- Uzii - - Uzii -

[MOD] Sins Plus (by Uzii) v1.3a Final

[MOD] Sins Plus (by Uzii) v1.3a Final

A mod that adds, not alters.

Some of you may have noticed I haven't been around as much as usual, and it is with some regret that I won't be continuing this mod as a stand alone any more. I have many reasons, but it is mainly my short attention span which has brought this on. I have done my best to produce a top quality mod, and to help out as many people as humanly possible. I was here at the very dawn of modding this game, and I would like to think my input has helped progress slightly. I will check the forums occasionally and offer my help where I can. If you have a specific modding problem, give me a PM and I'll try and help you the best I can.

I will be working with DANMAN, who is producing a 'Super Mod' which includes Sins Plus, Bailknights Graphics, Sins Enhanced, and his own team's work. I will continue to give support for Sins Plus, and I will help out others where I can, but no further work will be done on this mod. Please check DANMAN's mod:

7 Deadly Sins
NO SCREENSHOT/LOG = NO RESPONSE
You can find how to get the Log at the bottom of this First Post. To upload a Screenshot, use Imageshack and copy the 'Direct Link To Image' address your are given, and paste it here. Take as many screenshots as you think is necessary, or of any little thing you might think will help. For those of you without common sense, this means if you aren't sure you put it in the right place, take screenshots of where you put it, with the address bar visible. If its a problem in-game, take the screenshot in-game, showing the problem.

For a Multiplayer version of Sins Plus merged with a BailKnights Graphical Mod, see Adama Repack

Description
This mod is adds 11 new Planets and 66 new Planetary Bonuses, as well as Ship Graveyards. Custom research is also included for some of the new planets, and there is the option to colonise Gas Giants, once you have acquired the technology.

README for installation and information is included. As is a document of all the files that have beeen modified (not new files).

If you would like to use the Galaxy Forge with my Planets, check out THIS Link. Big thanks to Animage64 for this.

If you wish to use a German translation of this mod, chec out
THIS link. Big thanks to Cybdevil for this.




Download Links
Version 1.3a - Current
Rapidshare.com
FileFront.com

Version 1.3a Sins 1.04 Patch - Thanks to Uranium - 235
FileFront.com

Custom loading screens for those of you with problems, or those of you who want different loading screens.
Rapidshare.com
Filefront.com

Version 1.2b - Old
Rapidshare.com
Rapidshare.de
Filefront.com

These files are in 7zip format. Basically, this can compress it even more than putting it in a .zip file. You may need this to unzip the .7z file.

The replacement GSD file for those who don't want the Ship Graveyard in 1.03a
Rapidshare.com
Filefront.com

Additional Information
As always I am open to suggestions, constructive criticism, and any new planets, bonuses, or little extras you'd like to see in the game.

Any major or simple modders out there that would like to incorporate my work into their own mod, please, go right ahead. Just send me a PM and give me a mention in the Credits.

Any problems or comments, feel free to post, I will try to get back to you as soon as humanly possible.

11 New Planets / Gas Giants Colonisable / Ship Graveyards

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: 220
Max Health: 7,000
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


Toxic
Asteroids: 2 - 4 Crystal (Pure) (more extracted per second)
Max Pop: 40
Max Health: 9,000
Max Civilian Slots: 36
Max Tactical Slots: 35
Explorable: Yes


Paradise
Asteroids: None
Max Pop: 120
Max Health: 3,000
Max Civilian Slots: 24
Max Tactical Slots: 10
Explorable: Yes


Industrial
Asteroids: 2 - 4 Metal (Pure) (more extracted per second)
Max Pop: 500
Max Health: 8,000
Max Civilian Slots: 40
Max Tactical Slots: 25
Explorable: No


Old Naval Base
Asteroids: None
Max Pop: 100
Max Health: 10,000
Max Civilian Slots: 8
Max Tactical Slots: 54
Explorable: Yes


Savannah
Asteroids: 1 - 2 Crystal | 1 - 2 Metal
Max Pop: 500
Max Health: 6,000
Max Civilian Slots: 24
Max Tactical Slots: 35
Explorable: Yes


Swamp
Asteroids: 0 - 2 Crystal | 0 - 2 Metal
Max Pop: 60
Max Health: 7,000
Max Civilian Slots: 32
Max Tactical Slots: 30
Explorable: Yes


Relic
Asteroids: 0 - 3 Crystal | 0 - 3 Metal
Max Pop: 220
Max Health: 6,000
Max Civilian Slots: 32
Max Tactical Slots: 35
Explorable: Yes
<

Ship Graveyard
Random ships will be in these areas, dead in space. They can be captured by the Colony Frigates of all the Races.



4 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: 10%
Level 2: 20%


Crew Derelict Ship (Level 5)
Allows Colony Frigates to capture derelict vessels found in ship graveyards.


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%


66 New Planetary Bonuses
If you think I am listing them, you are gravely mistaken. ;)

However, in order to enjoy the wider range of Bonuses, I recommend changing the value of the 'planetBonusDensity' on the map you plan to play on. This can be found on the 8th line down of all the .galaxy files by opening them with Notepad, or something similar. These can be found in your main Sins directory at:
C:\Program Files\Stardock\TotalGaming\Sins of a Solar Empire\Galaxy

or to find custom made maps at:
C:\Documents and Settings\**YOUR_USERNAME**\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Galaxy

The default value is 0.400000, this means that 40% of Planets will have a Bonus. By changing this to 70%
(0.700000) or more you should notice Bonuses becoming more frequent. Enjoy!

If anyone wants to design a planet texture for either a new planet, or an existing one, please do, and PM me a preview and a link to the file. You will be given full credit if I use it. I recommend copying one of the existing planet textures in the Textures folder, and editing that. Don't forget, the light(_cl) and dark(_da) side both need altering. Good luck.

How to Enable the Debug Logs
Go to where you Mods folder is, but don't open it. There will be other folders, most for Saves, but one for Screenshots, and another called Setting. Open that, then open the file inside named: user.SETTING (open with Notepad). Now search for the line: LogOutput FALSE, and change it to TRUE. When it crashes next, go back to the folder with Saves, Mods, Screenshots, etc, and there should be a new folder called Debug. The log will be in there.

Progress on v1.4

Discontinued....

3,493,063 views 1,334 replies
Reply #476 Top
Uzii, I noticed that your mod allows us to research from each category (military, civilian, fleet logistics, ect) separately, or rather, concurrently. What made you decide you implement that? Or is that something you didn't even do and it's a patch 1.03 thing?
Reply #477 Top
Hey there,

downloaded Sins via Stardock, updated via SdCentral (1.3). When trying to enable the mod (url from #1 post), i get kicked out and im told that a log has been saved. I tried opening the dump file with notebad but had no luck. Any idea whats wrong ?
Reply #478 Top
@ SliderFury
No, I don't think thats doable through modding. It must have been in 1.03, but I can't confirm that as I haven't played much with 1.03.

@ sdfsdsdf
You've installed it wrong. Make sure you do everything in the Readme, although, there isn't much that can be done wrong now. Can you post some screenshots of your mod folder, with address bar visible, and another inside the Sins Plus folder. Thank you.
Reply #479 Top
Uzii...about the Old Naval Base. I definately agree with changing the texture, and in your post you highlighted "Old Naval Base" in something like THIS. Perhaps you shouldn't make a new model, but instead make a planet with the "tone", "mood", or "feel" of this colour. So, dark and dreary sort of. And to make the planet more unique, input this mood into a colour pallet of ocean, marsh, and inner-city sort of urban zones.
Reply #480 Top
Uhhhh, i downloaded this mod but when i turn it on, i cant use any other mods with it, is that normal
Reply #481 Top
Uzii:


http://i219.photobucket.com/albums/cc76/AncientSion/122-1.jpg



Regarding research, yes, thats in 1.03 (being able to research military and civil techs simultan).
Reply #482 Top
@ Sabre
Perhaps.... But at the moment I'm a little preoccupied with 1.3, and retexturing isn't on my 'todo' list. I am going to probably stick to my original thoughts and use the other planet textures slightly altered. I like the idea of an Asteroid Base, like the Pirate Base, as mentioned earlier by DroneFragger, but at present I really can't do this. Try texturing for me if you have a vivid image of what you'd like to see, or, if texturing is not a viable option, try some concept art. Just on Paint with your rough idea.

@ gamerking345
Yes, all mods are like this, apart from the odd mod that replaces or adds to the main game directory, like texture replacement mods, which I don't advise doing with my mod.

@ sdfsdsdf
Strange, it looks OK from here. Couple of questions:
- You have followed the readme religiously and have everything where it should be?
- You have 1.03 Sins installed?
- Can you give me the number of files in each folder? eg: 900 or whatever in GameInfo, etc...
- You have no other mods installed, such as texture replacement mods?
- You haven't touched any of the files included with my mod?
Reply #483 Top
thank you, is there any way to make it so that they are both one mod and i can use them both at once?
Reply #484 Top
@ gamerking345
Yes. But it can be complicated and I won't advise it if you don't have a good understanding of how mods work. However, you are in luck, there are a few guides dotted about the forum on how to 'Merge Mods'. Use the search function, search for that, and you should find some info. Which mods are you trying to merge? Some can be easy to merge, other, simply cannot be done if they use the same files in certain ways.
Reply #485 Top
Well, i want to be able to use both silvesseras empowerment mod and your mod at the same time, which right now i cannot do
Reply #486 Top
I've tried that as well gamerking345, I don't think it can work because Uzii's mod (version 1.2b anyway) is for Sins version 1.03, and Silveressa's is for Sins 1.02, so the files don't merge correctly. You'd either have to somehow integrate it manually, or wait for silveressa to update her mod.
Reply #487 Top
Probably best to wait for Silver to update.
Reply #488 Top
Uzii:

Is there any way i can make use out of the error dump ?



- You have followed the readme religiously and have everything where it should be?
Basicly i just copied the content of the 7zip into the mods folder, nothing else.


- You have 1.03 Sins installed?
Purchased sins, installed and updated via stardock central, it reads 1.03.021


- Can you give me the number of files in each folder?
Mods: 1 Subfolder, 2 files
Sins Plus: 5 Subfolders
Gameinfo 973 files
Mesh 331
String 1
Textures 36
Window 106


- You have no other mods installed, such as texture replacement mods?
Nope, just yours


- You haven't touched any of the files included with my mod?
Right !
Reply #489 Top
Well, I'm sorry to say; you got me stumped, and thats a first for anyone having problems with my mod. I really don't know where you've gone wrong. I just checked my Folders, all correct, except Textures, I have 35, but I don't think that would cause any problems.

I can suggest the usually BS that everyone says, uninstall the entire game, then reinstall, etc... but I don't think it'll work. I notice you have your folders in another language, and I'm sure once again, that this won't affect it, but check the 'Mod Path' in-game when you click once on my mod, make sure it is the right location. You could also try uninstalling the game and downloading the update here, rather than through StarDock Central.

But other than that, I'm sorry to say, I can't help you. I wish, in circumstances like these, I was at your computer so I could check everything myself, I might be able to find the error, but thats just not possible (:(

Once again, I'm really sorry, and if anyone else is having this problem, please make a post. And if anyone out there can help this good man, please do. Good luck.


On a slightly brighter note, I've added a few ships now to what will make up the Ship Graveyard in 1.3, where they will all be capturable, albeit in a crappy state. Here is a screenshot mix of the 3 Capital ships you might find there. Basic texturing, but cutting the lights and putting a few decals around the places changes their 'feel' completely. Enjoy:


I've have, and will continue to on a daily basis, updated the First Post Progress Report on 1.3.
Reply #490 Top
Hmm. That ship graveyard sounds like a good idea. I'll add my two bits.

Yes, I'm bringing it back to the Old Naval Base. Perhaps leave these lying around the planet, because it is an "old naval base". That is, if by "old" you mean abandoned.

If by "old" you mean still somewhat in use, perhaps you could make degraded versions of capital ships (like you were discribing) that the AI pilots around the planet, while making the planet itself have a much greater reward for colonizing it. Maybe a mix of abandoned and piloted?

Or, for the setting of a ship graveyard, you could put these abandoned ships in the "space junk" gravity well. But, I think the space junk gravity well doesn't have much in it, so use that or an asteroid belt (or both combined, better yet!) to get a good atmosphere.

'Course, we could also talk about Pirates having capital ships like this as well, but it seems as though you're more into the looks of the game. Unless, of course, you could do that, in which case, fantastic! Not that Pirates aren't already overpowered. (Since when do we have an army of smugglers bigger than an alien empire? around a small fortress? in the same gravity well?)

But of course, reducing Pirate raid attacks is on your 1.4 list, right? Right?
Reply #491 Top
On a slightly brighter note, I've added a few ships now to what will make up the Ship Graveyard in 1.3, where they will all be capturable, albeit in a crappy state. Here is a screenshot mix of the 3 Capital ships you might find there. Basic texturing, but cutting the lights and putting a few decals around the places changes their 'feel' completely. Enjoy:


This is brilliant  :CONGRAT:
Reply #492 Top
I'm just starting to use it, but very nice so far. I'd like to see what you have planned next. One nitpick--the credits in-game for textures is a bit distracting and a bit of overkill. I'd leave that sort of thing strictly in the text file.

If you aren't working on it already, I'll be eventually adding techs for colonizing toxic and oceanic planets, and possibly some race specific techs.

While making this, did you look at all into making new research fields? I want to expand the techs quite a bit, but it looks like I may have to scrunch up the existing fields to do so. The player entity files hint at being able to adjust the number of fields, but looking at the window files, it seems the game expects the four defined ones only. Just wondering if you had any insight on this.
Reply #493 Top
@ Sabre
These ships will be abandoned by the TEC. I was thinking of a background for it, and have come up with this:
The TEC have been at war with the Vasari for some time now, I think it was 10 years in the Lore, and over that time, improvements would have been made to the ships, whereas others would have become obsolete. Dismantling these ships would be expensive, and why waste explosives when you can just leave them to drift? So they would dump these old and battered models out in the middle of nowhere. And now, as the war continues, and resources and money become increasingly scarce, it has become a viable option to take these ships and throw them back into active service. This is why, for 1.3 anyway, you will only find abandoned TEC ships.
Quick rundown on there stats:
- Typically weaker in all aspects; Slower, less armoured, less shields, poor Anti-matter restore rate.
- No special Abilities.
- No Levels (experience)
- Strikecraft must be built with Anti-matter reserves.
- Less resources to build, making them less valuable if and when you decide to scuttle them.
- Only take up 5 Supply

They won't be in other Gravity Wells, just the Graveyards. Pirates may adopt these ships, but not in 1.3. Continuing on from a problem with 1.1, Pirates with capital ships cause random crashes. However, I've got around this by making these ships 'Frigates' and changing their files to match those of a Frigate. Also, Pirate raid times is not a feature which will be included, that would be altering and not adding.

@ Bailknight
Thank you, always good to hear from a fellow modder. :D

@ Jack Iris
The way credits are shown may be changed in 1.3, or 1.4, to the tips you see on the loading screens to make them less intrusive. However, I haven't found a way to 'add' to this list, only alter existing ones. If you have information on this, please let me know.

Custom Research types for new planets is out of the question. This is another problem found in 1.1, you can only have one. One day I may look into it again, but it has become easier and simpler to include the new planets in already existing research categories.

Research fields. The 4 different screens I have not tried to add to, however, I did try to add a research block to the Non-Combat page. I failed, even when everything I did was double, triple, and quadruple checked, and all was where it should be. I ended up overcoming this by expanding one block to include Sins Plus research, and expand the icon to include the Sins Plus logo.
Reply #495 Top
Custom Research types for new planets is out of the question. This is another problem found in 1.1, you can only have one. One day I may look into it again, but it has become easier and simpler to include the new planets in already existing research categories.Research fields.


That's really odd. My toxic and ocean planets both said they needed the toxic tech, but the ocean tech actually allowed colonization. I'm hoping that's something the devs can fix.

The 4 different screens I have not tried to add to, however, I did try to add a research block to the Non-Combat page. I failed, even when everything I did was double, triple, and quadruple checked, and all was where it should be. I ended up overcoming this be expanding one block to include Sins Plus research, and expand the icon to include the Sins Plus logo.


This is the only thing I have been able do also. I got 4 blocks to be enabled without crashing, but the 4th block didn't show up. I was able to remove blocks though...I guess three extra rows isn't terrible, but it would be nicer to be able to create whole new sections. I'll give it another try later.
Reply #496 Top
That's really odd. My toxic and ocean planets both said they needed the toxic tech, but the ocean tech actually allowed colonization. I'm hoping that's something the devs can fix.
Exactly the 'symptoms' I experienced. I, very stupidly, released Sins Plus without full testing, and this was the problem. Hence 1.0 is rarely mentioned here ;)

This is the only thing I have been able do also. I got 4 blocks to be enabled without crashing, but the 4th block didn't show up. I was able to remove blocks though...I guess three extra rows isn't terrible, but it would be nicer to be able to create whole new sections. I'll give it another try later.
Yep, once again, exactly the same as my efforts. I got it all together, but it just didn't show up in-game. I came to the conclusion that we simply can't do it with these tools, and it must be something deeper in the game files we can't touch yet.

Good luck with all your testing, and I'll try and lend my services where I can.

Reply #497 Top
@uzii

thank for you listening to my thoughts with regards to the urban planets (too much trade bonus) sorry for the late reply.. because i forgot my password and the LOST LOGIN page is not workign for some reason. I just have a question. If my friends and I want to play online with your mod. Do we just both have to enable your mod in order to play it?

Also i am just wondering how are we going to capture these new ships?

Thanks:

PS: The graveyard looks great!
Reply #498 Top
2 quick things

First I'm wondering if I could perhaps use your mod in as a base with mine located here
https://forums.sinsofasolarempire.com/305484

And second, I noticed that you have planetary bonuses called moon or moons and yet I see no actual moons. No surprised as its only a bonus but do you think for 1.3 you could add it so that there is a large asteroid like model or even a new moon type model for planets that are discovered to have a moon or moons? Would be a nice little effect to have ^^
Reply #499 Top
@ Auggie
Hey thats no problem, I think I will down it to 60% trade bonus for 1.3.

To your online question; You just need to have exactly the same mod checksum, which if you both install it correctly, you should have.

There will be a new ability only given to Colony ships which will allow the capture of these derelict ships. This is for two reasons, one being gameplay, the other being realism.
1. Colony ships are expensive for what they can do in combat (pretty much nothing) and are relatively weak. This should stop early rushes as getting through militia defended planets to get to a Graveyard will be difficult. Also, they are primary targets for the any militia and so will have to be escorted.
2. Colony ships are probably the only ships with enough spare personnel to effectively man the derelict ships. Admittedly they we be running on a skeleton crew, but will still be worth having in your fleet early on.

@ Maico
Firstly, yes, go right ahead. Any problems you encounter while merging, don't hesitate to ask.
Right, your next point is interesting. Adding moons is a complex task on its own, but making it so they would randomly appear above any planet, and making them give a bonus similar to the ones we have now, would be nion impossible, and a mod in itself. If someone provided me with a model, as well as a basic texture, I would give it a shot, but the work involved would be ridiculous.

Thank you both for the feedback and input, always appreciated. ;)
Reply #500 Top
Would it be possible to get this mod and Real Capital ships mod to work together, Currently even though I have both checked to load, its one or the other.

Thanks