- 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....

3,493,260 views 1,334 replies
Reply #126 Top
Maybe that's the "deadly secret" he alluded to in new planet enhancements? :p 

Seriously though, I think it's a missing line in the .str file. (it coudl be the string count number is too short so it;s no loading?)

That;s the only place I can suggest you look.

If you don't mind putting a save of the game up for download (and some explaination of which planet) I'll take a look and see if it crashes for me, and maybe do a hot fix if possible.
Reply #127 Top
Ugh, I HAAAAATE that deadly secret 'bonus'. I found an ancient artifact on a world, but then found 'deadly secret' so I couldn't use the artifact lmao, was so gay. On another world I also got TWO 'diseased planet's. I mean wtf, that planet is like so useless lmao. 180% longer pop growth! 200% longer build times and costs! DAYUM MAN! 100% lower pop cap! @_@
Reply #128 Top
Seems odd the militia would be causing crashs. Played a game and used a large random map yesterday (sins+ 1.1 and mars 1.0) and except for the initial headache of getting the mods merged and loaded, have not had a single crash ~6 hours in.

That being said i have yet to find an urban planet and its militia, so i cannot say for sure.

I also have a question, for some reason i thought forest planets were beefed up in terms of logistical and/or tactical slots, making them ideal for planetary fortresses.
Just noticed from the readme that forest planets actually have the same # of slots as the others, and actually less than gas giants.

So was that changed or was i smoking crack to begin with?

And either way, what do you see as the main purpose of a forest planet?
Reply #129 Top
Visuals, I think. It would be cooler if it had some real bonuses like higher health or higher credit income. At any rate I think it would make more sense it the population cap was raised just a tad bit more.

Played a game and used a large random map yesterday (sins+ 1.1 and mars 1.0)


Can you upload the merged mods please? I want to use this mode but don't really want the vanilla gameplay.

Reply #130 Top
Visuals, I think. It would be cooler if it had some real bonuses like higher health or something. At any rate I think it would make more sense it the population cap was raised just a tad bit more.

Played a game and used a large random map yesterday (sins+ 1.1 and mars 1.0)


Can you upload the merged mods please? I want to use this mode but don't really want the vanilla gameplay.

Reply #131 Top
I would suggest waiting for uzii and aquetas to release a merged version of their own.
But if your like me and you need it now for whatever reason, i uploaded my modified version here:
WWW Link

Keep in mind this DOES NOT included the textures folder you will need to play..
So first you will have to copy over the default textures folder into "the mars effect" folder, then copy over the texture files provided by uzii.
ALSO keep in mind this merger is using Sinsplus v1.1 (NOT 1.1b), but i dont think uzii changed the texture files, so you should be able to use the 1.1b texture files.

It should be aprox 1.31gb in size now.
Now this is where i got the headache....

For some reason if i tried to enable this merged mod ingame, it would crash almost EVERY time.
I believe this is due to an issue in sinsplus (i am not sure)

Fortunately my work around was fairly painless, and only needs to be done once.
1.Take the ORIGINAL VERSION of mars effect (not my merged folder) and put it in the mods folder.
2.Launch the Game
3.Go to the mods screen and enable mars effect, making sure you click enable on startup
4.Quit the game, replace the original mars effect folder with my edited one (filename should be identical) and the game should load and play fine.

Like i said, probably better to wait untill theres a legit version, but this worked for me.

Reply #133 Top
Why do so many people just make mods an easy-mode?

The planets give far to many resources/logistics/tac and stuff. They're twice as good as the normal planets.


Not balanced at all.
Reply #134 Top
Right... Lets get started...

@ boeduur
One of the texture files hasn't been copied over or installed correctly. Make sure everything is in. Uninstall/delete my mod, then reinstall it. A bug like this would be one that everyone would get if it were a mod based problem. Also, check the effects and UI options, make sure everything is ticked like it should be (Icons, etc..).

@ Jeebus89
Sorry, your going to have to give me a little more detail on this. What planet type? Any other mods merged with mine? What do you mean by 'Going to the planets InfoCard', hover over the planet to see the bonus? Have the other bonuses worked so far? On new planets and old?

@ Silveressa
Thank you for answering that. Sound like you got the problematic area spot on, we'll see what Jeebus comes back with.

@ Colt
Ha! Must have had two different types of disease, unlucky. And the Deadly Secret is rare, but on larger maps you may see it.

@ chronicpayne
Forest worlds aren't really anything special at the moment. But from the feedback I've just seen, I may give them a purpose/strength/weakness. The bonuses you can find on these worlds are usually the better ones, Timber, Adhesive Resin, Dense Canopy, and both types of Ancient Planetary Shield.
Oh, and thanks for posting that merge, I can't give any support for it, but at least its out there for people who want it.

@ WIck742
I like both those Ideas. I will include the bonus for timber always, and rarer Timber types as the random bonuses. A population increase sounds good to me.

@ djuice
good hear, and go right ahead, just don't forget my credit ;) :D

@ innociv
There are many thing I could call you/say to you, but I will refrain.
The Urban planet, by far the most valuable of the new planets, is heavily defended, and can mess up your expansion if you get it in the wrong place, as CaptainHardcore has shown. The others have distinct strengths and weaknesses (apart from the forest planet, as discussed above), lower planet health and population, but higher orbital structure slots.
If you do have a real issue, why didn't you post exact thing you'd like to see, or changed. You sound like a troll to me, so either prove me wrong with a thought out response, or leave this place.

To everyone else, thank you for your feedback, it is greatly appreciated.
Reply #135 Top
Wow what a mod. I love it. Love everything about it. Why is this not just in the standard game? It should be, they should pay Uzii and get it in there. Makes the games so much more interesting and dynamic.

So much easier to get going with more things around that can be colonized without going 2 into civ. Makes gas giants more than just annoying empty space to try and control. The planet bonuses are great, the occasional debuffs are annoying but I can normally live with them.

My only humble suggestion would be to add something in the civ tree that can help deal with some of the planet debuffs in the event you happen to get stuck in a nasty portion of the galaxy. Something like "Hardened Settelers" - decreases negative planet effects by X%, yeah horrible name for it but whatever :).

Much praise to Uzii and all the other modders! Keep making em and i'll keep trying em.

KP
Reply #136 Top
Thanks for the positive comments kjpwv. I have a bad feeling that what you suggested can't be done, well not with the current mod tools anyway. The bonuses are completely separate from any other variables, so adjusting them through research is pretty much impossible.

Much as I agree with your point about getting a crappy starting position, a good player will adapt and overcome these problems. Well, thats my thoughts on it anyway.

If you have another suggestion to soften the negative effects early on, I'll gladly try it. Thanks for the feedback ;)
Reply #137 Top
A little bit of criticism:
Doesn't anyone think that Colonising an Urban planet is a bit illogical?
Urban planets are not natural .. they are created by citizens ... and it takes a LOT of citizens to urbanize even a sizeble chunk of a planet...
I sugest an alternative ... Upgrading to an urban planet - although I doubt its possble at the moment.
Now in a Starwars mod + Planet invation option - it is logical, but in sins world with current colonization mechanics I dont see how it fits in
Reply #138 Top
Mmm... You may be slightly confused on how Sins works. Nearly all the planets that you can colonise without research in Vanilla are already inhabited. Terran and Desert planet have urban areas which can be seen from orbit on the dark side of the planet. These are, from what I understand and have heard, whats left of the TEC's old empire. Colonising really is the wrong word in Sins, you occupy these worlds. The population is in units, and I've heard is the number of Officials present on the planet (can anyone confirm?). The local Militia also backs up this theory, every planet has militia around it, they must have come from somewhere, most likely another colony or the planet's population.

The Urban worlds are just extremely developed Old Empire planets, left behind by the TEC when the other two races invaded. The Urban planet is just another pawn in the battle, but is just a lot more valuable than the other planets.

Well, thats how I view it anyway. Your entitled to your opinion, but this the principle on which my mod is based.
Reply #139 Top
You're spot on Uzii, and the same basic mantra applies to planet bombing, where the rationale is you're not systematically wiping out all civilization, but rather (and I've heard two different explanations) the enemy government or the populace supporting the enemy government.
Reply #140 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.


I can confirm the presence of this bug as well, as I just encountered it on a large map.

I;m not sure what;s causing it however, (I did a look at the code it seemed clean) but I worked around it by simply editing the subterranean bonus out of the planetary bonuses in the english.str file, which seemed to fix the problem.

Reply #141 Top
Quck question here.

I downloaded it and installed it (and even enabled it in the mod option screen). But playing a premade map (systems of war) I saw no new planets or research.

Does this mod only work on random/created maps?
Reply #142 Top
Im yet to experience a bug, im afraid to find one. The only thing that makes me crash is a video card error that makes it shut off. Thats always fun.
Yes the mod only works of random maps because the planets are added into the files that randomize the maps, the original maps arent edited.
Reply #143 Top
Im yet to experience a bug, im afraid to find one. The only thing that makes me crash is a video card error that makes it shut off. Thats always fun. Yes the mod only works of random maps because the planets are added into the files that randomize the maps, the original maps arent edited.


Cool thanks. Wasn;t sure if it added anything into the algorythms that could alter premade maps.


Looks like random is the only way to go. :)
Reply #144 Top
I can confirm the presence of this bug as well, as I just encountered it on a large map.

I;m not sure what;s causing it however, (I did a look at the code it seemed clean) but I worked around it by simply editing the subterranean bonus out of the planetary bonuses in the english.str file, which seemed to fix the problem.


I hate to repeat myself but;

Sorry, your going to have to give me a little more detail on this. What planet type? Any other mods merged with mine? What do you mean by 'Going to the planets InfoCard', hover over the planet to see the bonus? Have the other bonuses worked so far? On new planets and old?


So you are saying the problem is in the .str file. I will look into it now.

Thanks to everyone for the positive feedback, good to here. And premade maps would have the planets in, so they won't be in when they are played. I'm not sure on the working of the Galaxy Forge, but I'm sure there's a way to put my new planet types into new maps.

Reply #145 Top
Are there plans to have an official merged Sins Plus + Mars Effect mod?

I have done (well...I think I have done) what you said to do....but I am not so sure really that anything was done. Nothing seems much different in-game....

Chris
Reply #146 Top
Ok, I just typed out a reply and I pressed the wrong button, so this will be brief.

Mino, ask the author of the mod(Aequitas), as I think me is using my mod as a base for his next update. This goes for most of the major mods, just PM the author.

The PlanetBonusSubT.ENTITY file had the error in the StringID. Replace it with THIS file. Put it in my mod's GameInfo folder and replace it when asked.
Reply #147 Top
no problem...sorry about asking that here....i just saw that there were some ppl talking about merging them.

Anyways....

I reinstalled your mod. And, I am probably just being idiotic....but where exactly do I find the Gas Giant Colonization? I cannot find it anywhere....this is why I am thinking I installed it incorrectly....

Chris
Reply #148 Top
ok....i feel stupid, but I figured out what I did wrong. After looking at the pic of the folder and the address bar...I finally figured it out. Somehow, I installed the mod into a folder, and that is what was messing it up.

Anyways....now, that it looks like it is working correctly, I am excited about getting into it.

Chris
Reply #149 Top
You should have an extra section with a Sins Plus logo in the Non-Military research tree. Look carefully at each line, although you should see it pretty easily.

The best way to find out if it is installed correctly, is look at a Gas Giant, does it require a research to colonise?
Reply #150 Top
I re-installed the mod and it still is adding the new planets in the in-game map editor or in any of the playable maps here is a screen shot to help you
The size of the entire folder 1.31GB
WWW Link