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 9)
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on Apr 24, 2009

The black hole from 7sins works only with sins 1.05. The abilities and buffs caused crashes until i completly reworked them. So have you also deleted the ability and buff enities or only the black hole entity ?

Yes. Ill figure it out. I had it working in v1.15 but no accretion disk and all that stuff. And I added an Orange star to the game to make it so there are all the real stars (In this case a K class) in game.

And i need help makingthe icons. I made them under a jpg format and they work fine in G forge but i cant find the tool to make borders for it. I have everything up to neptune done. (Exept moons of uranus and neptune) and if someone can make an orange star icon that would be cool. Im currently using a yellow star icon for it.

on Apr 24, 2009

Is there any legality issues for uploading my galaxy forge? I probably need to ask you and danman if i can make this.

on Apr 24, 2009

you should make different sizes of the sins plus planets,   

i hav already tried to merge the mods several times but all result in mini-dumps   

i'm just waiting for a merged version.

on Apr 24, 2009

I'm currently working on one

I have the city planet in there as well as the ocean.

on Apr 24, 2009

ViperVenom117
you should make different sizes of the sins plus planets,   

i hav already tried to merge the mods several times but all result in mini-dumps   

i'm just waiting for a merged version.


I was actually looking in to doing this for distant stars in the near future so there will be a huge diversity in the galaxy not one would ever be similar.

Good news is that Celestial Bodies is practicaly merged with Distant Stars the patch will be released shortly with planetary abilities for each of the new planets added.

All Thanks to TohKlidan for his hard work and allowing me to merge the two together!  

on Apr 24, 2009

Someone asked for a map of local stars.

Here it is. This is a work in progess. I would only open it in Galaxy Forge. All local stars out to Sirius, the top 10 list from NASAs terrestrial planet finder mission, and all known exoplanets out to 50 light years. Primary star distancesi, and direction are accurate to scale. Companion Stars and planet locations are not. Data used is in excel sheet I will clean it up later. I have another Im working on with our solar system. Should be up by monday. Requires the Mod.

on Apr 24, 2009

All Thanks to TohKlidan for his hard work and allowing me to merge the two together!

And thanks for doing the merge it is also hard work!

on Apr 25, 2009

Will that mod be ready? I hope so because i just cant merge them. But i did make a galaxy forge for Solar Sins and CB mods.

https://forums.sinsofasolarempire.com/349130

on Apr 26, 2009

doberman211
Will that mod be ready? I hope so because i just cant merge them. But i did make a galaxy forge for Solar Sins and CB mods.

https://forums.sinsofasolarempire.com/349130

Good work doberman211 may i add the galaxy forge icons to my mod? for the next release?

on Apr 26, 2009

Go ahead.

And whats the problem with the Solar Sins planets? Is it the mesh or the entity? i can change a mesh file from the game its self and redirect the texture thing. But if its the entity well then i have no idea.

Ya. Im switchin to blue.

on Apr 26, 2009

Firstly, Great mod! The new planets are great, and I love the new player pictures! The Advent one is beautiful and the Vasari one is made of epic win. (Am I the only person who thinks that the new TEC picture looks like Suki Toyoma?) 

 Still waiting for the Dyson Sphere, but in the meantime, I have a few suggestions. I have posted these in other places to, but I have never gotten a response. I know nothing of modding, so I dont know if these ideas are possible, but here they are:

1.If possible, grant a small number of rescources to a player for destroying enemy trade ships. If possible, make the amout the same as what the owner of the trade ship would get if it had survived.

2. If possible, create a "space colony" structure that would provide extra population while taking up logistic slots.

3. If possible, give small starbase like bonuses to capital ships that reflect that ships faction: Vasari get small populations, Advent get mini culture generators, TEC get tiny battlefield trade ports.

4. If possible, increase carries capital ship squadrons with every level: 1st level cap gets 1 squadron, level 2 gets 2 squadrons, etc.

Also, the black hole should totally annihalte everything that gets to close to the center. Really, anything that makes it to within a few inches of that thing should die instantly.

Those are my suggestions. I hope that your modding goes well.

 

Samurye.

on Apr 27, 2009

I have completed the map of the Solar System and nearby stars, using what I think is all the SolSystemobjects in the mod (All planets, large moons, dwarf planets and some asteroids).  the Top 10 Stars in NASA's Terrestrial Planet Finder mission, all known exo-planets out to 25 LY and selected other stars (mostly the bright ones) out to 25 light years.

The File is HERE.   A very good spread sheet with all the data used is also available and could be very helpful if anyone wanted to add more stars, or do something similar. Lots of calculations are done for you by putting in distance, and R.A (or degrees). Star calculations are different than planet ones for good scaling. Size of the map can be changed and all bodies except the few spaced recalculated on the fly 9I expanded the map from 3000 to 10000 easily with this feature) . If you need more info on it let me know.

There are some weird things on the map.

Alpha Centauri System
A and B are far enough apart to have some seperate planets. But placing them based on the star forumla puts them on top on another. They are listed as seperate stars but are done on the planetary scale (24 AU apart). To place them I created a dummy star, and put A 12 AU up to the left, B 12 AU down to the right. Proxima is placed by the star placement formulas, and may not be part of the Alpha Centauri system anyway.

Companion Stars and Satillites greater than 300 AU are arbitraily placed at 300AU from the primary.

Dwarf planets are done in orbital spots like planets but not tied to the Sun but to the debris field they are part of. Asteroids not yet offically Dwarf planets were done as Satellites.

There are 3 races, Terrans, Martians and Venusians, this for my next step a playable map.

Planet placement was done on a logorithmic scale. Plants < 1AU were expanded, <10 compressed, < 100 compressed even more and so on. Its in the spreadsheet on the reference page.

Having done this there are some things I found the mod needed. I know some have been discussed but arnt in the current version so I will just list them.

  • Orange Stars
  • Red, Brown and White Dwarf Stars (Red and White Dwarfs distinct from the Red and white color stars somehow).
  • Mimas, Encladus, Charon, Hygiea. All are pretty large. Hygiea may end up a Dwarf planet. Anything that is a canidate for that should be on the list, as well as any moon larger than the smallest Dwarf planet.
  • on Apr 27, 2009

    doberman211

    And whats the problem with the Solar Sins planets? Is it the mesh or the entity? i can change a mesh file from the game its self and redirect the texture thing. But if its the entity well then i have no idea.
    Ya. Im switchin to blue.


    What do you mean? can you explain it a bit more detailed.

    by the way doberman I removed the black borders from your icons, you can download the new version here:

    http://www.mediafire.com/?sharekey=2e5457e5e6f97f655a3d773badf21430a4499b754d649eb45621d66e282a0ee8

    now Samurye s questions:

    1.If possible, grant a small number of rescources to a player for destroying enemy trade ships. If possible, make the amout the same as what the owner of the trade ship would get if it had survived.


    i am not 100% sure but i think its not possible.

    2. If possible, create a "space colony" structure that would provide extra population while taking up logistic slots.


    Some kind of planetary module, but i think this would be a new module roletype and i don't know a way to add new role types. (maybe they are hardcoded)

    3. If possible, give small starbase like bonuses to capital ships that reflect that ships faction: Vasari get small populations, Advent get mini culture generators, TEC get tiny battlefield trade ports.


    I think this will be a similiar problem as number 3 above.

    4. If possible, increase carries capital ship squadrons with every level: 1st level cap gets 1 squadron, level 2 gets 2 squadrons, etc.


    this is possibile, but i think it would be very unbalanced only changing the carriers squad number. Also there are other mods that focusing on fleet and ship changes. And I only want to adjust and enhance the planets and space hazards.

    The distant stars mod has a lot of these ship balancing changes and they are very good. So if you wait a while until they get the merge with CB Mod finished, you would be happy.

    Am I the only person who thinks that the new TEC picture looks like Suki Toyoma?


    It is another image of actress Kelly Hu who plays Suki Toyoma

    I have completed the map of the Solar System and nearby stars, using what I think is all the SolSystemobjects in the mod (All planets, large moons, dwarf planets and some asteroids). the Top 10 Stars in NASA's Terrestrial Planet Finder mission, all known exo-planets out to 25 LY and selected other stars (mostly the bright ones) out to 25 light years.


    Woot!! Good work!

    This will be a good base for any map based on our sol system and surroundings.

    Have you also tested it ingame? i just asking cause you have the outer planets outside the star radius of sol. and i tought if a planet is outside the radius the game crashes. I will use it for scenarios as base.

    Thanks svarogteuse!

    # Orange Stars
    # Red, Brown and White Dwarf Stars (Red and White Dwarfs distinct from the Red and white color stars somehow).
    # Mimas, Encladus, Charon, Hygiea. All are pretty large. Hygiea may end up a Dwarf planet. Anything that is a canidate for that should be on the list, as well as any moon larger than the smallest Dwarf planet.


    I put this on my todo list, thanks.

    on Apr 27, 2009

    Yea I've loaded it up in game many times and had no problems with the planets being outside the star radius. A lot of them are, and a lot of the companion stars are too. Visited the entrire solar system. Dintd build on any of the outer worlds. I'll run a game today and do everything I can to the outer worlds and see if i can get it crash.

     

    I dont have entrenchment. Maybe thats an entrenchement bug? Does anyone know?

    on Apr 27, 2009

    svarogteuse
    Yea I've loaded it up in game many times and had no problems with the planets being outside the star radius. A lot of them are, and a lot of the companion stars are too. Visited the entrire solar system. Dintd build on any of the outer worlds. I'll run a game today and do everything I can to the outer worlds and see if i can get it crash.

    I dont have entrenchment. Maybe thats an entrenchement bug? Does anyone know?

    It is not a bug just a question i asked I read a while ago somewhere here in the forums that you can't place anything outside a star radius. Maybe this was a problem with the old version of galaxy forge, where you weren't able to connect 2 planets from different star systems.

    But it is good to know that it works.

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