- 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....

3,490,963 views 1,334 replies
Reply #576 Top
You already have all these powerful artifacts lying around on planets how about a planet thats like one giant relic like an uncompleted dyson ring or something? (btw thanks for the mod. If I play without it the universe just feels... empty. thx)
Reply #577 Top
You already have all these powerful artifacts lying around on planets how about a planet thats like one giant relic like an uncompleted dyson ring or something? (btw thanks for the mod. If I play without it the universe just feels... empty. thx)


I like the idea of a mini Dyson Sphere or otherwise artificial world. There is the new relic world, but I'm not sure what that is supposed to be. Huge spaceports would be just as well too I think.

Another one I think would be neat is the original Discworld by Terry Pratchett--not from the fantasy spoof series, but the one from "Strata". It's a replica of Earth but flat with machines that regulate everything and pump the water back up from the spilling oceans. It would need modeling and texturing obviously.

Comment on the broken world model--it's interesting, but not very realistic. The oceans and atmosphere wouldn't just sit pretty on the non-broken side of things.
Reply #578 Top
Great mod, but there are always new planets to create, so here's my idea:
A halo/ringworld, with the size of a planet. The halo from the game is too small, and the ringworld of Larry Niven is too big, so something in the middle would be perfect. The planet would have no/a few asteroids, a big population, normal health, much civ slots, few tact slots and explorable=>artifact.
I don't think it would be easy to create a halo (with a hole and such), but it would be awesome. The halo/ringworld isn't a weapon, just a colonizable world.
Reply #579 Top
Ok, I think some people have missed a lot of what has been said before. So this will also go on the First Post. I cannot model. I don't have the programs to, nor the time to at the moment. It is something I will get into, and as mentioned somewhere before, a Ring World will probably be the first thing I try, as it should be pretty easy to do. Now, responses:

@ SliderFury
I haven't seen any official time peroid until its done, so I will release 1.3 regardless, and update when 1.04 is released.

@ bandw2
First, thank you for the quad-post, there is an edit button you know ;). Now;
Some of your ideas have been brought up before, and are not in Sins Plus yet for various reasons. But I can answer most of you ideas with 3 points:
1. As mentioned, modeling is out of the question, unless you can model, or know someone who can model, and is willing to do work for me, for free.
2. New planets will be fewer in new releases of Sins Plus. They must be distinct and not 'just another planet'. Skins I will do, but I'm not going to pop out another 5 planets which are just slightly different from the ones present now (the Gas Giants you mentioned comes to mind).
3. I mentioned not long ago, last page I believe, that Stars have taken a back seat in this mod and will not be making a large appearance until I have all the planets up to the level I am happy with.

@ Jordanb716 & Jack Iris
The Relic world in 1.3 is not hugely dissimilar in stats to other worlds, but, its ability could make it well worth having, especially on the frontline.

I think to make an Artificial world, some degree of modeling would have to be done, so it isn't a perfect sphere and has little clinks in it, etc.

The Discworld sounds interesting, if I do get into modeling, and would definitely be one I would strongly consider. Also, it would be a nice way to portray an Artificial world, rather than a what I said above.

@ Colion
Answered in first bit.

Thank you all for the input, some good, and some not so good ideas there, greatly appreciated.






Reply #580 Top
2 much halo fan....

u can do that but then u'll need 2 change EVERYTHING even the 3 races
2 much work and not realistic :P (and thre are alot of non halo fans here like me)
Reply #581 Top
2 much halo fan....u can do that but then u'll need 2 change EVERYTHING even the 3 races2 much work and not realistic (and thre are alot of non halo fans here like me)

Excuse me? Ring worlds are in many games, not just Halo. It was popularised by Halo, but not invented by it. And realistic? This is a Sci-Fi game, there is not a lot more I can say...
Reply #582 Top
must crash on p.o.s. computers... every tiem i load it in the game (mod section) theres a planetary body in the background. it just switches to something else and comes up an asteroid, then switches to a green or red planet.

trying to put this mod into the game data in program files, so it runs automatically... having some probs.. trying to run real caps with this one running too. im getting closer, all original files backed up. was hoping to find some mroe information on here tho.

Edit - tried combining mod files, research trees get overlapped and cirtain planet types dont get research to be colonizable.

Edit - copy/paste doesnt make the mods compatible. i would imagine its the same with most.... time to delve into the mod tools.... joy
Reply #583 Top
My literation is pretty poor, POS what? Could you elaborate.

If you have everything where it should be, then you shouldn't have any problems. Post screens of anything you think is remotely important please.
Reply #584 Top
its hte modified files, you and the maker of the real cap ships mod, modified all research files and everything else... its a matter of finding out which research files belong to which suject in the research trees to get the things to seperate, or to combine ALL data from both mods with tools (which im having trouble finding)to get a different combat dynamic to go with the outstanding universe.

edit - grottenolm did the real capital ships mod, i like the whole idea of a battle ship strolling into orbit and taking out all the frigates in the orbilal plane, uninhibited (up to 20, 21+ frigates and it gets a little hairy) or 5-8 heavy combat cruisers. but the idea of finding things on planets (increased instance of finding to 2.00 (200%, 1 bonus per exploration)) and then defending that, because the better the bonus, the harder the hard ai is going to fight over that planet, incurring high combat, but low combat dynamic. this is why im trying to combine yer mod (uzii) and real capitol ships mod (grottenolm)

edit - p.o.s. sorry.. garbage computer. i run into the crashes on my single processor pc. but this one (core 2 duo 2.99 ghz each) i can run any game the stores sell on max graffics (shaders, max anti-aliasing, everything (cod 4 also)) and get over 40 frames a second. my other pc, i get crashes wihtout mods, just zooming the camera in and out on this game, at minimum graffic intensity.
Reply #585 Top
I haven't "modified" any research files. I have also included a list of all the files I have changed so merging would be easier. You basically need to start with mine as a base, then move everything over from the Real Capital ships mod onto mine. Do this be selecting all the files and moving them into the relevant Sins Plus sub folder. Now, click replace on all the files except the files I have listed. Once you have done this, you will be left with the files that I and he have changed. These are the ones you need to merge manually, but once again, preferably starting with my files as a base, then putting his changes on top. I use 'Compare It!' for things like this.

Edit: Yeh, sounds good. Just use the Changed File List include with the .7z and you should find the whole process slightly easier.
Reply #586 Top
thank you. i'll give it a go.

edit - i tried 3 ways... 1, took all your modified files out, and then put them back in folder after. didnt work. 2, tried just copying caps game info to yours, then allow/dissallow all copy over of games files of caps to yours, didnt work (and i made sure none of yours got overwritten. 3, tried (from the files of yours i took out, according to the changefile log) placing these in the otehr folder, then including everything that didnt match, and this didnt work either. its the research windows. combined, no modified researches exist. not combined, you have different civil research, caps has different millitary researches. theres no way i can find (other than messing around with the files themselves and combining this, but i dont want to mess the whole files up entirely) a way to combine the files to make both work accordingly...
Reply #587 Top
theres no way i can find (other than messing around with the files themselves and combining this, but i dont want to mess the whole files up entirely) a way to combine the files to make both work accordingly...

Oh, should have said that to begin with. You will have to, if they use the same file.
These are the ones you need to merge manually, but once again, preferably starting with my files as a base, then putting his changes on top. I use 'Compare It!' for things like this.

With that program you might be able to do it with no modding knowledge but it is unlikely. Best thing I can suggest, is get the modding tutorial and have a play around, see how all the files work and how they are laid out. Good luck.
Reply #588 Top
hm, the relic world could be done as a perfect sphere, or would the relic world have huge mountains that are 6 times the size of mount everest so that they acualy come out as a tiny sliver when you look at it. if you compared the earth to an egg, the earth is smoother.

also the space port one, i was thinken of it looking like a death star (no lazer included) with little blue glowing lights on it, not a cubish type, for that would nbe highly unstable (in real life) and the natural gravity would work.

the planets i mentions are difrent, as for dwarfe gas giant srry is i conmfused you i ment you should change some of the randomly generated immagise for it so it not always jupiter. i wana colonize saturn. the colapsing planet, would have a huge pop, so i good tax income but if failing everywhere else, low health, low slots, low everything. but has good chance of abilities.

the metal planet, has high hp, and is basicly a blockade plane. high tac, low log and pop.

the machines taking over worlds one >_> you know at least one space colony made super robots that took over the world. they'd have a really high amount of asteroids, always have a neutral colony, the pop is good, the planet would have high tac and log, and would be a prime home world, planet bonuses would lack though.

and also i thought of another, electrical planet. high electrical storms makes, it has a ability to house man people with free power. high pop but low growth rate. good bonuses, then consider everything else like a terran planet.

and ok no stars.

but yah, you should make it so theres an iniscapable gravity well. its empty of stuff exepy a little jammer in the middle, thats immortal. lol it'd ruin a day. as about 10 scouts fly off into one.
Reply #589 Top
Hey Uzii I really enjoy your Mod..I was the one who e-mailed you about the runing problem with your first Mod...anyway

I have been reading a little on this post. So I know I ahve heard of "drawf gas gaint" or something. And i have heard of people wanting to colonize a saturn type planet and such. well.

I think...if it is not too much trouble. that you or people taht are helping you work two other textures that give gas gaints a saturn type look...with very large rings.

also. Neptune and Uranus are smaller than the "inner" gas gaints. they are also composed of more ice and super cool gases than the other gas planets.

"Uranus and Neptune have internal and atmospheric compositions different from those of the larger gas giants Jupiter and Saturn. As such, astronomers sometimes place them in a separate category, the "ice giants". Uranus' atmosphere, while similar to Jupiter and Saturn in being composed primarily of hydrogen and helium, contains a higher proportion of "ices" such as water, ammonia and methane, along with the usual traces of hydrocarbons. It is the coldest planetary atmosphere in the Solar System, with a minimum temperature of 49 K (−224 °C). It has a complex, layered cloud structure, with water thought to make up the lowest clouds, and methane thought to make up the uppermost layer of clouds." (http://en.wikipedia.org/wiki/Uranus)

so maybe an idea would be to make the "ice gaint" type planet. and you could do as your wish to it..but it would be a "gas gaint" type..so same research but with different atributes. I am not sure what though. and the textures could look blueish like neptune and uranus. I knwo the ocean planet may be similar to this in the idea..becuz of ice/ocean with high crystal yeilds. maybe you could make them like gas gaints..but with less resources and develpolment. so..a "dwarf gas gaint"

I enjoy your mod..and I hope you consider my idea : )
but I will not be offended if you shot it down..lol. I knwo your busy and have your own work to do..haha

keep up the great work!
Reply #590 Top
anyone have any custom maps using the new planets that they want to share?
Reply #591 Top
Thanks again Uzii, can't wait for 1.3 :)
Reply #592 Top
@ bandw2
Those are better. I will keep note of some of them, you seem to have put a lot of thought into it. I'm not too sure about the inescapable sector, as fun as it may be, it could always be positioned randomly and cut you off from your star, or in a bottleneck, and that wouldn't be fun.

@ alexander013
Not a bad idea, whether it would make it as a new planet is to be seen, but its a damn good idea for a texture. I haven't textured a Gas Giant yet, and am quite looking forward to it when I come to make some for 1.4. Thanks for the input.

@ CommanderAdama
Can't help you there, but there is a link at the top of the First Post to a thread with information on getting the Galaxy Forge to run with Sins Plus planets included.

@ SliderFury
Well sir, its your lucky day:

1.3 is now released and available from Rapidshare.com

I will add more links and pictures of the new planets to the First Post tomorrow afternoon (GMT yanks ;)). I am almost positive that I have missed something somewhere, so if you find anything out of place, please post back here and I will fix it as soon as I can. I'm especially proud of the Ship Graveyard, definitely the highlight of 1.3 for me. The Swamp and Relic worlds have some interesting abilities too, it would be wise to check them before you post something you think is a bug. Enjoy! :D
Reply #593 Top
Hey, I just downloaded the mod and it looks great. Problem is, I don't have a Application Data folder under my documents and settings...is that because I installed Sins on my D drive or what? I tried to find a search for a Sins Mods folder as well and couldn't find it. Any suggestions?
Reply #594 Top
The directory is hidden I believe, make sure you have 'Show All Files and Folders' on. Are you using Vista or XP?

Edit: Sorry, I'm off for the night, I hope someone else can help you, if the above doesn't ;)
Reply #596 Top
@uzii

are ship graveyards part of "Sin Plus planets" or "Random - unconlonizable" when we are making a new map?

Thanks
PS:1.3 looks great!
Reply #597 Top
Is anyone else seeing a glitch on the map load screen? It'll be in the wrong resolution, and show overlapping images.
Reply #598 Top
The shipyards are a little OP in random maps due to them being sometimes right next to spawns. Otherwise, good work.
Reply #599 Top
I have been playin 1.2 for a while now and love the mod, adds a lot of depth, but recently finishing(actually I dropped) a 7 player random match, the graveyards are completely broken.COMPLETELY. When someone can spawn right next to a graveyard with several battleships at the beginning of the game, they will win easily. And spawning between two guys who has one and two shipyards next to them equals a instant loss. Make it so you have to disable or maybe even research the ships to use them, like a Tier 7 upgrade to be able to get the battleships. I'm sorry, but due to the shipyards, I'm reverting back to 1.2. Cool idea, and even cooler if you spawn next to one, but poorly executed.
Reply #600 Top
uzii i was wondering if i could have permission to publish some maps using your planets. i also need to know i place where i can publish them, i dont liek wincustomize and the wait 5 days and it might be there thing.

althat i require to make them perfect is one, tell me what the code name for each planet is (ex. i know urbans name is City, and all of them random is New). 2 i need you to add starting things so if i make lets say a urban a home planet, the game doesnt crash (i tried). 3 please make a thing that i can upload intogalaxy forge that will make really good customized maps. (i so wish they didnt make the original maps, hidden in 1.03 or what ever, i was gona try and update them with sins plus planets)

those are all of the road blocks ive hitt making really good ones. i found a way to make it so your starter planets can be anything and you can start with more then one planet.

also, ive thoguht about it if an urban planet, wasn't colonized before you got there why is it urban, and if it was colonized but they left, why cant we explore the planet, for secret facilities (same with industry).