This blog mainly contains news about my Sins of a Solar Empire Mod - Celestial Bodies

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Mod - Celestial Bodies 
by TohKlidan - version 0.9

Inspired and based on Solar Mod by Cybdevil

Requirements:

or Entrenchment 1.03

 

Mod Features:

This mods main focus is about adding more celestial body types and extending the existing ones. Which means more size and effect variety, new bonuses and abilities. Also some new researches are included but only things that had to do with colonization or avoiding effects from planet/star abilities. Also this mod contains special scenarios some of them taking place in our own solar system.

Current Celestial Body Count: 104

Overiew of Celestial Body Types:

- Desert 4 sizes (Moon, Dwarf, Normal and Huge)
- Ice 4 sizes (Moon, Dwarf, Normal and Huge)
- Terran 4 sizes (Moon, Dwarf, Normal and Huge)
- Volcanic 4 sizes (Moon, Dwarf, Normal and Huge)
- No Atmosphere 4 sizes (Moon, Dwarf, Normal and Huge)
- GasGiant 2 Sizes (Small, Big) and 2 variants (stable gas and unstable gas)
  also colonizable via new researches
- Homeplanets (Terran, Desert, Ice, Volcanic, PirateBase)
- Blackhole (from 7 Sins Mod with new fx)
- Deep Space Sector
- Nebula
- all existing asteriods, stars etc. have now adjusted sizes and gravity wells.
- White Pulsar (star with new ability)
- Blue Magnetar (star with new ability)
- 6 different Companion Stars (for multi systems)
- 44 different Celestial Bodies of our Solar System.
  (14 with a unique texture, thanks to Cybdevil)
- special scenario planets, like Consciousness of the Unity


Addtional Changes:

- new HUD icons, pictures and Galaxy Forge icons
- new player portraits
- new Milita and Starting Templates
- new planetary bonuses, abilities and researches


For further informations and detailed change list, read Sins_Celestial_Body_Overview.xls


Scenario Maps:

- CB Birth of the Trade Order [ making of blog ]
- CB Mars Wars [ making of blog ]
- CB Purple Saturn Day [ making of blog ]
- CB Sirrius Odyssey [ making of blog ]

- CB Black Hole Pirates
- CB Alpha Centauri

further informations about the maps: post 1 , post 2




And 2 Demo Maps (not balanced for gameplay) to see the
new features in the ForgeTools and ingame.


New Galaxy Forge setups:
- for all new Planets
- Random for Sizes
- Random Moons
- Random Companion Star
- Random Anomaly
- Updated orignal setups with new planets


Here are some ideas and things that will be included with future releases:

- new bonuses and abilities for planets and stars
- new planets and stars
- New Maps and Updating my maps with events/story
  (if ever possible)
...

Known issues:
- sometimes the corona effect of the companion stars are shown before you zoomed in or explored the star,
  The problem exists with all effects that attached to meshes via mesh points.
  (see the TEC starbase you will see the glow on the top before the body shows up, too)

vanilla Version issues:

- only the custom scenarios appear in the map menu, to fix this:
  Sins treats the mod's Galaxy folder as the Galaxy folder,
  meaning it ignores the standard one if a mod has one. 
  So the solution is to copy/paste every map you have in the Galaxy folder
  in your Sins install folder into the mod's Galaxy folder. (Thanks to SpardaSon21)

Credits:
- Cybdevil for the solar system textures.
- 7 Sins Mod Team (DANMAN) for the Black Hole, the White Star
- RS-fx for the french version
- sinsofasolarempire.de team for translating the unmodded entrenchement version to german
- Annatar11 for his Q&A help

CBMod v0.7 for Sins Vanilla 1.15/1.16 download:

http://www.mediafire.com/?f5gqynz1myj

CBMod v0.9 for Sins Entrenchment 1.03 download:

http://www.mediafire.com/file/2yjmwezyn2h/SoaSE_CBMod_Entr_v09.7z

Some Screens:

http://www.mediafire.com/?sharekey=2e5457e5e6f97f655a3d773badf214305e748e3298e784fbb8eada0a1ae8665a

 

So i hope you enjoy it...

stay tuned for future updates, and feel free to post some comments.

Changelog (only latest changes):

v0.9:
---------------------------------------------------
- compatible for entrenchment 1.03
- french translation by RS-fx
- finished german translation, and updated german str file.
- new stars: Magnetar and Magnetar Companion with special ability
- new planets: Consciousness of the Unity
- new maps: CB Black Hole Pirates, Alpha Centauri, preview of "Now and then, Here and there"

 

v0.8b:
---------------------------------------------------
- added new Templates for TEC, Vasari and Advent Militia
- added new templates: Rebel Outpost and Pirate Outpost
- added new auto players for TEC, vasari and Advent Militas
- fix in the blackhole attraction field buffs
- small adjustments for the militias on all CB maps

 

v0.8a:
---------------------------------------------------
- Unstable Gas Ability targets now also planet modules
- Pulsar Radiation now works on stars (thanks IC!)

 

v0.8:
---------------------------------------------------
- decreased max mines for asteriods, moons, anomalies and the white pulsar
- increased the hyperspaceradius for moons (from 15000 to 17000)
- added pulsar radiation ability to companion pulsar
- added german version (most of the new strings are translated)
- new anomaly: nebula and its ability
- updated demo2 map
- added, reworked and tweaked blackhole abilities
- fixed starting setups for map: "CB Purple Saturn Day"
- added new templates (vasari-milita, advent-milita, special scenario milita) 
- small milita changes on all maps
- new map: CB Sirrius Odyssey

 


Comments (Page 1)
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on Feb 01, 2009

sounds great

thanks

harpo

on Feb 01, 2009

Sweet!!! A very beautiful start for Entrenchment!

Now all you need to do is device new artefacts and planetary types and VOILA!

 

Very nice!

-ShadowMastiff2468-

on Feb 03, 2009

i hope you both fun with it.

 

@shadowmastiff

except nebulars, i have only a few planet ideas left and these are for special scenario maps.

and new artifacts, i though there can not added more?!

(i read somwhere there is a hardcode problem)

 

And finaly:

My next update is released when entrenchment final is out, or if a new beta is released.

on Feb 03, 2009

Is there any way you can make a non-Entrenchment version of this, please?

on Feb 03, 2009

SpardaSon21
Is there any way you can make a non-Entrenchment version of this, please?

 

theoretically yes, but i cannot test it since i have entrenchment installed.

The planets are not the problem to convert them back, but the abilities and buffs seem to be more

complicated. I will see what i can do!

 

on Feb 03, 2009

Planet types (2 types):

-Archiological Digsite:

Chance of finding an artifact on that planet are increases by 50%

-"Prime" World:

This planet is at its most healthy stage..contains an evergroing eco system and its minerals are of the purest quality

Extractors on this planet gather THRICE the amount than conventional extractors!

on Feb 03, 2009

great job man

on Feb 03, 2009

TohKlidan

Quoting SpardaSon21, reply 4Is there any way you can make a non-Entrenchment version of this, please?
 

theoretically yes, but i cannot test it since i have entrenchment installed.

The planets are not the problem to convert them back, but the abilities and buffs seem to be more

complicated. I will see what i can do!

 

 

Can't you just un-install Entrenchment?

on Feb 03, 2009

Nope! it adds himself to core sins files!

Its only when you install that you decide either vanilla or entrenchment!

on Feb 03, 2009

New planet types:

-Underground complex!

The ground of this planet is so solid that inhabitants have decided to inhabit its core allowing for faster research whilst granting them a bonus to planetary bombardment recovery (less damage).

-Crystal Tower World!

This planet is completely empty except for a GIGANTIC crystal tower at its northern pole. This tower grants shelter to any colonists and, when under attack can peruiodically fire an ion blast, that disables all enemy vessels in grav well for short period.

EDIT;;;;; ION BLAST IDEA IS -Ue CARBON's!!!!

 

-"Generator World"

Name is given to planets so close to the sun that they have been outfitted with solar capturer cells which grants an empire unlimited power which reduces their operating costs. =vessels and structures are 5% cheaper.

 

 

on Feb 03, 2009

-Crystal Tower World!

This planet is completely empty except for a GIGANTIC crystal tower at its northern pole. This tower grants shelter to any colonists and, when under attack can peruiodically fire an ion blast, that disables all enemy vessels in grav well for short period.

 

This Ion Blast thing you speak of sounds very familar.....too much if you ask me. 

on Feb 03, 2009

Sill trying to make it work....was just an example!

What you managed to get it ..cus on my side I tried EVERY alternative!!!

LOOOL!

I cna change it to variant of missile barrage if you want +_+

on Feb 03, 2009

There happier

on Feb 03, 2009

LOL, I was just giving you a hard time.   AND NO I cant get it to work. AT all.  I narrowed it down a target issue i think. IDK. Im in over my head with this idea.

on Feb 03, 2009

Thats the same conclusion I have... game wont cast a buff on a target to then having it be retargeted to orbit body!

Only way this ability would work is having the orbit body UNCOLONISABLE so then it will allow the ability... since for now the ability comes in conflict with the frigate and capital ship tab of the planet menu!

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