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[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....

3,497,123 views 1,334 replies +1 Loading…
Reply #1026 Top

Out of all of the mods i've been quite puzzled at to which one i really want to use.  I have some questions about the mods are out there.  I played 7DS on 1.05 a good amount but i'm looking for a mod to play vanilla sins but with the extra planets but not colonizable stars which is what i believe Solar Sins includes.  The gravity well slowdown with these colonizable stars and the "bombing" of a star doesn't jive with me.  Will this mod just give the 11 extra planets and the planetary bonuses with no graphical improvements to keep it as vanilla as possible?  Is this the mod for me?  

Reply #1027 Top

Double post

Reply #1028 Top

Additionally there are a few mentions of sins plus and bailknights mods being combined for 1.1 somewhere here.  Location? 

Reply #1029 Top

it's times like this that I wish the "official" mod center at wincustomize was more useable.. or perhaps simply more often used?

 

maybe the guys at ironclad could host an official mod competition? to shed some light on the best mods?  it's hard to tell what's does what, or what is compatible with what version etc, just surfing around on this forum.

Reply #1030 Top

Quoting Simmyaz, reply 1
Out of all of the mods i've been quite puzzled at to which one i really want to use.  I have some questions about the mods are out there.  I played 7DS on 1.05 a good amount but i'm looking for a mod to play vanilla sins but with the extra planets but not colonizable stars which is what i believe Solar Sins includes.  The gravity well slowdown with these colonizable stars and the "bombing" of a star doesn't jive with me.  Will this mod just give the 11 extra planets and the planetary bonuses with no graphical improvements to keep it as vanilla as possible?  Is this the mod for me? 
End of Simmyaz's quote



Yes, this is the mod your looking for. This mod adds 11 new planets, a ship graveyard, the ability to colonise gas giants, and a lot of planetary bonuses with no graphical improvements.


Quoting Simmyaz, reply 3
Additionally there are a few mentions of sins plus and bailknights mods being combined for 1.1 somewhere here.  Location?
End of Simmyaz's quote



Aaron Moore stated that he merged Sins Plus with Bailknights mod already in comment #1022, but I dont think that there's a link to download it anywhere yet.

+1 Loading…
Reply #1031 Top

Thanks a bunch Animage for the 1.1 conversion.  I really enjoy the extra planets.  This mod is right down my alley and will be the one for me indefinately.  Gas giants are cool, but i never liked the rogue stars and their gravity wells on solar sins.   I try to avoid graphical mods since on large and huge battles some mods make my system chug unbelievably.  Try fighting on a wormhole on 7DS and you'll see.   Still though i wanna try out bail's mod in addition to sins plus.

For fun i actually copied the contents of the sins plus 1.1 mod folder and then the contents of bailknights 1.1 into a new folder inside of my mod folder and it actually worked when i loaded the mod.  I played for at least 2 hours and it appeared to be working but I know this isn't anywhere close to being the right method.  I was actually able to play large fleet battles with the graphical improvements so i think i want to definately try to find a way to get an properly combined mod.

 

Aaron Moore:  any way you can host up the bailknight+sinsplus combo? 

Reply #1032 Top

Bump, definately. This thread should never exit the "recent posts".

Besides that, is by chance already available Sins plus 1.11 version for the forge tools?

Or the previous ones are still compatible?

And great thanks to anyone who have worked/is working for this mod survival.

(Please keep a standalone version)

Reply #1034 Top

Thank you very much aaron.  It's much appreciated.

Reply #1035 Top

I recent ly downloaded sins plus and the planet list doesn't incude the ship graveyard. y?

 

Reply #1037 Top

Could somebody help me. The mod isn't showing up on my game. I put it in the mod  folder, but it's not showing up on the game when I look for it. I tried to open it but nothing happened. Like I said could somebody help me.

Reply #1040 Top

Maverick7773, yes I did update my game. I can't figure out what was wrong with it.

Reply #1041 Top

Excellent mod both with and without bailknights .  Until the alpha build of entrenchment comes this will be my mod of choice.  Thanks again to everyone for keeping this standalone mod alive.

Reply #1042 Top

Ok, interesting problem showed up.

 

Whenever i'm online with this mod on, <i restart the game after activation, set to autoload> It will crash about the time where i immediantly finish building one frigate <about 5 seconds after, so its not a ship incompatibility>

 

it will just.....crash....

 

Ideas? Fixes? Animage, what do you think?

Reply #1043 Top

i've played the standalone 1.1 sins plus and the combined one with bailknights graphic imrovements for at least 30 some hours in the last week with no dumps for me.

Reply #1044 Top

I have never played an online game before so I can't verify the crash, but the mod has never crashed for me while playing single player.

All I can think of is that both you and the other online person have to have the same exact mod with no changes in order for it to work. Sorry that I can't be of more help.

Reply #1045 Top

Ok, i found out the real reason why i was crashing.

 

It can't play custom games.

Not the mod with bailsknights or the standard version you made animage.

 

Ideas? I havn't tried it online yet, or on someone elses custom game.

Reply #1046 Top

One thing i noticed which is minor with the sins plus + bailknights mod is that the cielo designate target effect laser is away from the ship and doesn't look right.  Just figure i'd throw that in there just in case.  If theres any way to fix it locally let me know.  Appreciate it as always.  This mod is the best and I love me my tec battles

Reply #1047 Top

Does that show up on the Bailknight mod also?

Reply #1048 Top

yeah it does on the standalone bailknight as well.  I tested it last night.

Reply #1050 Top

Quoting LoTeK_83, reply 7
Bump, definately. This thread should never exit the "recent posts".

Besides that, is by chance already available Sins plus 1.11 version for the forge tools?

Or the previous ones are still compatible?

And great thanks to anyone who have worked/is working for this mod survival.

(Please keep a standalone version)
End of LoTeK_83's quote

 

There are no forge tools, but I've been thinking about putting up a customized Galaxy Forge with all of the Sins Plus planets and bonuses in it. In case I don't get around to it, if your comfortable messing around with the GalaxySenarioDef file, the planets are easy to do. Make a new copy of the Galaxy forge folder, and copy the icons from the old SinsPlus forge into the new one. Then go the SinsPlus(For 1.1) GalaxySenarioDef folder (In GameInfo) and copy from the line PlanetTypeCount to the last item the start of OrbitBodyTypeCount. Then paste it over the copied GalaxyForge's PlanetType Section. You should then be able to make forge maps with all of the planets.