- 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 #851 Top
i have to laugh at some people tho, if someone REALLY wanted this to work with 1.04 it isnt THAT hard to make it compatible, just time consuming >.< anyhow, keep up the good work Uzi, look forward to the next update when ever it comes out ^^.
Reply #852 Top
I've had no problems with the mod and the 1.04 patch. Everything runs smoothly for me. I have yet to encounter many of the world types. Great job, this mod made the game so much funner. Thank you for the mod!
Reply #853 Top
EDIT: Fuck it.


playerParams
startingCredits 3000
startingMetal 800
startingCrystal 500
homePlanetType "TerranHome"
homePlanetStarRadiusRange
minPercentage 1.000000
maxPercentage 1.100000
areExtraPlanetsColonized TRUE
extraPlanetsMaxRadius 70.000000
extraPlanetsRadiusRange
minPercentage 0.900000
maxPercentage 1.000000
extraPlanetGroupCount 1
extraPlanetGroup
minCount 1
maxCount 1
planetTypeCount 1
planetType "Asteroid"

EDIT: Argh, okay, you know what I'm talking about.

At any rate, I'd double-check to make sure you didn't muck something up accidently in the random generator, because mine does nothing of the sort :p
Reply #854 Top
lol once again, as i said in my last post, i like it the way it is, and i was wondering if i did it or Uzii did =D. but it plays oput liek this:
playerParams
startingCredits 3000
startingMetal 800
startingCrystal 500
homePlanetType "City"
homePlanetStarRadiusRange
minPercentage 1.000000
maxPercentage 1.100000
areExtraPlanetsColonized FALSE
extraPlanetsMaxRadius 15.000000
extraPlanetsRadiusRange
minPercentage 0.900000
maxPercentage 1.000000
extraPlanetGroupCount 2
extraPlanetGroup
minCount 1
maxCount 1
planetTypeCount 1
planetType "Volcanic"
extraPlanetGroup
minCount 1
maxCount 1
planetTypeCount 1
planetType "Ice"

this is pretty weird then, how i did this, it cause i used this setting twice in a row i guess it glued it self or something... everything works fine though if not better.
Reply #855 Top
hmm I merged this mod with 1.04 in about 1 minute as it doesn't conflict with any of the 1.04 changes. so where is the problem?

just copy the changed files from 1.04 over the mod and you're done.

.
.
.

one question to uzii - what does or should "a deadly secret" do?
i just discovered it on a desert planet i had and the second it was found the planet got kinda "disabled" - like it doesn't exist anymore.

i can't build anything, all my build-queue is gone and the constructors vanished...
can't colonize it either because my ships just ignore it like it's not there?!

Reply #856 Top
Thanks for all the hard work with this mod. It has made Sins a better game. The fact that nearly every mod includes yours is a testimony to how good it really is.

Reply #857 Top
Okay people, I'm halfway through a 200 planet / 9 star galaxy and I've not had a single problem.

Secondly, the 1.04 patch was nothing more than some number changing - the numbers which I moved over into the Sins + 1.3a 1.04 patch that's in the first post. Therefore, there is nothing in the 1.04 patch that would cause problems with Sins+ that it wasn't having with 1.03.

Any sort of minidump problems are your problems. Either your computer is having problems, you completely suck at installing the mod and you screwed it up, or you're trying to do some combination of mods and you're blaming Sins+.

The mod is fine with 1.04. There is not going to be any sort of 'fix' for your crashing problems, because there *IS* no crashing problem.
Reply #858 Top
what does or should "a deadly secret" do?i just discovered it on a desert planet i had and the second it was found the planet got kinda "disabled" - like it doesn't exist anymore.i can't build anything, all my build-queue is gone and the constructors vanished...can't colonize it either because my ships just ignore it like it's not there?!
End of quote


You can read descriptions for planet bonuses by selecting the planet and mousing over the window where it shows how much % is explored. You have to be able to 'see' the planet though (ie: have things there, or a remote sensor, or something).

A Deadly Secret: "Explorers on this planet accidentally uncovered a deadly secret buried deep within a cave network, wiping out the population and making this planet uncolonisable."
Reply #859 Top
I tried sins plus, and it works just fine, I don't know how, and I get zero error messages.

However, i noticed that, and some people may notice this too, the fixes of 1.04 were not in the sins plus games. for example: the market's buy to sell ratio is 2:1 in patch 1.04 and the sell cost can now go no lower than 200 instead of 80. But in +1.3, the market is the same as the one in patch 1.03. it is like I now have literally two games to choose from to play. the mod is definitely not compatible with patch 1.04, but it can still play as a different sins game.

also: I wonder what the "deadly secret" could be... :SURPRISED: 
Reply #860 Top
Uranium.. you merged the new 1.04 files with Sins Plus? Can you post a link to DL it?

Thanks.
Reply #861 Top
Sins Plus v1.3a 1.04 Patch

Also contains a bugfix. In English.str:

Value "Smugglers use this planet as a base of operations in the area, and constantly "borrow" goods from the planet's traders."
End of quote


The quotes in the middle cause the string to terminate early, showing only part of the message in-game. I replaced the double quotes with single quotes.

Reply #862 Top
Well that link is absolutely broken. I just bought the game today and already I'm looking out for mods xP
Reply #863 Top
what does or should "a deadly secret" do?i just discovered it on a desert planet i had and the second it was found the planet got kinda "disabled" - like it doesn't exist anymore.i can't build anything, all my build-queue is gone and the constructors vanished...can't colonize it either because my ships just ignore it like it's not there?!You can read descriptions for planet bonuses by selecting the planet and mousing over the window where it shows how much % is explored. You have to be able to 'see' the planet though (ie: have things there, or a remote sensor, or something).A Deadly Secret: "Explorers on this planet accidentally uncovered a deadly secret buried deep within a cave network, wiping out the population and making this planet uncolonisable."
End of quote


oh I never saw that...
but now i think the AI is cheating ;-)

that particular planet was colonizes by the AI for over 2 hours and he did just fine.
the first exploration uncovered an artifact - the second would pop up that "deadly secret".

since the AI discovered the artifact, had that planet colonized, upgraded and well defended makes me think how the hell did he know not to fully explore the planet?

because I certainly did right away and had to reload the last save game to learn that it's doomed.
Reply #864 Top
Just a quick post to say thank you for all your support and use of common sense. All of the questions raised have been answered by others, so there isn't much for me to say. I am now roughly piecing together the ideas and notes for 1.4, so work should start on it within the next few days. An ETA on the release is very inaccurate, but expect it to be between 3 and 6 weeks, roughly.
Reply #865 Top
ugh, was goint to issue a merged version.. keep getting mini dumps. will get back with you on it.
Reply #866 Top
Just a quick post to say thank you for all your support and use of common sense. All of the questions raised have been answered by others, so there isn't much for me to say. I am now roughly piecing together the ideas and notes for 1.4, so work should start on it within the next few days. An ETA on the release is very inaccurate, but expect it to be between 3 and 6 weeks, roughly.
End of quote


I was trying to create new stars and effects to add to the mod, but it ended in travesty and disappointment :p Maybe I'll try again a little later.

I modded up a texture for a White Dwarf, tried to add it in all the right places including the icons_planet.tga, but it never showed up in-game, just gave me errors. I messed something up I guess.

Getting the texture on the star model really messed me up, at any rate. If I got it to work I was going to start on a slew of stars, from Class Os to Ms, maybe even a Neutron Star ;) The most important part was changing the size of the models. Having a Yellow Class G the same size as a "blue" hypergiant was a little silly, to be honest.
Reply #867 Top
Well that link is absolutely broken. I just bought the game today and already I'm looking out for mods xP
End of quote


Sins Plus 1.3a 1.04 Patch

I copied the link Filefront gave me (and butchered the http part) and it was missing part of it. Weird.
Reply #868 Top
Great mod! I think you should add it to Mod DB? Then registered members (like me) will get an email anytime it's updated.

I only got SoaSE a few days ago, but all these new planets are great. The Urban type looks like Coruscant :
Reply #869 Top
It may say 1.04 not compatible, but somehow it works on my updated version of sins on three computers.
Reply #870 Top
It may say 1.04 not compatible, but somehow it works on my updated version of sins on three computers.
End of quote


The stock files aren't compatible with the 1.04 balance changes. See my patch two posts up for that.
Reply #871 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
End of quote

thanks for that. when i tried copying the reference files and replacing the ones in the mod, it wasn't working. i probably deleted somthing i shouldn't have. but now it works. sorry about the no screenshot, i don't have an image host, nor do i trust imageshack.

Reply #872 Top
Is the S+ 1.04 patch supposed to turn up on the mods screen as an individual mod? Because it's there, and selecting it crashes the game...

Edit: awesome mod, by the way.
Reply #873 Top
Is the S+ 1.04 patch supposed to turn up on the mods screen as an individual mod? Because it's there, and selecting it crashes the game...Edit: awesome mod, by the way.
End of quote


your supposed to replace the files in S+ v1.3a with the 1.04 patch files.
Reply #874 Top
I did, and they were definitely replaced, since I was prompted to overwrite. I've also double-checked the file dates(time stamp). Am I missing something?

Edit: Ok, never mind. I forgot I'd originally copied the patch folder to the mods folder before copying and overwriting the necessary files.
Reply #875 Top
im working on some textures for planets, and i cant figure out how to test them, where exacty do you add them, i know you do it in game info, but i don't get where you plug it in. i dont see anything that matches, do i have to do something to mesh files? how do i do that?