- 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....

3,497,616 views 1,334 replies +1 Loading…
Reply #451 Top
Vista? *Shudders*

Err.. there are guides around for installing mods in vista, I'll have a look for them in a minute. Have you made all the folders 'Visible' (not Hidden)?
Reply #453 Top
Uzii - thanks for the quick reply! I don't know anything about Visible or Hidden on Vista, but I did a search for anything with Sins or Ironclad in it on my entire computer and it came up with nothing of the mods folder (...Ironclad Games\Sins...\Mods)

EDIT

Aha! That hidden thing gave me an idea. I dug up this: Hidden Files with Vista link and now I think I might be able to work this mod.
Reply #454 Top
A quick search, have you looked here:
For Vista users it should be located at:
C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods
End of quote

Courtesy of Icedude.
Reply #455 Top
Indeed, that's what I found in my Sins Option's menu. But, that Hidden files thing you were talking about was the key.

The link provided in my previous post explains what I needed to do. Then, I moved the folder into the hidden directory where it needed to go. After loading up Sins and being delighted to see your mod on my list, I tested it in a new game and it works!

Thanks for the help, Uzii.
Reply #456 Top
Ah, good to see you got it working, and even better to see you got it on your own, always learn better that way :D
Reply #457 Top
Indeed! Since getting Windows Vista I've been "learning better" about computers 50 times the rate of any other operating system! I'm sure Mircosoft could advertise truthfully about that point!  :LOL: I'm not sure if that's good or bad, but the stuff I've had to muck around with to get games to work on my Vista machine...well, you don't even want to know.  ;) 
Reply #458 Top
Yeah... I'll be waiting until Windows 7.0 comes out to upgrade from XP for that reason.
Reply #459 Top
Can you make it so that you can start on an urban planet? Colonization is spelt wrong on your new tech.
Reply #460 Top
Hmmm, this mod keeps crashing in multiplayer for absolutely no reason even though we all have the game updated and are all using the same version of the mod.

It's not even anything obvious, like telling ships to warp, or zooming in on the new planet textures. Any ideas?
Reply #461 Top
Thanks for making this add-on to SoSE! I and a few multi's enjoy it so. :)
Reply #462 Top
Uzii i did try to add a track in PlayerTech thats right why is it a problem adding lines to that file thats where the research alignment problem i occured..
musicThemeData
musicThemeCount 7 ---changed this to 8----
musicTheme "MUSIC_TEC_THEME_1"
musicTheme "MUSIC_TEC_QUIET_1"
musicTheme "MUSIC_TEC_MISC_1"
musicTheme "MUSIC_TEC_MISC_2"
musicTheme "MUSIC_BATTLE_7"
musicTheme "MUSIC_BATTLE_3" ----added this line here----
musicTheme "MUSIC_BATTLE_13"
musicTheme "MUSIC_TROUBLE_4"
scareThemeCount 2
musicTheme "MUSIC_BATTLE_7"
musicTheme "MUSIC_BATTLE_13"
announcementCount 1
musicTheme "MUSIC_TEC_ANNOUNCEMENT"
are there restriction to adding lines like this does the engine count the lines in file somewhere.......
Reply #464 Top
@ IsotheWise
I'm British/English whatever its called nowadays. This is how we spell it:
Colonise
Also, check the right hand list on this page.
Also, to answer you query about the starting planet; no, not really. It is defined in each map, rather than the game files. I could replace the TerranHome file with the Urban planet's, but this may create complications for other users, especially mod makers who use my Mod as a base.

@ DroneFragger
I really can't help much there. I have a LAN game going with a friend and have yet to experience a crash. Best thing I can suggest (and always have tried to emphasise this) is to post screenshots. Inside the folders, folder sizes, number of files, etc... all with the address bar visible. Also, screenshots of all your Mod Checksums, do be absolutely sure you have exactly the same mod.

@ Deckard
I've heard somewhere, that messing around in certain files buggers up the lines which are read. Two things I can suggest;
1) Don't do it.
2) Add the entry at the very bottom of the files, eg:
musicThemeData
musicThemeCount 1
musicTheme "MUSIC_BATTLE_3"
<--- Make sure you still leave the last line empty, but still there.

Can't really say much more, I haven't got much experience with the Player files.

@ asianmaster
Appreciated, but I do love solving problems, and when I'm really stuck, I'll post on the forum, but usually is has everyone else stumped too (:(
Thanks anyway ;)

And thanks to everyone for the feedback and comments.

Reply #465 Top
Uzii:

It's funny, you posted something in another thread just a few minutes ago about it being in "the evening." I was wondering what sort of exotic crack you were smoking because, in my typically US-centric mindset there's no way it could be any later where you are than where I am (in New England), and it's barely becoming "the evening" out there right now -- but the fact that you are on the "other side of the pond" certainly explains a lot.

:-D
Reply #466 Top
Ah ha, I try my best to keep an open mind when Online, with anything. BF2 taught me that. I always ended up playing with the Yanks as my work times are somewhat different than most. ;)

Edit: Just a heads up to those of you who are interested. You may have already seen it, but I have added a little 'Progress Report' of my next update, 1.3, to the bottom of the First Post. I'll just say now, 'Abilities' are the most time consuming of all of them.
Reply #467 Top
love your mod to death! when i have mine done ill send a request to ad yours to mine as so many others have.

:CONGRAT:

ds
Reply #468 Top
Uzi,

Thank you so much for the work you have done with this mod. I have been totally captivated by SoSE but, I had started to slow down a bit. Started getting that "but I have seen this already" Now the game seems fresh again and with the amount of variety your search-ables add it will stay that way for quite some time.

Thanks again  :CONGRAT: 
Reply #469 Top
Uzii, first, thanks much for the mod! I'm really enjoying the variety it adds.

One question/concern I have is that most of the new planet types have significantly more resource asteroids (and health, but I may be wrong on this) than the base planet types since 1.03 came out. Would it be possible for your next update to balance this out (i.e. restore the old asteroid quotas from before 1.03)? Thanks!
Reply #470 Top
@ xxx_diresaint_xxx & Kurrick
Thanks, always good to hear.

@ amishmonster
Could you elaborate a bit more? Being honest, I haven't really played 1.03 very much, and so am quite unfamiliar with it. Could you jot down a quick list of Planets you feel unbalanced, and which way they should be improved? Eg:
Urban Planet: Decrease in Trade Bonus. Increase in Civilians Slots. Decrease Tactical Slots. etc... Possibly by how much you feel is right too, eg: By 50%, By 4, etc...

I respect feedback like yours, because it usually doesn't appear as many people just accept the mod as it is and don't put in any feedback, but a little more info would go a long way to help me incorporate it. Thanks again :D
Reply #471 Top
I will only play with this mod on SoSE. SoSE planet types are way to generic and this mod really makes up for it. I like 2 of Nathanenglish's ideas for new planets, the Swamp and the Broken planet (As to how you would put a Broken planet into SoSE, I don't know). However I think the Jungle is too much like the Forest, the Dune is too much like the Desert and the Dead world is too much like the Barren.

I would really be careful about adding too many more planets unless there are really distinct from the one's already int he game. You have a very nice variety right now.

One complaint I have is the Old Naval Base planet looks just like a Forest planet. They both have good textures but they are both to similar looking. I would suggest getting a different texture for the Old Naval Base.
Reply #472 Top
@ Munqaxus
Yes, the Broken Planet is currently beyond my skills, but the Swamp Planet is due for 1.3, with an Ability, albeit a basic one.

And believe me, I am trying to be careful about adding too many, I know exactly what you mean when you say that. I want every planet to be distinct, rather than another copy of a previous one. ;)

I understand your point about the Naval Base, but could you add a suggestion to what it should look like? Or better yet, texture one for me? I was stuck for an idea, and really the only thing that separates this planet from another is the present of the Naval Base. I might add more variants of it, maybe an Ice planet, and a Desert world, all with the distinct Target Symbol on them, and the White-Blue lights of the Bases on the Night side.
Reply #473 Top
Make it like a pirate base except with more TEC looking stuff. That way it would look more like an abandoned military installation rather than just a planet with a base on it.
Reply #474 Top
I want every planet to be distinct, rather than another copy of a previous one. I understand your point about the Naval Base, but could you add a suggestion to what it should look like? Or better yet, texture one for me? I was stuck for an idea, and really the only thing that separates this planet from another is the present of the Naval Base. I might add more variants of it, maybe an Ice planet, and a Desert world, all with the distinct Target Symbol on them, and the White-Blue lights of the Bases on the Night side.
End of quote


If this is the case, it might be better just to add a powerful "Naval Base" planet bonus to the mix, and do away with the separate planet type entirely.
Reply #475 Top
If this is the case, it might be better just to add a powerful "Naval Base" planet bonus to the mix, and do away with the separate planet type entirely.
End of quote
Lol, do you have an idea of how long winded that would be?;) 'Abilities', which give the most interesting Bonuses, as shown in 1.2, can only be always given to a Planet, or not at all, there is no 'Random' factor that seems to work. I've tried using the 'OnChance' trigger type in the Buff file, but this would mean that;
a)I could only have 4 possible 'Abilities' per planet,
b)They would all be displayed, but only the 'Active' ones would give their effect, and
c)One planet may have all of them active (Industrial, Military, and another two on the same planet; pretty silly really)

The other way to simulate this would be to create multiple planets of the same textures, with pretty much the same files, but giving the 'Abilities' to some of the copies. Then listing all of these new planets in the GalaxyScenarioDef file, and then weighting them in each category so that the chance of each is a small percentage. This is something I might try in 1.4 or later, but at this stage in the Mod's life, new planets are a lot more important than copying dozens and dozens of files to create a rather simple randomness effect.

@ DroneFragger
An interesting idea, I like that. Making it though would come under the modeling category, and as I've stated, I'm useless at. I would like to do this with a modified TEC structure, but increase the size. This however, is once again out of my league at present.

Thank you both for your input.