- 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....

3,497,407 views 1,334 replies +1 Loading…
Reply #801 Top
about that AI vs. graveyard thing if it includes the AI spaming ships in the graveyard, could you possibly make it so its ally to everybody, or maby a non unit, that spawns a unit when captured.

also uzii are you thinken about the thign i said were ever planet has a season?
Reply #802 Top
Just a quick word before I log off for the night:Ubel:Strange, but the AI might find some difficulties with my mod, somewhere.dizbmikuni:Tell you what, I'll release a GSD file without the ship graveyards tomorrow. So for anyone who wants to leave them out, can just replace that file. (GalaxyScenarioDef file by the way )SweZor:Thats VERY promising to hear. And thanks for the compliments, makes it all worth while.Everyone:If you have played Multiplayer or LAN with my mod with no problems, let me know. Thank you.
End of quote


Thanks Uzii for your quick response. I really appreciate a modder being so involved with their work to help everyone else. :D
Reply #803 Top
oh yah, i think i noticed an error, for you planet bonuses when you put planet cost, you make it a plus insted of a neg, they swaped it, if its possative its a good thing if its neg its a bad thing, so for building cost (ntocied on planet insurgency) you made it plus% so it acualy helps (if this is ment then nvm)insted of drops.

EDIT- srry its the opposite, build time is weird.
Reply #804 Top
oh yah, i think i noticed an error, for you planet bonuses when you put planet cost, you make it a plus insted of a neg, they swaped it, if its possative its a good thing if its neg its a bad thing, so for building cost (ntocied on planet insurgency) you made it plus% so it acualy helps (if this is ment then nvm)insted of drops.

EDIT- srry its the opposite, build time is weird.
End of quote
Wait, so they are reversed, or not? I'm total lost on that. Initially, increasing the build rate was good, but increasing the built cost was bad. Have they switch it so an increase is always positive, and a decrease is always negative?

Thanks Uzii for your quick response. I really appreciate a modder being so involved with their work to help everyone else.
End of quote
No problem, I'd like to get this mod to work for everyone, but unfortunately it can't always be done. The replacement GSD file is up, just replace the one in my mods GameInfo folder. This will remove the graveyard.
Reply #805 Top
K...

Firstly, AWESOME MOD!! Words can't express how much fun it's been :).

I was wondering a few things about some of the planets. The Old Naval Base and Relic planets seem a little weird in that I would expect things like that to be planet bonuses that could appear on any of the others, but am I right in thinking the special abilities can't be done that way?

Also, about the trouble people seem to be having with Relic planets and AI, is there also a problem with Swamp planets? The colonisation "seasons" seem like the kind of thing that could really confuse an AI.

You mentioned you were looking into making more neutral areas for 1.4... how about a Shattered Planet? Sort of like Alderan I suppose, but for gameplay purposes like a rich Asteroid Belt, with several neutral resource asteroids for grabs (possibly emphasis on metal, for the remnants of the planet's core).

Also, for the Industrial planets, can I suggest an "Plentiful Scrap" ability, with a small increase to metal rates and reduced construction costs (with recycling)? Perhaps "Abundant Scrap" as a more powerful version, with reduced population as well? I was thinking this would be a way to incorporate a Junkyard planet, but I didn't think it was unique enough for its own type...

Again, great mod!!
Reply #806 Top
@ DaFinchy
Thanks for the positive comments;
1. Like you said, these can't be applied as Bonuses unfortunately.
2. I don't think this is the problem, as the AI can easily deal with this effect when other things apply it to a planet.
3. I'll consider the Alderan idea, but no promises. I have quite a few 'definites' on my 1.4 list already.
4. These are a nice idea, and will probably be included in 1.4. Look out for your name in the credits if they are included. ;)
Thanks again.
Reply #807 Top
Just a random question. Will 1.3a of this mod be compatible with the Retail 1.4 that is coming out later this week? Or will all the mods have to be subsequently updated?
Reply #808 Top
Just a random question. Will 1.3a of this mod be compatible with the Retail 1.4 that is coming out later this week? Or will all the mods have to be subsequently updated?
End of quote

Some will, some won't. It is likely that I will begin work on S+ 1.4 when Sins 1.04 is released.
Reply #809 Top
HEY!

I was f-ing around with my game today and i decided to put the graphics to a minimal, then try the mod out....1,2,3--BAM....the mod works... my crash dump error hasnt shown up and Ive played 3 full (short) games today with the mod... If you seem to crash with a mini dump and ure running planet detail on very high, try turning it down to high or even medium and play... it worked for me, could work for you...

UZii you should look into that (if high or low settings change your outcomes for a minidump), it worked for me so maybe theres a chance to make this game MP again... By the way lovin da mod 120% more since i can play it now ;p keep up the good work :CONGRAT:
Reply #810 Top
I have found your bug, it has nothing to do with graphics or the Relic planet:

[21:15:48] Failed to convert '' to an enum value.
[21:15:49] Failed to convert 'GasGiant' to an enum value.
[21:15:50] Failed to convert 'GasGiant' to an enum value.
[21:15:50] Failed to convert 'GasGiant' to an enum value.
[21:15:50] Failed to convert 'GasGiant' to an enum value.
[21:15:50] Failed to convert 'GasGiant' to an enum value.
[21:15:50] Failed to convert 'GasGiant' to an enum value.
[21:15:50] Failed to convert 'GasGiant' to an enum value.
[21:15:50] Planet 'PlanetIndustrial' has a bonus that exceeds the maximum artifact upgrade level: PlanetBonusOutpost

Same error, three games.
Reply #812 Top
Woah, thats a really weird bug. It may have something to do with the 'Mip Maps' when saving a texture. Strange though, I will investigate. Thank you for finding this 'fix', I doubt I would have tried it ;)
Reply #813 Top
Mmm.. Can't edit my post, weird. Ubel, yes, they are both known to me, and I'll fix the Industrial Planet one in 1.4. It shouldn't affect gameplay though, and the GasGiant thing, I can't comprehend, it doesn't make any sense. Saying that however, in Sins 1.04 we have the option to find bugs and errors, which should be handy.
Reply #814 Top
[21:15:50] Failed to convert 'GasGiant' to an enum value.
End of quote


Though i haven't played the mod, I would guess that this error results from having Gas Giants as colonisable (well techincaly as the linked planet type in the research)
Basically from my own experiences it seems like instead of just linking straight from entity to entity, there is an as yet hidden reference which lists the correct "enum values", when the game comes across an incorrect enum value it will ignore it, which either makes the research effect everything or nothing depending on the specific modifier.
Reply #815 Top
So would you say, as a temporary fix, that removing gas giants and industrial planets will stop the problem? Or does the game load these values regardless.
Reply #816 Top
I believe it would have very minimal affect. It could be the cause of the MP issues, but I very much doubt it.
Reply #817 Top
ok, my last post might have been confusing, and i think i was very tired at the time, so there acualy might not be a problem. ill check later >.> but i noticed a problem with orbital constuction specialists, tac slots are 4 insted of 5. kinda annoying, kinda not, but im guessing its ment to be 5.

EDIT- did the math wrong earlier, so yah no prob exept with the tac slots.

EDIT2- also im wondering did you change the map makers norm starter planets, cause they're all making me start with 1 urban, 1 ice, 1 valcanic. and i didnt doctor that one. also the bonus densities are 1.00 and artifact is .33 (howed you know how i liked those settings?) it was very weird if not.

EDIT30 about the gas giant error, and indy error, something is making the artifact lvl go higher then the entire games max, the gas giants probly is glitching with the games inability to handle extra coloization research. it fails to recognize the research and the game is missing a step to fall back on if something goes wrong, the comp cant reduce it too fix a bug and instantly increase it again (maby, sutch is a non buggy game i would think) so when it cant stay or go back, the comp crashes. it also might be that both in conjunction (indy and GG) make the comp break, something to do with planetbonus outpost. since it is 2 for min and max, making it -1 min explore lvl for now could fix the problem. since if the comp tries to make it 2 and make it have planet bonus lvl 2 when it can only have -1 it'll make the comp crash. <(thats probly the best choise.)
about the ignore enum value thing if this is true, it would help explain my proposal, if it cant recognize an extra research, itll continue on and ignore it, then when the glitch happens it falls, because it ignored the wrong value andmade it so it cant change it.

so either make no research (as a test version first) or make planetbonusoutpost -1min and 2 max.
Reply #818 Top

Everyone:
If you have played Multiplayer or LAN with my mod with no problems, let me know. Thank you.
End of quote


I have played a 6 player ICO game of Sins Plus with no problems.
Reply #819 Top
german translation is ready for SoaSE 1.04  :HOT: 
Reply #820 Top
Everyone:If you have played Multiplayer or LAN with my mod with no problems, let me know. Thank you.I have played a 6 player ICO game of Sins Plus with no problems.
End of quote


Same here with adama repack.
Reply #821 Top
@ bandw2
1. What? 4 Tactical slots, 5 Tactical slots? What difference does this make? I'm totally confused as to what you are trying to say here, please elaborate further.
2. No. Things like that are restricted to map files and options only. It is the map you played that did this, not my mod.
3. The errors:
yes, they are both known to me, and I'll fix the Industrial Planet one in 1.4. It shouldn't affect gameplay though, and the GasGiant thing, I can't comprehend, it doesn't make any sense. Saying that however, in Sins 1.04 we have the option to find bugs and errors, which should be handy.
End of quote
I know exactly the cause of the Industrial problem, and the Gas Giant one is something to do with research, but seeing as it has been in since 1.1, and no-one has even mentioned a bug remotely related to Gas Giants, I think we can safely say it doesn't effect the gameplay.

@ Carbon016 & CommanderAdama
Excellent to hear, the more of this I see, the more I think it must be something their end(the people with problems), rather than S+. Thank you for letting me know.

@ Cybdevil
Does this work with Sins Plus? I have a lot of new strings in my .str file, so if this is straight from the 1.04 reference data, it isn't much use. If you meant it was for S+, then thanks, I'll post the link when you respond ;)

Thanks for all the feedback.
Reply #822 Top
My apologies if this has been answered somewhere in this enormous thread, but do I get an unfair advantage over the AI by taking advantage of ship graveyards and gas giant colonisation? To the extent that the AI will never utilise those research items?

It would be a real pity if I did, and have to give them up, cos ship graveyards are huge fun.

thanks
Reply #823 Top
Gas Giants should be colonised by the AI, once they have the research. Ship Graveyards are probably not very compatible with the AI however, and I will work on that in 1.4, when I get started.
Reply #824 Top
@Uzzi
oh sorry its for your Sins Plus ;)
Reply #825 Top
Thanks Uzzi for the quick response. Looking forward to 1.4.