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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....

3,495,630 views 1,334 replies
Reply #1101 Top

Ok, I fixed the link. :thumbsup:

I don't know why but filefront keeps removing the file, but ill just keep uploading it every time someone notices. :)

Reply #1103 Top

No... but check the forum from time to time... sure that soon of later, one fan will convert it for work with Entrenchment...

Reply #1104 Top

Hey there,

 

Have been working on porting this over to Entrenchment. Currently have all the planets across other than the double stars and the Black Hole.

 

Will post a working version for downloading tomorrow. Want to do some bugfixing first and make sure no balance issues have cropped up.

 

Am also preparing this mod so it will be easy to port across to other projects.

 

Cheers,

 

Caddrel

Reply #1105 Top

Awesome.  Thanks.

 

Will there also be an update to the Galaxy Forge portion?

Reply #1106 Top

Hey there,

Have uploaded a version marked as "beta". It has been tested and should work without any problems on Entrenchment 1.01

Please report any issues in this thread.

Two things to bear in mind:

1. Due to a mistake during the early stages of conversion, a couple of features from Danman's "Solar Sins" have been included (rogue Stars and three new planet types).

2. The next stages of the project will be balancing the original Sins Plus content with Entrenchment features and, if the authors are willing, incorporating relevant content from other mods.

The aim of the longer-term Frontiers project is to create a balanced, portable, and light-touch mod that focuses exclusively on planetary bodies.

Download link:

Sins Plus for Entrenchment

Filefront mirror: Sins Plus for Entrenchment

For some reason Filefront truncated the file name. Will fix that with the next version that goes up.

Quoting Polt22, reply 5
Will there also be an update to the Galaxy Forge portion?

Will look into this. Am currently unfamiliar with what would be required to make this possible.

Reply #1107 Top

Quoting Polt22,
reply 5
Will there also be an update to the Galaxy Forge portion?

Will look into this. Am currently unfamiliar with what would be required to make this possible.

from my knowledge all that is needed is the gsdef & the icons folder, based on the previous 7deadly sins galforge additions

harpo

 

Reply #1108 Top

I cant seem to get the mod to work.  It shows up on the mod page and I enable it and the apply but nothing changes.

 

On another note I was able to get most of the mod to Galaxy Forge using the 1.3 version, as it has .gif files.

Reply #1109 Top

Quoting Polt22, reply 8
I cant seem to get the mod to work.  It shows up on the mod page and I enable it and the apply but nothing changes.

One thing to try:

Make sure the folder that's in the "Mods-Entrenchment v1.01" folder on your hard disk is "Frontiers 0.9b", which contains all the data files. It must be on that level of the directory.

If it's still contained in the "Sins of a Solar Empire - Frontiers" folder, which it will have been extracted into, the game won't be able to find any of the files.

Reply #1110 Top

Can't seem to get my mod to work either...it will be enabled but when the game starts none of the new features are there...and it is in the file and folder you suggest...

nevermind...one of my other mods prevented it from working...

Reply #1111 Top

Quoting Caddrel, reply 9

Quoting Polt22, reply 8I cant seem to get the mod to work.  It shows up on the mod page and I enable it and the apply but nothing changes.

One thing to try:

Make sure the folder that's in the "Mods-Entrenchment v1.01" folder on your hard disk is "Frontiers 0.9b", which contains all the data files. It must be on that level of the directory.

If it's still contained in the "Sins of a Solar Empire - Frontiers" folder, which it will have been extracted into, the game won't be able to find any of the files.

 

Awesome thank you.

 

If you are thinking of putting together a setup for galaxy forge it seems to be pretty straightforward.  Ive gotten all of the Sins Plus 1.3 stuff in, but none of the new stuff you added.  Pretty much all I would need is a .gif of the new things.

Reply #1112 Top

Can someone just convert the original SINSPLUS without adding colonizable stars and such.. Just the way that Animage did with 1.15?

 

thanks,

Aaron

Reply #1113 Top

I could very well do that I guess, seeing as I have already converted it for entrenchment within the Mad Scientist mod, so I am fimiliar with the work required to do so.  I should have it up by the weekend if not sooner.

Ordian

Reply #1115 Top

Thanks so much for the work on this Cad (and everybody else who has been tweaking and uploading).  It works flawlessly so far, of course I have yet to finish a game... but that's my own fault, for playing huge multi star maps.  :D

Reply #1116 Top

I got the mod converted Ordian its your choice if you want to continue with it. We tweaked it alot to add for my groups taste. Here are somethings we have changed:

Pirate raids are tougher, larger and they have shields at elevated, hard and severe lvls.

Pirate base is harder to take out tougher frigates, added capital ships and they have hanger defenses and repair bays.

We did this tweak because of the Black market bonus there. Its been reduce to 200% from 500%!

Barren planets are considered Mining planets with higher health and asteriod extraction rates.

Barren and Industial planets harder to capture since they are considered specialty planets.

Planet Bonuses system has been redone and reduce slightly, will add more later.

Also, included in the mods is the Bailknights Graphical mod.

Here is the link:

http://files.filefront.com/SinsPlusEntrenchzip/;13420215;/fileinfo.html

Aaron

 

Reply #1118 Top

Its up to the other modders.

 

Reply #1119 Top

I haven't bought Entrenchment yet, so I dont know what files need to be updated, otherwise I would have done it.

Don't know if im getting the expansion pack yet, so maybe somebody else is willing to do it.

Reply #1120 Top

Quoting Aaron, reply 16
I got the mod converted Ordian its your choice if you want to continue with it. We tweaked it alot to add for my groups taste. Here are somethings we have changed:

Pirate raids are tougher, larger and they have shields at elevated, hard and severe lvls.

Pirate base is harder to take out tougher frigates, added capital ships and they have hanger defenses and repair bays.

We did this tweak because of the Black market bonus there. Its been reduce to 200% from 500%!

Barren planets are considered Mining planets with higher health and asteriod extraction rates.

Barren and Industial planets harder to capture since they are considered specialty planets.

Planet Bonuses system has been redone and reduce slightly, will add more later.

Also, included in the mods is the Bailknights Graphical mod.

Here is the link:

http://files.filefront.com/SinsPlusEntrenchzip/;13420215;/fileinfo.html

Aaron

 

 

Thanks for updating the MOD.  It appears as if Starbases and Mines don't work on the new planets and on volcanic planets - any idea why that wouldn't be working?

Reply #1122 Top

Is there a version of this mod for sins 1.15 ?

Reply #1123 Top

Quoting Naarmraifo, reply 20



Quoting Aaron Moore,
reply 16
I got the mod converted Ordian its your choice if you want to continue with it. We tweaked it alot to add for my groups taste. Here are somethings we have changed:

Pirate raids are tougher, larger and they have shields at elevated, hard and severe lvls.

Pirate base is harder to take out tougher frigates, added capital ships and they have hanger defenses and repair bays.

We did this tweak because of the Black market bonus there. Its been reduce to 200% from 500%!

Barren planets are considered Mining planets with higher health and asteriod extraction rates.

Barren and Industial planets harder to capture since they are considered specialty planets.

Planet Bonuses system has been redone and reduce slightly, will add more later.

Also, included in the mods is the Bailknights Graphical mod.

Here is the link:

http://files.filefront.com/SinsPlusEntrenchzip/;13420215;/fileinfo.html

Aaron

 


 

Thanks for updating the MOD.  It appears as if Starbases and Mines don't work on the new planets and on volcanic planets - any idea why that wouldn't be working?

I got it fixed, here is the new link to it :)

 

http://files.filefront.com/SinsPlusEntrenchzip/;13432169;/fileinfo.html

Aaron

Reply #1124 Top

Quoting Aaron, reply 23

Quoting Naarmraifo, reply 20


Quoting Aaron Moore,
reply 16
I got the mod converted Ordian its your choice if you want to continue with it. We tweaked it alot to add for my groups taste. Here are somethings we have changed:

Pirate raids are tougher, larger and they have shields at elevated, hard and severe lvls.

Pirate base is harder to take out tougher frigates, added capital ships and they have hanger defenses and repair bays.

We did this tweak because of the Black market bonus there. Its been reduce to 200% from 500%!

Barren planets are considered Mining planets with higher health and asteriod extraction rates.

Barren and Industial planets harder to capture since they are considered specialty planets.

Planet Bonuses system has been redone and reduce slightly, will add more later.

Also, included in the mods is the Bailknights Graphical mod.

Here is the link:

http://files.filefront.com/SinsPlusEntrenchzip/;13420215;/fileinfo.html

Aaron

 


 

Thanks for updating the MOD.  It appears as if Starbases and Mines don't work on the new planets and on volcanic planets - any idea why that wouldn't be working?

I got it fixed, here is the new link to it

 

http://files.filefront.com/SinsPlusEntrenchzip/;13432169;/fileinfo.html

Aaron

 

 

I absolutely love it!  Bails plus the sinsplus is amazing on entrenchment.  I've played several large games and all my favorite planets were there.  I am happy again.

Only odd thing i noticed so far is the TEC marza coloring which shows a red reflection as if it were in a red star field.  It doesn't match the rest of the tec coloring.   Additionally very few planets have any type of bonus.  They seem very rare to where 1 out of 20 planets will have any positive or negative bonus. 

 

This is the only mod i will touch.  Thanks guys!

Reply #1125 Top

No Problem Simmyaz! I didn't see any issues with the TEC Marza, colors looked normal on my side.