- 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....

3,497,108 views 1,334 replies +1 Loading…
Reply #876 Top
I was trying to create new stars and effects to add to the mod, but it ended in travesty and disappointment 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.


don't forget, white dwarfs are roughly the size on the earth, neutron stars are the size of LA. blues are billion times the size of the sun. lol and the sun is over a million times the size of earth. lol
Reply #877 Top
don't forget, white dwarfs are roughly the size on the earth, neutron stars are the size of LA. blues are billion times the size of the sun. lol and the sun is over a million times the size of earth. lol
End of quote


Oh I know, don't think you know something about astronomy I don't ;)

I wasn't going for scale except as a rough approximation. The current star sizes are pretty small, I'd likely keep them for Main Sequence-size, shrink them a lot for a White Dwarf, a hell of a lot more for a Neutron Star (Probably have it the size of a small asteroid), and double it for Giants.

The current star selection is sad, to say the least.
Reply #878 Top
Something a friend of mine and I noticed while messing with the in-game map editor, is that the mod has messed with the red star type setting. (See pictures below.)

Having looked through most of the thread (I think I skipped some of the middle) I didn't see anything mentioned. Just wondering if it's been brought up before, or if it's something new.

I've seen it on both Vista and XP, and though I'm using the merge that Uranium - 235 posted, my friend wasn't and had the same screen. If something is wrong with the red stars, could it possibly explain why people seem to have random crashes?

We both had sins v1.04.

Oh, and before I forget, AWESOME MOD UZII!!!

With Mod:


Without Mod:

Reply #879 Top
bandw2, just temporarily replace my planet textures and test them that way.

Darium, thank you for the screenshots and explanation, this time though, I knew about this error :P But thanks anyway.
Reply #880 Top
I'd like to point out that after all three of us enabled the crash log through the user setting file the problems stopped. We used to crash every game; it's been days since we had any problems.

All planet types are in use.
Reply #881 Top
I'm just posting to thank you Uzii for this great mod. It gives the game a whole new feeling. Thanks again for your hard work.
Reply #883 Top
I... I think i done a stupid... Rather than putting the files in the folder i'm *supposed* to, I extracted into the game folder itself in Program Files. Now this game is a permanent addition to the game. Interesting discovery but... well, no but. I just feel stupid now. RTFreadme, for all you people who, like I once did, think you know better!
Reply #884 Top
Free Image Hosting at www.ImageShack.us

Heyo!

For some reason, Uzii, I cannot modify star_yellow.entity. None of the changes have any effect in-game. However, star_blue.entity plays nice, and I was able to make the corona white and everything!

Free Image Hosting at www.ImageShack.us

Neutron star prototype. Notice the 'pinching' at the top. I'm not knowledgeable with Photoshop to know what to do about that. I found a plugin for Photoshop that 'fixes' that by massively distorting the image, but it makes it EXTREMELY hard to eliminate tiling by doing so.

I noticed in some improved textures mod I downloaded that the star textures were all 'fractured' on the top and bottom edges with triangles to remove that defect. If someone can help me with this it'd be appreciated.

Also, is it just me, or do textures lose a LOT of fidelity, even at 'highest' graphics?
Reply #885 Top
Heya to all!

Just wanted to thank Uzii for his great mod. Thank ye very much. Keep up the good work.

BTW. Have you found out the problem behind CPUs fear of ship graveyards or have you just deleted them from the next version. Waiting for it with great interest.
Reply #886 Top
Heya to all! Just wanted to thank Uzii for his great mod. Thank ye very much. Keep up the good work.BTW. Have you found out the problem behind CPUs fear of ship graveyards or have you just deleted them from the next version. Waiting for it with great interest.
End of quote


The CPU never colonizes neutral mining bases either. That it avoids ship graveyards isn't something of a surprise.
Reply #887 Top
Heya to all! Just wanted to thank Uzii for his great mod. Thank ye very much. Keep up the good work.BTW. Have you found out the problem behind CPUs fear of ship graveyards or have you just deleted them from the next version. Waiting for it with great interest.The CPU never colonizes neutral mining bases either. That it avoids ship graveyards isn't something of a surprise.
End of quote



They do colonize neutral mining bases, just not often. This might be linked to the playerAISharedDef tables which weigh the AI's building research and upgrading in the gameplay.constants file.

Perhaps an answer to the graveyard problem could be found by toying with this?
Reply #888 Top
I too have seen AI colonize mining bases, last time in my current game when I was playing yesterday.

Never say never Uranium.  ;) 
Reply #889 Top
Thanks for all the comments, and the white star looks very nice Uranium. I will look into the Graveyards problem when I can, and hopefully get it fixed in 1.4.
Reply #890 Top
I just came across something interesting, and, while I don't really think Sins + caused it, it does involve one of the planet types.

I made a really big map with the in-game map-maker, with 4 star systems and a max of 200-and-something planets and one AI, mostly so I can explore the mod. In the galaxy I start in, one of the planets had the unexplored planet icon showing up when I zoomed out, even after I've explored and colonized it. So I mostly ignore it, until a while later, after I've conquered most of the system, I build some more scouts and have them auto-explore, and I hear they have found a colonize-able planet, so I go and check it out.

This is what I see.

http://img397.imageshack.us/img397/1917/screenshot0eh2.png

It seems the game decided to save space. The industrial planet was the unexplored one, and since it was on top, it's unexplored icon overpowered the Terran planet's when I zoomed out far enough.

Just thought I'd share.
Reply #891 Top
Uranium - I really like that top white star you posted. Is this going to be available at some point, possibly as part of Uzii's mod? I agree that the current star selection is a bit sad (whenever I see a green star my inner astro nerd just cringes). I can get around the relative lack of scale, but the textures themselves do need a boost.
Reply #892 Top

Is there such a thing as a "Green" star in existance at all? they really should have originally had a white star instead of a green one.

I would have been fine with a purple star...

Anyways, great stars, Uranium.
Reply #893 Top
I'm pretty sure white and purple don't exist ANYWHERE in the star spectrum, especially on the main sequence, which is the only place scouts would discover colonizable planets.

Oh, and I wanted to say that Uranium's suggestions for merging 1.04 with Sins Plus 1.3 worked perfectly! So Uzii, no real "need" (as if you "needed" to do any other free modding!) to work on a fix, just direct people to page...35 of this thread, I think.
Reply #894 Top
Uzii,
Just wanted to let you kow, so far no problems with the new release. EVERYTHING works just fine, even with all my merges to make 7 DEADLY SINS. Thank you again for all your support, and for making a very large portion of my mod. KEEP UP THE GREAT WORK!

Uranium - 235:
Stars look good. I am working on stars with my mod too. As far as the textures, you need to do a lot of Photoshop work in order to make the look right.
Good luck with your endeavors, as I know it has been a tough road for me.

DANMAN
Reply #895 Top
I think I might know what is causing the problems. It might have to do with if you are playing on a Laptop or Desktop. I was bored one day, and installed Sins on a "crappy" Laptop, it worked, but when I added I think it was Sins Plus 1.1 or 1.2. The game crashed. My normal Laptop that is better, played both Sins Plus 1.1 and 1.2, but crashes sometimes when I play 1.3. Just thought this may help.
Reply #896 Top
Great mod. Would visuals for the moon(s) bonus be possible, though? I was thinking they could occupy a smaller gravity well that would overlap w/the planet they belonged to, so the only way to get to them would be to phase into the planet and then go thru normal space to get to the moon. They could be textured to look like small barren planets or the ice moons idea that has been mentioned here previously (somewhere w/in the first 10 pages; dont know exactly where). They could be colonised as a planetary update, whereupons, one would have to select the moon to upgrade them further. They could also have limited logsitics/ defense slots of their own to provide a reason to colonise, and could have a few asteroids in their well.
Reply #897 Top
about the moon, no you cant link animations or graphics, to a bonus.

also, please dont make a neutron star a giant star, neutrons are the size of LA, formed when stars are to small to go super nova, but too big, to make whitwe dwarfes. also, you should make a brown dwarfe, a burned out white dwarfe made of carbon, its ability woul;d probably be anti-jumping too it, because it only gives off infer-red, and a tiny bit of light.
Reply #898 Top
help i downloaded it but it wont work this is exactly what i did *click* download and i went into the games but they dont appear anywhere theyre not at the bottom of the planet list in the map thing nor do they appear in random maps did i do something wrong? do i need to do something else? (:( (:(
Reply #899 Top
[/img]

On the offchance anyone can think of a way to add moons, here is what I envisioned when talking about overlapping gravity wells above (I think I may have been to vague). Apologies if this is not needed.
Reply #900 Top
Ok, sense my picture didnt post, here is a link to it:
http://pix.nofrag.com/f/8/1/4cba4a82b7e8ddddf9b07939d72cd.html