- 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 #151 Top
Thank you, that helped me, to help you.

I've updated the image.




Basically, you've installed my mod, INTO my mod's old version folder. So you need to take out all those folders there (textures, gameinfo, etc.. ) and basically move them back one folder.

The address should be something like this:

C:\------>Mods/Sins Plus


NOT like this:

C:\------>Mods/Sins Plus/Sins Plus


Hope that helps. Must be you lucky day, was just about to shut down for the night, and I wouldn't have been back on until 3:00pm tomorrow (GMT)
Reply #152 Top
Just an FYI, in Galaxy Forge if you put the planet type as "Random True" or "Random" you will see the new planet types in the game. -J
Reply #153 Top
Is that vista? If so i needa upgrade. Thats hot.

Aha, that aside, thanks for putting so much effort into this mod, it really improves the gaming experience significantly. The whole community really appreciates how much time and effort you've put into the mod. Great Job.
Reply #154 Top
Just a comment - you might wanna reverse the pop caps on gas giants, oceanics, and forests for vas.

They don't, in fact, ever build structures on the 'ground' of their planets. The lore as it is now shows em building giant hanging cities, and nebulous gas giants [especially ones with an atmosphere that could be made breathable with only a little genetic tinkering/filtering] would make PERFECT targets for such free floating cities. The more jagged the terrain, the bigger the area per volume, the more repulsion force their anti-grav tech can exert on the planet's surface, and the easier it is to keep giant cities up [not that it isn't already more cost effective to have a very large structure rather than many small structures]

Just some thoughts to mirror the differences you already see in game. [with TEC lovings the terran planets, Advent the desserts, but vas don't get anything worthwhile from volcanos, 30% to 70 isn't worth it]

EDIT: just read over all the comments, so a few more thoughts
Firstly and most importantly, there NEEDS to be a version without negative bonuses, those can cripple a game, and ALL planets need to have a positive income at max upgrade.
The reasons for both have to do in small/medium multiplayer maps - if you get bottled in and the only things behind your choke points are useless planets, your screwed.

Also a comment on design philosophy for future updates - The TEC are the most technologically inferior, but they can bring the most resources to bear on a problem, the advent are ~1000 years ahead of the TEC in technology, and the vasarii are millenia ahead of both, but are vastly inhibited by their main purpose - to strip resources and haul ass.
Reply #155 Top
@ CaptainHardcore
Are you insane. Never, never "upgrade" to Vista, it is the bane of many lives. I haven't heard one positive comment about it yet, and I specifically asked not to have it in my new computer (and I am so grateful of that). Must be close to 70% of all technical problems I've seen on game's Forums end with, "Must be a Vista only Issue".

But hey, who am I to tell you what to buy ;)

@ Jean Luke
I appreciate your feedback, but I am in disagreeance with much of your post. I have designed this mod around the believable theory that the urban areas on the planets are in fact land based cities. As much as your view is correct about the more land, the bigger cities above, I see it as preposterous to think that it would be cheaper to keep a City in the air, than on the ground. The resources, fuel, and power to construct and maintain something like that would be phenomenal.

To your next point about research advantages to one race or another; I aim to keep this Mod balanced, as it is solely here to "Add, not Alter". There are plenty (and I do emphasise plenty) of mods that alter the game is many ways. Those mod authors are free to use my Mod as a foundation to start from and enhance the game, then the changing and balancing of units and research can be done by them without undoing my changes first.

Your following comment is also something that I personally will not do. I can see your point, but in my opinion, and many other peoples, random factors are what makes fun games even more fun. Also, with your idea, Exploration is a must. As it stands, it is a risk. Not a very big one, as 99% of all the bonuses that can be uncovered from Exploration are a positive, but still a risk. Another reason why I dessagree with you, is because I am a strong believer of thinking your way through a game, not just learning what to do and when. Great players and many Military tacticians in history have been judged by their ability to 'Overcome and Adapt'.

Example; You get a real bad bonus, Plague say. You now have to choose what to do.
1. Hold the planet, knowing the population increase rate is abysmal, and other aspects will mostly hinder you empire.
2. Abandon the planet and move on, and see what the next one holds.
3. Hold the planet, and do the best you can with it, but quickly spread out past it to the next planet.
4. If you enemy is close, you fall back one, and fortify you bordering world like a citadel. You let him take it, and let him suffer for it. This now opens up a lot more options for you, but I could be all day here describing them.

And why should all planets have a positive income? These planets usually excel in another area, and are worth the cost. Another example; The maintenance on a factory is losing you money, but the products you produce are worth twice as much to you as the money itself. If its early in the game, then you are faced with more options on what to do, which I'm not going to list.

Some else is free to take my mod and make these changes themselves, if they want to. They will then of course be beyond help from me if something were to go wrong, and every update they would have to alter again, but if you feel that strongly (which looks like you do by saying: "there NEEDS to be"), then feel free to do it.

Your last point also can be answered by my response to your second comment. Balance.

Thank you for your feedback, everyone.
Reply #156 Top
I just wanted to say what a great mod this is, love the new planets. I'm just wondering if it's possible in the future to have the planets appear in galaxy forge without using randomcolonizable. The ingame map designer is very meh.
Reply #158 Top
@ Iranium
I don't know how to do this, as I haven't touched the GF. But if someone knows, then please enlighten me, and I'll see what can be done.

@ Captian
I love using big words, usually stops children and trolls dead in their track when they read it :D

Oh, and no problem about the Vista tip, it is only my opinion, but I do recommend steering clear, at least for another year of two, until all the bugs are ironed out.

And dam both of you, I've seen two typos that I now can't edit and fix in my last post :P ;)
Reply #159 Top
Finally got the mod to work but it looks like the textures are corrupt.

The new types of planets are just dark and when zoomed out has a square graphic over laying them.

Should I just download the mod again and replace the texture file maybe?
Reply #160 Top
I hate to repeat myself but;
Sorry, your going to have to give me a little more detail on this.


Aye no prob, here goes:

What planet type?


Barren

Any other mods merged with mine?


Aye, but I've had the problem when just running pure Sins plus 1.1a (first thign i did was tey to replicate it using just pure sins so I don;t complain to you about a bug I caused from merging mods)


What do you mean by 'Going to the planets InfoCard'


When you click on a planet and select it then mouse over the planetary exploration tab in the lowr left had of the screen. When i do this the game ctd's


Have the other bonuses worked so far? On new planets and old?


Aye, everything else is 100% fully functional. In my last game I colonized gas giants, ocean, forest, urban and barren worlds wihtout a problem complete with all the bonuses (and a deadly secret or two) and had no issues what so ever.


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


I;m not sure if that;s where the problem is per say, but I edited out the subterranean coloy from the games file so it wouldn't show as a discovery in game, which fixed the problrem by keeping it from arising. (not really a fix though, more of a work around.)

I'm sure there's a way to put my new planet types into new maps.


I think one woudl have to reprobragm the GF tools to recognize the additional planets, which sounds out of my league.



But anyway, while I;m posting I just thought I'd add in my feedback on the mod.

So far I haven't noticed any glaring balance inconsistencies as far as planets, or their bonuses go. Aye the deadly secrets and plague can be a real aggravation, but it makes exploration of planets far more exciting now, instead of just enless artifacts, positive bonsues or nothing at all. (it's also not so common as to be unbalancing and really adds to the deopth of the game.)

Overall your mod plays so well it feels more like a natural addtion to the game; (like a mini expansion if you will) and Sins feels far more "empty" without it active.

Reply #161 Top
This is a fantastic mod! Admittedly I altered it a bit to fit my personal tastes but I have to say - you really made the Sins experience a lot better for me :)

a request for future versions if you're considering it: more forest images. It just gets odd seeing the same weird-shaped lake over and over lol. but that's just me :)

thanks again for a great mod!
Reply #162 Top
I'll echo the 'awesome mod' sentiments. However, I've run into a problem which may or may not be related to the mod, but I'll mention it since it did crop up right after I added in the fixed PlanetBonusSubT.ENTITY file. After that Sins started crashing on game load or start. It stuck around after removing the mod completely, though, so I think it's a problem with my install...I'm waiting to hear back from the support guys, just in case. Anyhow, the mod otherwise worked perfectly, and I don't know if I'd want to go back to playing without the extra planets now. :LOL:
Reply #163 Top
All good comments to hear, makes it all worth while. And Silver, I found the problem, it was a string issue, but it was on the other end. Not in the .str file, but in the PlanetBonus file. So I didn't need all that info after all ;) :D

The new links on the front page are an updated version, with this minor bug fixed.

Cypher, I don't think it is my mod, as it shouldn't override any core game files, and so shouldn't effect the main game. A total reinstall (delete all traces etc...) should fix it. Good luck.

Good to hear Caldari, and I will try to make some additional textures.

Once again though; 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.
Reply #164 Top
I am having a problem using this mod in a multiplayer game. Single player it works fine for both me and my boyfriend. But when we try to direct connect with it enabled, it gives a checksum error. We ensured that we both have the same amount of files in each of the mods folders and have the same version of the mod. His checksum is 1413649636. Mine is 1413649635. Theres a difference of ONE! Apparently thats all it takes. I'm using XP, he is running Vista. (Is this part of the problem?)

Is anyone else running into problems like this or know how to correct this?
Reply #165 Top
I haven't tried it MP, but no doubt it is that one number. I'm also going to go out on a limb and say it is a Vista issue. I'm slightly prejudice against Vista anyway, but that probably is the problem. The checksum I think is the total size of the folder, in bytes.

Actually, I think I know where it is. Can you both download from the link on the front page again (I know, its a pain, but this should fix it). I released a ultra minor fix yesterday, literally one letter in one file, which would mean one byte, which would explain the Checksum's being out by one.

If not, post back, and I'll try and get back to you tomorrow. In the mean time, if it doesn't work from the above fix, check every folder for the size (Right click, properties, then get the exact folder size) and compare them with each others. One should be one byte out, probably GameInfo. Then, if you really want some Brownie points, you could view the folder as a list, then arrange by Modified. Then make sure they are all in the same order (another pain, but you don't have to do it), then give me the name of the odd file out.

Good luck, I'll be back tomorrow, lunch time probably (GMT)
Reply #166 Top
Hey Uzii. Great mod here. Look forward to seeing even more planets out there by you.

I did have one question for you when it comes to the gameinfo folder. Did you change anything around in any of the files that were already in the folder, or just added new ones to the folder?
Like PlanetOcean etc are new, but PlanetBonusSubT was changed around.

Thanks for any info you have time to reply with.

Looking forward to seeing more planets from you.

Reply #167 Top
Hey Uzii. Great mod here. Look forward to seeing even more planets out there by you. I did have one question for you when it comes to the gameinfo folder. Did you change anything around in any of the files that were already in the folder, or just added new ones to the folder? Like PlanetOcean etc are new, but PlanetBonusSubT was changed around.Thanks for any info you have time to reply with. Looking forward to seeing more planets from you.


For future reference, the easiest way to check is to open the GameInfo folder, and arrange the icons as a list, and sort them by "Date Modified". Any files after 2/9 were modified by the modder.
Reply #168 Top
As it turns out, he downloaded from filefront while i used rapidshare.com

after we got it from the same source we got it working and the checksums matched up. Might want to update your filefront upload :) Thank you for the help, the mods great!
Reply #169 Top
@ IHIavok
Like my good man Aequitas said, best thing to do is arrange by modified. And no, SubT is new, like all the planetary bonuses. The Cavern System you may be thinking of is still in there somewhere.

@ Aelya
Is all sorted now. What happened was when I updated, I removed the too file links and put in the new ones. However, if one of you downloaded from one of the old links before I updated, and the other downloaded the new one, then that would be the problem.

All links on the front page are the same now.

Thanks for the feedback everyone, and Aequitas for being here when I'm not ;)
Reply #170 Top
Ypou menationed if anyone had any suggestions to post them so here goes:

My first suggestion is a sort of a "ship graveyard" that's full of mostly destroyed vessles and a few neutral ones that could be captured. It would make the "planet" (or would it be better called debris field) useful but not overly powered (since the ships would count towards your fleet capacity once captured and it'd take time to capture them all)

As for my second idea, I'm njot sure if it would qualify as a "planet type" since it would be more or less a "system type" but thought I'd suggest it anyway.

What about system that has a black hole at the center instead of a star? (which could slowly deal damage to ships in oribt near it do to intense gravity) Within the system could be a variety of plasma storms, dead asteroids and other debris, maybe a few barren planets, nothing really colonizeable but still littered with some resource value.

I know from a scientific stand point it's not really realistic to have this kind of system, (but no more unrealastic than seeing ice planets right next to the star) but from a fun stand point it would be pretty neat to see.
Reply #171 Top
Interesting ideas. Ship graveyard sounds good, but would require some time to look into. An interesting concept though, and definitely one I'll think about.

Mmm.... I'm not sure how to deal damage to everything in a system, but it would be doable in the Star's Gravity well. The only problem is meshing and texturing the thing, which I would be useless at.

Thanks for the suggestions though, much appreciated.
Reply #173 Top
Not that I know of. But I haven't used the GF at all, so it would probably be est to ask someone in the know ;)

I'm sure if you edited some text somewhere you could get the GF to read the new planets. But I'm not sure where, anyone else know this?
Reply #174 Top
Concerning the black hole thing, our galaxy supposedly has a uh, super massive deadly black hole of death floating in the middle. Earth is slowly being sucked into it, hence the spiral galaxy name.


Fun right?

<3 history channel
Reply #175 Top
Love the mod Uzii, just had to say it again. Great work. I know I'm a little late to the defense on this, but the chance at a negative from exploration is great. In fact, I would like more random events in this game. I don't want an invincible Borg cube to come through and rip up my fleet or anything :) but it would be nice if the devs could put a little terrorism into the game (if a planet is 70% aligned with your empire, that still leaves some angry folks. Who's to say they couldn't pack a trade ship full of Hushaboom and blast a hole in the side of a capital ship or take out a trade platform.

Would be a nice incentive to actually build and research media centers for those who miss out on the obvious reason (more money/resources from the planet)

As someone with a BA in History let me tell you that the "History Channel" is quite often wrong, and likes to state "facts" that are actually theories.

If it doesn't come from Neil deGrasse Tyson, don't believe it. :D