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[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....

3,490,214 views 1,334 replies
Reply #601 Top
oh srry about galaxy forge i read that somewhere they say how to use ill check, also...

man that deadly secret, ruined my whole plan, it apeared on a blockade planet =C i only got to build some crystal extractors then boom! its gone i was like WTF!!!.
lol, you need to make a special line, cause i tried colonizing it again not noticing. lol, make it say like a deadly secret has killed the population on (planet name here). not the we lsot contact with a collony thing. and maby add an explosion, or a change in the atmos color to a blacker color, or red maby.

you sir are a very creative person. damn Xenomorphs killing the whole populace.

but... another idea, since vasari already have an toxic gases research thing make the line for it add toxic planets, and make then count as volcanic planets.
Reply #602 Top
i have some feed back... make urban planets have double the usual pop growth, i think poeple will flock to their cities. also the urban planets are a bit too dark, make one that doesnt looks like an evil, military factory. reflective blue tinted metal, curvy lines, mbay a huge circle somewhere withe a huge glow coming out.

EDIT - also i read early and was un able to find galaxy forge data, and you had research probs. this is a simply thing to do, toxic and volcanic same resaearch. both have toxic gasses, oceanic and ice same research both deal with water, barren and something else maby indy (i think giant indy planets would be just as inhospitable =D).

downloading the 1.3 and ill have feed back on that ASAP, I might be able ot get you a mesh for that ring planet, seeing as my modeling thing has a preset ring shape =D, then i jsut ogtta color it >.< is it ok if its just a grey ring with some lines and then some green spray paint for the inner side. lol
Reply #603 Top
well you were right ytou forgot to include the thing to make map editor use the planets =D

EDIT- acualy the game fails to randomly generate them, and it canht play maps with them already in it, i hvae a fealing though that my comp is being a dumb ass for its acting liek nothings changed. the main menu doesnt have a sin plus 1-3 thing liek 1-2 did, if there was one so something went wrong i think.

EDIT2- i extracted it into one folder so the mod is in the folder i made srry...
Reply #604 Top
you fucked up the lodding screen lol, but i like its randomness its funny to see the decpitated guy on a power core, or maby only some feet coming out of the top lol!

EDIT- you sir are a genius with the storm and calm season, you should do this on everyplanet but do other stuff, urban has econic boom and econmic drop. the relic thing is awesome. good things those neutral ships arnt killable or youd have an expliot there, free exp.

nother idea... colonizable worm holes >.> put it with the gas giant colonization thing though for anti grav.
Reply #605 Top
alsao what do i use to make custome planet textures.

EDIT- also it doesnt make sence for there to be more heavy ships then at a pirate base >.< having to throw wave aft6er bleepen wave to do some dmg ot the damned heavy cruisers.
Reply #606 Top
@uzii

I can see any the ship graveyards can unbalance the game as there are so many ships there that you can take over quickly. May i suggest u include a large pirate presence (after all in many games, pirates or scavengers like to hide in these places) so u must at least have a significant fleet(maybe one mothership and like 10 frigates?) before you can take over those ships?
Reply #608 Top
Ok, here we go:
This will answer the Graveyard imbalance:
I will remove 1.3 and add a new research at level 5 so you cannot instantly capture the Derelicts. This should stop the imbalance and give everyone a breather before you suck them up. I will also increase the Cooldown and Antimatter cost of the ability.

Now, to the responses:
@ Auggie12
They are included in both.
No pirate ships. If pirates had found this area, they would have cleaned it out long ago.

@ Everyone with the loading screen problem/[b]
Please post your resolution along with what picture the loading screen has, and also the character on the left side of the screen (TEC, Vasari, or Advent). This should help me find the error.

[b]@ bandw2

Seven posts man, that was extremely unnecessary, please use the edit button. You have done this in a number of threads now and makes reading it a real pain. Edit and number each point, that will make it easier to respond to. Ok;
1. View the mod files to see the code names, and if you can't figure that out, post back and I will list them. The Urban planet can be a Homeworld, as I have had it before. You must edit the map directly.
2. The backstory of the game explains why Urban planets, and ALL the Vanilla planets have colonies on them. You are just setting up a base there, there is a populace already, hence the lights on the dark sides; civilisation.
3. Toxic is toxic to everyone. You can expand with the Improved Tunneling research.
4. The deadly secret is visible if you have landed and been kicked off. It cannot be made to change the planet texture, nothing can.
5. The Urban will stay the same, but may get a small population growth rate increase.
6. I would very much like a ring model, and a simple texture just to show which side is where would be excellent.
7. I use Photoshop CS2 for my textures.

Thank you all very much for the feedback, I have now removed the 1.3 link from the First Post and will now include a level 5 research for the Capture ability.
Reply #609 Top
I think I have noticed to small things that you might have forgotten, as you mentioned in your post.
First there is the Relic Planets, there are 2 explenationary buttons for it's "Ancient Planetary Shield".
Second the 1 Urban planet had the "Super Dense Core"(+66% gravity well radius) + "Molten Dense Core"(+33% gravity well radius) bonuses, but seems to only have a 33% larger size than other gravity wells. >.^!
Reply #610 Top
First there is the Relic Planets, there are 2 explenationary buttons for it's "Ancient Planetary Shield".


I assume this is due to the fact that it has two separate buffs, just like the Paradise planet. However, the process might be streamlined by using an ability that calls a buff of "raise planetary shields" with a onDelay timer, then references another buff with an instantactiontrigger of when the previous buff ends for "lower planetary shields", which calls another one raising the shield which loops back to the second (the first would just be to start the process in motion). This would also work for the paradise planet's seasons ability, though perhaps this has been tried already and rejected for not working somehow.
Reply #611 Top
Carbon, thats spot on. I did try to get into one ability, but Passive abilities don't seem to like being activated once, then disabled with one 'ability'. I spent 2 days on figuring out how to do it, and finally got it down to this. It works, and I know it doesn't look at pretty as one ability, it does the job I wanted. Oh, and they aren't really buttons Lutje, more like icons to let you know whats going on ;)

I still need to hear from anyone who has experienced the loading screen bug, thank you.

Edit: Also, I forgot to remove the Strom effect from the Paradise world, and will remove it for 1.3a. It was only meant for the Swamp planet. If however, people prefer it on the Paradise world too, please let me know.
Reply #612 Top
So you got neutral ships capturable?

and this question may sound rather stupid, but where is the download link, I see "please wait"
Reply #613 Top
Well.... does that need an explanation?
Reply #614 Top
@chemix12
I think his fixing up 1.3 because of the ship graveyards.

@uzii
Thank you for listening and 1.3 is great!
Reply #615 Top
I think im having trouble merging your 1.3 with my current modding project, do you have a list anywhere of new files (like planets, buffs, abilities, etc) just so i dont miss anything and have the game crash on me?
Reply #616 Top
Not, it would be too long and the chances of me missing a file are high. I strongly recommend you use mine as the base and put other people's on top of it.
Reply #617 Top
Oh, and I saw something a little silly today: my Paradise planet was diseased! I can see how that might work alright, but it seemed a little silly for a "perfect holiday destination" to have such a condition.
Reply #618 Top
Oh, and I saw something a little silly today: my Paradise planet was diseased! I can see how that might work alright, but it seemed a little silly for a "perfect holiday destination" to have such a condition.

Noted and changed. Thanks.
Reply #619 Top
Hello, it seems the link for 1.3 is broken or maybe you just havent put it up yet i dunno just wanted to let you know cause i want to get the new planets :) As always keep up the awesome work guys!
Reply #620 Top
Now updated to v1.3a
Reply #621 Top
Strange. You need research to capture a ship that you already have the technology for.
Reply #622 Top
In the first post, at the top, it says there is 66 new planetary bonuses, while further down it says 56. How many are there?
Reply #623 Top
@ IsotheWise
There just no pleasing some people. Read the end of the last page and beginning of this one. It is for balance, otherwise you could have a fleet in minutes of starting.

@ ElevenKGB
1. Does it matter?
2. Check it now. (66)
Reply #624 Top
diseases on a perfect holiday destination makes some sense tho uzii... people comin from all over the place meeting other people thathave no ... O.o immunities, to the diseases other poeple have had and are imune to, yet carry with them (as in reality, you visit another countyr, you stay for two weeks, you go home, you are sick)
Reply #625 Top
Yes, thats a good point. But its done now ;)