- 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
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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....

3,492,600 views 1,334 replies
Reply #526 Top
When I run your mod by itself, it works just fine. Everything shows up, etc. When I add my files to your GameInfo folder is when I have problems. I am running v1.03 of Sins and all of my modded files work when I run them alone and they work with your mod, but the problem comes when looking at the civilian research tree. It is showing the bar that says "Sins Plus" behind the top part of the Policy section and not showing the three researchs at all.
http://www.facebook.com/photo.php?pid=707036&id=763798205
Reply #527 Top
What files have you 'added'? They probably conflict with some in my mod, have you used the 'Changed File List' included with my mod?

Edit: I can't view that screenshot, "This content is currently unavailable"
Reply #528 Top
I've added three researchs. They are for a planet module access called a beam platform and two beam weapon damage increases. All of them are in the Combat section of research. As far as the Changed file list goes. The only files that I edited in that list are the three player files and the galaxy scenario file. All four of which i just added my changes to your original files. I'm trying to get a screenshot for you, but it's not working.
Reply #529 Top

There's a screen for you. By the way I figured out why the three researches weren't working and fixed that, but they are still on the same line as the Sins Plus box.
Reply #530 Top
Use Imageshack. I can't quite visualise what you are seeing. You changed the 'Count' number in the Player files right?

You put them in the same line as the Sins Plus research? So you copied my research files and edited them? Make sure they are all correct, and compare them to vanilla files that are similar to what you are doing, eg, weapons damage, etc...
Reply #531 Top

I did indeed change the count number and all of that. What do you mean by compare weapons damage, etc. and comparing them to vanilla files? What should I look for?
Reply #532 Top
Well, the Colonise files are different to weapon techs. It would be advisable to start with a Vanilla file of the same type (Vanilla: Unaltered game, no mods, original), and change what you need from that. You changed the positions of the research right? Where it says about Block position and Line, etc, you changed those numbers to where your research will appear?

Also, the problem above originates from the Player file. Make sure, and it will be best to re-do it very carefully from the start, that everything is correct.
Reply #533 Top
I could do something similar to a Black Hole, but I won't be able to model one, it would just be a star that looked different. If anyone can model a Black Hole, then go for it Also, the stars will only effect, and can only effect their own Gravity Well, no ability I have seen causes system-wide effects.


Shame, it would be nice if blue star systems forced people to move away quickly. About the black hole thing, you could probably just use a very small version of a star without a colour, with a lighter edging, or a modified wormhole
Reply #534 Top
But if black holes basically destroy anything in its gravity-well, wouldn't a game with multiple solar systems not work?
Reply #535 Top
I don't know if this has been said already, but someone needs to make a mod that allows you to colonize plasma storms, magnetic clouds, or asteroid fields..
Reply #536 Top
Any chance you could add more levels of upgrades to most upgrade branches, so that technology can eventually be better than sheer ship spamage?
Reply #537 Top
@ Asiriya
An interesting point on how to 'make' a Black Hole, and that might by doable, but the abilities wouldn't be too extreme. Like Sabre says, it would mess up larger maps where you have to enter the Star's gravity.

@ Thomas Fife
Its easily doable, in fact all you need to do is edit the planet files slightly. However, this would be heavily altering the game mechanics which isn't what Sins Plus aims to do. Also, I have had a couple of requests to put in more 'Uncolonisable' sectors, which is the main reason for the Graveyard.

Also, I'd like to take this opportunity to give credit to Silveressa who originally came up with the Ship Graveyard idea. I had to search this now vast thread to find it, but I'd though I'd mention it as it seems to be the one everyone is looking forward to most. Thanks Silver!

Edit: @ DroneFragger
Out of the question. But I'm not altering Vanilla research in this mod. There are many others that do this, some of which include Sins Plus.
Reply #538 Top
@uzii
Oh and uzii, i think exo2000's comment is spot on with the naval base. IT is a little too powerful now. I would suggest maybe reducing it to 30%. Don't know what the rest of the people who play your mod think...
Reply #539 Top
30% it is then, for all 3 effects. Thank you all for the feedback.
Reply #540 Top
I see Progress!!!!




Progress on v1.3

Planets - 100% ||||||||||

Bonuses - 0%
Textures - 50% |||||
Strings - 70% |||||||
Icons - 100% ||||||||||
Abilities - 100% ||||||||||
Reply #541 Top
lol i haven't even gotten a chance to play a full game with this mod yet, looks like I should probably just wait for 1.3 :)
Uzii works fast.
Reply #542 Top
Uzii,
Check your messages. I think I figured out the whole double star thing.

DANMAN
Reply #543 Top
woohoo looks like 1.3 is being finished as we speak!
Reply #544 Top
Sorry to take so long to get back to you, Uzii - I had the question about resource asteroids. I don't feel that the asteroid distribution on your planets is actually the problem, it's actually the base planets that are the issue now.

In 1.03, all the vanilla planets got their number of resource asteroids reduced, and in my experience it's really nerfing player's ability to get resources that aren't credits. Basically most planets have no more than three resource nodes, and colonizeable asteroids will have only one or two resource nodes.

So while this does make your mod's new planets notable better than most of the original ones, that's not actually the issue. In your next release, I'd request a return to the old levels of resource nodes for the vanilla planet types (which are more on par with yours).

One other imbalance I've noticed is that Barren, Urban, Industrial, Toxic, and Old Naval Base all have significantly more health than the vanilla planets, which makes them a bit overpowered in my opinion.

Sorry if any of this sounds overly critical, it's pretty much just small balance tweaks. Thanks for listening!
Reply #545 Top
I see your point Uzii, I have two ideas for solutions; The black hole could be counted as a planet rather than a star, like a wormhole, as in you stumble in on it and it 'eats' you. I can see this becoming annoying however.
Secondly; I have no idea whether this is possible with current tools or will be ever, but if your race stumbles upon the black hole it gives you the option to research new tech, for instance initially you take damage over time, speed decrease, weapon decrease; with the tech this is lessened, meaning you can more easily defend a black hole against someone without it. Again, how useful this would be as a gameplay mechanic I don't know, but two suggestions.
Reply #546 Top
@ Kreyson & SliderFury & Auggie12
Steady on there, texture always take the longest, and I mean that in every aspect of the word. Should be available by Sunday or if you're all lucky, maybe Saturday. But yes, I had a day off work yesterday, and today, so progress should increase.

@ DANMAN
I'll check them in a moment, expect a response soon.

@ amishmonster
No, I happily welcome this kind of feedback. Ok, the actually asteroid count hasn't changed, but how it works has been. Pre-1.03 all resource asteroid counts were randomised on a per-planet basis. Post-1.03 this has been changed so that each planet type will have exactly the same as the others on that map, which I believe are randomly generated on the map load up. So all Desert worlds will have the same amount, all Terran will have the same amount, etc...

I think I will slightly reduce some of the asteroid numbers for my new planets, most probably 1 off the minimum and maximum for the high count planets. This should balance them out with the Vanilla planets, and I have to agree, on most games after 20 minutes you were always sorted with resources, so a slight reduction should work well.

To your Planet Health point, I totally agree. I will reduce the Urban and Industrial by a fair amount, making them a lot weaker militarily. The Toxic and Barren will have a slight decrease, due to the fact they are based mainly underground and would have higher defences anyway, also, they are pretty weak in most other aspects. The Naval Base may see a minor decrease, but this is the one planet that would be a fortress to take, due to its military importance and heavily fortified bases planet-side. Some of the planets who excel in the other various traits may also see a slightly decrease, but which ones and how much I will have to see.

I enjoy feedback like that, you don't beat around the bush, you just say what you feel, thank you.

Edit:
@ Asiriya
Mmm.. I think I will leave the Black Hole for now, there are many routes it could take, and I'm in no rush to put in into Sins Plus. But thanks for the ideas, oh, and no, I don't think no.2 is possible yet.

And thank you all for the response and input, its always appreciated.
Reply #547 Top
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


I realized that the Paradise planet needs to be beefed up quite a bit. As is, it is weaker than a Barren planet....

Paradise should have heavy focus, first on population, second on planet health, third on Civilian Slots.

I say make it slightly better (10-20%) than an urban planet, but with half of the tactical slots.

also, remember, since it is only one of two planets, along with naval base that it has no asteroids. Which is a negative for the long run, unless beefed up for population/taxes

My two cents.



Edit... Idea...
Paradise planets are a super prize to fight for and tough to defend. Make it have HUGE population and Civilian slots, but with No asteroids and No Tactical slots? After all this is a peacefull vacation planet where humans breed like rabits, Sex on the beach:):)
Reply #548 Top
@Uzii
I managed to figure out why it wasn't working. You were right. It was in the player files. I must have done the opposite of what I had said and copied your changes to my files, but forgot the research window changes. I think you mentioned Compare It! in an above thread, which is what I just started using to compare my files. I works awesome. I suggest it to anyone that is making changes or merging two different modded files. It is really easy to keep the changes you want and merge the files. Thanks for the replies and help.
Awesome mod to play with combined with Bailknights and the texture pack BTW.
Reply #549 Top
If i can throw my 2 cents into the planet stats ring, I would say that the Paradise planet should have quite a few civilian slots and just enough tactical slots to make it defendable. Not so much that you can defeat an entire fleet, but just enough to hold them off until your fleet can arrive and save the day.
Reply #550 Top
@ Kreyson
Slightly unnecessary to quote the whole planet stats :d

I like your reasoning, but I think the background behind it now is better; This is a place to relax, like tropical islands on Earth. Now, compare them with this Planet; If a Tropical resort was invaded, how well do you think they would hold up? This one thing justifies most of it, but also, why have huge bunkers and heavily fortified buildings in a holiday resort? The asteroids were intentional. No-one would want refineries and tankers going back and forth.

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.

I admire your input, but on this occasion, its a no I'm afraid ;) :D

@ derbal213
Ah, excellent, I'm glad you got it sorted, and ain't it a program and a half, took hours off some of my work.

I may increase its Civilian Slots by one building, but I will keep it at 10 Tactical Slots, for the above reasons.

Thanks to both of you for the input ;)