- 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....

3,497,137 views 1,334 replies +1 Loading…
Reply #376 Top
Well, I'm checking again and it doesn't seem to have changed. It might be the actual entry/exit area but with no effect on the visual area.

Either way, the new Naval Base planets are scary, though I've noticed their bonuses only apply to capships and defenses. This intentional?

The range-boost is really nice for defense platforms though. :D
Reply #377 Top
the new Naval Base planets are scary, though I've noticed their bonuses only apply to capships and defenses. This intentional?
End of quote


Well, yes and no. I was going to make it for all friendly ships and platforms, however, when the planet is neutral (not colony whatsoever) the bonus applies to everyone, even the militia guarding it. I wouldn't mind it if the Militia had a colony, but this happened with nothing owning the planet. So, I changed it to Guns and Capital ships, so no militia ships would get it (as they never have capital ships, and there also seems to be a bug when they do), and they have to have a colony present for rebel Guns to be present (so they would have the ability). So it all seems logical.

I'll back this up by saying my reasoning behind it; The massive guns on the platforms and the Capital ship are going to have plenty of room for targeting equipment etc, so by utilising the Targeting Array on the planet, they can further increase their range and accuracy.

Edit: Plus, if it applied to all friendly ships, it would be far to strong, and I would have to tone it down, a lot. This increase is large and very effective, but it only effects a small selection of units.
Reply #378 Top
do u think its possible with texture transparency to make a planet look like this maybe a future torn planet project

WWW Link
Reply #379 Top
@Uzii; yeah, I imagine that'd be really hellish. At first I thought it did apply to the militia, which would have been pretty nasty. It then kinda clicked that they couldn't have, since I steamrolled them.

Ah well. I'll settle for the bonuses only going to turrets and capships - like I said, really nice for gun defenses. I have a Naval Base right next to the Pirate Base (a nice little coincidence of a Medium Random, IMO) in the skirmish I'm playing right now that they love to attack, and the gun turrets just tear through their raid fleets even though I haven't upgraded my beam weapon damage much. ;)

Ed: Food for thought; I've noticed some asteroids get a "Completely Hollow Core" ability. Maybe a side-effect of this should be an increase in population cap, due to the ease of constructing internal housing?
Reply #380 Top
@ Deckard666
Not without modeling. The clear bits of the planet would show nothing in the middle, no rock, no broken core, just emptiness.

@ Exo
Now that is a nice little coincidence. ;)

I may adopt the Hollow Core theory, but I have other bonuses that increase pop-cap in underground bits. I was solely for the opposite effect of Super Dense Core.
Reply #381 Top
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.
End of quote


Uzii: You are a scholar and a gentleman. Thanks for the prompt and thorough reply, and for all of your hard work in this excellent mod.
Reply #382 Top
Uzii, I constructed a custom map last night to test out all the new planets. I have to say that I enjoyed all the new planet types and bonuses, with one exception. There's a bonus called deadly secret that showed up on an oceanic planet and wiped out any attempt to colonize right away. It looks like this was the desired effect, but I'm not sure. Other than that, everything else looks great. There were no visual issues or performance hits at all.

After manually having increased the bonus and artifact density, I think the variety of planets on top of all the bonuses to be found made for a much more varied and interesting match up with the AI. Planets were much more valuable and desirable to hold on to and I found myself picking planets to conquer from my enemies based on what kind they were instead of where they were.

Nice work! The variety adds more depth to the game, more unique experiences, and more color. :)
Reply #383 Top
Ah, yes. Deadly Secret. Uzii's un-Easter Egg. It sucks when you get stuck with it, but I have to say that I really like the idea of planets with negative effects. It reminds me of the days of identifying items in RPGs and getting a really nasty effect that actually made the sword/helmet/what-have-you worth less than it would have been had I not identified it...!  ;) 
Reply #384 Top
@ jdhas
Thank you sir. You answered the question before I could even read it. And no problem about the explanation. You were the first to ask, since then numerous people have asked a similar question, and for each one the answer I give gets smaller and simpler ;)

@ Dragon
I'm glad you are enjoying it, and have increased the density of the Bonuses. With this enabled, like you said, everything is a lot more interesting.

As for the Deadly Secret, yes, it is a bit of a bugger, but I think it is the only negative effect you can get through exploration, and it is pretty rare. Most of the negative effects you get when you colonise or discover a planet. I have yet to find it in a game (LAN with a friend), and am waiting for it to pop up, especially if its not on my planet :D

Thank you both for the comments, greatly appreciated.
Reply #385 Top
As for the Deadly Secret, yes, it is a bit of a bugger, but I think it is the only negative effect you can get through exploration, and it is pretty rare. Most of the negative effects you get when you colonise or discover a planet.
End of quote


Not entirely accurate. :) Can't remember which planet it was, but through exploration I got Diseased Planet and Foul Smell, I was very sad with my horrible luck on that one. I think it was stuck at 0 population, even with upgrades. It may have just been an asteroid but oddly enough it was the choke point for my area, I needed to have it well guarded lol. Nevermind I remember now, it was a Toxic planet lol, that explains why those negative effects would be possible with exploration. But yeah it was like, insult to injury, type thing. I get a Toxic planet at my choke point, so already not great, then I get those 2 "bonuses" hehe.

I'm not sure now... but they could have been from colonizing, but I don't think they were... dangit, now you got me thinking I'm not remembering correctly lol. :P

EDIT: I should really stop typing what I'm thinking and just go back and edit things so it's not just one continuous thought lol.
Reply #386 Top
Also remember that it goes both ways. You can get multiple harmful effects, or multiple beneficial. I think I mentioned once a planet with a double Slaves bonus, which meant free (!) planet developments.

Good to hear I wasn't the only one who came up with the Relic World-type idea. Although here's another thought...depending on how big of a bonus they give, perhaps increase the chances of harmful bonuses. You never know what's lurking in the room right before the ancient warp drive, after all...
Reply #387 Top
@ Zelfster
Trust me, they were already there ;) You can't see them until you colonise them though.

@ Cypher
Ha, thats very nice. Must have been a 3 way war, in which only one faction came out on top, and enslaved the other two :D

An interesting concept, there will definitely be side effects by owning this planet. But what they will be hasn't been thought of yet.
Reply #388 Top
Is there still a chance they can't be there when colonized Uzii? Cause my friend I was playing with, both his Toxic planets were clean after colonization.
Reply #389 Top
Well, you can still discover more bonuses, but as I mentioned, all but one bonus you gain from Exploring are positives. So his planets should be good ones, unless of course he is unlucky and discovers something he shouldn't have, if you know what I mean ;)
Reply #390 Top
Just to be clear, I wasn't complaining about "deadly secret". I was just bringing it up to make sure extra 0's weren't there by accident. :) I like the variety that both the positive and negative bonuses add. When they show up more often it's more like a worthwhile gamble to explore instead of just something to do when you've got tons of resources to burn.
Reply #391 Top
That was the plan. And the Deadly Secret, although rare, gives the Exploration a small risk too. Not just something you just do, but something that might not work out the way you want ;)

Oh, and I didn't take it is a complaint, I knew what you meant by it ;)
Reply #392 Top
I found impure metals on a roid I colonized and was like aw shit but then I explored found expert metal miners and I was like 10% less? not so bad now.



Since Impure metals= 60% less metal income and
Expert Metal Miners= 50%


And I also managed to get my hands on a Gas Giant with 2 Pockets of oxygen which was nice.
Reply #393 Top
And I also managed to get my hands on a Gas Giant with 2 Pockets of oxygen which was nice.
End of quote


Yeh, that can happen. Looks a bit weird, but mod Bonuses look ok with 2 in the same place, you can usually think of a reason for it ;)


Edit: Oh, and I'll be updating 1.2 to use the newly released Data files that IC has jst generously given us. ETA, about an hour.
Reply #394 Top
Is it me or does download link not work? :S

Edit:
Nvm I was being stupid


Awesome mod :)
Reply #395 Top
Awsome!

Btw the link is bad http://http://

http://rapidshare.com/files/99574407/Sins_Plus__by_Uzii__v1-2b.7z.html
Reply #396 Top
Can we merge bailknight_graphicmod with sins plus???
Because i realy want to use both of them! :)
Reply #397 Top
Carrying on from my earlier notes on that game I was playing; the Pirate Base also had the Black Market bonus, which meant that with only 1 trade port it was rivalling a desert trade world (with 6 ports) for trade income. :D
Reply #398 Top
Can we merge bailknight_graphicmod with sins plus???Because i realy want to use both of them!
End of quote



Just download them both , install the Sins plus mod then extract JUST the particles and mesh folder from the bailknights graphic mod over to sins plus mod folder.
Reply #399 Top
@ DarkLord & PirateNeil
My mistake, the 'Add Link' button is slightly unpredictable. It is now fixed, with another 2 links. I was lucky enough to upload it before the forum blackout I encountered last night(GMT). Only just these few minutes been able to get back on. Very weird.

And thanks for the comments ;)

@ Thoth333
If you have BailKnight's permission, then its fine. You can merge mine with his and release it if you get his permission.

@ Exo
Yes, that is actually from 1.1. It is always on the Pirate Base, much like the 'Pirate Treasure' or whatever the Bonus is that you always get. However, I had to increase the Civilian slots on Pirate Bases in order for the Bonus to be effective. I only increased it by 4 so you would pretty much have to build a Trade Port, unless you really needed another structure, which would make the bonus useless.

Thanks for all your feedback.
Reply #400 Top
Could be nasty as TEC with Development Mandate. 2 tradeports with the output of 10! :SURPRISED:

Have you considered adding additional black market bonuses to other worlds? If there were a way to alter the planet's max allegiance through bonuses, it might be nice to see some lower-grade (only +50-150%?) versions that have some negative associations as well, such as a reduction to allegiance (due to criminal elements) and such.