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[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....

3,497,435 views 1,334 replies +1 Loading…
Reply #326 Top
does this work with the random maps already included in the map selection (you know not the ones you make with the in game map maker but the small/medium/large/giantic/ random maps you can select from the map lists? like does it automatically include the 8 new planets in the pool or not?

looks good though!
Reply #327 Top
Yeah, I haven't been home to download 1.2a yet, but with that little fix I made last night I should have still had the chance to run into one, just never did. And as I can see you want me to discover its bonus for myself.  :D 

But I can definitely see how some planets will be used for certain roles, like the Industrial planet I would just put all frigate factories on it so I can quickly build up a fleet there or reinforce a fleet. So... I am quite enjoying the new immersion these planets bring to the game.   :D  
Reply #328 Top
does this work with the random maps already included in the map selection (you know not the ones you make with the in game map maker but the small/medium/large/giantic/ random maps you can select from the map lists? like does it automatically include the 8 new planets in the pool or not?looks good though!
End of quote


Yep, it does.
Reply #329 Top
@ 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
End of quote


Not at all patronizing. And I'll check later tonight to see if it works.
Reply #331 Top
Thanks Zelfster for answering that one. If you(Evenios) have 1.2a then you should get all the new planets in the random maps.

Bubb, good to hear. It should do, lately the thread has been a mess due to the forum problem (not be able to update first post). I have the links scattered about. All fixed now though, and the one in the first is the one you want ;)

Good to hear Pheace. ;)
Reply #332 Top
Had a thought on a new planet type (or maybe just bonus) just now...Relic World was the best name I could put on it. Could be a holy site for some forgotten (or not) empire, or dotted with ruins of an ancient civilization, etc. Not quite sure what the differences would be, but it might be cool. (Sorry if someone brought this up, but I don't have time to check the thread until later. :p )
Reply #333 Top
Had a thought on a new planet type (or maybe just bonus) just now...Relic World was the best name I could put on it. Could be a holy site for some forgotten (or not) empire, or dotted with ruins of an ancient civilization, etc. Not quite sure what the differences would be, but it might be cool. (Sorry if someone brought this up, but I don't have time to check the thread until later. )
End of quote


That would be cool... maybe make it come with an artifact? :D As for bonuses maybe... if possible 5% decrease in research time?
Reply #334 Top
@ Cypher2612
Now that is strange. Just the other day I was kind of brainstorming some new planets for one of the texture guys in a PM, so he could choose which to do. I called it an Ancient Planet, but Relic sounds even better. I was going to run with a Research Bonus idea if I can get it to work, reduced price is already an Artifact, so I may be able to incorporate a similar, but smaller bonus just for controlling the planet. I'd like to do Research speed (just a few %), but I haven't seen that in game as an abilities/bonus. If anyone has any information on this, please share it.

Tomorrow I am going to have a play around and see what abilities will stick to planets. A very good idea, thank you Cypher. (Great minds think alike eh?) ;)

Edit: Great minds do think alike eh Zelfster?
Reply #336 Top
Thought I should read trough before asking, but got to page 5 and then were close to falling asleep. If it has been asked before, sorry :)
Which files within GameInfo is altered by this mod ? Trying to merge it with another mod, but having some problems.
Reply #337 Top
@ GlArch
If you have downloaded 1.2a then you should have a text file inside the .7z, next to the readme. That has all the files that have been changed.
Reply #338 Top
For increasing research speed or decreasing research time, however you look at it. =P You should take a look at RESEARCHSUBJECT_ARTIFACT_RESEARCHARCHIVE.entity in the GameInfo folder.



researchModifier
modifierType "ResearchCostAdjustment"
baseValue 0.000000
perLevelValue -0.250000



I know it's a lot of guess work but maybe you can change the modifierType to "ResearchSpeedAdjustment" or "ResearchTimeAdjustment"

I'll do some quick modding right now and test this out, I'll just add a planet bonus to asteroids or something for quick testing lol.
Reply #339 Top
Now that I don't have to have 1.07 GB's of data taking up space anymore, I will seriously give this a try and give some feedback later tonight. I've got a news report to watch first in about half an hour and then I'll give this mod a go. :)
Reply #340 Top
Unfortunately, changing it to time, I am pretty sure won't work. There is an off chance that it may, but I have tried similar things to no avail. The file you named and that section will be what I use, but it will probably be cost only, a few % decrease.

Of course, all this needs to be tested, as I don't know how it will react to having this bonus on a planet.

Edit: Good to hear another has joined our ranks ZJBDragon, welcome on board, and I hope you like it.
Reply #341 Top
from the Advent Research Topic that speeds up research:

researchModifier
.....modifierType "ResearchBuildRateAdjustment"
.....baseValue 0.000000
.....perLevelValue 0.111100

worth a try, i think.
Reply #342 Top
@ Kilumanjaro
Excellent. I haven't actually played as the Advent yet, and so didn't know that. Perfect, now just to put it in an ability format. That won't be forgotten sir, much thanks.
Reply #343 Top
I just noticed that file would not work, unless you changed around that artifact. Since I don't think you can really add a new artifact with the limited space that there is in the artifact tab. But yeah that file sets where you want the artifact pic to show up as well, so not positive if you could get it to work with that, can't figure out how an artifact gets that icon and bonus on a planet it's discovered at.

Seems you have to go with ability/buff somewhat inline with your NavalBase one. Maybe the "buffEntityModifierType" you could change for research speed? Dunno, just a few suggestions lol.

EDIT: Heh, I never played as Advent either... don't care much for their ship design, plus I've always been a human style player anyway lol. But that is good to know.
Reply #344 Top
Yes, I have to say, I wasn't thinking of making a new artifact, as there is no way to force it on certain planets. I could have used the Ability chunk of it, but this research speed one is exactly what I wanted. Lol, I also don't play as the Advent for those reasons too :d
Reply #345 Top
Haha, interesting. Well, I'll try fooling around with ability/buff and such also. I need to learn more modding. :p
Reply #346 Top
no matter what i do, this mod will not activate in-game.
The mod is properly placed in its own folder in my mods folder and i did not copy in the old texture files since i am running 1.03
To clarify, i am not getting any of the bonuses or new planets.
Will this mod also display the "sins plus" on the main menu when it is running correctly?
Reply #347 Top
Uzi about the screenshots...

Im using Texture pack 1 Planet and stars , Bailknights graphical mod and your new Sins Plus version :D
Reply #348 Top
@ raffiy
Yes, if the mod is active, then it will display the Sins Plus on the main menu. Have you got the latest version, 1.2a? The things you describe sound like 1.2 problems, have you checked to see if the new planets are in the drop down menu in the in-game map maker?

@ PirateNeil
Ah, the so called Uber Mod. Good to see it all working correctly ;)
Reply #349 Top
yes, it is 1.2a, and no they do not
also i was asking because the "sins plus" does not appear
Reply #350 Top
You've installed it wrong. Err.. Try completely removing it, then put it back in straight from the .7z. Make sure the whole folder is 263Mb (roughly, it may differ slightly). If that doesn't work, can you post some screens, namely; in-game with the mod checksum visible, and inside the mod folder with the address bar visible.