- 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....

3,490,694 views 1,334 replies
Reply #551 Top
I guess as far as paradise planets i am just going by the stats you have posted here. I have yet to colonize a paradise planet yet. So i dont know what additional bonuses or stats are there. Like how there are bonuses for Naval Base. Just offering imput and it stood out on how it is less viable than a barren, forest or water planet.

"Basically it is a peaceful world with no military importance. This is why it has low health, and minimal orbit structure space. However, it has another importance, and one, which used correctly, can be a lot better than a huge fleet."

What is it?:)

Keep up the great work.


Reply #552 Top
If you really want to know:
(Spoiler below, highlight to read)
It has a Culture Bonus of 100%

So, if you use that, along with either certain research topics, or just by itself, it can be very powerful.
Reply #553 Top
Interesting... It does tie in with the free loving, hippie, sex on the beach style. Can be contagious to neighboring planets...
Reply #554 Top
Uzii I really enjoy your mods you're like a "god" at modding for SOASE. So I would like to thank you for awesome mods, and thank those that helped you achieve to where you're at now. :)
Reply #555 Top
and thank those that helped you achieve to where you're at now.


Thank you, and there have been quite a few who have helped, all of which can be found in the Readme. Its good to see comments like yours. 1.3 isn't far away now, all the planet textures are done and everything is beginning to fit together. Although, I made slight mistake on the Progress report, I still have a few icons to do, for the planets, so I'm not quite 100% done on them yet.

I've also found a nice way to thank everyone who helped, in a non-intrusive way, for those of you who disliked the credits by the planets, it is still in-game, but won't be actually in-gameplay, if you know what I mean ;)

So far, its looking good for a Sunday release. Stay tuned for a few screenshots tonight. ;)
Reply #556 Top
...for those of you who disliked the credits by the planets...


And here I thought there was some god named Davedon who threw odd planets into a solar system. Seems I was sorely mistakened, it was a texturer...
Reply #557 Top
That guy is an artist, and so is Hoeus. I am very grateful they helped me. DiabloBlanco has also passed on some textures which will be included in 1.3, they are very nice too. And now, here's a little treat, a v1.3 screenshot mix. In these shots there is no glow/atmosphere on the planets, I added it after I took the shots, I forgot ;)

Click for full size and scroll down. Enjoy!
Reply #558 Top
What are the chances of future Sins releases ganking this Mod and using it as offical? Would you care if they took your work and made it offical Uzi? Any dev out there able to comment if that is something you would consider doing? It seems like to me this would improve the game greatly without really changing it to much, just adding extra planets.

Then on the flip side it isn't like the devs couldn't have added these planets if they really wanted to right? Maybe they decided to leave them out to make the game more like what they envisioned? Just interested because I think it would be neat of the devs took something from the community and made it part of the game then named Uzi in the credits :)
Reply #559 Top
@uzii
looks great Uzii..the pics look great!

Also i agree that u should keep the tactical stats of paradise planets. (like Risa from STAR TREK TNG)
Reply #560 Top
made this .obj of a torn world in zbrush dont know if would be usefull in your
projects so im asking..

WWW Link
Reply #561 Top
Uzii,
I checked out the pics, and they look great. Those derlict ships really look dead. I can't wait to see the need update when you post.

Deckard666,
I could use the .obj is Uzii doesn't need it. I have been working on a "broken" planet mod. Feel free to contact me.

DANMAN
Reply #562 Top
On the question of Paradise planets, I've actually had the joy of colonizing one recently. Unfortunately it's directly adjacent to a wormhole and thus a lot of hostiles, but in general the bonus is pretty nice. Just stack up as many propaganda towers as you can and try to hold onto it.

I would argue that it's a bit too light on the logistics slots to be really useful though, in spite of the high pop. It's hard as heck to hold onto because of the few tac slots, but that's part of the tradeoff and makes sense, I think.
Reply #563 Top
@ Exo

Duly noted. What would you suggest for the balance? 40%, or 30% perhaps? Or even less? I haven't had a good game in a long time, so any feedback would be welcome.


25% or 20% would sound about right to me.

Alternately, keep the range boost but reduce the damage buff, and make sure they aren't getting a rate-of-fire boost as that wouldn't really make sense - plus it'd make the damage boost even more powerful.
Reply #564 Top
Just coming back on the 'dead star' and the 'black hole' ideas...i made some thoughts about the basics.

Dead Star
This needs texture work to get a star without light or at least a barren-vulcanic like appearance with dimmed light. Use for this star is to create systems without colonizable planets or at least changable. Besides u could include a research plan for nuclear fusion to build a orbital to power the colony there. If it is possible to change look and stats of a planet by installing this special orbital one could think about textures of a variety of planets without having a sun with very uncharming stats. After researching and building the orbital it'll change back to normal stats or if the orbital is broken (think about sneak attacks)...back to where it started.
Thinking also about a ultimate weapon to kill normal stars (change them to dead star) and let all planets downgrade...using such a weapon should also directly lead toward decleration of war from all other races in the diplomatics.

Black Hole
Probably it could be made as a one-way wormhole leading ships toward a 'graveyard' position. Ships may just not be able to dissappear from there and will battle all incoming enemys. Probably the star shouldn't be connected to other stars if this is possible, just reachable by normal space lanes.
As for the textures it may be similar to the wormhole, just larger (if it is possible to texture beyond the given borders of normal stars or planets). The appearance from outer space may be like a high-density star...probably blue/white or just as a unexplored planet.

Dual Star
The dual star or bi-star systems aren't uncomon in true space if my information is right. Use of this could be a whole new line of planets with high stats as they do get power from 2 stars. I could not imagine how such a system should be done in the game engine as the stars are clearly defined with surrounding grave well aso. To just make a texture of 2 small stars holding the same space as a single star would surely just be cosmetics i guess. So i think this idea is the hardest to realize so far.
Reply #565 Top
@ Serondal
I'd be honoured if they used my planets, but the devs so far haven't posted in any of the major mod's threads. The may have an eye on us, but their input directed at specific mods has so far been non-existent.

@ Auggie12 & amishmonster
I think, for this update I will keep the Paradise planet as it is. I may increase the Civilian Slots in the future depending on more feedback, but if it is too high, it will overpower it beyond what its worth.

@ Deckard
Very nice indeed. Is there any way to convert it too a .MESH file? Will one of the converters in the Mod tools do this? I haven't used any of them as of yet. But it looks very nice, and would definitely be a unique planet to include. You have caught my attention ;)

@ Danman
Yep, they have come out very nicely. I am just tweaking the numbers you get in a graveyard, balancing them up a bit. Also, as a little fun addition, there is a 1/2000 chance you will get a nice surprise in there. I won't say what it is, but if it happens then you will know it :D

@ Exo
I like the sound of that. I will reduce the damage bonus to 10%, but keep the chance to hit and range at 50%. I haven't come across a Buff that increases rate of fire, but I'm sure there is one, and needless to say its not part of the Bonus.

@ Skukkuk
I like some of those ideas, but I am not going to branch heavily into stars, or at least not for a long time. Also, Buff and effects cannot be system-wide, and research cannot be applied to certain planets with a specific Star. Most of the what you said would have to be a combination of a Map and a Mod. Thank you for you input, but Stars really aren't a key part in the game, and on single system maps, they are hardly used. Sorry to shot you down like that... (:(
Reply #566 Top
@ Uzii
No problem, it's reasonable and thx you thought about the ideas. Unfortunatly i'm not able to mod yet so i can't give it a try on my own. But i look forward to. :)
Anyhow SinsPlus is defenetly the mod i like the most as it brings color and depht to gameplay. So i'll defenetly follow the progress.
Reply #567 Top
Good to hear :D

I will add different effects to the Stars in 1.4, but making a new one isn't a priority at the moment. Possibly after 1.4, which is a long way off yet ;)
Reply #568 Top
Hey uzii, dont know if some one brought this up yet, but have you thought of making a new star like um........ A BLACK HOLE, that would be really cool if we could replace the sun with a black hole............ lol, sorry but i got bored and stuck, my net is down at home so i only get to check for solutions when I am at work then I gotta wait tell i get home to try the solutions i found during the day, making the progress of my mod go real slow

edit: i should prolly read before huh?
Reply #569 Top
edit: i should prolly read before huh?

I'm glad you spotted your error before I read it, I would have had a field day joking with that! :d
Reply #571 Top
I don't know if someone's said this already, but it seems Sins 1.04 will be out pretty soon. It would totally suck Uzii, if you did all this work for your Sins Plus 1.3 and then you have to re-do it for the newest version of the game. I mean, it's not like you could have missed this, I was just wondering what you're planning to do.
Reply #572 Top
you should add space ports as a planet =D, i giant space port floating in space, it should have no asteroids, but huge log and tac slots, and a med pop. also all planets auto colonize the same way, weird little thing flying around the surface from node to node.

also you should make gas dwarfes, smaller gas planets, like saturn and neptune. i dont liek there only being a bleeeping jupiter.

also anyway to make a star colonizable? it'd be the best place to make a blockade.

another thing can you make a new type of star, acualy two, a white dwarfe, and a black dwarfe. with difrent abilities then the norm ones, for their less bright and give off less radiation (none for the black one, which is a giant block of carbon).
maby something like a huge gravity well, (very very dence) or slower start of long range jumps ofr its low lvl of light.
Reply #573 Top
srry for double post, but a ring planet? a planet that has high gravity so it attracts alot of debri so itll have alot of resource asteroids but low log and tac and pop.
Reply #574 Top
arg! two more planet X.X

a planet thats been over ran by machines >.>

and a metal planet, completely made of metal

hm nvm 3 a collapsing planet, a planet thats been practicly hollowed out of resources, and so might collapse, unless fixed. it would be able to hold a huge pop, but be hurting everywhere else.
Reply #575 Top
>.> had antoher idea, an inescapable gravity well, a trap, when you jump in the ship would be stuck there, maby add some enem turrents or not have it just waste away in there.