- 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....

3,497,426 views 1,334 replies +1 Loading…
Reply #826 Top
I have no motivation to play 1.04 without Sins+ :(
Reply #827 Top
Wish the devs could do something about mods not working with patchs.
Reply #828 Top
Wish the devs could do something about mods not working with patchs.
End of quote


It's the modder's job to make sure their mod works with the game, not the developers job to make sure their game works with the mod.

Seriously... what?
Reply #829 Top
So it crashes? Freezes? Minidumps? What? I was under the impression it still worked.

I have changes in the user.settings file and it asks me to 'skip' the errors, and it works A-OK.
Reply #830 Top
It seems to work just fine for me (although merged with several other mods), although I imagine that the balancing changes made in the new patch are not included.
Reply #831 Top
Correct. This isn't really a priority at the moment, and people can easily do it themselves if they really want the unit balances in, they just have to download the 1.04 reference data from the download section, and use the file in the Sins 1.04 Changed Files folder.
Reply #832 Top
Uzzi where do you see the 1.04 reference data in the DL section? Dont see it.
Reply #833 Top
Uzzi where do you see the 1.04 reference data in the DL section? Dont see it.
End of quote
Lol, you must be visually impaired then. At the bottom of the first section:
Reference Data for v1.04
Reply #834 Top

So, lemme get this straight....

Sins+ 1.3 can possibly work on patch 1,04?
Reply #835 Top
Yes. It does.
1.3 is just the version number, same as Sins 1.04. They are not related to each other, its just coincidence.
Reply #837 Top
UHHH okay well i downloaded this mod and i have v1.04 and it wont work whats wrong?
Reply #838 Top
can anyone awnser? if there's a way to fix Sins Plus 1.3a for 1.04 with the reference data!!. pls
Reply #839 Top
Yes. It does.1.3 is just the version number, same as Sins 1.04. They are not related to each other, its just coincidence.
End of quote


I just assumed new patch + mod + no update = no worky :p
Reply #840 Top
Fuck it then. It's not 1.04 compatible, apparently. It works ok on mine, I just get asked to skip a few errors because I've turned on the ShowErrors in the user.settings. I might update it, I might not, at the moment I really can't be bothered. I'm not in the mood for all this shit, if it doesn't work, then it doesn't work. Use your common sense, something that most people seem to lack nowadays in general.

We're no closer to getting the Final Tools, I have a growing feeling that they won't change a lot.

And before anyone dares to tell me to "calm down", just leave it out.
Reply #841 Top
woops. i got a minidump when i ran the mod
Reply #842 Top
*Shrug*

It appears to work on mine. I used your suggestion of CompareIt! and the reference files, and I have a .rar of the necessary modified files ready, if you'd like me to post it.

Uzii - I do want to ask why you have all these 'redundant' files in the mod folder. I've not done Sins modding - is it necessary that all the core files (in Gameinfo, for example) be present? I'm used to 'missing' files simply being written in by the core files.
Reply #843 Top
well im on a difrent comp, so i cant download stuff but..., i was tweaking with the files and i discovered something that could be exploited very well in you mod.

you know how planets usualy can only be explored twice? well, the devolpers made it easy to mod it so you can explore several times more then 2 with no complications
(aside form modding all the bonuses to be 1-4, or what ever insted of 1-2) the comp also changes that % thing i made it so i coudl explore a planet 4 times and each time it said 25% of planet explored. you could make the exploring thing of the game a whole lot more rewarding, if you increasded the explore of all the planets, you could add a 2nd teir of bonuses only accesible to the higher lvls like more powerful versions of older ones.

also had a few planet ideas. a Morph planet, a planet that will be entirly driven by planet bonuses 0 log and tac, 1 of each asteroid (metal crystal), and 10 pop then you can explore it for plug-ins special bonuses only made for this planet (no devolopment research), the plug-ins make the planet morph to a certain need. so lets sya you found the building plug-in it lowers build time and cost, also theres combo plug-ins liek commerce (trade, pop+ and extractionm rate+)

then refinry planets, the indies cousin, exept insted of ships its made to get resource (noticed none of planets were straight for resource) basicly 6 of each type of resource asteroid, and a plus to extraction rate (via explore) low everything else

then either a neutral or non neutral, War-Zone a huge gravity well centered around either beacon, or a military station (preferably something that looks like a pirate base but less spiky) and if its colonazable itll have high tac, but everything else is super low, exploring can change that though. and, the War-Zone will spawn more and more units, (either on the owners side, or neutral, or it could spawn two neutral armies that conbstantly fight each other) the third choice is the one i think would make it the most unique. and itll always literaly be a war-zone.

then a super weapon planet, basicly a giant cannon (maby wait til we can get some one to make textures) its basicly a colonazable cannon, so it can change hands, the cannon can shoot anything like the nova, expet its twice as strong, and it can dmg units in the gravity well, and will add a remote sensor to the planet. the shot should look like the vasaries shot, and the cannon, should looks like something alien thats neither vasari nor advent, extremely anchient, this planet shoudl have only 5 pop, 4 log (when upgraded) 10 tac, 1 constructor, and 3000 health (after 5 pluses starting at 500)

Reply #844 Top
I've been playing a lot on single player and it DOES seem to work. However on multiplayer, for some reason, it just makes the game freeze and/or crash after a few minutes...

wonder why would this happend?
don't be a j*w and help us.
Reply #846 Top
Thank you Uranium, I've replied to your PM, and checked the file, looks ok, so I'll post it here for anyone who wants it. I don't think this will fix the crashes, but it will put in the gameplay changes:
Filefront.com

Those ideas are quite nice bandw2, I'll think about them. I've got my list for 1.4, whether I'll actually start/finish it is another matter.


Edit:
don't be a j*w and help us.
End of quote

Help yourselves. It really isn't that hard. And so far, you, and the rest of you with problems have blatantly ignored my number one and only one rule on this thread. If you are foolish enough not to know what it is, check the big red letters at the top of this page, and every other page on this thread. And don't call me a Jew, its not a very nice thing to say to anyone, you offend them, and every Jew on the planet by using their religion as an insult. And don't try and BS me and say you meant something else, I'm not stupid.
Reply #847 Top
don't be a j*w and help us.
End of quote


Eat a dick. He's doing this for FREE you ungrateful chodefloater.
Reply #848 Top
wow 3 posts in 5 misn this topic is well known...
anywho, aperently my map designer is making the starter planets 1 urban 1 ice and 1 volcanic each time, so yah, your mod had done something to my map designer. also i almost perfected customizing random generator maps using your mod.

if i make any good ones i guess i could finaly figure out how to use file planet.
so far i made one where you start off with 11 systems each system has 1 player, and all the planets in the system are circled aroudn you home planet, 3 indies, and 3 random icevolcanic. the 11th system has 50 of sin+ planets

the other one i though was good was 1 system, and basicly all 10 players start in the same system, they have 5-15 asteroids, and 1-5 barren planets, around their home planet, their is one single random planet in the center.

if people want these ill post um (when i get internet again, on my gaming comp)
Reply #849 Top
anywho, aperently my map designer is making the starter planets 1 urban 1 ice and 1 volcanic each time, so yah, your mod had done something to my map designer. also i almost perfected customizing random generator maps using your mod.
End of quote


If it's that big of a problem, save the map, and open the .galaxy file with notepad++ or something. There's a big block at the beginning about the starter worlds. Post that here. The in-game map designer does nothing of the sort for me.

The block should look like this:

Code: xml
  1. playerParams
  2. startingCredits 3000
  3. startingMetal 800
  4. startingCrystal 500
  5. homePlanetType "TerranHome"
  6. homePlanetStarRadiusRange
  7. minPercentage 1.000000
  8. maxPercentage 1.100000
  9. areExtraPlanetsColonized TRUE
  10. extraPlanetsMaxRadius 70.000000
  11. extraPlanetsRadiusRange
  12. minPercentage 0.900000
  13. maxPercentage 1.000000
  14. extraPlanetGroupCount 1
  15. extraPlanetGroup
  16. minCount 1
  17. maxCount 1
  18. planetTypeCount 1
  19. planetType "Asteroid"
Reply #850 Top
lol
anywho, aperently my map designer is making the starter planets 1 urban 1 ice and 1 volcanic each time, so yah, your mod had done something to my map designer. also i almost perfected customizing random generator maps using your mod.If it's that big of a problem, save the map, and open the .galaxy file with notepad++ or something. There's a big block at the beginning about the starter worlds. Post that here. The in-game map designer does nothing of the sort for me.
End of quote


lol, thats what i was saying by "perfected Customizing Random Generator maps" i make it in map editor , and go in and edit everything from, you starting cash to if you want to start with 5 planet5s insted of 1, also, i thought it was neat i wasn't complaining.

so Uzii keep up the good work!