Soup for the Sinful Soul Mod Beta v0.1
Soup of the Day!!!
Welcome to the Soup for the Sinful Soul. This mod is intended to be a work in progress with continued releases and updates of new and improved content. The reason I have created this mod and will continue to work on it is that I have noticed that most mods that I have found eather only work on one aspect of improving the gameplay or focus on graphical aspects, with only offering so much for the research portion of the game. So with no further ado, I present to you the first part of this expansion.
Expanded Research Tree: I will be adding techs to the research trees, and already have some very promising ideas in mind, but I also am in need of ideas as well. If you would like to donate your ideas for technolgies into this mod it would be greatly apprehated.
Current changes in this mod:
Retroactive Researching: Reorganized the research benefits to give more sway to those with technoligical superiority against those of numerical superiority. All technoligies that require previous research in the same exact subject have been changed, such as a laser damage tech that requires a previous laser damage tech. The game origanlly gave the same bonus to both techs, usually 5%, and even though the second tech cost more to research, you still only squeezed out the same damage increase of the cheeper tech. For example
Tech 1: 5% damage increase
Tech 2: 5% damage increase
Tech 3: 5% damage increase
Tech 4: 5% damage increase
What I have changed is that I have made such researches retroactive in that the further you progress in that line the greater the bonus you receave per tech. The formula I used is (current bonus + previous bonus=New current bonus) So lets see that example again with the changes.
Tech 1: 5% damage increase
Tech 2: (5+5)10% damage increase
Tech 3: (5+10)15% damage increase
Tech 4: (5+15)20% damage increase.
I did this change for not only for weapons but all areas. The techs in which this applys includes: Weapon Damage, Weapon Recharge Rates, Shields, Hulls, Antimatter, Armor, Trade, Resources, Planet Population, Culture, and maybe one or two I can't remember. Note that this make certain aspects of the game you may have not concidered a threat much more powerful, such as enemy culture spread.
Fleet Tree Reorganized: I have reorganized the Fleet Tree to accept additional technoligies to be researched. Note that any technoligies I place in there will be able to be researched using both the military and civilian research stations.
Defense Techs Moved: While doing the Retroactive Researching protion of the mod I fully realized that civilizations that progressed heavily in the non-combat research fields would basically stand little chance against the military minded civilizations as they would be easily destroyed. In order to help prevent this I have moved the defense technoligies from the combat tree to the fleet tree to allow all to research them.
New Techs Added To Military Tree: With the void now in the combat research tree I needed to come up with new technoligies to fill it in, and with defenses now in the fleet tree but what else to put in there but more firepower. All races now have added technoliges that increase the rate of fire of all their weapons. The bonuses here are also retroactive and if you research one weapon to its fullest, you will be pumping out an impressive 2x the rounds in the time span (100% increase)
New Techs being worked on for Next Release:
Upgradeable Hanger Squads: This change will allow you to upgrade your defense hanger fighters per squad. It will be placed in the fleet tree along with the standard hanger defense tech that unlocks it so it is available for both research fields. Both TEC and Vasari will be able to add a total of 18 fighters to their hangers through research (1/1==3/3==5/5) and because the Advent already had a tech that did this I deleted it and the will be able to add a total of 24 fighters (2/2==4/4==6/6) *COMPLETED*
Required Weapon Platform Research: Because the Hanger Defense is now available to both research trees, I am going to make the Defense Platforms (Gauss for TEC, Beam for Advent, and Missile for Vasari) a required research within the military tech tree. Note that this will make it so one can no longer build defensive structures without the proper research. *COMPLETED*
Current problems:
Well, I have a minor hickup with the Fleet Research tree that I have made. Basically I cannot seemingly get the arrows between techs to work. I am working on the background to help rectify this but as time stand right now there is no arrows in the Fleet Tree. All the Technoliges in there follow a simple "research the previous tech to access the next" form until I am able to fix this. I am sorry for any confusion that this might produce.





As mentioned before, this is an ongoing project, and as such all constructive criticism is welcome. This mod is currently in the test phase and while I have made it avalible for download for those who want to play, it is still being worked on. There are no known issues that I am aware of.