- 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....

3,497,052 views 1,334 replies +1 Loading…
Reply #501 Top
You can't play two mods at the same time. You will have to merge them both into one mod. Merging can be difficult and time consuming. My mod has the Files that have been changed in a list, which is quite short as most of my files are new. You will need to see the author of Real Capital Ships and get him to write a similar list for you.

Conflicting files will need to be merged manually, which is easiest with a file comparer, I use a free program called 'Compare It!'. Good luck.
Reply #502 Top
Thanks but that stuff is beyond my abilities, Hopefully someone out there will do it until then I'll just have to decide :P
Reply #503 Top
Volcanic asteroids? More of a novelty thing I suppose, as they'd likely just be pulled into the star, but if it isn't too difficult, it would be a nice thing to see. Especially with TrueSpace; volcanic worlds with similarly melted orbitals.
Also, I like the graveyard idea, something I've wondered about myself. If the ships are to be capturable, does it mean that we may someday have marine frigates, for instance, that can dock with foreign ships and take them over, or landing craft that can take a planet without having to bomb it?
Reply #504 Top
@ Asiriya
Mmm... that would be novel as Asteroid don't have cores. I won't be too difficult to do, but what unique and interesting traits would they have? I will start to cut down on the number of new planets after 1.3, as they are becoming more and more similar to ones already existing. I will instead improve and expand on existing ones.

I tried adding a similar thing to the pods that colony frigates send down when they take over a planet, but that only seems to work when targeting a planet, not a ship. I have just made the range on the Capture Ship ability very small, so you have to get very close to it.
Reply #505 Top
Yea, this game needs to have a way to get more ships of varing types, like docking, deactivating, or anything else.
Reply #507 Top
You need an acidic planet like Venus.
End of quote

Too similar to Toxic I'm afraid. A Radiated planet may make an appearance in 1.4, but like I said, new planets are going to become a lot less frequent, and will only be included if they are dissimilar from the others.
Reply #508 Top
@Uzii
Would capture ships be immediate? Like how u capture those mining facilities in non-colonizable gravity wells? Or would there be a delay?

Also can i ask what tools are u using to make this mod?

Thank you
Reply #509 Top
It is immediate, but you must be very close, the ability has a small recharge time, and costs a fair amount of Anti-Matter. I think its possible to put a delay in, but with all of the above it would just be too much. I'm looking into disabling their shields before capture too, but I'm still working on that.

Edit: Tools? Well, I have been using Notepad++, Photoshop CS2, and recently 'Compare It!', a free file comparer.
Reply #510 Top
@Uzii
Woah have you thought about allow players to capture ships whose shields are disable that has say only 20% of their hit points left?
Reply #511 Top
High density zoning and full Terran Lockdown techs should also increase Urban planet population.
A new planet bonus could be Population Center.
Bonus:
+50 max population
Reply #512 Top
@ Auggie
No. That is out of the scope for Sins Plus, and moving into altering gameplay significantly. I'm not even sure it could be done, as the number of 'Constraints' for abilities are very few. I was just thinking about making the derelict ships have their shields offline to begin with so it takes some time to get them into a combat-ready state.

@ IsotheWise
This has come up before:
5. I have tried a quick and nasty game with the new planets, and it looks as though the city-world does not get the same benefits of the tech upgrades for terran worlds with regards to population increases. I did not see a population increase for the city-worlds, and their population, although initially impressive, are not so impressive once terran worlds get all of their bonuses.
End of quote

My Response:
5. This is a good point. At the moment (testing as we speak), I have put in with Asteroids and Barren worlds where the research is Underground Tunneling, improving population with Subterranean cities. The reason I will stick to this, is mainly the exclusivity of Terran population upgrades to the TEC. They have 3 levels, whereas the other two races only have 1. At present I want everything to be as balanced as possible. Then, once the mod is stable and evolved somewhat, I will branch out into race specific research subjects. I will keep it in mind though. Also, I always went on the assumption that the Urban planet was heavily developed anyway, but I will keep in mind the population number, I may double that and see what feedback I get.
End of quote

I don't blame you for missing it, I only remembered it on the off chance, and had to search for it. ;)
Reply #513 Top
@uzii

I see... also with regards increasing the value of the 'planetBonusDensity' on the map i want to play on in MP. Does it mean both my friend and I have to edit that value? Or only the host?

also: Any other sneak peaks of 1.3? :D
Reply #514 Top
@Asiriya

I've tried adding in the ability to 'invade planets' and then capture them. But right now, whenever you capture a planet it destroys all previously built planet upgrades. It's effectively the same as 'bomb and colonise', except maybe for visual effect.
Reply #515 Top
@ Auggie
I would strongly recommend one person changes it, and the other gets that exact file off him. This would avoid any desyncs that may occur.

I'm going to start on the Planet textures today, so maybe tonight (GMT, for all you yanks ;)) I will post a few shots. I might also throw in some shots of the derelict frigates that may also appear in the Graveyards.

@ Cassig
I think with these mod tools, it simply can't be done.
Reply #516 Top
Cheers for the replies Uzii, Caasig.
As to what traits a volcanic asteroid might have, I don't know, as i said I'm not sure of their RL existence and so whether they should even be considered.
Reply #517 Top
I like to make a play very specific galaxies that i make on galaxy forge. is there someone working on getting the new planet types to show up there, I'm new to plus but I'm already enjoying the variety but the control freak in me doesn't want make a ton of weighted random planets.



edit: Never mind i figgered it out. just copy your GalaxyScenarioDef.galaxyScenarioDef and paste it in the forge file.
Reply #518 Top
@Uzii
Hmm what about if i made a map myself from the in game map creator (not galaxy forge) does that mean he automically downloads the map off me? Thus i dun have have to manually send the map to him (yes i changed the bonus density of that new map i made to 0.6 using notepad manually after i made the map)

With regards to volcanic asteriods wouldn't they be a piece of asteriod blasted off a volcanic planet due to either a collision with another planet or a comet hiting the volcanic planet? Thus i would suggest they have rich metal resources but maybe lower population (due to the heat and stuff). just my suggestions though

@Caasig

I am trying to figure that out as well its quite frustrating. If that can be done, lots of extremely fun things can be added to the game!
Reply #519 Top
As a note, Uzii, you may want to consider nerfing the Naval Base gravwell buffs a bit. As it is they make for stupidly powerful chokepoints that large fleets will probably have a hard time breaking.

They're nice and all, but they do seem rather over the top. ;)

Novaliths don't do much to them (you'd need at least two to kill one with a good planetary shield anyway, since Novas do 6k damage and the Naval has 10k base HP not counting anything it might get from bonuses and the shield) and the only way to clear out the defenses would be a massive volley of Kostura Cannon fire followed up by a Dark Armada.
Reply #520 Top
@ Auggie
I'm not sure how maps are transferred, but it would be a lot easier if you just tried it yourself, and see what happened. If you have problems, then get back to me. I can guess and hypothesise, but only trying it will give you a definitive answer.

@ Exo
Duly noted. What would you suggest for the balance? 40%, or 30% perhaps? Or even less? I haven't had a good game in a long time, so any feedback would be welcome.
Reply #521 Top
Hi Uzii, like your mod very much and thank you for the work u put in...mostly i do concentrade on mods that have SinsPlus integrated as it get's flower in the gameflow. Currently trying to do some maps including your planets and wondering if it is possible to 'mod' the stars either. Here i think about a 'dead star' so i could map a system only with uncolonizable planets, asteroids or wreckage...or probably a 'double-star' system or at least a supernova that eats-up all incoming ships.

In my eyes Sins has a lot of possibilities and options for further modding and challenging add-ons, as the basic game is quite good and charming.

So...what are your future plans regarding SinsPlus?
Reply #522 Top
When I try to combine your mod with a simple mod that I made, the research bar you added along with the research buttons don't show up right like when I run your mod as a standalone. I added three new researchs for combat, but changed nothing with the civilian side. Do you have any idea why this happens?
Reply #523 Top
New stars is a possibility. But there are only a few that would be significantly different from the ones in Vanilla. A Dead Star sounds good, but how would it be shown? A black texture, with no heat effect, and some strange ability? A Double Star is not really possible, as it would require modeling, quite a bit of it too. I was going to changed the abilities for each Star colour though, so they are slightly different from one another.

Future Plans? Well, there are a very select few new planets that I may add, and the selection of bonuses is high enough anyway, plus no one has given me any that are doable since 1.1's release. There will be a couple for 1.3, but after that, there won't be many more, unless they are very distinct. So instead of adding more planets and bonuses, I will concentrate on existing ones and improving them. I aim to give all planets, apart from the Vanilla ones, Abilities that effect either the planet or units/structures in orbit. Although these can't be randomised easily, they are ways to give the same effect, even though they are very long winded (copying large numbers of files with slight alteration to each). 3 of the new 4 Planets (one being the Graveyard, so technically not a planet) will have abilities, the Graveyard having a basic one just for disabling the ships to begin with, but the Swamp and Relic world's will have very interesting ones which I'm quite proud of.

Looking at about a week, maybe less for a Sins Plus 1.3 release now.

Edit: @ derbal213
Your first sentence isn't very clear, could you elaborate a bit? It works ok on its own, or with another mod? What did you change exactly? What version of Sins are you playing? Screenshots of what you see would also help me help you.
Reply #524 Top
The idea of different stars having different abilities sounds interesting Uzii. Blue stars are the hottest, with red or yellow being the coolest I believe, so would it be possible to have a blue star reduce hull strength or population, for instance? Maybe even, if its possible, a black hole that would automatically destroy any ships that jumped into its gravity well.
Reply #525 Top
Yes, I was going to have one of them reduce hull and shields slowly, and the Blue ones sounds best. 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.