- 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....

3,493,013 views 1,334 replies
Reply #26 Top
Great stuff Uzii, I would definitely like to include these in my mod. A suggestion though, the urban planet would, in my opinion, look better with more curving lines when it comes to nightside. That's why the CG artists used concentric circles a lot when making Coruscant.
Reply #27 Top
Is there any posible way of combining the new settings, planets, ect. with one of the available balancing mods? With only one mod on at a time, it seems a little... lack-luster compared to the balancing mods that give more options, though adding new planets, techs, and planetary bonus' are a very good idea. I'm just wonder, though I doubt it'd work.It of course depends on the mod, but yes, it is very possible to combine mods together, it just requires a bit of work on your part or until someone is able to do it for you if they're willing. For instance, my mod works perfectly fine with Uzii's, with only one change needed (to our English.str file).


How'd you combine them with only altering the English.str?
I'm trying to merge Sins Plus and Mars Effect 1.0 and so far I'd also have to merge the GameInfo files.
Reply #28 Top
Dathion seems to be right, oceanic colonization isn't working
The research description for it is odd too, it has no amount of labs as a prerequisite. (ie. Gas requires 5)

It would be great if you get time to expand a bit further on the research descriptions based on race and the tier of the current research.


It would also be awesome if races had bonuses on some types of the new planets. For instance maybe TEC get an extra 10% population for urban and oceanic, and don't get the extra one they have right now for gas & barren. You could then give those extra types to advent or vasari, etc.
Each could have unique reasons for the specializations they have. (sort of going back to that if you have time part)
ie. "TEC Oceanic Specialization: New synthesizing techniques will enable us to rapidly spawn a sticky, buoyant algae on our underwater structures. This will allow us to cheaply expand throughout the oceanic planet." Like instead of just "Blank colonization", explain how each race is doing it!

Great mod btw, spices it up.
Reply #30 Top
Already merged the .str .. all hail PSPad, the windows calculator and notepad. :D
But right now I was manually checking the filesize difference off all 900some files of both mods.. didn't even think of that method, thanks :)
Reply #31 Top
Right... Here we go...

First things First:

YOU MUST COPY THE ORIGINAL TEXTURES FOLDER INTO MY MODS FOLDER, [size="5"]THEN EXTRACT THE NEW TEXTURES FROM THE .ZIP INTO THIS NEWLY COPIED FOLDER. THE NEW FOLDER WILL BE 1.07GB WHEN YOU COPY IT, AFTER ADDING MY FILES IT SHOULD BE 1.14GB.[/size]

@ Flexomatic
Good to see you got it merged, and to your question about the Gas Giants, you will see nothing changes, the colony platforms would be very small and you wouldn't be able to see them from orbit.

@ Fleak
I will include a brief planet description in the next update and on the first post, however, like Nathan says, it would ruin the mystery, so they will be brief.

@ nathanenglish
A Wartorn planet should be discovered when you colonise it, not explore it. I like your ideas, some are very interesting, but require some 3D skills which I lack at the moment.

@ Dathion
This is a bug, and on the top of my list of things to do, thank you for the heads up.

@ pndrev
Interesting, I may release the planets separately if enough people want them, if not, I'll post a way to remove the Planetary Bonuses.

@ ManSh00ter
I did try this to begin with, and I found it hard to do. But I will have another go, and possibly use it as an alternate skin for the Urban planets.

@ chronicpayne
I'll look into the problem. I like your idea of different races with different strengths, it crossed my mind but I thought I'd keep it simple. I'll try to incorporate it soon.

@ Everyone and Anyone
If you are any good at texturing, and feel like giving the Urban planet a reskin, go right ahead, you never know, you might design the new face of it for a future update.
Reply #32 Top
Uzii,
Once again, you have out done yourself. Excellent work. And once again, I am asking for permission to include your mod with my Atlantian mod. You have truely gone above and beyond to incorporate some of the best features of my favorite RTS and 4X space games, like Master of Orion 1 & 2, Star Control 1,2,& 3, and the Homeworlds. Planets in those games had different bonuses and traits, and you have brought them alive and into the next generation of space gaming. I am trying to work on race planetary bonuses, and if I get it up and running, I will share with you too. Also, I might work on the Urban type planet's textures, and I'll keep you posted if it turns out well. Keep up the good work!

DANMAN
Reply #33 Top
Small update, read the original post (in red).

Please PM me if you think you have a solution.
Reply #34 Top
Uzii: I ran into a bit of a problem.. I don't have enough disc space on to copy all the textures, which are 1,8 gig for me, seems like some .dmp files that don't belong there though I don't know if they're really unneeded.. anyways, I copied the new textures directly into the textures folder in the installation directory.

Seems to crash my game when beginning constructing things. Or it has something to do with the merging, but I don't recall any obvious mistakes I've made, so to check that I'd have to merge again.

Gonna try that in a few days, weekend's coming!

/edit: Oh hey, just read your red stuff.. that might also be the cause of my crashings.
Reply #35 Top
Bloodhawk.

Duh, of course.

Thanks
Reply #36 Top
Thanks for the quick reponse =). Good Work. (keep it coming)
Reply #37 Top
When i played a game with v1.0a loaded most of the old planets and all the new ones lacked local militia. i fixed it so they all had militias, but were they supposed to be undefended for testing or was it a bug?
Reply #38 Top
F*ck, was testing. I'll fix that now.

I do apologise for all this sh*t, this mod is going to be in the bin soon if it doesn't start co-operating. I wish the devs would take a bit more of an active role on this board, this is the one with the most questions and problems, and I've seen roughly one official post a day, a bit disappointing. I know they've got a lot of work to do, but to them most of these problems are easy to deal with.
Reply #39 Top
If you are still having problems with research i got the ocean colonization to work correctly with the vasari. I'm gonna try the other planets with them as well. Also I don't know the required labs you want could you post that, I could probably fix this up for you if you still need it.

Edit: research is only for gas, ocean, and rock right?
Reply #40 Top
Yeh, thats right. Do the planets tell you which research you need? Or do they all say Oceanic colonisation is needed? I'm at my wits end, I have tried everything, could you tell me which files your editing, and what bits? I'm tried everything, but no matter what all the custom planets need the Oceanic research in order to be colonised.
Reply #41 Top
well it says oceanic colonization needed for barrens for me but researching barren colonization removed the warning so I'm still looking to see the cause of that. but the research works and i can colonize it.
Reply #42 Top
Yeh, this is the similar problem I have. They all say Oceanic C~ but once I have researched one of the researches it will unlock them all. The whole system is just broken. I have tried everything now, and the only conclusion I have come to is that the engine in its current state cannot support more than one custom colonisation research for new planets.

I have no idea what the problem is, but everything I have tried has failed. The only way to be able to colonise the new planets is to remove the research altogether.

If you do somehow stumble upon something I've missed I would be eternally in your debt. Getting late now, so I'm going to sleep on it. Good luck sir, you'll need it ;)
Reply #43 Top
When I try to enable this mod in the options/mod ui, the screen darkens a little, and then freezes. Task manager says it is not responding. Anyone else have this issue, or know a fix.

I'm running Windows Vista, and the mod is not in the documents and settings folder (becuase it doesn't exist in Vista), but it is in the AppData folder, in the software created Mods folder. Could this have anything to do with it?

Thanks!
Reply #44 Top
I'm running Windows Vista,

Thats your problem right there. If you ever have a choice when buying a new PC, get XP.

I'm not sure what your problem could be, if the game has read the mod, then it must be in the right location. If you haven't downloaded 1.0b, I recommend that, it should be stable, and playable. If you are using 1.0b, then b*gger, because I thought it was stable. I'll try and fix it tomorrow, until then, completely delete it, then install it again and follow the readme every carefully.
Reply #47 Top
Ok, i switched the ocean and rock access research in the playerphase.entity and it said they all needed barren colonization. then i took out the ice and volcanic research and it still only said barren colonization but you could colonize volcanic and ice without research. then i reinserted the volcanic and ice after the 3 new planet access research and the vasari became unplayable.

So as you said before the engine can only recognize 1 custom colonize type, and that the type recognized is the first on the research list after volcanic and ice. Volcanic and ice seem to be hard coded in as you can see from the third change. Or at least this is the conclusion that I've come to.

So really everything with the mod works except the research and it appears to be an engine issue. one solution is to have a roll up of the three types and set the "planetTypeForResearch" of each the same as the type for the access research.
Reply #48 Top
I've been working on trying to find a solution to this as well, and have been in contact with Uzii, but I believe we're both stumped on this issue.
Reply #49 Top
Great mod Uzii :p

Would a possible workaround be to allow colonization but make it so that planet tactical slots/population/etc would need to be researched?

Of course another way would simply be to put the initial stage of the planet into null, set a cost for advancement to the next stage, and put the starting planet values there . . .
Reply #50 Top
Is there a log somewhere of all the changes that this mod makes?

And is it part of this mod that when you start a new game in SP, you start off with 4x heavy cruiser a couple of frigates, a colony ship and a colonized asteroid base?

Unless thats what the map settings actually are. O.o