- 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 #1301 Top

Check the DS mod for changes, it's included into the main mod so there should be a readme somewhere amongst the files, but more than likely no changes have been made"don't fix it if it isn't broken" and such ^^

Reply #1302 Top

Can anyone tell me how can i use only the new planet models?

I mean without the research and planet bonuses - just the models

Reply #1303 Top

break into the mod and find the Mesh and Entity files for each of the planets, and...ahh what was it again >.o crap I forgot the name of the file, think it's game constants data or something like that, I thought I saw it in the GameInfo folder

easier to edit it with Notepad++ than regular notepad, it organizes everything far better than note pad ^^

Reply #1304 Top

badtune the file I think you are thinking of is the galaxyscenariodef, and if on entrenchment OR diplomacy then you will also need to edit the entity.manifest as well.

harpo

 

Reply #1305 Top

Ah, yeah that's right. The one I said deals with the game's mechanics =X  weapon type vs armor type dmg, planet slots for structures, capital ship level experience(from killing one), and other such number oriented headache things =X

Reply #1306 Top

darn i still cant get it to work but thx for your help anyway

If by any chance someone could point me toward a tutorial or instructions to add only the planet models i would appreciate it or better yet a mod designed only for new planets...looked around quite a bit but couldnt find anything

 

thx for reading :)

Reply #1307 Top

hmm, maybe hunt down Fist0, boshimi, sinperium, and stant. That lot lurks in the forums a bit, but Hapro might be your best bet, him and a couple others made all the tutorials for modding in this game anyway lol

Reply #1309 Top

jardelion, your best bet is to look at the sins weebly by myfist0.

while I have helped with the map side of things and written several utilities to help modding of sins, I am only a modding novice myself.

harpo

 

Reply #1310 Top

ahh, you're too modest sometimes ;p

Reply #1311 Top

badtune, while I have translated a couple of mods from vanilla to entrenchment and created my mega starbase mod, they were ALL entity file related, and I have done exactly nothing regarding sounds models or graphics in sins, which is WHY I say I am a modding novice.

harpo

 

Reply #1313 Top

Mhm i still havent managed to get the planet only mod to work despite that tutorial

Btw im using it for diplomacy 1.00 do you think i should update it?

Reply #1314 Top

Quoting jardelion, reply 1313
Mhm i still havent managed to get the planet only mod to work despite that tutorial

Btw im using it for diplomacy 1.00 do you think i should update it?

Assuming you're using the planets mod in the OP and not another version, the mod is incompatible with Diplomacy. If you're looking for a planet-only mod that's compatible with Diplomacy, take a look at Novus Universum.

Reply #1315 Top

does this work for diplomacy, or it is just for the orginal sins?

Reply #1316 Top

Original Sins version 1.05. We are at Original Sins 1.191 which is way off from what this mod can work with. There are mods that use it (like Distant Stars) and a few have their own personal updated set but this thread needs to die as it is no longer supported.

Reply #1317 Top

Too bad it doenst work with real capital ships, without that mod sins isnt quite so funny.

i think its the incompability with the research tree :(

Reply #1318 Top

Quoting Agod92, reply 1315
does this work for diplomacy, or it is just for the orginal sins?

I am still maintaining my own personal reference copy of the Sins Plus mod.  I have called it GalaxyMod and it is compatible with Diplomacy v1.32.  There are a few minor changes, such as the removal of the ship graveyard but otherwise I have kept it basically as is in Sins Plus.  The reason I have been maintaining my own copy is because I use it in conjuction with my other mods to recreate the SGGalaxy version of SGRaces.

You can find it here.

-dolynick

Reply #1319 Top

Quoting ColeTahn, reply 1317
Too bad it doenst work with real capital ships, without that mod sins isnt quite so funny.

i think its the incompability with the research tree

The Distant Stars team took real capital ships idea and incorporated into our mod.

Reply #1320 Top

Quoting Ryat, reply 1319

Quoting ColeTahn, reply 1317Too bad it doenst work with real capital ships, without that mod sins isnt quite so funny.

i think its the incompability with the research tree
The Distant Stars team took real capital ships idea and incorporated into our mod.

 

nice one !

i'm downloading it right now and hope it works :)

thanks a lot for your effort !

Reply #1321 Top

Hey, can anyone post a 'working' link for the SinsPlus mod for Entrenchment 1.05?

The ones from filefront don't work, it says the file can't be found.

Thanks, I'd really appreciate it

Reply #1322 Top

Quoting TrevorMaendel, reply 1321
Hey, can anyone post a 'working' link for the SinsPlus mod for Entrenchment 1.05?

The ones from filefront don't work, it says the file can't be found.

Thanks, I'd really appreciate it

try

Quoting dolynick, reply 1318

Quoting Agod92, reply 1315does this work for diplomacy, or it is just for the orginal sins?

I am still maintaining my own personal reference copy of the Sins Plus mod.  I have called it GalaxyMod and it is compatible with Diplomacy v1.32.  There are a few minor changes, such as the removal of the ship graveyard but otherwise I have kept it basically as is in Sins Plus.  The reason I have been maintaining my own copy is because I use it in conjuction with my other mods to recreate the SGGalaxy version of SGRaces.

You can find it here.

-dolynick

harpo

 

Reply #1325 Top

Ok, the mad scientist mod worked. My goal is to be able to use the Sins of a Galactic Empire (Star Wars) mod along with the SinsPlus.

Is this even possible? I also would like to be able to create my own maps with the new planets that works with the galaxy editor

 

Thanks