- 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....

3,492,117 views 1,334 replies
Reply #626 Top
the galaxy forge link in the op doesn't work. somthing about the gremlins  :( 
Reply #627 Top
I am waiting for more links to come, so in the mean time could you please post pictures of what the new planets will look like. V.1.2 is a great mod and I am excited to get v.1.3a.

When will more links be available? Thanks and great work Uzii!

Reply #628 Top
Fixed the link for the GF thing.

Whats wrong with Rapidshare? I will upload to FileFront tonight, but at the moment, its just tough, everyone can download from there, and the speeds are excellent.
Reply #630 Top
I have an idea, you should add these season things to all planets. (also, srry, i posted a new post when it wasnt releivent to the last one srry)

Urban- econimic boom- +20%trade +50crystal and metal mining
econimic crash- opposite the above

Paradice- tourist season- 25% culture spread rate 10% population growth
riot season- opposite the above

ocianic- warm water currents +25%pop increase rate, +100 population, +25% devolopment build rate increase
cold water currents- opposite the above

toxic- plant growth season- +250 population +25% devolopment build rate
planet death season- opposite the above

indy- industrial boom- ship build rate +50%, structure build rate +50%
industrial crash- -25% planet devolopment, -50% population growth rate

Ice- winter- crystal extraction rate +25%
summer- +150 pop, +500% pop growth rate(poeple like it less cold, but crystal forms better in cold season)

Volcanic- summer- metal extraction rate +25
winter- +150 pop, +500 pop growth rate (easier detection of metal for it absorbs heat faster then dirt, but people like it more cold)

terran - summer- metal extractions rate +25%
winter- crystal extraction rate +25%

desert- wet season +200 pop, +100 growth rate
dry season- opposite the above

asteroid- (switches very quickly) cold side- crystal extraction rate +50%
hot side- 50% metal extraction rate

dead asteroid- tactical attention- +25% fireing range of your ships in orbit
tactical slumber- opposite the above

savanahha- (this is getting tiring) wet season- +25% trade, culture spread rate,-25%extraction rate
dry season- opposite the above

gasgiant- swelling season- the old effect of explosions
shrinking season- normal

did i miss any planets? lol i like this idea, but its a bit long....

EDIT- oh yah, i forgot about the urban and indy explore thing you can still find secret facilites, either forgotten, or still in use where the populace or a company is trying to keep it a secret.

EDIT2- oh yes forest, old naval base, and barren >.> *sigh*

old naval base- military might a bonus to the weird tower thing 25% maby
riots- opposite the above

forest-wet season, +250 pop +50% pop growth rate
dry season- opposite the above

barren, (long dead asteroid thing, mixed with reg asteroids)
Reply #631 Top
Hey been having an issue when I install your mod. Followed the instructions can load the mod just fine but whenever I goto single player to load a map it says String Not Found in the map scenario area, in addition to not providing the buttons for game option and scenario switching. Any ideas?
Reply #632 Top
ivre heard of that on other mods is a problem with the english string file.

also (cant edit now)the loading screan thing is all the normal imagise exept their spots switch or they are flung all around the box is in the right spot, but its the races person picture and then the pictures are like maby from the research thing or are the correct ones.

and i still need to know how to make GF use the .planets and sutch
and i also still need to know hwere i can publish some of the maps ive made.
Reply #633 Top
[quote]@ IsotheWiseThere 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.[quote]

If I had to choose realism or balance, I would choose realism. I find that if a game is to balanced, it quickly gets boring. I realise that it was a balance change but it doesn't make logical sense that you need to research technolgy for an obsolet ship. I love your mod though and can't wait to see what else you can come up with.
Reply #634 Top
@ IsotheWiseThere 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.
If I had to choose realism or balance, I would choose realism. I find that if a game is to balanced, it quickly gets boring. I realise that it was a balance change but it doesn't make logical sense that you need to research technolgy for an obsolet ship. I love your mod though and can't wait to see what else you can come up with.


If you want to think of it realistically then think of it this way. The research you need to use to have the ability to crew wreaked ships is more that your suddenly aware that these ships exist and thus put extra crew on your colony ships who can pilot other ships (other then just civilians)
Sorta like how your sensors can detect hidden artifacts on an enemies colonized planets. or maybe the war council just got together and said ya know, it might be possible that lost ships are in this sector, lets set up crews on colony ships in case we come across any.
Reply #635 Top
The loading screen in 1.3 and 1.3a appears corrupted with the left image of the race now replaced with enlarged images.
Robert
Reply #636 Top
Uploading to Filefront now.

@ EVERYONE WITH LOADING SCREEN/MENU PROBLEMS
NO SCREENSHOT and RESOLUTION = NO HELP

I'm sick of people loosely describing a problem, then thinking I can magically make it disappear when I've got nothing to work with. I can't replicate the problems you all speak of, so I cannot pinpoint them on my own. This will go on the First Post, and is now a rule on this thread.

@ bandw2
I'll think about them, but some can't be done.

There is a link to using the GF with my planets at the top of the First Post. Check that. As for uploading the maps to somewhere, sorry I can't help.

@ IsotheWise
I appreciate realism in games and mods, but this isn't made for realism. There are other mods available for that, some which incorporate mine. If I chose realism over balance, the flak I would receive would be 5 times greater than if I chose them the other way round. I have left the GameInfo files in text format, so feel free to remove and toy with them as much as you like. That way you can create a mod that fits your preferences ;)

@ Maico
Thats one way of thinking about it, I went along these lines: The research just allows you to reboot the derelict ships. When they were shut down, they weren't just left for anyone to grab, but were locked up with various codes. This research decrypts these.

@ Robert Viener
A better description from the one above, thank you. But still hard to visualise. Could you post your screen resolution please?

Thank you all for the input.
Reply #637 Top
I don't know how to take a screen shot of the loading screen but the anomaly is present on all resolutions , from 1680x1050 to 1024x768 which is my native resolution. Also this did not happen with the previous versions before 1.03.
Robert
Reply #638 Top
On the loading screen, hit 'PrtScn'. It should be located near your F12 key somewhere. Then, quit the game, and open Paint, or any other image editing program, and paste (Ctrl+V). This should paste in the whole screen at the time the key was pressed. Save and upload to ImageShack, and paste in the 'Direct Link to Image' address you are given.

Also, can I ask which OS you are using (XP or Vista)? And whether you installed my mod in a separate folder, or just replaced the files in Sins Plus 1.2? A quick reply with the answer to these last two questions(10 minutes) would be excellent. The screenshot can wait, but I'd like to know your OS and install procedure.
Reply #639 Top
the loading screen have have screen shots taken of it its a loading screen the comp is busy loading it wont tkae a pic, and also that site fails for me =C. I reliesed by first post you ment the giant thing at the top lol

EDIT- when i press it it takes me to the last page of this forum.

EDIT2- and now that i said that it works >.> i really hate my luck.
Reply #640 Top
Small error in GalaxyScenarioDef.galaxyScenarioDef

Line 25 " designStringId "IDSGalaxyScenarioTdypeStarRed"

should read" designStringId "IDSGalaxyScenarioTypeStarRed"

Uzii has fat fingers!

Reply #642 Top
I can't help without screenshots, please find a way.

Mmm..., good spot, I didn't even touch them, must have happened when I was searching and misclicked the search button.Not game killing but tomorrow I will fix it, and providing someone has given me screenshots and answered my two questions, I may even fix the loading screen bug.The questions:
Also, can I ask which OS you are using (XP or Vista)? And whether you installed my mod in a separate folder, or just replaced the files in Sins Plus 1.2?


Edit: Thats weird Robert, you will have to wait until tomorrow, sorry.


I won't be on for at least 16 hours from now, so any problems, you will have to either fix, put up with, or leave, until I get back. And once more:

SCREENSHOTS AND AS MUCH INFO AS YOU CAN TYPE WILL HELP ME HELP YOU!
Reply #643 Top
for the loading screen issues i deleted the Startup_Loadscreen0.dds that was added in
sins plus 1.3 textures folder (dont know why that file was there Uzii could comment more on that inclusion) and loading screen went like normal..
Reply #645 Top
for the loading screen issues i deleted the Startup_Loadscreen0.dds that was added insins plus 1.3 textures folder (dont know why that file was there Uzii could comment more on that inclusion) and loading screen went like normal..


oups disregard this post i had not enabeled sins plus 1.3 ..loading screen race character and inbox art still displaced about an inch to the left..
Reply #646 Top
Meh, I didn't really enjoy this mod. The planets are all unique and I like the idea of a ship graveyard with retrievable derelict ships, but the derelicts themselves are boring, and the shipyards have the nasty effect of gluing any AI ship that enters it to that gravity well. So you can't really play this mod offline :-/ Fix that and make it so that you don't have to explore every single planet to find the planet bonuses, and I'll be more impressed :-)
Reply #647 Top
Personally I haven't had any problems with AI sticking to anything. Only problem I've had was the loading screen as of version 1.3 but that's only minor and doesn't interfere with play at all. And of course you're going to have to explore a planet to find bonuses. It's the same way in the base game. Asking him to make all appear immediately just doesn't make sense for some of the bonuses anyways. The ones that would be plainly obvious are seen immediately upon seeing the planet or colonizing it. The ones that would require proper searching are left till you actually explore obviously.
Reply #649 Top
Deckard666 was right on. I deleted the Startup_Loadscreen0.dds everything fine.
Robert
Reply #650 Top
Hi there, having issues getting your mod up and running,been hell just finding the right files...but now that i'm there it still won't work, here's some screnshots to help.

http://img100.imageshack.us/my.php?image=mod1sy7.png

http://img86.imageshack.us/my.php?image=mod2na2.png

If you can be of assitance,PM me or just respond here,thx.