- 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....

3,497,196 views 1,334 replies +1 Loading…
Reply #301 Top
Every thing seems to work, but if I do a random map(I used Huge Random) none of the new(1.2) planets pop up. 1.1 planets are still there. I can go to the map maker and put in the planets, but Random- Mix does not seem to use the new planets.
Reply #302 Top
Forest worlds should have a bit more health than normal terran worlds, due to the fact that they are completely covered in forests and foilage, which would slightly postpone any toxic effects from nuclear attacks from space etc, if you know what i mean :P
And perhaps a tiny bit lower popcap than terran planets (hey, its hard building cities around trees compared to an open grass field/savannah etc)?



AWESOME mod btw :)
I do wonder something, which i hope you will add sometime.. More stars..
We now have red stars, yellow stars, blue stars and green stars.
Could it be possible to increase the grav well for them? Relative to their type?

White Dwarf
Would have a tiny grav well, and a small mesh. Still has to be clearly white tough, not grey, obviously :P
Yellow
Same as the one ingame currently.
Neutron Star http://en.wikipedia.org/wiki/Neutron_star
Insanely tiny, as small as a city, but a gravwell like a normal star. Perhaps some sort of uber-tiny blue/violet mesh could represent it? With jets from the top-left and bottom-right if possible, rotating in 1 sec, fast as hell..
Green (some stars, our own sun included, emits some green light as well, tough our eyes interpret it as white because its so luminous)
Same as the one ingame now. Slightly bigger gravwell than a yellow or neutron star? :)
Black Hole
A "normal" sized black hole, gravwell of a size between Green stars and Red Giants. Perhaps borrow the wormhole effect, or since there is no star to feed on, it should be completely invisible. Hence basically just a gravwell with no star at all :P Or a tiny black sphere or whatever.
Red Giant
Much bigger mesh than the Yellow or Green stars, much bigger gravwell.
Violet (some white stars emit ultraviolet light, even tough we cant see it :P)
Pretty much the same as Blue Giants, just for some color variation.
Blue Giant
A bit bigger than the Red Giant gravwell, tiny bit bigger mesh?
Wolf-Rayet Star http://en.wikipedia.org/wiki/Wolf-Rayet_star
Pretty much a giant star with such strong solar winds that it rapidly looses its mass, until eventually collapsing into a black hole. Ingame it could be represented by a somewhat big mesh, a bit smaller than a red giant, but a new wild chaotic corona effect wisping around :)
Reply #303 Top
Was looking around to see why I wasn't getting the new planets either. Seems they weren't added to a few sections in the GalaxyScenarioDef.galaxyScenarioDef file.
Reply #304 Top
I also have not seen any of the new planets except in the galaxy builder. Hope you can fix this soon because the new planets look great and the new bonuses really continue to diversify the game. Also wanted to say the two new urban planet textures are amazing, hopefully you can continue to add more planet textures. That said great work.
Reply #305 Top
Uzii:
Can I perhaps convince you to pick a very explicit license (like this one, or some other CC license perhaps), so that people can have peace of mind as far as redistribution, perpetuality of the licensing and stuff like that goes...?

Just 'cause that other thread I won't mention here had me alarmed, I've seen too many modding communities be split due to license disagreements and stuff. :)
Reply #306 Top
To somewhat patch Uzii's new update, go to his...

GameInfo folder, then open up GalaxyScenarioDef.galaxyScenarioDef

Find the lines...



planetType
designName "WeightedNonIce"
designStringId "IDSGalaxyScenarioTypePlanetWeightedNonIce"
orbitBodyTypeCount 20



You'll see a bunch of planets listed under orbitBodyTypeCount.
Add in... Don't forget to increase orbitBodyTypeCount by 4.



orbitBodyType "Industrial"
orbitBodyType "Military"
orbitBodyType "Toxic"
orbitBodyType "Paradise"



Then repeat with some of the other planet types, such as "WeightedRandom" and "WeightedColonizable".

There are probably another few areas to add them in, even not add them in depending on the selected type, but I really just added them in to a few of those for a quick fix.

Hope this helps until Uzii gets back.
Reply #307 Top
The mod doesn't work well with 1.3(IE map selector in the singleplayer section start to weird out(example theyr all named "String not found" and most of the buttons have disappeared).
Reply #309 Top
i got a square texture for a forest planet any clue how to fix this ty great mod...

WWW Link
Reply #310 Top
Right, this is going to be a big post:

@ ArtificialIdiot
No idea, sorry man. I suspect not, but I could be wrong. The best thing I can suggest is try it. If it doesn't work, no matter. If it does then great. After I've sorted out a few things, and it doesn't work with 1.02 anymore, I will release a 1.02 compatible one.

@ brokenguns
Strange. You don't need to copy in the texture files like before, that may cause a crash. But other than that, I can't really help you, it loaded up fine on my PC. Might I suggest downloading again and deleting all Sins Plus folders, then install it again, from scratch. Also, you may need 1.03 in order to play S+1.2.

@ eviljim
Yes, I admit, I forgot that. I will add them to the relevant categories and update later. Thank you for the info.

@ Baleurion
I changed the Forest worlds for S+1.2, and I do agree with the increased health, good point. However, they already do have a smaller pop-cap than Terran worlds, so that will stay the same.

Stars are something on my 'To look Into' list. I will probably change their abilities, different stars with different Anti-Matter regen bonuses, and possibly their move radius, but making new stars is not a priority at present. Maybe in the distant future.

@ Zelfster and Komrade117
Yes, you are correct, and as above mentioned, I will update that minor snag soon.

And thank you Zelfster for that little temporary fix, much appreciated.

@ Bubb9
I hate to say this, but clearly you have made an mistake somewhere. I, and others can use this mod without those errors with 1.03.

Double check you have installed everything correctly, and make sure you are definitely using 1.03.

@ Fullmetaljester
Simply: Sins Plus 1.2 is compatible with Sins of a Solar Empire 1.03.

Complex: However, any changes made by 1.03 to files used in S+1.2 will not effect the game as they should do. Say 1.03 changes the Terran planet max pop-cap to 300, instead of 280. You will not get that change in S+1.2. You will still have Terran planets with 280 as their pop-cap. But, if the change was made to a file not altered in S+1.2, then you will get that change. These will be unit stats changes etc. I hope that makes it clearer.

@ Deckard666
Please make sure you have installed it correctly, and are using Sins of a Solar Empire 1.03.

Thank you all for the feedback, I will alter 1.2 now to incorporate the new planets into random maps, and slightly increase the planet health of Forest Worlds, probably by 1,000.

Edit: Sorry missed Radtoo ;)
@ Radtoo
I will look into that, thanks for the link. And yes, I was not entirely pleased with him using my textures, just slightly altered for his planets. Although he gave me thanks on the Stardock forum, he didn't in this one. But, to be honest, I wasn't overly impressed by them, they seemed very... odd.
Reply #311 Top
hey Uzii...minor enigma...so im suing gimp 2.0 for a little texture editing and erm well i downloaded a .dds plug in and that works fine i can load dds files and such but when i attempt to load a planet texture its extremely transparent. yes i've checked transparency lol you seem to know your stuff on this and well if any one here happens to have a solution for me please help me out =) thanks.
Reply #312 Top
Complex: However, any changes made by 1.03 to files used in S+1.2 will not effect the game as they should do. Say 1.03 changes the Terran planet max pop-cap to 300, instead of 280. You will not get that change in S+1.2. You will still have Terran planets with 280 as their pop-cap. But, if the change was made to a file not altered in S+1.2, then you will get that change. These will be unit stats changes etc. I hope that makes it clearer.
End of quote


Uzii,

Any plans to update your wonderful mod to include changes such as these from the 1.03 (and future) patch?
Reply #313 Top
hmm im not using 1.03 should i .. i copied my entire texture folder to your mod folder
and replaced that with your textures ..i will try to open the planet icons file to see if i see somthing there..
Reply #314 Top
@ Lurker1336
Ah, I don't use Gimp, but it sounds like its using the Alpha channels with the texture, and not separately like Photoshop does. Search Google for a way to view the Alpha Channels and RGB Channels separately, maybe in different windows or boxes.

@ jdhas
Well, I didn't want to type more, but seeing as you asked;

The files modders use are in text format. The files the game uses are in Binary, this includes files from patches. We as modders can not edit the Binary files from this game and therefore need to be given the text format equivalents by the devs. These are what make up the 'Reference Data' folder in the Beta Mod Tools download. So, whereas we (the modders) have the reference data from 1.02, the game is now using 1.03 files and their changes.

Put simply, there is no way, at present, for use to edit the 1.03 files. We can use the Binary files, but if our mod has changes in them, we must use our files from 1.02.

I hope that makes sense, its just a matter of time before the devs release them, so bare with us/them ;)

@ Deckard666
In that case, it appears you must have 1.03 installed. I'm sorry, and I will try to get a 1.02 compatible S+1.2 out soon.

Edit: I am uploading 1.2a now, this has to fixes mentioned above (random maps/forest planet HP)

Edit2: Here it is, Sins Plus 1.2a
Link:
Rapidshare.com

Basically, the only changes are the addition of the 4 new planets to the 'Random' Categories of the GalaxyScenarioDef file, and a slight increase to the Forest world max health. Enjoy.

I will now start work on a 1.02 compatible version. This may take some time, but should be done either today or tomorrow (GMT). Also, the forum is going to be fixed soon, which will be infinitely better than all these odd posts, for which I apologise.
Reply #316 Top
*shudders* I hate double posting, but this is the only way to get the first post change noticed. BUMP! :d

The first post now contains the new link to S+1.2 and has some info on the new planets.

Oh, and for all you modders and anyone else who hasn't been able to update their first post recently, its fixed now. Thank you... whoever fixed this (devs/mods/forum techs?)

Edit: Ha, didn't actually double post after all :D
Reply #317 Top
nice! got it, plan on trying it in depth this weekend (damn work).

So no research tech for toxic? Is it tied into Volcanic ala Oceanaic/Ice?

Keep up the good work Uzii.

KP
Reply #318 Top
So no research tech for toxic? Is it tied into Volcanic ala Oceanaic/Ice?
Keep up the good work Uzii.
KP
End of quote


Unfortunately, as it stand, we cannot include more than one custom planet type for research. I'm not sure why, but it is a pain in the ass. Hopefully the final mod tools will fix this, when they are released.

So; The Toxic is in the same category as the Barren world, asteroid, etc, and can be increased with Improved Tunneling. The other 3 are closer to Terran planets, and so they are covered by that research. I know this slightly favours the TEC, as they can upgrade once more than the other 2 races, but it shouldn't effect gameplay that much.

And thanks for the positive comments ;)
Reply #319 Top
Omg awesome! Industrial Planets? Old Naval Base? alot of hidden goodies :D
But one thing.. The Toxic planets.. ingame it says "Toxic Planet (texture by Whatshisname)"
Is it gonna be like that? :P
Reply #320 Top
@ Bubb9
I hate to say this, but clearly you have made an mistake somewhere. I, and others can use this mod without those errors with 1.03.

Double check you have installed everything correctly, and make sure you are definitely using 1.03.
End of quote



WWW Link
WWW Link
WWW Link

Please show me my mistake.
Reply #321 Top
@ Baleurion
Yes. At least until the next update. In order for people to have an incentive to freely do and give textures to me, I must at least offer them something in return. I know it is slightly mood-killing, but it is only in that area. I haven't plastered their names all over, just on the Planet name.

However, I do understand your point here, and it has given me an idea on how to include their names, outside the actual gameplay, but still in-game. I will look into it.

@ Bubb9
I don't know how to put this without sounding patronising, but you are using 1.1, the above is 1.2/1.2a. This discussion has moved on to 1.2, which is compatible with 1.03. Download the latest version and then try ;)
Reply #322 Top
I had yet to encounter a Paradise planet last night... stinkin' bad luck lol. Anyway, I have a question about it. Its stats are quite low so I'm guessing it comes with some trade income bonus, yes? Sort of like Forest planets (which I definitely like how you made come with that Valuable Timber bonus right off the bat.)

So, possibly similar to an Urban planet and Pirate base, you'll be building lots of trade stations at it? When I get home I was gonna look through the files to see which bonus it gets but I'm at work so I figure I can save myself the trouble of doing that and just ask.
Reply #323 Top
This game just gets better and better!

http://i265.photobucket.com/albums/ii227/NeilsouthGames/SinsofaSolarEmpire2008-03-1321-25-0.jpg

http://i265.photobucket.com/albums/ii227/NeilsouthGames/SinsofaSolarEmpire2008-03-1321-26-5.jpg

http://i265.photobucket.com/albums/ii227/NeilsouthGames/SinsofaSolarEmpire2008-03-1321-27-4.jpg

http://i265.photobucket.com/albums/ii227/NeilsouthGames/SinsofaSolarEmpire2008-03-1321-30-2.jpg

http://i265.photobucket.com/albums/ii227/NeilsouthGames/SinsofaSolarEmpire2008-03-1321-37-2.jpg

http://i265.photobucket.com/albums/ii227/NeilsouthGames/SinsofaSolarEmpire2008-03-1321-37-4.jpg

http://i265.photobucket.com/albums/ii227/NeilsouthGames/SinsofaSolarEmpire2008-03-1321-38-1.jpg
Reply #324 Top
Hey do I need to erase MOD v 1.1 after having installed patch 1.03? And do I have to erase MOD 1.1 before intalling MOD v1.2a??? How do I do this? THnks
Reply #325 Top
@ Zelfster
Make sure you have the 1.2a version, else you may not see the new planets in randomly generated maps.

I'm glad you like the Forest Bonus, someone said that it needed a 'purpose' so to speak. It was just too normal, like a Terran. Now it have distinct differences, namely, trade. Also, there are even better Timbers on Forest planets, but they have to be discovered, and are just like other bonuses (random chance to get).

You are right in your thinking about the Paradise planet, but its not trade. Yes, this planet is very weak, but, if you knew one side of a two sided war had control over, say, the Caribbean and all the other tropical islands on Earth, who side would you prefer? ;)

@ PirateNeilsouth
Good to see you like it. Is that first image from another mod, a texture replacement mod, I don't remember seeing it. Looks very nice, and detailed, even for a Gas Giant.


Edit:
@ Yilmael
It would be better for you and your hard drive space if you delete 1.1, and freshly install 1.2. You DO NOT have to have all the textures from the main directory now, so that will save you 1Gb of space. This is in the Readme, so I strongly suggest you read it, even though you may think you know what to do.

But, as long as you make a new folder for 1.2, you can still have both mods there. Just 1.1 won't work with 1.03.