- 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....

3,493,102 views 1,334 replies
Reply #101 Top
I tried to enable it (no planet on screen) and no dice. errored out. I've done this a few times now, downloaded it a second time (this time from filefront) and have rebooted the box and reinstalled the full mod, not just copied over 1.0b.

That's all I can give you for now.
Reply #102 Top
so does this mod still work when combined with that other mod? mars effect or something was the name..
Reply #103 Top
Guess that depends if you can get 1.1 working for you. Some of us have had issues with this version and Uzii is getting some much needed sleep.
Reply #104 Top
Great mod! I haven't tried 1.1 yet but I did try 1.0, and it added a lot more variety and spice to the planets. Also I'm wondering if someone could merge this mod with icedude's Sins Enhancement Mod v1.52, which is also one of my favorite mods. That would be great. :CONGRAT:
Reply #105 Top
yes this mod works with mars effect, only downside is you will be unable to use the new turret provided in the mod.

Use the same method to combine them as before, string file included.
the new "numstrings" # for mars effect v1.0 and sins plus v1.1 is 5307.
Reply #106 Top
Nice work there Uzii,
but one thing.could you just zip the things you modded or added, because I´d like to combine this with my other mods. So there is more overview of the things. Maybe you could make like two versions on just unzip and plya other one like add as you wish.
Just a suggestion.

Anyway great work

Greetz

Dr.Zod
Reply #107 Top
Right, its good to see there isn't another 20 posts from people who can't get it to work. The error seems to be random, and I will look into it today.

@ rugby9
Good to hear it worked, and the carrier fleet is supposed to be there, usually though its only about 5, you must have been unlucky, and depending on feedback, I will alter the numbers a bit.

@ Unknown User
Thats a relief too. If you can activate it, it should work alright, I haven't had it crash after that.

@ OrangeJumpSuits
I'm sorry to hear you can't get it working still, I'm going to have a mess around with it today, see if I can find the problematic file.

@ chronicpayne
Thank you for answering the merging questions. Its just a case of getting someone to do it.

@ Dr Zod
Mmm, it would be easier if you changed the view mod in your folders to 'Details', then 'Arrange Icons by...', and then click 'Modified' TWICE. This will give you a list of the files with the most recently modified files at the top, just scroll down until you fine a gap in the 'Modified On' date, that should be the end of my files.

Thanks for all your feedback.
Reply #108 Top
...I can activate this in game without a problem. But for some reason, I can't set it to automatically load on startup. Every time, it gives a minidump error.
Reply #109 Top
Curse the randomness of computers. I'll look into it now.
Reply #110 Top
Yo, Uzii, im online for now, so im gonna see if i can get it to work. I'll try reloading everything, see if that works. I'll keep you updated.
Reply #111 Top
Yeah i agree with rugby, i had two urban planets right next to my home planet and both had 8 sova's. haha, that was interesting.

8 is a little excessive, I'd say put maybe 2 in with a dunov and the rest of whats already there, cobalts kodiaks etc.

Reply #112 Top
Curse the randomness of computers. I'll look into it now.


Thanks for all your work, btw. I can't imagine the stress this is giving you.

I'll let you know if I figure anything out in getting it to work.
Reply #113 Top
Ok, this is another observation, nothing concrete, but I think it could be the carriers themselves causing this randomness. I will continue to test, see if the trend continues.

And yes, 8 is a bit excessive. I wanted to make Urban planets difficult, and actually have a fleet in orbit, and the carriers complete the fleet. But if it is them, then I'll remove them. Stay tuned.
Reply #114 Top
love your work Uzii however one thing bothers me and thats how the urban planets texture seems to repeat itself im tempted to draw one out in zbrush but i want to know what kind of textures the planets use such as normals or maybe one for the lighting effect ect... and what are the file names for the urban textures in your mod i have no experience modding this game.
Reply #115 Top
Ok, updated to v1.1a

The only change is the removement of the Militia Carriers in orbit around Urban planets. This should, and with every test I did, fix the random crashes problem stated above.

I hope to the Good Lord himself that this will work, then I can finally begin adding to this rather than fixing. But, any problems, just post them here, I will get back to you tonight(GMT) after work (10:00pm roughly).

Edit:
@ Davedon
I personally like them, but I agree that they need to be improved. It was the best I could do. I think the night side is excellent personally, but the light side is a bit... poor.

There are 2 files you need to edit, both of which are in the Textures folder in my mods directory. There names are:
PlanetCity01-cl.dds (Light side of planet, overlapping each other)
PlanetCity01-da.dds (Dark side of planet, overlapping each other)

The alpha channels in these files translate to what is reflective, and what is not. Black alpha channel is non-reflective (grass, concrete, etc...). White is reflective (Ice caps, snow capped mountains, oceans, etc...).

The files are arranged so the middle 'band' is the main body of the planet, in between the poles, and the square sections at the top and bottom of the file are the poles. Check the other planet files to see exactly what I mean.

To everyone, I am open to member submitted textures, especially for the Urban world. There is no guarantee I will include yours, but if I like it, I will.
Reply #117 Top
good to hear that you managed to fix the bug and the overwhelming amount of carriers at the same time!

I thought of another planet type: a planet covered in storms, increased cloud cover. not a gas giant or a Venus type. Is it possible to add the spark effect in plasma storms to cloud covers? If so that would make for one awesome stormy planet.

Or you could try making a savannah planet, covered in grasslands. yellowy grasslands.

Reply #118 Top
I have downloaded this mod and did everything i am supposed to but when i enable it nothing happened. i went to the in-game map maker but i did not see any of the new planets so i spawned many random planets and none of the new planets were spawned in the preview. Then in my last effort to see if the mod was working i went into the game and looked at the tech tree and the new research for the planets was not there. Basically for some reason when the mod was enabled it did nothing.

I really want to play with this mod but i cant right now please help me...i need it.
Reply #120 Top
I noticed recently that you removed the altered planet "GasGiant" from the old RandomSpecial and RandomUncolonizable planetTypes, but didn't add it back in to your new type of "New", which it is. You might consider throwing it into that New list, as many people don't use the larger random planetary generation lists (like myself).
Reply #121 Top
I have downloaded this mod and did everything i am supposed to but when i enable it nothing happened. i went to the in-game map maker but i did not see any of the new planets so i spawned many random planets and none of the new planets were spawned in the preview. Then in my last effort to see if the mod was working i went into the game and looked at the tech tree and the new research for the planets was not there. Basically for some reason when the mod was enabled it did nothing. I really want to play with this mod but i cant right now please help me...i need it.


I hate to contradict you, but you must have installed it wrong. There is no other explanation. Without screenshots of the folder, or sizes of the folders, I can't do much more than ask you to make sure everything is in the right place. Completely remove everything, and redo it.

If you could post a screenshot of the inside of my mod WITH the address bar visible at the top, it would be helpful to me, and probably to you too. Like this:




EDIT:
I noticed recently that you removed the altered planet "GasGiant" from the old RandomSpecial and RandomUncolonizable planetTypes, but didn't add it back in to your new type of "New", which it is. You might consider throwing it into that New list, as many people don't use the larger random planetary generation lists (like myself).


Yes. You have a point and in the next update I will put it back into both. I removed it from 'Special' because now it is a planet, not neutral space. And I left it out of 'Sins Plus Planets' due to the fact thats its not mine, and I haven't altered the actual planet. You can still add it with 'Gas Giant' and the Colonisable categories that it falls into. However, I will put it into the ones you mentioned, possibly with a lesser chance for it to spawn (Like Urban Planets at the moment, half the chance of the rest because of its wealth and uniqueness).
Reply #122 Top
I messed up when I installed this mod. I actually replaced the original texture file with that in the mod, and now I can't remove it. Even re-installing the game didn't help. Any help?
Reply #123 Top
Err.. You reinstalled the game and it didn't fix it? When you reinstall, remove EVERYTHING manually after you have uninstalled it, then install it again. Replacing texture files shouldn't make the game unplayable though. I'm just off, so maybe someone else can help. Good luck.
Reply #124 Top
Doesn't sound like anyone else is experiencing this, so I'll throw it out there.

The mod has loaded up perfectly for me, and the game runs fine, except that in the zoomed out mode, no textures load for the planets, so all i see is a starlane going to nothing, and rebounding in another direction ;-)

Not a make or break, perse, but sometimes it really is nice to be able to see what the planets are.

Anyone know a fix?
Reply #125 Top
I just encountered an error. I colonized a planet and discovered subterranial colony, but when i go to the planet's infocard to see the enchancement, the game crashes.