- 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....

3,497,171 views 1,334 replies +1 Loading…
Reply #1001 Top

Ok, so..... the mod looks and plays pretty awesomely, but I've got a little problem with it.... After a little while, I decided to tweak a few values in the gameinfo section of the mod folder (hanger capacities, a bit of increased firepower on support cruisers) , and now the AI has become.... REALLY stupid... as in, attacking heavily defended planets with nothing but half a dozen seige vessels, or sending enormous fleets to the ship graveyards and leaving their planets undefended.

Does anyone know what's going on here? I'm running the mod on v 1.05, if that makes anything difference.

 

Cheers ^^

Reply #1002 Top

It would be nice to see sins plus converted to 1.11 I've tried, but can't get the research techs to work and the Darelick spaceships capture as well. I really like having the extra planets, but don't care much for all what comes with 7 deadly sins.

 

Aaron

 

Reply #1003 Top

Why not try Solar Sins, its basically a continuation of Sins Plus. :)

Reply #1004 Top

Quoting Aaron, reply 2
It would be nice to see sins plus converted to 1.11 I've tried, but can't get the research techs to work and the Darelick spaceships capture as well. I really like having the extra planets, but don't care much for all what comes with 7 deadly sins.

Aaron 
End of Aaron's quote

+1 to Aaron's request. More varied planet types, but witout all the extra stuff the combined mod provides would be nice for 1.11

Reply #1005 Top

Aaron,

How did you overcome the issues with making changes to the GalaxyScenarioDef.galaxyScenarioDef file?

I have gotten everything else to work except making heavy changes to this file.  The problem I’m having is adding more than 23 orbitBodyTypes.  If you have over 23 the game crashes out with a dump file.  I can’t for the life of me figure this file out. I have tried everything I know.  The changes I’ve made are correct.  But I think the Dev team for whatever reason has put a limitation on this file now or on adding more than 23 orbitBodyTypes.  If anyone knows a work around please feel free to let me know.

What part are you referring to on the research? I have the 3 specials working that allow deep tunneling and Gas Giant research.  Those work in mine.  As I said the problem I’m having is getting the new planets to show up in the game only a select few show up.  Please contact me at this email addy. dark88@san,.rr.com  maybe we can both get this thing working.

 

Reply #1006 Top

Deleted double post.

Reply #1007 Top

If there's enough people that want just Sins Plus 1.3 updated to 1.1, I can give a shot at it once I'm done updating Bailknight's - so probably I can get started on it this weekend.

As others mentioned, parts or all of this mod made it into some other mod projects, but I imagine there are some who just want Sins Plus without the other extra stuff?

Reply #1008 Top

I'm one of those people that would like just the Sins Plus mod, so an update to 1.1 would be most appreciated.

Reply #1009 Top

Same Here Annatar,

 

I can send you what Ive done so far, but ive run into a small issue with the GalaxyScenarioDef.galaxyScenarioDef file.

This file is becoming a pain in the rear trying ot add more orbitBodyTypes.  The most Ive gooten it to allow is 23.  Maybe you can see something Im not.

Thanks!

 

 

Reply #1010 Top

Quoting Annatar11, reply 7
If there's enough people that want just Sins Plus 1.3 updated to 1.1, I can give a shot at it once I'm done updating Bailknight's - so probably I can get started on it this weekend.

As others mentioned, parts or all of this mod made it into some other mod projects, but I imagine there are some who just want Sins Plus without the other extra stuff?
End of Annatar11's quote

 

Yes, that would be very much appreciated.

Reply #1011 Top
Hey Dark
This what I did to get all the planets to work in the game that comes with the mod.
 
This is a strange way to do it but it works. Do this with a seperate folder so you don't ruin anything that you have done until this part works first.
 
Have the original sinsplus mod with all the original folder and files copy the gameinfo folder out of it to a different place. Now copy the gameinfo folder from v 1.11 into its place. Once you do this go back to the sinsplus gameinfo folder and select all the files and copy.
Now go into the gameinfo in the sinsplus with gameinfo v1.11 and paste, make sure not to overwrite any of the same exisiting files just do no until complete. this will write all the new files that are in the sinsplus gameinfo to the gameinfo v1.11 in our new sinplus mod directory. I know its a hassle and takes a bit to go through all the files this way, but its an easy way to get all of his files in there. Now once your done with that then you need to copy gasgiant.entity and  GalaxyScenarioDef.galaxyScenarioDef files from sinsplus gameinfo to the sinsplus with the v1.11 gameinfo that is in your new sinsplus mod folder. Overwrite the existing files since the GalaxyScenarioDef.galaxyScenarioDef  contains the new planets info for the game.
 
Copy it to your mod folder load the game run the mod and you should see all the planets.
 
let me know if this helps.
 
Aaron
 
 
Reply #1012 Top

I also think that the Bailknight mod and this one together are great. Thats what i've been doing with 1.05

 

Aaron

 

Reply #1013 Top

Quoting Animage64, reply 3
Why not try Solar Sins, its basically a continuation of Sins Plus.
End of Animage64's quote

I personally wouldn't want Solar Sins because of teh fact that it adds colonizable stars, more unrealistic planets as well as the original Sins Plus unrealistic planets (old naval base industrial urban) sins plus was awesome especially after I removed those unrealistic planets and I wish that I could make it 1.11 compatible myself but I don't know how.  I have ideas for new realistic planets and new skins but I'm not a modder so until I learn how to mod I guess I'm stuck...

Reply #1014 Top

So you are saying that planet-wide cities, as well as planet-wide industrial complexes are unrealistic?  This is science-fiction after all.  Unrealistic is the name of the game.  And if you want examples of urban and industrial planets in other sci-fi's, Star Wars has Coruscant, which is a planet-wide city, and Warhammer 40k has Forge Worlds, which are entire planets devoted to industrial production.

Reply #1016 Top

Hey, no problem :) The sooner the better for the folks who were looking forward to it. Good work :)

Reply #1017 Top

anyone merged this with bailknights 1.1 mod?

Reply #1018 Top

Well, I see someone else already released an updated converted version. I also have one that’s converted if that one does not work out or has issues. I have all aspects of mine working including the research. 

I will also be releasing a version with my mod added to it. Mine includes a totally rebalanced version of the Capital ships.  The firepower on all Capital ships have been Increased.  I have also removed the Embargo from the TEC Carrier and added repair drones.  This made more sense seeing how it is a Carrier and should have this ability in the first place, not to mention that Embargo is a complete waste of a special.  Also I have removed the Planetary bombardment Cannons and turned them into a TEC - Ion Cannon, Phase - Kostura Energy Cannon and the PSI - Psionic Plasma Cannon.  These can now be used as defensive platforms to protect your colonies. Each race’s Cannon has its own special attributes.  I have also changes the TEC Celios Command ships weapons and added a pulse laser to it.  The TEC Gauss Defense platforms now have lasers in place of the gauss weapons; the range has also been increased.

Once I get the installer made and the docs written up I will be uploading the mod to the mod site.

 

Reply #1019 Top

Quoting Darksxx, reply 18
Well, I see someone else already released an updated converted version. I also have one that’s converted if that one does not work out or has issues. I have all aspects of mine working including the research. 

I will also be releasing a version with my mod added to it. Mine includes a totally rebalanced version of the Capital ships.  The firepower on all Capital ships have been Increased.  I have also removed the Embargo from the TEC Carrier and added repair drones.  This made more sense seeing how it is a Carrier and should have this ability in the first place, not to mention that Embargo is a complete waste of a special.  Also I have removed the Planetary bombardment Cannons and turned them into a TEC - Ion Cannon, Phase - Kostura Energy Cannon and the PSI - Psionic Plasma Cannon.  These can now be used as defensive platforms to protect your colonies. Each race’s Cannon has its own special attributes.  I have also changes the TEC Celios Command ships weapons and added a pulse laser to it.  The TEC Gauss Defense platforms now have lasers in place of the gauss weapons; the range has also been increased.

Once I get the installer made and the docs written up I will be uploading the mod to the mod site.

 
End of Darksxx's quote

 

It sounds very awesome, i too like the Uzii's planet work, it made it very different from the original Sins, and the derelict graveyard is one of my favorites, haha, i can have a full fleet, but finding some abadoned ships in the graveyard is like a present!!  :) Anyway, thank you for the update to 1.1, it is most appreciated. 

Take care,

-Teal

 

Reply #1020 Top

My hats off for Animage64 for doing a great job on the conversion! And good work to Darksxx as well. The mod work very well and now with Bailknights mod merged, its perfect!!

 

--Aaron

 

Reply #1021 Top

If I forgot to mention it, my mod also has Sins Plus added to it.

Reply #1022 Top

Quoting milk, reply 17
anyone merged this with bailknights 1.1 mod?
End of milk's quote

 

I merged it with bailknights already.

 

Reply #1023 Top

Thaks a whole bunch Animage! This is one of my favourite mods :thumbsup:

Reply #1024 Top

Thank you very much Animage. It works better now than it ever has.

Reply #1025 Top

Ebs here,

 

Tnx much on the updated file animage, i searched for a full weekend before finding this, i'm happy now.

 

But there's a small problem, i can't see the culture lines between planets <the ones that tell you where you can travel to>

 

Sry, bit of a modder noob here. Tnx for mod again. :)