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Galaxy Forge - Beginners Guide

Galaxy Forge - Beginners Guide

Download the Galaxy Forge Tool

Introduction

Note: Download the example map that accompanies this tutorial here.

Sins of a Solar Empire is an incredibly robust RT4X strategy game that allows you to grow your empire and conquer the galaxy. Games can last hours, weeks or even months. To start you off, Sins comes with dozens of pre-built maps, 3 sizes of randomized maps and a sophisticated in-game map generator that lets you define virtually every aspect of a map. Set your preferred planets, stars, distances etc and have the game automatically generate a map based on your choices. You can even share and distribute the map to friends, either via the Sins of a Solar Empire site, or directly in online multiplayer matches.

Unfortunately, the in-game designer doesn't give you complete control. You can't choose, for example, where you want a planet to be placed, or what you want it to connect to. You can't set how many militia forces are stationed there, or whether or not it's a homeworld, or if it's a pirate base. If you want to hand-craft your map, the in-game tools won't meet your needs.

Galaxy Forge is the answer to that problem. Part of the Forge Tools suite used by Ironclad Games to develop content for Sins of a Solar Empire, Galaxy Forge is a map editor tool that allows you to place stars, planets, travel lanes and more. You can build a map to your exact specifications. Do you want a multistar map with strategic choke points and no pirate base? No problem, just create it in Galaxy Forge and load it in the game. Galaxy Forge is a WYSIWYG editor, so placing planets, phase lanes, stars and more is as easy as a few clicks of the mouse.

While Galaxy Forge is incredibly easy to use for the amount of control it gives you, it's not fully an end-user-friendly tool. So, to get everyone up to speed as quickly as possible creating great maps to share with the community, I've created this short guide to building a complete map from start to finish..

WARNING: The editor has no undo feature, so be careful when you move elements or make any changes. Save early and often to make sure you don't accidentally delete something you've spent hours tweaking and customizing.

Getting Started with Galaxy Forge

Galaxy Forge is a stand-alone tool that does not use the main game to run. So you can install this on virtually any machine, even that old Pentium III you have stashed in the closet.

To start, make sure you have the Galaxy Forge tool downloaded to your PC. You can get a copy of the tools from the Sins of a Solar Empire website on the Downloads Page.

imageOnce you've downloaded and extracted the tool, open up Galaxy Forge.exe. You will be greeted by the following screen (pictured right). When you start the Galaxy Forge tool, you begin with a default map already setup with the following:

  • One Star set to random color
  • Two terran home planets
  • Two default players (NewPlayer0 and NewPlayer1)

Before you get started adding planets, phase lanes and more stars, you probably want to decide if this is going to be a 2,4,6,8 or 10 player map.

To modify the number of players in your game, go to the Edit menu and select "Players..."

image

imageThat will open up the Player editor tool. On a new map, you already have NewPlayer0 and NewPlayer1. Even if you want to make a two player map, you'll probably still want to edit the names of the players. Select a player from the left, and all of their editable options will appear in the box on the right.

For this simple guide, we'll focus on the following options:

  • Design Name - Name your race. This will be how the race is referenced in the editor only.
  • InGameName - The name of the race as displayed in-game if it belongs to the AI
  • StartingCredits - How many credits the player starts the game with.
  • StartingCrystal - How much crystal the player starts the game with.
  • StartingMetal - How much metal the player starts the game with.
I am going to stick with a simple two player map, and name the first player "Alcari Crusaders" and the second player "Vor Syndicate" and I'll leave them both with the default starting resources.

Naming Your Map & Filling in The Details

Now that you have a new map with your starting players setup, lets start to configure the big-picture details for the map. Click somewhere in the black space of the map to bring up the galaxy details in the settings panel on the right. imageThis is where you'll make some default changes about your map and how the editor works. Defaults These are basic settings for new planets, players and stars that are added to the map.

  • New Planet Type - The default planet type for any new planet you add to the map.
  • New Player Starting Credits/Metal/Crystal - The starting resources assigned when you add a new player to the map.
  • New Star Radius - The radius of any new star system added to the map

I'm going to leave these as my defaults for this tutorial map. Display The options for how the map is displayed in the map selection screen within Sins of a Solar Empire.

  • Browse Description - Description of your map. Put a line or two about the map, lore etc. This is the creative description players will read in the map browser.
  • Browse Picture - The icon associated with your designed map in the map browser. This image should be a .tga file and placed in the Textures directory where you installed Sins of a Solar Empire.

For my tutorial map, I'm going to use the description "An example map created to go along with the Galaxy Forge guide"

For Browse Picture, I'm going to be lazy and just take one of the existing scenario images and reuse that. In this case I'll use: ScenarioPicture-Fulcrum (found in

Edit

These are settings to edit how the editor works with scrolling and zooming and shows your current zoom level. These settings will not impact the map itself.

Galaxy

These are some overall game settings for your map. They will impact how the game plays.

  • Is First Capital Ship Free - Sets whether or not the first capital ship is free for players to purchase.
  • Planet Artifact Density - Value 0-100. Controls what percentage of planets will have artifacts on them.
  • Planet Bonus Density - Value 0-100. Controls what percentage of planets will have bonuses on them
  • Players - How many players have been added to the map (this number is based off of the Player editor)
  • Recommended Players - Set what kind of game(s) the map is best suited for (i.e. solo, 2v2, 4v4, FFA etc.)
  • Scale - Controls how big the galaxy is. Large values will spread out your galaxy more.

imageTo set the Recommended Players, click on the field, and you'll see a [...] button on the right. Click on that to bring up the Galaxy Scenario Game Type window.

By default, this is empty. Click "Add" and a new game type will be added. By default it's set to "Solo". However, if you select the item from the left, on the right you can change the type from a drop-down menu.

You can add multiple types if you have a large map you feel would work well for multiple configurations of players. A map designed for 10 players for example could be set for Solo, FFA, 5v5, 2v2v2v2v2 to fill all spots.

For the tutorial map, I think I'll leave the first capital ship as free, but bump up the % of planets with artifacts from the default 15 to 50 (I want this to be a rich map), but I'll leave the bonus density alone. I'm also going to designate my map as a solo only map since it's just two players.

Home Planet

These are the default settings for any planet you designate as a homeworld in your game. Setting any of these to 10 locks it, preventing the player from upgrading it further.

  • Exploration - How much of the planet has been explored. You explore planets to discover artifacts and planet bonuses.
  • Infrastructure - How much infrastructure the planet starts with. Building this up helps defend your planet against bombardment
  • Logistical - How much logistical infrastructure the planet starts with. Logistics limit the number of orbital structures you can place around a planet.
  • Population - How much population support your planet starts with. This limits how many people can live on a planet.
  • Tactical - How much tactical infrastructure your planet starts with. This limits the number of defense placements you can build around a planet.

For the tutorial map, I'm going to leave these alone. Ok, we have successfully configured all the meta details for our map. We've set description, picture, game type and messed with the distribution of artifacts. Now that all of the fluff details are out of the way, it's time to get down to the business of making the map!

Making the Map: Adding Planets, Stars and Phase Lanes

Ok, now for the fun part, actually drawing out the game map! For this part you'll be focusing almost exclusively on the map window, instead of the details window like the previous section. Here you'll place, move and connect up all the planets and stars you want to add to your map.

To start, lets look at our map as it stands

image

We have one star, two home worlds on opposite ends of the system, and that's it. There isn't even a phase lane connecting anything so if you loaded this map right now, you wouldn't be able to travel anywhere. The planets were auto-assigned to the two players we edited earlier.

Before we get started editing the map, there are a few controls that will make life much easier when trying to move around the map:

  • Panning The Map - Hold the middle mouse button and drag in any direction.
  • Zooming in and out - Scroll Wheel. When zooming in, it will center on wherever your mouse cursor is.
Now that that's out of the way, lets add a planet! There are two ways to do this:
  1. Double-click anywhere within the radius of the star
  2. Right-click anywhere within the radius of the star and select "Add Planet"

The planet added will have the default settings you defined when you were tweaking the overall map settings. So for this tutorial, it will auto-place a Terran planet.

I'm going to place a handful of planets around the map....

image

So now that I have all of my planets laid out approximately where I want them, it's time to connect them all together. To do this, right click on any planet, select "Add Connection" and then left click on the planet you want to connect with. Now let me connect up all of my planets...

image

At this point I have a fully functional game map. I could save this, load it up in the game and play it, but it would be a little bit boring considering all I have are Terran type planets, no pirates and just one other player to fight.

Editing Planets, Stars & Making Things Interesting

Every planet object on my map right now are terran planets with nothing special about them. We also have a star with the color set to random. Oh, and we haven't named a single planet, the star, or anything. Sure it's a technically complete map, but it just doesn't feel right. Here's a snapshot of the map loaded in the game:

image

The game will automatically name planets and stars you don't name, so technically you don't have to worry about that detail, but there's a lot more you probably want to tweak and fiddle with.

First off, having a few dozen Terran planets just doesn't look right. This is space, and habitable M class worlds are supposed to be rare right? Well, lets change things up a bit. To start with, we'll select the planet directly below the Vor Syndicate's home world. image

For editing the planet, you're going to be focusing on the details panel again.

Advanced

  • SpawnProbability - The chance that a planet exists in the game. 1 means always, 0 means never. You can set the value between the two for a % chance.
  • StartingUpgradeForArtifact - Controls what level of artifact upgrade the planet starts with
  • Starting UpgradeForCivilianModules - Controls what level of civilian module upgrade the planet starts with
  • StartingUpgradeForPopulation - Controls what level of population upgrade the planet starts with
  • StartingUpgradeForTacticalModules - Controls what level of tactical module upgrade the planet starts with.
Items
  • UseDefaultTemplate - Do you want to use the predefined planet template for this planet? This just gives you the standard structures and resources if it's an owned world, or if it's an empty planet occupied by militia.
Misc
  • Position - The X,Y coordinates of the planet on your map. Only edit these if you want very precise planet placement.
Name
  • Design Name - The name of the planet as displayed in the Galaxy Forge
  • InGame Name - What you want the planet to be named in the game.
Ownership
  • IsHomePlanet - Is this a homeworld?
  • Owner - Which player owns the planet at the start of the game.
Properties
  • Type - What type of planet do you want this to be? Terran, Ice, Gas Giant etc.
For a quick-and-dirty map, the only field you really have to play with is "Type" in the properties section. From there you can select any standard planet type programmed into the game. I will now go around my map, changing up the planet types to give me a slightly more interesting map to play on.

image

I now have a map with volcanic, ice, desert and terran planets. Various asteroids, Plasma & Magentic Storms, even a Pirate Base. This map pretty much covers everything and if you want to just do the basics to build a map that is playable with default settings, you're done. Just save the file and hand it out to your friends, or upload it to the Sins of a Solar Empire website for everyone to download.

There's a lot more under the covers that you can play with and tweak, but this guide was just meant to get your feet wet and familiarize you with the basic, bare-minimum steps needed to make a map.

And always remember you can open any map that comes with the game in Galaxy Forge to see exactly how Ironclad built each of the maps, what special options they used etc. It's perfectly alright to borrow heavily from great maps when you're trying to figure out how to get a planet to start with a specific artifact, or to give players a quick start by giving them a handful of ships to start out with.

If you have any more questions, be sure to visit the Sins of a Solar Empire Modding Forums. Players and developers alike will hopefully be able to answer any question you might have.

FAQ

Like with every mod tool, there are a handful of "gotchas" or places that aren't quite clear enough.  As people encounter problems/ask for help, we'll update this FAQ section with questions and answers we think everyone should know about when using the Galaxy Forge.

  1. I tried to load the map in my game, but I immediately get a victory/defeat screen after loading.  What's going on?
    Make sure you save the galaxy file in the Galaxy folder wherever you installed Sins of a Solar Empire (i.e. c:\Program Files\Stardock Games\Sins of a Solar Empire\Galaxy).  Do NOT save it in your local settings/app data directory.  Maps created with Galaxy forge will not load properly from that folder.
3,570,674 views 1,189 replies | Pinned
Reply #976 Top

I'm having trouble that im sure if just something I'm doing wrong/not at all.

 

Basically, I save the map in directory indicated in the tutorial, the galaxy folder in my program files installation, adn the map does not show up in the game.

Reply #978 Top

myfist0, the info from the post WAS correct before entrenchment's release, but yes it SHOULD be changed as the entrenchment 1.01 /sins 1.16 had the point of change from the old program files galaxy folder to the current user space galaxyforge folder and also had an issue with the map format having changed without a version number changing, but that was corrected in 1.16/e1.01.

harpo

 

Reply #979 Top

Ya I realize it was correct but really, how hard is it to fix that post and save all the n00bs a lot of grief. I am here 2 years and only recently has a moderator put up a copy of my post to the weebly links and I can't even update that.

Also the other pinned posts are mostly useless.

LAME  :thumbsdown:

 

We could really use you (harpo) and Darvin as moderators. Lets start a petition.

Reply #980 Top

Or DrJBHL.  Yeah, I know he's a wincustomizer, but what the hell, he's always on and participating.  Might as well make the good doctor useful over here too.

Reply #981 Top

Or DrJBHL.
8O

I think we have enough good Sinners to get our own moderator. We don't need another one that does not bother to look at our section of the forum or play our game. 
:thumbsdown:  

Reply #982 Top

Well, I just figure he's already a trusted moderator, just let him have the ability to do things over here.  We can at least get him to make changes that have been needed for a couple years.

Reply #983 Top

Hi. Maybe I missed something, but is there any way I can spawn starbases on planets with GalaxyForge? I've got the Entrenchment with no mods, but the GF only allows me to spawn original ships and modules (no starbases, constructors, etc.). Can I add them to the list somehow? Thanks for help.

Reply #984 Top

Quoting Mad-Racer, reply 983
Hi. Maybe I missed something, but is there any way I can spawn starbases on planets with GalaxyForge? I've got the Entrenchment with no mods, but the GF only allows me to spawn original ships and modules (no starbases, constructors, etc.). Can I add them to the list somehow? Thanks for help.

You can add them to the list, but sadly the game won't recognize it without a mod. My "Diplomacy Forge" mod (I think it would work for Entrenchment so long as you don't try to spawn things like envoy ships that are only in Diplomacy) fixes this problem however.

Starbases however are impossible to spawn, but you can spawn the constructors with it.

Reply #985 Top

Yeah, it's there. Thank you. :thumbsup:

Reply #986 Top

Help.  I just created a map in Galaxy Forge.  I was able to save a very early version of the map, but subsequent attempts just create an error message "Unhandled exception has occurred..." ... "Object reference not set to an instance of an object"

 

Details of the error:

 

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at GalaxyForge.GalaxyConnection.ToScenarioInterstar(GalaxyConnection connection, Int32 starIndexA, Int32 starIndexB)
at GalaxyForge.GalaxyTemplate.CopyStarsToScenario(GalaxyScenario scenario)
at GalaxyForge.GalaxyTemplate.Save(String fileName)
at GalaxyForge.MainForm.saveToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
GalaxyForge
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Danl/Downloads/ForgeTools%203/GalaxyForge%203/GalaxyForge.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5447 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Ironclad.Managed
Assembly Version: 1.0.3345.31269
Win32 Version:
CodeBase: file:///C:/Users/Danl/Downloads/ForgeTools%203/GalaxyForge%203/Ironclad.Managed.DLL
----------------------------------------
msvcm90
Assembly Version: 9.0.30729.6161
Win32 Version: 9.00.30729.6161
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57/msvcm90.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Design
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Design/2.0.0.0__b03f5f7f11d50a3a/System.Design.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

 

Reply #987 Top

rocketdream, it sounds like the usual bug with the ifPlayerIsRACEquickstart and ifPlayerIsRaceNormalstart entries in the planets & templates,

unfortunately there is NO workaround other than continue and then use the invalid, and save the map, the open the map in notepad++ and edit in the IfPlayerIsRaceNormalstart and quickstart by hand.

hopefully this will be fixed with the future version of the galaxyforge for rebellion.

harpo

 

+1 Loading…
Reply #988 Top

I just quit and re-made the map (saving a new version every millisecond).  But now I have a new, and probably typical, issue.  I cant seem to get the map I made in Galaxy Forge to show up in Sins.

 

I am running the original sins with a 105 update patch and made the map using the most current version of Galaxy Forge on this site.  

 

I tried a few methods and file paths, including switching some parameter to 0, 1, 2, or 3 in notepad.  None of it seemed to work.  I'm missing something.  Any suggestions?

Reply #989 Top

Quoting RocketDream, reply 988


I am running the original sins with a 105 update patch and made the map using the most current version of Galaxy Forge on this site.

The problem is your game is extremely out of date, versions that old use a different map system than the one the current galaxy forge produces, and thus the game doesn't know how to read them. If you update your game to the latest version (1.191) via impulse you should be able to play the map.

+1 Loading…
Reply #990 Top

Thats what I initially thought so I have been attempting to update frequently.  However, impulse does not recognize the serial on the game's box and always denies me an update.  I had to go through some back doors just to find the 105 update.  

Additionally, I bought entrenchment from impulse some time ago.  When I go into impulse to install the expansion I am stopped because of this same serial code issue (though impulse does recognize entrenchment's serial code).

 

So, I have a game that will not update, an expansion being held hostage, and a killer galaxy forge map collecting digital dust.   

Reply #991 Top

Quoting RocketDream, reply 990
Thats what I initially thought so I have been attempting to update frequently. However, impulse does not recognize the serial on the game's box and always denies me an update. I had to go through some back doors just to find the 105 update.

Additionally, I bought entrenchment from impulse some time ago. When I go into impulse to install the expansion I am stopped because of this same serial code issue (though impulse does recognize entrenchment's serial code).

So, I have a game that will not update, an expansion being held hostage, and a killer galaxy forge map collecting digital dust.

Email [email protected], they are the only one who can handle serial issues. Did you by chance by Sins used however, or might you have registered the game under a different account then you bought Entrenchment on?

 

Reply #992 Top

I emailed tech support at impulse.  I should email stardock too.  

 

And no, I bought Sins boxed new at Best Buy.  And I believe both are under the same account as they both appear under a single account on impulse, one as an update and the other as an install.

 

Thanks for all the tips!

Reply #993 Top

This is my first time using this tool, and it is WAY better than using the in game galaxy editor. Anyways I ran into a predicament. After making my first map I save it to my galaxy file *not the apps data file either* when I go into the game to play it, it dosent show up in the forged maps tab. It also isnt in any of the other tabs. If anyone can help me out that would be great.

Reply #994 Top

Quoting kdare585, reply 993
This is my first time using this tool, and it is WAY better than using the in game galaxy editor. Anyways I ran into a predicament. After making my first map I save it to my galaxy file *not the apps data file either* when I go into the game to play it, it dosent show up in the forged maps tab. It also isnt in any of the other tabs. If anyone can help me out that would be great.

What version of the game are you running? Entrenchment and Diplomacy expansions need maps to go in the Galaxy Forge folder in the Sins local -> AppData folder (where the mod folders are).

Reply #995 Top

Quoting kdare585, reply 993
This is my first time using this tool, and it is WAY better than using the in game galaxy editor. Anyways I ran into a predicament. After making my first map I save it to my galaxy file *not the apps data file either* when I go into the game to play it, it dosent show up in the forged maps tab. It also isnt in any of the other tabs. If anyone can help me out that would be great.

Harpo's guide for placing maps. http://soase.weebly.com/placing-maps.html

 

Reply #996 Top

Quoting kdare585, reply 993
This is my first time using this tool, and it is WAY better than using the in game galaxy editor. Anyways I ran into a predicament. After making my first map I save it to my galaxy file *not the apps data file either* when I go into the game to play it, it dosent show up in the forged maps tab. It also isnt in any of the other tabs. If anyone can help me out that would be great.
and the actual advice from

assuming you have sins 1.191/entrenchment 1.051/diplomacy 1.32,  the galaxy forge maps NEED to be placed here for xp

C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge

or for vista/windows 7

C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge.

these paths assume that your windows installation is on the C: drive and the user space(xp documents and settings,vista/7 users is also on the C: drive, just substitute the drive letter for your fully qualified path to your documents folder)

for sins 1.15/entrenchment 1.00 and earlier, the correct location IS the program files \galaxy folder, and you also NEED to edit the entrenchment's galaxy.manifest to include the maps and also the total count of maps

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

NOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator

also the galaxy forge maps in the local apps galaxyforge folder only show up in the galaxy forge tab of map types in sins 1.16+/entrenchment 1.02+

if the map IS a galaxy forge and giving the instant win/loss screen then MAKE sure that EACH player has a home planet and is not for a particular mod that has extra home planets and stars

if the galaxy forge map is placed in the program files galaxy folder, then the map NEEDS to be manually added to the entrenchment & diplomacy galaxy.manifests(not recommended as EACH update will replace any files that are different or have been changed)

and if a map you want to play was released before 25th feb 2009 OR created with an earlier version of galaxyforge than version 3  then you will also need the sins map updater from here
http://dl.dropbox.com/u/8023186/harpo%20sins%20map%20updater%20for%201.191%2Be%2Bd.rar.

there is a second type of map which SHOULD be placed in the mapdesigner folder, you can tell if it is by the eighth line reads randomizeStartingPositions TRUE', if this line is FALSE then it is a galaxyforge map and could be in an older map format. the current map format version is 3 this can be seen in line two of the file. if the map is a version 0,1 or 2 then the map updater will make it playable in current versions and expansions

the differences between map versions0,1 & 2 were only the addition of ONE line near the start of the file, BUT mapversion3 has 5 new lines PER PLANET/player & template and 5 changed lines per planet/player & template and WILL CAUSE THE minidump/freeze curse if you just change the version number.

harpo

Reply #997 Top

Quoting Blair, reply 9
Yep, click on the mods tab to load your mods. Mods follow the structure of the main sins folder so just make a special Galaxy folder in your Mod directory and put your custom maps there. We have tutorials coming soon too!

Okay I'm at the location of the mod folders but I still have a problem. (yes I'm new here btw) I don't know if I create the Special Galaxy folder in

Owner/AppData/Local/Ironclad Games/Sins of a Solar Empire

or

Owner/AppData/Local/Ironclad Games/Sins of a Solar Empire/Mods-Entrenchment v1.05

If the latter option, do I place it in the folder of the mod itself (which for me would be the Sins of a Galactic Empire) or just leave it by itself? I just got the Galaxy Forge tool, making a map right now set in the Clone Wars (sorta) but I haven't a clue where to put it. Help please?

Reply #998 Top

Quoting AdmiralGrievadon, reply 997
Owner/AppData/Local/Ironclad Games/Sins of a Solar Empire

Here, there should already be a folder called "GalaxyForge" here, but if not just make a new one called that, see if it works. Your custom maps are independent of the mods you use, though if you placed something mod specific in a map and don't use that mod with it obviously it won't appear.

Reply #999 Top

Okay I see that but I do have SOGE mod enabled on Entrenchment, but the map I'm making in Galaxy Forge needs the CIS and Republic factions (or it wouldn't make any sense) so do I just place it in the Entrenchment folder in a folder by itself, the actual file, or what? Right now I'm in AppData/Local/Ironclad Games/Sins of a Solar Empire. I see the Entrenchment folder and SOGE is in there, but where does the map im making go so that if I run Entrenchment (soge) i can still use that map?

Reply #1000 Top

Quoting AdmiralGrievadon, reply 999
Okay I see that but I do have SOGE mod enabled on Entrenchment, but the map I'm making in Galaxy Forge needs the CIS and Republic factions (or it wouldn't make any sense) so do I just place it in the Entrenchment folder in a folder by itself, the actual file, or what? Right now I'm in AppData/Local/Ironclad Games/Sins of a Solar Empire. I see the Entrenchment folder and SOGE is in there, but where does the map im making go so that if I run Entrenchment (soge) i can still use that map?

Doesn't matter, you put all of your custom maps in that GalaxyForge folder. Even if they require a mod to run. It will then appear in the GalaxyForge tab when you go to select a map.

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