- 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....

3,497,085 views 1,334 replies +1 Loading…
Reply #426 Top
Not sure if this has been asked before, but is it possible to provide weighting on random maps to determine which types of planets end up where? For example, it would make more sense to me for Industrial and Urban type planets to have a large number of phase lanes as sort of a hub type system; wheras you'd probably find naval bases showing up at natural choke points with 2 or 3 phase lane inroads tops. Is this doable without making your own map by hand?
Reply #427 Top
@ RJs68Olds
I like that idea, but you answered it 'spot on' yourself. It would have to be done in the Galaxy Forge, or possibly the in-game map maker. At the moment I don't think there is a way to weight planet positions and Phase lanes just through the planet file. A good thought though, nonetheless.
Reply #428 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 ) and the chance of missing a file is high (as above ). 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
End of quote



Allot of it is trial and error also. it took me a few tries to merge sins plus 1.2b + Texture pack I + bailknights graphical mod. the more you merge the harder it gets because you can easily miss files like you stated earlier also :3 its also best to test it after each merger so you have an easier time finding a problem (ie it is easier to find a problem with merging 2 mods than after adding 5 mods together and then trying to find the problem).

Reply #429 Top
Yep, I totally agree, one step at a time. I have done all I can to aid merging my mod with another, now if every author did a list like this of changed files, it would be a lot easier to do. The problem is, most mods alter, rather than add, so their list would be massive.
Reply #430 Top
hey Uzii do u think its possible to make a planet look totally different in game like
u could have a terraforming research option that overtime make a non terran planet
look terran after research with extra population caps..
Reply #431 Top
Uzii, I made a custom map on the galaxy forge tool using your mod, however when I try to load the map in game it minidumps. Yes, I do have your mod enabled when I attempt to load the map. Any advice on whats going wrong?
Reply #432 Top
@ Deckard
Sorry man, thats not possible at the moment. It is a very good idea, but until we get the Final Mods tools we can't even attempt this.

@ gtnroguespear
Strange. Did you use this file to put them in? I am not accustomed to the Galaxy Forge so I am of little help. Make sure all the obvious things are right; 1.2b of Sins Plus, and 1.03 of Sins.

I can't offer you more help than that I'm afraid, perhaps contact the author of the above mentioned link. He may be able to help you further.

Sorry I can't be of more help, you could upload the map somewhere and post the link, I'll try and have a look, see what might be causing it, if you like.

Reply #433 Top
Uzii,
Once again you have out done yourself. I had no idea that you added 4 more planet types. I am becoming a big fan of your work. You are really bringing back the old games of exploration, like Master of Orion and Star Control. I plan on downloading them immediatley, as I was waiting for you to update the mod for ver. 1.03. With your permission as before, I plan on integrating them into my Atlantis (Ancient Ones) mod, and merging it with Bailknight's mod and the skybox mod, all with their permission too course. I am posting new screenshots soon, so hopefully you will check it out.
I have a question for you though. I retextured a volcanic planet, and I call it the "Shattered" world. It looks like the core blew open, and you can see the core glowing through the crust. How do you add it into the game? I tried to copy what you had done, and edited the Galaxy Forge file so that I could put it in to test so that I could send a screenshot, but I either got a planet with no texture (looked like a creepy black sphere with clouds) or a error that dumped me out as soon as I loaded the mod. Any help you can provide would be great.
If you can, either post here or on my page. Thank you very much, and keep up the awesome work.

DANMAN
Reply #434 Top
The easiest way to test a texture is to temporarily replace one of the texture from my mod, with yours. Just name it the same, and take out the original so you can put it back in later.

Actually putting in a new planet takes a lot more, and if you are just previewing it, I would stick to the above mentioned method.

And thanks for the positive comments ;)
Reply #435 Top
Deleted Double Post. Curse these forums for being so unpredictable.
Reply #436 Top
Hey Uzii , any chance of merging this mod in yours? with permissions ofcause

https://forums.sinsofasolarempire.com/302242

Reply #437 Top
Yeh, you can merge without my permission ;)

If you want to release it, then thats OK too. I'm sure you'll give credit, especially after all that ho-har in that other thread ;) :D Damn that got blown out of proportion.

I notice that author has another out, feel free to merge that one as well if you need to.

Good luck, and any problems I'll do my best. Oh, and don't forget the 'Changed Files' list I have included with my mod, I knew it would come in handy somewhere, to someone. :D
Reply #438 Top
I have no idea how to merge those , was ok with the texture packs / upgrades but with the phaser/pirate race mod im failing with minidumps. No idea what to merge and what to edit

Booo

Just want to play this excellent sins plus with some new races
Reply #439 Top
There no real easy way for me to explain how to do it, other than get some sort of file comparer, and merge each 2 files of the same name together.
Reply #440 Top
Is it possible to easily make this mod work with "Bailknight`s Graphic Mod - Ver1.1" ? :)

Edit: NM if it is complicated, im not sure if I need "Bailknight`s Graphic Mod - Ver1.1" When I have this ^.^!
Reply #441 Top
This popped up earlier:

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.
End of quote


I haven't tried this, but I think it works.
Reply #442 Top
This popped up earlier:Can we merge bailknight_graphicmod with sins plus???Because i realy want to use both of them!

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.

I haven't tried this, but I think it works.
End of quote


It works just dandy ;)

Reply #443 Top
Confirmed, works just fine
Reply #444 Top
hi Uzii just a small question i wanted to add an alt laser sound and added 2 lines to the CAPITALSHIP_TECHBATTLESHIP.entity and SoundEffects.entity but the reshearch icons
for gaz colonization became out of place ..any clue what i did wrong.
Reply #445 Top
This popped up earlier:Can we merge bailknight_graphicmod with sins plus???Because i realy want to use both of them!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.I haven't tried this, but I think it works.It works just dandy
End of quote




If you do this Uzii and post us a link.... you will become A God Among Men.

Reply #446 Top
I'm stuck too on this. I install the mod and trying to figure out what I am missing.

My 1st step was extracting the mod into: C:\Documents and Settings\**YOUR_USERNAME**\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods Folder.
Then I loaded the game and enabled the Mod in the Mod Settings along with +7 Cap Ships and +10000 Unit Cap.
Finally, I started a new Large Random map with the 5 star systems and everything is still the same.

I know the Mod systems works, because I have to enable the 10K Unit Cap before I load a save game, but I'm still not seeing the new planets after 1 hour of exploring the Galaxy.

Please Help.
Reply #447 Top
So far I think I may have it. I notice the Sins Plus 1.2 in red in the game menu now. But I don't see the new research selection yet.
Reply #448 Top
I don't know if anyone said anything about planet types... but I was wondering. I'm sort of influenced by MASS EFFECT if anyone's played it (very fun, somewhat short; but there is an expansion now) and I had the idea of an artifact world.
It's an old world left behind by an ancient civilization (advanced or not) and has some planetary bonuses that are quite interesting. Things such as gravity warp (a massive gravity well?), the ability to do some unique things (I don't think it's possible, but making special buildings or something), a MASSIVE pop cap that grows quickly, huge planet hp, and a texture similar to the Legendary ending planet of HALO 3. You can look up the video if you wish... Look up Legendary Ending Halo 3 or something. That's for advanced civilizations.
Talking of Halo 3 reminds me, maybe besides a superadvanced race planet, a machine world. A planet made completely by some civilization that is uniquely machine and has some crazy building bonuses.

I've done some of DIY modding, so I could lend a hand if I can get a short tut on how to work planetary bonuses.
Reply #449 Top
@ Deckard
Thats weird. Are you 100% sure those were the only two files you edited. The only files that would mess up the alignment are the Player files, the .Brushes files, or the RESEARCH file itself. Make sure, I mean dead sure, you haven't even touched the other files.

@ Kreyson
No can do I'm afraid. Firstly, I would need his permission, but direct from Icedude's Mod thread:
I got permission from Uzii to use his mod but bailknight wants to hold off until he can write up a merging guide.
End of quote

@ dongsweep
Some screenshot would help this problem infinitely. Namely, of the Folders in my mod(with address bar visible), and ingame where the research should be.

@ asianmaster
There is something remotely similar to the Artificial planet coming up in 1.3. I haven't played Halo 3 (don't have a 360, and I might as well wait for the PC release), so I don't have a clue on what you mean. And don't post any spoilers please, or you might wake up with a Horse's head lying next to you ;) :D

It has crossed my mind to include a Ring World however, but due to my very limited meshing skills, it isn't on my 'Todo' list. If someone can provide me with a ring shape, I'd gladly have a go texturing it.

Thanks for the feedback all, much appreciated.
Reply #450 Top
Hmm. I don't know what I did wrong, but I can't seem to install this awesome mod. I'm using Vista, so that's probably the problem, but there is no folder you specify to install into. I went into the game, and found out that this is where my Mods folder is: "C:\Users\*username*\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods". Problem being, that that anything after "*username*\" doesn't exist. At all.

So, I went and created it myself  :d , installed the mod into it, and it still doesn't work!  :SNIFF!: Why is this? I don't understand why my installation of Sins wouldn't create a mods folder. Sins is Vista-compatible. I just don't get it. Please help!

By the way, I am running Sins v1.3