Wow pretty dam big wave of replies lol, thanks for all the support. Didn't get any replies for quite a long time so though everyone but me had entrechment lmao. Anyways back to normal.
To Samurye:
Ya I still can't believe 100 replies came so fast
To Killy_Blame:
I think that there is a magic file that I need to edit in order to add the word 'Toxic' to the list. The colonization research and pop cap research effects everything in the game that is planet associated and is colonizable. If you research toxic colonization then you can colonize Ice, Volcanic, and Gas Giant planets. The reason this happens is cuz (I think) the word 'Toxic' (which is what you put in the Toxic and Radiated planet entity files to associate the planets with that word) is not part of Vanilla Sins. There might be an entity file in the Vanilla sins folder which I need to find that has a list of these words. If I copy that file into the mod and edit it I could make the research work properly, however I am not about to look through like 1000 entity files since I do have a life and that would take hours and I'd get bored of Put On pretty fast (it's a song by Jeezy...). This is where you guys and other modders come in, if any of you know what that file is please let me know, if there is no magic file like I am hoping there is than it is a hardcoded limit or something and I won't be able to add any new popcap research or colonization research unless I associate them with Vanilla planet types. If you know the file or know if it's a hardcoded limit please let me know.
To Baleur:
Thanks for the support. Well the full description of my mod is at the top of the page, I am not completely sure if my mod actually merges any other mods other than Solar Sins and Sins Plus, by this I mean mods like Bailknights. Whatever was included in Solar Sins is in my mod, except for things I specifically posted above as removed. As for the tinted problem, it was a problem with the cloudlayer.dds file. The Beta 1 file had a blue tint on it rather than clouds, I changed that so it had a cloud texture and the tinting for all Vanilla planets was removed. The tint was present without colored skyboxes as well. As for Sins Plus planet bonuses, they are the same as Solar Sins bonuses including spawn probablity. However some bonuses need to be found by exploring the planet when you have colonized it. I have changed the Old Naval Base planet and it's icons to a new planet with the same mesh and texture though and removed the Old Naval Base planet bonus it had before if that's what you mean. I gave it the Swamp Planet bonus since I think that at certain times the Wind Planet would also have bad atmospheric conditions too. As for 7DS additions in 2.0 I will look into what it adds and see. If the skybox mod is a seperate mod I will look into that mod instead of 7DS since that would mkae things easier for me. Merging mods is kind of annoying but I will do my best. I am still a new modder but I might be able to learn how to do it.
To Ronan Farrell:
By the non-functioning Swamp planets do you mean that at certain times you can't colonize them? If that's the case it's due to it's planet bonus. What that bonus does is for 400 seconds every 800 seconds the planet is uncolonizable, the same goes for the Wind Planet. If you meant something else please let me know.
I will be releasing a patch that removes toxic colonization and updates the mod to version 1.1 shortly. This version is only a minor patch to 1.0 as it mainly focuses on balancing and removing non-functioning things. I will leave the entity files and pictures of the toxic colonization research in the mod however so other may play around with it if they want and try to fix it. I will look into other mods to merge with mine and 1.1 may include some other mods as well, no release date set yet though. So far planets that I've rebalanced are the following:
Oceanic
Toxic
Radiated
Barren
Tyrant
Here is how I am rebalancing planets. Each planet will focus on certain things, they are; Crystal, Metal, Credits, Multi, and Bonus planets. The Crystal Metal and all other resource planets I will be putting in sets of three. Here is what I mean.
Crystal Metal Credit Multi Bonus Horder
Toxic Tyrant Urban Terran Swamp Gas Giant
Ice Volcanic Savannah Desert Wind
Oceanic Barren Forest Fossil Industrial
Radiated Paradise
Each planet in each category is unique but focuses on it's category. I will only explain the crystal category for now but this is how every category works. Each category of planets is mainly it's category focused but in a way has a sub category as well. The Toxic planet has a max of 2 crystal asteroids and a minimum of 1 but a higher pop cap than ice or oceanic, it also has 6000HP. The Ice planet has a max of 4 crystal asteroids and a minimum of 2 a pop cap that is inbetween Toxic and Oceanic and 6000HP. The oceanic planet has a max of 6 crystal asteroids and a minimum of 4 but has a the leat amount of pop cap and only 3000HP. This is the same for metal planets. The Tyrant planet is exactly the same as the Toxic planet but it's resource is metal instead of crystal and since it is a metal focused planet, has less pop cap than the Toxic planet. Metal is more used more in ships than crystal and many people tend to build more ships and research less which is why metal focused planets have less pop cap.
Credit based planets are balanced a bit differantly, each has an insanely high pop cap, even higher than a terran planet. However they have no resource asteroids and cannot have as many buildings built in it's gravity well. The Urban planet has the highest pop cap but only has 4 logistical slots. It's logistics capacity is not upgradeable at all. The Savannah planet has a smaller pop cap than Urban but bigger than the Forest planet and has a max of 8 logistic slots. The Forest planet has the smallest pop cap of the Credit based planets, but is still greater than a terran planet but has a max of 16 logistics slots, this is less slots than a terrans 24 but still greater than an urban planet giving it a reason to be a target to colonize fast.
Multi based planets have both types of asteroids however only a max of 3-4 is possible for all. Terran planets have the highest pop cap next to the credit based planets and can have a max of 3 asteroids. They have a normal amount of slots for both tactical and logistics and have 6000HP. Desert planets always have 3 asteroids although it's random which 2 are metal and which two or crystal and have the same amount of HP but there pop cap is lower, although still higher than radiated and Fossil planets. Fossil planets have a max of 4 asteroids but a smaller pop cap than Desert and Terran planets. They have a minimum of 3 asteroids. They also have 28 sots max compared to the 24 max of Terran and Desert planets. Radiated Planets have the lowest pop cap of the multi based planets but always have 2 of each type of asteroid. They have a max of 28 slots for logistical and Tactical as well.
Bonus based planets have no resource asteroids and very low pop caps (by far the lowest of any planet icluding a gas giant). They do however have 9000HP max and have a unique bonus to the player that colonizes that planet. These bonuses are not stackable but it's important to colonize them so other players don't get them. They also each have a max of 32 tactical slots which makes them a very good choke point planet if your lucky for them to be positioned at a place like that since they also have 9000HP. Each bonus is what makes each planet unique, each Bonus Based planet has the same stats as each other bonus based planet though.
Horder based planets are exactly that, they are giant planets (all horder planets in the future will be gas giant sized) and have bigger gravity wells than other planets as well. They have massive building capacity limits and up 12000HP however HP upgrades are very expensive once you reach more than 6000HP balanicing the game. They have up to 52 slots of Tactical and Logistical as well. Their weaks spot is that they have low pop caps and no resource asteroids making these planets more of a late game planet.
To Everyone:
This is how I hope to balance the game for version 1.1, if you have any ideas for balancing and any ideas for planetary bonuses for the Bonus based planets please let me know. The industrial planet already has it's bonus the other 3 Bonus based planets do not.
I am also thinking of replacing Toxic colonization and it's pop cap research with Desert colonization instead. By researching desert colonization you would gain access to desert and fossil planets. I know I can make desert colonization possible since it is a Vanilla word 'Desert'. If you guys like the idea I could implement it into 1.1