- 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....

3,490,919 views 1,334 replies
Reply #676 Top
Oh, top job Animage, thanks a lot for that. I've added the link and credit to the top of the First Post. Can I ask, have you had any problems with the Relic world, like described above?
Reply #677 Top
Uzii:

Found a typo, which might (or might not) be the problem Lazerbug is having. At the beginning of your GalaxyScenarioDef.galaxyScenarioDef file, you have the following:

starType
designName "RedStar"
designStringId "IDSGalaxyScenarioTdypeStarRed"
orbitBodyTypeCount 1
orbitBodyType "RedStar"
Reply #678 Top
Lol, yes. Someone has spotted that too (don't blame you, even I loose track of this thread ;)). If something else pops up, I will release another update, but it only should effect the displayed name of the Red Star in the in-game map maker. But thanks for the heads up, I would prefer to get 10 posts of one problems, than none at all. Cheers ;)
Reply #679 Top
My bad, Uzii. I looked back a couple of pages to check to see if anyone else had spotted this, and didn't see any mention of it.

Otherwise, great mod as always...!
Reply #680 Top
I've had no problems with Relic planets.

BTW this is a great mod, it is so well done I would have thought it was part of the game.
Reply #681 Top
Ohh I found a duzzy of a bug; or maybe it is something I did and am just stupid... Occam's razor......

I played a slightly edited random map where in were contained several derelict graveyards. All the graveyards in enemy AI space where filled to the rafters with enemy ships. I jumped into one with two lv 10, 4 lv 5-7, and around 50 various others and had my ass handed to me. All the graveyards where like this. I think the AI figures they are hostile and tries to kill them (my command ships kept designating them too). When they fail, since they are invulnerable, the AI keeps sending more ships... and more and more till 90% of the AI fleet is at graveyards. I suspect one way of fixing this would be to not set planet ownership, if that is possible, or set planet ownership to the local enemy AI in a hand made map.
Reply #682 Top
Damn, this is serious, and I don't know a work around. I can try to set them as no owner, that might work. I have set them all so that they have zero chance of being targeted, but clearly the AI still sees them as a threat and converges on them. Tomorrow I will look into this, as I'm just off now (GMT). Thank you for the feedback.
Reply #683 Top
Hey, first off i would like to say that your mod is fantastic!

I found it at 1.2, showed it to all my friends. We have been addicted to Sins for quite a while and after playing with your mod, we don't play it without. Unless your mod is on, the games seems boring and lacks spice. Well, i came up with a few suggestions for new planets, because i love seeing the variety. I have no need to actually see them added to the mod, just trying to contribute to, what i can tell, is the best mod for Sins i have ever seen.

1. A Agricultural planet. Solar empires have an immense number of citizens, and sometimes an empire might need to terraform an entire planet into a farm planet to help feed the masses, perhaps it was abandoned or the natives currently use it. Good for trade, as well as a tourist attraction to see all the beautiful farms and crops.

2. Maximum Security Penal Planet. Every government has a prison, i am suggesting this mainly after having watched The Chronicles of Riddick (yet again). Perhaps something along the lines of Crematoria. Which, in case you haven't seen the fore mentioned movie, was a barren planet that had an large underground prison that help the most dangerous of criminals in the area. Probably have good Tactical slots, but penalty to pop.

3. Research facilities. An entire planet that was dedicated to research, labs cover its surface. More likely to have an artifact, maybe an increase in ship production.

4. Ruins of an alien species. perhaps a planet that was more recently discovered that was covered in ruined buildings from a civilization never before encountered. good tourist attraction, perhaps has prebuilt (but shut down) turrets surrounding it. could be captured when you own the planet, similar to ship graveyard.

5. Jungle planet. Yeah nothing too new, you already have a forest planet. But i thought i would throw it in since a jungle planet would get more rain fall, even dangerous wild life. But would have good trade options because of the massive amount of varied flora and possible medicines.

Thats it for me right now. yet again Fantastic mod! can't wait for 1.4 to come out!

-Zachery Gangrel
Reply #684 Top
Just out of curiosity, what's the relic planet supposed to BE, exactly? I have no problems with it, I just like to be able to visualize what all the planets are like. I saw some earlier discussion about it but it never seemed to touch on that question.
Reply #685 Top
I used Korriban (from Star Wars) as an analogy to my brother. Abandoned or empty world, lots of ruins, some valuable stuff, but also maybe something...vicious lurking in the shadows.
Reply #687 Top
Hey Uzii, first off awesome mod!

I've been running the newest version and I'm getting a MiniDump error that crashes the game. I'm playing on a random huge map, one star, as TEC, against one hard Advent CPU. The computer sends it's already damaged carrier towards one of my planets, my bombers kill it, and the game crashes shortly after the explosion, regardless if I'm zoomed in or not.

I did not notice any errors like this in previous versions of this mod.

Any other details I can provide, lemme know. I'll do my best. :)
Reply #688 Top
I've got an idea for a planet:

Black dwarf - Well, technically not a planet, but you get the idea. This should have minimal colonization, but a large gravity well as well as a ton of logistics and tactical slots, due to its extremely high gravity. Make the population cap virtually zero, and unexplorable. No upgrades at all, either, but give them a bonus that increases antimatter recharge times of nearby ships, call it Lingering Radiation or something. Lingering Radiation should also make population growth impossible, by decreasing the growth rate by 100%, if that's possible.

Amazing mod, by the way. Keep up the good work!
Reply #689 Top
Psion, I can't stress this enough: if you have a crash or bug in a mod, the easiest way to get it fixed is to enable logging in your user.settings file, and send the log to whoever made the mod. These logs really help, and if there's something going wrong that leads to the minidump, Uzii will be able to fix it.
Reply #690 Top
@ Zachery Gangrel
Mmmm... Some nice ideas there. 1 and 2 definitely sound good, and could quite easily be put in. I'd have to think of something that would make them stand out, but I like the ideas. 3 is not doable at present, I tried adjusting research from a planet for the Relic world, but failed, they just aren't compatible at the moment. 4, interesting, but quite similar to the Relic world, and 5, like you said ;), too similar to the Forest and Swamp worlds. Thanks for the ideas.

@ amishmonster
Good question; Well, I imagined it to be similar to Zachery's point 4. An abandoned or dead world which once housed another species. Hence the eerie looking structures and their glow. I also took into account that they may have something to do with the Advent, as I based the planet on a Desert world, having read something about them liking those worlds because of... well, I can't really remember, but check the description on the Desert population increase research topics for the Advent.

@ Cypher
Interesting, but again, much like the Relic world.

@ PsionStorm
Strange. Could you do as Carbon said in the above post? Change your user.settings file to Logging TRUE. Then send or upload the log for me. Thank you.

@ WIck742
I'll consider it, but all this talk of Dwarf and Black/Brown/Red stuff is getting a bit boring. No offense to you, but it keeps popping up, and I'm aware it exists in real life, or whatever, but I think I will stick to 'Real' planets, if that makes sense? Thanks for the input though.

@ Carbon
Thank you sir, I hadn't even thought of this, it would help me infinitely in the search for bugs other people get.

Thanks again to everyone for the feedback.
Reply #691 Top
just wanted to say that this is an awesome mod!

it incorporates meanwhile so many additions, it's just great!!

keep it up!  :CONGRAT: 
Reply #692 Top
Not to get away from the mod, but as far as I know it would be utterly impossible to colonize a red dwarf/white dwarf/hypothetical black dwarf. They're all super-dense stars and couldn't support any kind of life or surface development. So, as cool as these would look, we can probably put that idea to bed for now :) No offense to anyone's suggestions, just trying to keep it vaguely scientific ;)
Reply #693 Top
OK, bug report.

The game crashes as a unit approaches to those added planets, when the the quality of planet is 'highest' in the setting.

When I changes 'highest' to 'high', the game does not crash at all. But I am too used to live with highest setting on planet quality. And it is more annoying since the quality difference in planets is more viable than other quality settings.
Reply #694 Top
Strange bug, and something that should really not be caused by my mod. I have always used the highest graphic settings on everything, and have never experienced a crash like that. So, now your turn:
1. Have you changed any of my mods files?
2. Have you changed any of the game files?
3. Are you using any other mods with mine (replacement packs)?
4. Have you merged my mod with any other mods?
5. How many times has this bug happened?
6. What race where you playing as when it happened?
7. What ships were you using when this happened (selected, and in gravity well)?
8. What new planets did this occur at?

I think thats it for now...
Reply #695 Top
No single change made on both your mod and original game files.

It always happens in highest quality mod, and(found another one) happens in high quality mod when I try to see the custom planet around by rotating the camera around the planet.

With any race, any ships it happens to -it seems- any planets. The game version is 1.3

I can't get any log files -the game does not even has chance to dump. It simply crashes...


Edit : I used the preview mod and the game immediately did not crash. The texture/design of the planets are awesome. Nice work.

But after a while the game crashes when I rotate the camera around swamp planets. Did you use any special effects on those planets? Maybe my video card driver is the problem, but I had not gotten any errors/crashes on this game so far except with your mod.
Reply #696 Top
No dump? Sound more like a graphics card or driver issue. A crash with a dump is always a user error (me), but no dump, most of the time, is something a little deeper, either in the game files(if so it would have happened to others) or in the computer's files. Now, I'm out of my league here, but have you got the latest driver for your card, and what OS are you using?

Edit: I strongly suggest getting the latest driver update for your card. I have used a slightly different way to save the texture files in 1.3, but it shouldn't really effect it as the end product of the save is the same as before.
Reply #697 Top
OK, I did more testing, and sometimes it gives me dump files, sometimes it does not.

I am using windows Vista, all updated applied. Yes, I am currently using very recent video card driver, but let me try really latest one..
Reply #698 Top
This is weird, and I'm afraid to say, I'm running out of options. Perhaps, like a lot of things I encounter, this is a Vista issue. Failing the above, all I have left to suggest is to do a fresh download and install of my mod. Delete it totally from your computer, and extract it again from the newly downloaded one, maybe try the other link you didn't use before, perhaps something was corrupted somewhere along the lines. Good luck, and any advancements, please drop in and post.
Reply #699 Top
I tried everything you suggested and it still does not work.

Oh well, I guess the problem may lie on drivers and Vista, but I am not sure. Guess I need to give up on this mod.

If you used different method on 1.3, can I try previous versions?