- 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....

3,497,071 views 1,334 replies +1 Loading…
Reply #402 Top
@ Exo
It did cross my mind back in 1.1, but the allegiance can't be changed through bonuses, yet. So it would just be another +Trade bonus, and I've got plenty already ;)
Reply #403 Top
@Uzii

firstly thanks for a great mod! its superb! everythings good .. however i am playing as TEC and i got an urban planet..do u think the trade bonus is too much??

EDIT:SPELLING
Reply #404 Top
Keep up the good work, one of my 3 favorite mods as on current (with an interesting lone up of mods coming as people get more experienced with moding) anyhow, love the mod, looking forward to future updates.
Reply #405 Top
Thanks for all your effort in this it is great! I did notice that I cannot make some of the planets my capital, have you had this problem? Thanks - J
Reply #406 Top
@ Auggie12
Mmmm... An interesting point. I felt that the extremely strong militia presence around Urban planet was a good balance for it. However, I do see your point. Do any others feel the Trade Bonus is too strong, or the Tax Bonus? Any feedback on this particular issue would be most welcome.

@ StCobalt
Thats always good to hear. And yes, we have some real good mods for this game, and a nice range too. Some games can be over-populated with 'balance' mods, or 'graphics' mods, but we have been very lucky here, and have an excellent selection.

@ rugby9
This was intentional. Who would want a Toxic planet as a homeworld? However, in 1.3 I may put this back for all Planets, and leave that choice up to the Player. Good call.

Thanks for all you positive comments, they make it all worthwhile.
Reply #407 Top
Great mod Uzzi

As for urbans, no, they should be very valuable, maybe lower to 75 at most, but i like the way it is


Wondering if you know why changing .40 to .80 in planetarybonus seems to cause minidumps in multiplayer games,

trying to get 4 people with the same version and same Planetarybonus setting is a pain

after adjusting all 4 to 80, we are still getting mini dumps. oh well..

But we have to use this mod, makes the game much more emjoyable, and adds some stratagy. you don't jsut grab the 2-3 closest now, you go after the 2-3 best

Great job
Reply #408 Top
Thanks grazzit, I may lower it slightly.

As for the minidumps, thats strange. Do you all have the same Mod CheckSum as each other? That is usually a good way to find some errors.

Also, would it be possible for one person to alter the map you intend to play on, then send that exact file to the others? That way, you will all have the same map, right down to the byte.

I have been playing LAN with a friend and we upped the Bonus chance to 90%, or possibly 95% and encountered no errors once we got going.

Post back if any of these work, or don't. Maybe with a few screen shots perhaps?

Good luck, and thanks for the positive comments ;)
Reply #409 Top
I htink it is maybe the game in general, we all switched back to 40 and same problem.

and a lot of other people are haivng problems in multi



Oh one thought, not that you have to do it yet, since next patch will probably change this.

but the way they lowered asteroids, or more acuratly, the ability to raise resources, makes paradise planets not nearly as much fun..

0 asteroids, low tac slots.. had last game with 3 paradise as first 3 planets
was very very slow to get going


Side note: They really need to fix multiplayer, and the need for all players to have the same map settings is silly, esp since the settings are hard for some to find, should only matter on the hosts comp, others should dl the settings
Reply #410 Top
I stand by my post above, one person changes it, the others get it off them. Also, check your Mod Checksums, this is what they are there for, so you know you have exactly the same mod.

I haven't played MP yet, so I don't really know how it works, but if you know these people well, I recommend trying the above.

As for the Paradise Planet, that is unfortunate. However, you must use its strengths, not its weaknesses. Research your Culture upgrades (bonuses for ships etc in your culture) and construct a number in orbit above each planet. You will then rapidly engulf planets near you with friendly culture, and cause big problems on enemy planets.

I am also confused with: "but the way they lowered asteroids, or more acuratly, the ability to raise resources". I have very little play time with 1.03, so I don't really know what you are referring to here, sorry. (:(

Thanks for the feedback though ;)
Reply #411 Top
I think he may mean that the patch made the overall resource rock count lower. Asteroids can only have 2, I think Ice/Volcanic may be limited to 3, something like that. I haven't played enough to be sure, but I think that's the case now. Sounds like something fairly easy to mod in, though, perhaps as a part of this mod if you want.
Reply #412 Top
I agree on lowering the Trade income bonus on Urban planets. Whenever I get an Urban planet I build about 10 Trade Ports and like 8 Hangar Defenses and 2 Repair Hangars lol. That planet is nicely defended until I can get a fleet over there if someone attacks. But besides that, I think it comes out to around like 35 credits/sec just from Trade Ports alone, on one single planet. So definitely, 50% or 75% would be better, although I do love the 100%. =D
Reply #413 Top
@ Cypher
Mmmm... well, it's not in the Planet .entity files. I compared them with my ones from 1.02 and there were no changes to the Asteroid counts on all the planets. The only ones I didn't check were the Home planet files.

They may have changed the chances of getting an asteroid, but not the max possible for a planet.

@ Zelfster
Yes, I agree there. I think I will drop it down. Probably to 60%, a happy medium between 75% and 50%. And yes, they are very nice planets to have.

Thanks for the feedback and comments, always welcome.
Reply #414 Top
I am also confused with: "but the way they lowered asteroids, or more acuratly, the ability to raise resources". I have very little play time with 1.03, so I don't really know what you are referring to here, sorry. Thanks for the feedback though
End of quote


Pre 1.03
Asteroids would have 2 cry 2 metal, Vol/ICE 4 of their type, Desert 2 of each. This is if you had resources set to high.

Now there is no setting for resources. so its
1/1, 3, 1/2


We all dl'd the 1.2b, but ill check.. Many posts in the tech forum for mini dumps after 1.03,
but ill check your suggestions
Reply #415 Top
Oh, I haven't really played with increased resources, so thats why ;)

Good luck anyway, hope you find a solution.
Reply #416 Top
i was just wondering about something, now mind you i only play on around 50 planet max maps due to not wanting 20 min jumps (there evil) anyhow, i was just wondering about how often certain bonuses show up, some show up far less than others and so far I've only seen about 20-30 of the 45 of the bonuses. any way to increase the type of bonuses or multiple bonuses on one planet besides changing it to a higher rate in the map files?
Reply #417 Top
Some bonuses simply are not on planets. Overgrown won't show up on a Desert world, well, for obvious reasons :d

Some bonuses are more common on some planets, the Corrosive Atmosphere will show up a lot more often on a Gas Giant, than another planet type. However, there are simply more of that type in the 'possible list' for Gas Giants, meaning you could get 3 of the same bonus on one planet.

If you feel some bonuses should be on certain planets more often, or all the time, just go into the file, and change the relevant lines/lists/counts.

I always felt though, that changing the % chance in the map file, is the best way to see more bonuses.
Reply #418 Top
i was more or less thinking of getting like 4 different bonuses on 1 planet instead of getting a bonus on every planet, and come to think of it, i haven't really used gas giants so ima probably make a map with a few to see what shows up.
Reply #419 Top
@ GlArchIf 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.
End of quote


I'll check it, thanks :) I haven't played around with planets yet, so not familiar with the files used. Mostly toyed around with the other stuff in GameInfo and tried to learn the different commands. Trying to make a balanced mod that increases the war-part of Sins, don't need to change planets then :)
Reply #420 Top
@ StCobalt
If you increase the Bonus density to 100% then you will get a lot more bonuses on each planet. I haven't tried upping it further than that, but have you tried 150%?

@ GlArch
The planet files are quite simple, there are a few things I don't understand, but most of it is self explanatory. The only thing I can think you would want to change is the Tactical slots, and thats nice and easy ;)
Reply #421 Top
@ StCobaltIf you increase the Bonus density to 100% then you will get a lot more bonuses on each planet. I haven't tried upping it further than that, but have you tried 150%?@ GlArchThe planet files are quite simple, there are a few things I don't understand, but most of it is self explanatory. The only thing I can think you would want to change is the Tactical slots, and thats nice and easy
End of quote


Yeah, started changing pop and slots as higher damage on units means they have to cost more. However defense is kinda cheap, felt it lacked a bit in the game as a large force could just drive right trough em. Kudos for this mod, made it twice as good ;) Haven't yet encountered any urban planets, but only played 2 randoms thus far.

PS: There is no upper limit to bonuses ( at least I haven't encountered any yet ), but there is an upper limit for most total values. Armor is 13 if I am correct, anything above that causes a crash if the unit gets attacked with a certain amount of damage. ( Often resulting in a reboot ) For some odd reason the crash only happens if you are zoomed all the way in on the unit.
Reply #422 Top
How to: Combine with another mod

Extract all files in GameInfo modified PRIOR to 13.03.2008 (2.1b) into mod-folder
Extract everything else as usual into it's place in the mod-folder ( ref. ReadMe ) and textures.

This should be the following files from GameInfo:

AbilityIndustrialPlanet.entity

AbilityNavalBase.entity

BuffIndustrialPlanet.entity

BuffNavalBase.entity

GalaxyScenarioDef.galaxyScenarioDef

PlanetAsteroid.entity

PlanetBonusAtmo+.entity

PlanetBonusBigAss.entity

PlanetBonusBlack.entity

PlanetBonusComm.entity

PlanetBonusConstructO.entity

PlanetBonusConstructP.entity

PlanetBonusCorroA.entity

PlanetBonusDenseC.entity

PlanetBonusDenseJ.entity

PlanetBonusDesign1.entity

PlanetBonusDesign2.entity

PlanetBonusFlood.entity

PlanetBonusFreshWater.entity

PlanetBonusGalTrade.entity

PlanetBonusGameOver.entity

PlanetBonusGrav-.entity

PlanetBonusGrav+.entity

PlanetBonusHardAss.entity

PlanetBonusHoliday.entity

PlanetBonusHollow.entity

PlanetBonusImpureC.entity

PlanetBonusImpureM.entity

PlanetBonusLions.entity

PlanetBonusLooks-.entity

PlanetBonusLooks+.entity

PlanetBonusMilitary.entity

PlanetBonusMoon.entity

PlanetBonusMoon+1.entity

PlanetBonusO1.entity

PlanetBonusO2.entity

PlanetBonusOvergrown.entity

PlanetBonusPenalColony.entity

PlanetBonusPlague.entity

PlanetBonusPlantC.entity

PlanetBonusPlantM.entity

PlanetBonusRadiation.entity

PlanetBonusReligion-.entity

PlanetBonusReligion+.entity

PlanetBonusResin.entity

PlanetBonusRevolt.entity

PlanetBonusRevolt+1.entity

PlanetBonusSalvagerOutpost.entity

PlanetBonusSeismic.entity

PlanetBonusShield1.entity

PlanetBonusShield2.entity

PlanetBonusSlaves.entity

PlanetBonusSmell-.entity

PlanetBonusSmell+.entity

PlanetBonusSmug-.entity

PlanetBonusSmug+.entity

PlanetBonusStones.entity

PlanetBonusStorm.entity

PlanetBonusStrictSecurity.entity

PlanetBonusSubM.entity

PlanetBonusSubT.entity

PlanetBonusVacationCenter.entity

PlanetBonusWarTorn.entity

PlanetBonusWood.entity

PlanetBonusWood+.entity

PlanetBonusWood++.entity

PlanetCity.entity

PlanetDeadAsteroid.entity

PlanetDesert.entity

PlanetForest.entity

PlanetGasGiant.entity

PlanetIce.entity

PlanetIndustrial.entity

PlanetMilitary.entity

PlanetOcean.entity

PlanetParadise.entity

PlanetPirateBase.entity

PlanetRock.entity

PlanetTerran.entity

PlanetToxic.entity

PlanetVolcanic.entity

RESEARCHSUBJECT_PLANETACCESS_GASPHASE.entity

RESEARCHSUBJECT_PLANETACCESS_GASPSI.entity

RESEARCHSUBJECT_PLANETACCESS_GASTECH.entity

RESEARCHSUBJECT_POPULATIONCAPGASPHASE.entity

RESEARCHSUBJECT_POPULATIONCAPGASPSI.entity

RESEARCHSUBJECT_POPULATIONCAPGASTECH.entity

RESEARCHSUBJECT_POPULATIONCAPROCKPHASE.entity

RESEARCHSUBJECT_POPULATIONCAPROCKPSI.entity

RESEARCHSUBJECT_POPULATIONCAPROCKTECH.entity

If the mod you are combining this with uses any of these files, you have to manually change them to fit.
Reply #423 Top
Erm... As much as that was a nice thought, it was quite unneeded, and actually could be bug-causing if used. I have included a list of all the files I changed with my mod. All the other files are new and won't replace/be replaced by anything. All you need to do is make sure you either;
a) Merge the files I have listed when merging my mod with another, or
b) Use the files I have listed by replacing the originals.

Any mods out there will not include 90% of the above mentioned files as they are completely new. Only the Vanilla planets and the GalaxyScenraioDef are the ones I have changed which are on that list. You have failed to mention the Player Files, which are imperative if the mod is to work, and a few of the Vanilla bonuses, which I slightly altered.

As much as I appreciate your willingness to help others, please leave this stuff to the Authors.
Reply #424 Top
If editing was possible I would have added the player files, I missed em. However, using only the files you listed caused a crash for me, with those listed ( pluss the ones I forgot ) I did not get a crash. In both cases I added your mod on top of another.
Reply #425 Top
No, I think you may have mis-interpreted. The file list I have given, is files I have changed. The new files which still must be put in are not listed as when merging them they will not replace or be replaced.

I can right a list like the above with all new and edited files, but the list would be long (as above :d) and the chance of missing a file is high (as above ;) :D).

The way I would merge mods would probably be to start with my mod as a base, then add another mod to mine (replace everything when asked). The new files will still be there from my mod, as nothing replaces them, so they are OK. Now I would view the 'Changed Files' list, and re-extract those files from my mod's .zip to a temporary location, and then merge these with the ones from the other mod(s).

I hope thats all clear, it is hard to write down, and I end up confusing myself sometimes :D