- 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....

3,497,045 views 1,334 replies +1 Loading…
Reply #351 Top
i am uploading the pics now thanks
Reply #352 Top
Working fine for me after installing it in the right folder and activating it under mods.
Reply #353 Top
Great mod Uzii, it really adds so much. I particuarlly love the paradise planet, makes me want to made pina coladas... anyway everything seems to be working fine. I'm trying to figure out that "relic/ancient" planet as we speak actually, now that I'm on spring break I'll have plenty of time for this game to consume.
Nice work, really.
Reply #354 Top
Great mod I love the new planets! Any hope of adding open space sectors instead of just heading planet to planet? Or organic beings flying around or other cosmic horrors :D? Thanks for the great mod makes things much more enjoyable!
Reply #355 Top
here are the screen shots
just tell me if you need more
http://i250.photobucket.com/albums/gg248/raffiy/ScreenShot_12.jpg<\link>
http://i250.photobucket.com/albums/gg248/raffiy/untitled.jpg<\link>
Reply #356 Top
@ Hoeus
Glad to hear it ;) I need more textures :d
Really though, its good to see you like it, and have you picked out your texture yet?

@ Kiedjor
One thing that has been mentioned, quite a few pages back (like, 10, its lost now :D), someone mentioned a ship graveyard. Thats all I'm saying, and if everything goes to plan, you might see something interesting in 1.3 ;)
Reply #357 Top
nevermind, i fiqured it out i accidently copied the actual folder the mod came in into the mods path and my (new)computer locked the files (stupid super high security- i'm going to have to fix that)
Reply #358 Top
Ah, I was going to say I'm pretty stumped. The only thing I noticed was the checksum out by 4, but that shouldn't have effected it to the extent that it did on your game.

Good to hear anyway, enjoy ;)
Reply #359 Top
Yay Uzii. Also just came back to find the 1.03 patch actually duplicates a couple of things already done with TME, so hurray for getting rid of files I don't need to change!

Question for you Uzii, what exactly is the point of the Paradise class world? Just based on the stats on screen, it seems to be mostly inferior to the other additions.
Reply #360 Top
uzii, this is the best mod i have seen for this game- it is truly beautiful and worth the work i had to put into it to figure out how to get it to work
one question though(i refuse to say last question..) is there supposed to be a huge number of rebels around urban planets? (it might just be the random map, i do not know if it controls rebels)
also does html work on these forums?
Reply #361 Top
Here's a suggestion that goes along with this mod I suppose...

Magnetic Clouds and Plasma Storms, I noticed Plasma Storms make it so you can't launch fighters, so that works heh. I haven't noticed anything bad for Magnetic Clouds, but maybe you can add in stuff like that.

Say for Magnetic Clouds it decreases accuracy, or maybe asteroid belts slow ship speed as there is extra maneuvering you'd be doing. I guess no one ever really likes having disadvantages but for some odd reason I do. :D

Still, maybe those times you get an Asteroid Belt at a choke point, you can set up fleet defense there. Maybe make the radius of the negative effect small so you can catch enemies as the go through it or make them take the safe but long way around?

Another thing I keep wanting but can't figure out a way to implement is space stations in planet sectors like those (Plasma Storms and the like) so that you can actually put some defenses in those areas.
Reply #362 Top
uzii, this is the best mod i have seen for this game- it is truly beautiful and worth the work i had to put into it to figure out how to get it to workone question though(i refuse to say last question..) is there supposed to be a huge number of rebels around urban planets? (it might just be the random map, i do not know if it controls rebels)also does html work on these forums?
End of quote


I think it is supposed to be that way, I've had 3 maps so far where each Urban planet is heavily guarded by mercenaries. I definitely like it as it's a great planet to take... I usually place like 8-10 Hangar Defenses on that planet, 1 Repair Bay, and then for civilian slots I fill it up with all Trade Ports and I make bank from that planet alone.

So, it seems intentional and I'm glad it is as it's definitely worth building up a big fleet to take it.
Reply #363 Top
@ Zelfster:

Try using a cap's abilities in a magnetic cloud ;)
Reply #364 Top
@ Zelfster:Try using a cap's abilities in a magnetic cloud
End of quote


I can figure out how to get Magnetic Clouds to have passive abilities. It's just the idea of being able to semi-colonize a Magnetic Cloud with Space Stations that I can't figure out hehe.
Reply #365 Top
Well, all those questions have been answered, that saves me some typing :D

And Aequitas, the Paradise Planet has a little something up its sleeve ;) Something that is not always used, but if you know how to use it well, it can be deadly.
Spoiler Below (highlight to view)
-
It has 100% Culture Bonus due to it being a Perfect Holiday Destination(Bonus)
-

I am having trouble keeping up with all these posts :SURPRISED:

Edit: Zelfster, I don't know if that has been found out yet, or even if its doable with the current mod tools.
Reply #366 Top
Heh, sorry for answering some of these questions for you. What can I say I'm bored. :D

EDIT: I would imagine it's not. Thought I'd just toss the idea out there though, who knows right?. :)
Reply #367 Top
Oh no, please do. I'm only one man, and I can't answer every post on here, although I give it a damn good go. Please, if you know the answer, feel free, no, feel encouraged, to reply, or say what you think may be right.
Reply #368 Top
@ Uzii: Thought it would be that, just wasn't sure going off of the stats provided (and I haven't had a chance to take it apart yet). Very nice.
Reply #369 Top
i am sorry this mod would be wonderful except for one thing, it disables the fleet size change on game settings . i.e. reverts back to the old standered fleet size . anyway to fix this in an update?

i.e. instead of 32 cap ships max with the large fleet size option, it goes back to 16 cap. thanks.
Reply #370 Top
Sigh... If it is in a file I needed to change then it won't be in 1.2. I've said this too many times to count now, and its getting late, I'm tired, so I'll give you the short and sweet version: Until the devs release the files us modders need, things like this will be gone from some mods.
Reply #371 Top
Or if they release a binary->text converter tool... :-/
Reply #373 Top
One good note I'm sure you'll be pleased to hear, Uzii, (if you haven't already) is that they seem to have fixed the issue with planet abilities not changing gravwell size - though they may not be at full strength, or there may be a minimum gravwell size.
Reply #374 Top
sounds very nice! thanks for addepting to 1.3 so fast :)
i'll test this one out as soon as i can  :CONGRAT: 
Reply #375 Top
@ Evenios
Hey no problem man. I probably came across like a bit of an asshole least night. Sorry, was tired and had just experienced a town-wide powercut, twice.

@ Exo2000
Although good to hear, I had a brief check, and couldn't see any effects. Was it the visible gravity well? Or just the Hyperspace entry/exit zone?

@ Thyalin
No problem. It wasn't too hard really, I had placed all my strings at the bottom of the .str file, so it was a copy and paste job. Hope you enjoy it.

Thanks to everyone for their feedback. And yes Aequitas, I just hope its sooner rather than later, would save a lot of messing around. ;)