter.
Reply #195 Top
You didn't stealth update the archive with that hot-fix did you? Would that explain our checksum issue?
Reply #196 Top
Hello Im new with the game.
I have a technical problem.
Whenever I try to enable the mod I have a window oppening on my desktop mentioning:


Saved MiniDump in my Temp folder.

What do I have to do for playing this mod?

I'm running under Windows XP. I followed all the instructions to install the mod.

thanks
Reply #197 Top
@ Lurkz: no, 1.5 should remain untouched.

@ geekoo: couple of things to try if you are 100% sure you followed the directions to the letter on how to install this mod. If you are crashing when you are trying to enable this mod (you click "enable mod", the game freezes, and you crash and get a minidump)--then you did NOT install the mod correctly. If you CTD within a couple of minutes, then:

1.) Enable the mod.
2.) Click the "load this mod on starting Sins" box
3.) Restart Sins of a Solar Empire

Apparently Sins is very temperamental when you first enable the mod, this should clear up problems for those of you who CTD within the first few minutes of playing the mod.


If you CTD upon or right after the "Pirates have Departed" message, get the fix on Page 5 of this thread.
Reply #198 Top
Restart Sins of a Solar EmpireApparently Sins is very temperamental when you first enable the mod, this should clear up problems for those of you who CTD within the first few minutes of playing the mod.If you CTD upon or right after the "Pirates have Departed" message, get the fix on Page 5 of this thread.
End of quote


I have installed other mods and they work. I will reinstall "The Mars Effect" mod.

I have a few other questions concerning mods.

In my enable mod menu when I have installed a few mods can I all select them to enable them all at the same time(espacially the graphic mods)? I seems that when I select a mod it selects automaticaly other mods...

I would like also to play with the homeworld music theme. I have downloaded the music of H1 and H2 but the formats are mp3. Do I need to convert the MP3 format to be used with Sins and what program could I use to do this?

Reply #199 Top
I have reinstalled the mod and it is still not working.

still have the MiniDump problem.
Strangely when I install an other mod and also the Mars mod when I enable one of them it automaticaly anables the other one also.

How can I recognise the mod Im playing with while in game?
Reply #200 Top
Hi,

I actually reinstalled the mod- still have the graphic glitch with the new planets. I uninstalled Sins, deleted the directories in the AppData path, and reinstalled, patched and installed the mod following directions to the letter. Planets all show up as uniform black sphere.

Same problem. I have a 7900 GS and WinVista 32.