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 10)
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on Apr 27, 2009

I just updated the map images for (click on the links to see the maps):

CB Mars Wars

CB Birth of the Trade Order

CB Purple Saturn Day

 

with Doberman's new forge icons. They look much better now

on Apr 27, 2009

I found out the problem with mars being purple. It was the planetGlow color. I changed it to brown. Looks much beter now. Well I wouldnt say better. it looked kinda cool purple. You should try it! It makes it look terraformed. Just no water.

on Apr 27, 2009

I resized most (except a few Red Dwarfs) stars so that the radius is an equal distance to the center of the habitable zone. Made other binary systems like the Alpha Centauri System if both stars had good habitable zones.

This leaves a lot of planets outside the star radius and im playing without any problems. Built structures around most the Kuiper belt.

I have noticed while playing that all the capital ships are called something similar to "Flagship Akken String not found Battlecruiser".

Also on Neptune where it should say "Neptune - CBT .." It says string not found.

I really love the new icons in Galaxy Forge, make things much prettier, and easier to tell what is what.

on Apr 27, 2009

What mine? Thanks! And is there a program that opens the icons for the game? Im trying to make a mod of CB and SS to go with my Ultimate forge. I have the planets all in game but theyre all under a volcanic planet icon and it looks dumb. I'll use my icons but i need to find out how to edit it in the first place.

And ya how do you add names into the string file? I looked in the file for hours and found nothing about planet type names. Do i add it into the string changes?

on Apr 28, 2009

doberman211
I found out the problem with mars being purple. It was the planetGlow color. I changed it to brown. Looks much beter now. Well I wouldnt say better. it looked kinda cool purple. You should try it! It makes it look terraformed. Just no water.

Ok can you tell me the color code ? then i will change it.

 

svarogteuse

I have noticed while playing that all the capital ships are called something similar to "Flagship Akken String not found Battlecruiser". Also on Neptune where it should say "Neptune - CBT .." It says string not found.

sound like i miscalculated the strings number again. I will look into it.

 

doberman211
And is there a program that opens the icons for the game?

I you mean the tga texture files. You can edit them with photoshop or gimp.


doberman211

And ya how do you add names into the string file? I looked in the file for hours and found nothing about planet type names. Do i add it into the string changes?

Search in the string files for IDS_PLANETTYPE_ or IDSGalaxyScenarioTypePlanet all planet types start with this prefix.

 

on Apr 28, 2009

Search in the string files for IDS_PLANETTYPE_ or IDSGalaxyScenarioTypePlanet all planet types start with this prefix.

Thanks! Now i have names for my planets!

The code is: glowColor 7f996633

But I might look at it being red instead. I found out the color code list here:

http://biega.com/colors.html

And for neptune all you need to do is change the "IDSGalaxyScenarioTypePlanetNeptun" and add an (e) at the end of Neptun, then add in an "IDS_PLANETTYPE_NEPTUNE" and it'll be fine.

on Apr 28, 2009

Houston, we have a problem.

I have all the entity, mesh and texture files correct, the planets show up but when i start the game, It just shows an empty grav. well with the astroids and sais string not found. (The string i know how to fix).

What happened wrong?

on Apr 28, 2009

I have all the entity, mesh and texture files correct, the planets show up but when i start the game, It just shows an empty grav. well with the astroids and sais string not found. (The string i know how to fix).

What happened wrong?

if the grav well is empty and not showing a planet then the mesh reference is wrong (in most cases)

did it happen to all planets or only one?

 

 

on Apr 28, 2009

Im only working on the ocean right now. you hnow, one step at a time. And i found out what went wrong. Ya the mesh reference was wrong.

And how exactly do i edit the icons? I opened it in gimp but now what? Do i add a nother layer? or do i just paste it? If theres a guide somewhere on the net that would help a lot.

on Apr 29, 2009

Nice mod

btw it is possible to do some only vasari and only advent maps too?

on Apr 29, 2009

And for neptune all you need to do is change the "IDSGalaxyScenarioTypePlanetNeptun" and add an (e) at the end of Neptun, then add in an "IDS_PLANETTYPE_NEPTUNE" and it'll be fine.

ok i can do it , but why did you change the string reference ids?

BTW thanks for the color code.

 

And how exactly do i edit the icons? I opened it in gimp but now what? Do i add a nother layer? or do i just paste it? If theres a guide somewhere on the net that would help a lot.

Ok first you should look for a basic gimp tutorial (mr. google is your friend ).

And this is how I do it with Photoshop (with Gimp it is very similiar):

Open the TGA file you like to change save it as PSD (this is a Photoshop format i think gimp has a similar format) and add your new stuff into new layers. Layers are your friend cause you can alter things later.

Ok this was a very very short explanation. but it will be best if we switch for a gimp Icons Howto to a new thread.

 

btw it is possible to do some only vasari and only advent maps too?

Since the the preselected races do not work correctly (in fact the setup i did in GF is not realized by the game) you can setup any race combination you like. Since i realized that the setup does not work, i made all starting and special templates for all 3 races.

The races are specified just for the story, i had in mind for each map. I hope we are able to add some story elements in the future when scriptable events are possible.

But if i have an idea for a story for an Advent or Vasari only map i will make one.

 

on Apr 29, 2009

Is anyone else having problems downloading this mod? The link for the Entrenchment version does not work, Mediafire says the file has been removed.

on Apr 29, 2009

i checked it starratt and the download works fine!

on Apr 29, 2009

Just thought id pop in here and let you all know that Distant Stars is now fully merged with Celestial Bodies 0.8b.

Thanks TohKlidan for letting me merge Celestial Bodies with Distant Stars, all your work is really appreciated! If I can ever give you a hand with anything just let me know.

on Apr 30, 2009

Huzzaah! you did it fast!

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