- 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....

3,493,416 views 1,334 replies
Reply #201 Top
Hey Uzi any chance you will include planets like venus? I Really dunno what to call that hot, noxious pressure cooker....
Reply #202 Top
Well, we got plenty a planet now, great job! Going to use your mod in my mod. What about any future uncolonizable planets? Like better plasma storms or electrical storms?
Reply #203 Top
1.2 is in full flow now, so I'll give you a list of the include Planets (not bonuses as the list isn't finalised):
- Toxic Planet (kind of a Venus, crystal deposits)
- Paradise Planet (similar to Oceanic, but with minimal Tactical Slots and Planet Health, huge culture bonus)
- Industrial Planet (Heavily polluted, increased ship build time)
- Old Naval Base (Increased Range, Damage, and Chance to hit for Capital Ships and Orbital Guns) (My personal favourite)

I may include some more uncolonisable ones in 1.3, but they are limiting for gameplay.
Reply #204 Top
Uzzi, i like the old naval base idea, will it have some hefty defense forces?
Reply #205 Top
It may ;)

I haven't got to that part yet, but a strong militia present is almost a definite. Probably on par with the Urban planet now.

I'm still looking for an answer on the chance of Bonuses.

1. Do I keep it as it is now with increased chance of getting some bonuses, but as a result you could get the same one twice, or thrice.

2. Do I give every planet one of each so you will never get the same one twice on a single planet, but as a result you are just as likely to get 'A Deadly Secret' as a 'Moon', which is somewhat an unlikely comparison.
Reply #206 Top
Awesome cant wait for those new planets. I def like the ideas of a paradise and toxic planets. Just my opinion but i would keep it the way it is now with a chance of getting some bounuses even if you have the chance to get the same one twice.Keep up the great work :)
Reply #207 Top
Thanks for the input Minkus, that is what I will do; leave them doubled or tripled up.
Reply #208 Top
Uzii:

I've successfully installed your Mod and have played 2 medium random games with your mod enabled. Some of the features have been present - colonizable gas giants, additional research options - but none of the new planet types have appeared. Not once. In 40 planets.

I'll create a few more random maps and crank out a ton of scout ships just to see, but is there any reason why this might be happening?

Thanks for all of your hard work, to say nothing of the support you have provided for the community for your mod.

Reply #209 Top
I'm just off, but it depends on which 'Random' maps you are using. User created random maps in the map maker (in-game) will have them at the bottom of the list of planets, and also in all the relevant categories.

However, I have not tested them with the 'Random Small/Medium/etc Map' in the map lists from Vanilla. I'm not sure how they pick them randomly, but if they use the GalaxyScenarioDef file, then they should include the planets.

If you'd like to see/play them, make a quick map on the in-game map maker, make it really random, and preview it. Have a nose around and enjoy ;)

Quick update too: Paradise World texture is done, and so is the Toxic planet texture (courtesy of Davedon). Industrial and Military tomorrow if I have the time.

I'm still open for any Planetary Bonuses you'd like to see, along with their effects. And any planet types, although my list of them is growing exponentially.
Reply #210 Top
What about some bonus that inproves your ships HP and weapons? You could only have it on your homeworld or something,would mean that the homeworld is harder to take over then any other world! As it should be as your homeworld would be more important then some backwater planet lol. But at moment there just as easy to defend(if there both terran that is).Just a suggestion! Great mod Uzii!!!! ;) 
Reply #211 Top
I must have had a bad file. I deleted the MOD and redownloaded from the link above, reinstalled, and all works great. Thanks for all of your hard work, Uzii!
Reply #212 Top
yeah you might want to remove the "sins plus" that is added to the main menu whether you are running the mod or not. had to reinstall to remove that....
Reply #213 Top
yeah you might want to remove the "sins plus" that is added to the main menu whether you are running the mod or not. had to reinstall to remove that....


No you didn't. You installed it wrong. My textures replace nothing in the default directory, unless you, wanting to save space, copied and replaced the main directory texture files, and if thats the case, its kind of your own fault...

I will consider that Chaney, whether it can be done is another matter. Home worlds will never have any Planetary Bonuses(Something in the game that disables them), but they might work with the Gravity Well bonuses I am experimenting with now.

And its good to hear you got it working jdhas, could well have been a faulty d/l.

Thanks to everyone for the feedback.
Reply #214 Top
Uzzi, i didnt see it. Can you post the list of possible planetary bonuses? I would like to give some feedback on additional ones.

Thanks
Reply #215 Top
Ok, nm, i see it you posted that you are "Gravely" mistaken if you are to list them all...

Ok, here are some ideas..

Increased artifact bonus?

Guaranteed artifact?

Conquered natives.. you free them from the militia forces and you get a free colony out of it.

Rebel forces join your cause.. 2-3 free ships?

Reply #216 Top
Ok, nm, i see it you posted that you are "Gravely" mistaken if you are to list them all...Ok, here are some ideas..
Increased artifact bonus?
Guaranteed artifact?
Conquered natives.. you free them from the militia forces and you get a free colony out of it.
Rebel forces join your cause.. 2-3 free ships?


Yes, there's too many to name, I can post all the their file names, but some of them are not very 'readable'.

I can't increase Artifact Bonuses at present, nor should I in the future. If anything, I would make them better, but decrease their chance. However, this is all in the .Galaxy files, and so different for each map.

Conquered Natives, interesting, but why free them, when they would already be slaves to the superior race on the planet, and so be covered by the 'Slaves' Bonus. ;)

Rebel Forces, now, I like this one. I am going to add two bonuses in 1.2 that are similar, but one is a positive, the other a negative. This would be a nice thing to use alongside the Planetary Insurgency at the moment, as they are a negative effect, but your idea could be the positive of the same bonus. I'll keep it in mind, thank you.

Reply #217 Top
Random ideas....

-Galaxy wide or race wide random effects for X amount of time? Or some may be limited to one specific planet.

From time to time there are lucky breaks, disasters or emergencies. Positive or negative resource, economic, diplomatic, production, trading, disasters, structure destroyed, plague on a planet, lost XXX population.

-You find an abandoned depot, get XXX one time resources

-Solar storm, no ships can phase jump for the next 5 minutes.

-space dragon devours one of your ships... Or a suicide bomber detonates the phase drive on one of your ships and destructs.

Reply #218 Top
-Galaxy wide or race wide random effects for X amount of time? Or some may be limited to one specific planet.

From time to time there are lucky breaks, disasters or emergencies. Positive or negative resource, economic, diplomatic, production, trading, disasters, structure destroyed, plague on a planet, lost XXX population.

-You find an abandoned depot, get XXX one time resources

-Solar storm, no ships can phase jump for the next 5 minutes.

-space dragon devours one of your ships... Or a suicide bomber detonates the phase drive on one of your ships and destructs.


All can be included I think, but finding out how to and incorporating them successfully would be worthy of a mod in itself.

All Galaxy Wide things would take some time to investigate. The only thing I can think of, would be to have a look in the Artifact files and see what makes abilities global. Even then though, it would be very difficult to get working.

I'm not sure either on how to include random events. Scripting I assume, but I wouldn't know where to start.

Abandoned depots is a good idea, and might make it into 1.3, depending on how hard they are to incorporate. I have something similar lined up, so it may make your idea slightly easier for me.

Much as I like the random ship loss idea, I think its just one step too far. Money and Resources can be easily replaced, but if a Capital ship, or a scout went down, it could really effect the game. Also, I won't know where to start on this either, events are a bit out of my league at present.
Reply #219 Top
Kind of reminds me of the "Distant Suns" variant of Twilight Imperium, so was wondering, is there any way you could incorporate a "Scientific Society" bonus?

In TI3, Scientific Society would give you a free technology upgrade, which I guess in this case could be a somewhat small (yet not insignificant) boost to research speed? Or cost-decrease? *shrug* just a thought.
Reply #220 Top
A good idea and one that has also crossed my mind. Making it possible and incorporating it could take some work, but once 1.2 is out, I will investigate.

Thanks for the input ;)
Reply #221 Top
Do you have a rough eta on 1.2? Like to try it out this weekend.
Reply #222 Top
Hmm, how about allowing Wormholes to have a new object built arround them that can shut the wormhole down (based on autocast, so it woudl be reversable)? This would be an expensive, high tier structure (cheaper and earlier for Vasari).

I was going to suggest Laboratories also, if there could be a multiplier for the number of labs arround certain types. It would be neat if a Wormhole orbiting laboratory offered science bonuses.

Perhaps also replace Green Stars (which don't exist in reality) with Brown Dwarfs- sort of super Jupiters with very little fusion going on, but probably with lots of moons and harvestable resources- once your tech is high enough.

It would be interesting to be able to build tactical bases arround standard stars also. So long as the technology to do so were very expensive.

Something that would be REALLY cool would be a planet or site that had phase lanes that changed randomly. Don't know how possible this is currently, it could really make strategy interesting near one.

In addition, planets that had faster or slower phase lanes could make some routes better than others for both trade and for war.

A Corporate Planet, this would be a planet that is entirely owned by a corporation. It would have a low population total (the corporate population is separate from your empires administrative population), but a very high income and trade multiplier, and high Logistic, but very low tactical numbers (War is bad for business.) in addition it would have a cultural penalty (these guys don't care whose empire they're a part of really) It would look similiar to an Urban or Industrial planet). Finally Trade Ports would be cheaper and faster to build arround these planets.

Would it be possible to have the Naval Base to give Capital Ships built arround it an experience bonus, but a time penalty for construction? If the bonus were enough, but the time penalty signifigant, it might encourage some players to build multiple Capital shipyards arround naval bases...

For the Industrial Planet, perhaps have Antimatter researves in ships and structures about the planet double their refill speed? (Allied only of course)

Enemy of my Enemy- This would be a planetary condition, if you captured this planet, the diplomatic disposition of one of the other races would gain 100 as you eliminate an ancient enemy of that race. This would be a one time setting.

Ancient Monolith-A free superweapon appears about this planet after capture, it costs nothing, and could possibly be split into three conditions, one for each races superweapon.

Young Empire-This planet immediately rebels and forms a new, expansive empire (spawns a new Pirate base)
Reply #223 Top
@ Kreyson
Sorry man, no chance of that. But most definitely next weekend. And I hate giving ETA's, 80% of all ETAs for mods/paperwork/appointments/anything are never met. But roughly a week, maybe less if your lucky.

@ verybad
I appreciate your feedback, but f*ck me dude, thats a hell of a lot of stuff. Ok;
- Wormholes, out of the question, and out of this mod's scope. I know what your thinking of, but at present, its a 'no can do' for this mod.
- Something like this has crossed my mind, and shall be looked into for 1.3, no promises though, as the 'Abilities' a planet can have are very unpredictable to whether they will work or not.
- It could be done, but it would be at the very bottom of my priorities list, a Sun is a Sun, not a planet, the whole reason they cannot be occupied is that they are the sure place to be a bottleneck.
- Randomly changing Phase Lanes, dream on ;) Even if it were possible, it won't be something that I'd want to include.
- Phase Lane speed may be something I will look into in the future, sounds doable, and wouldn't have a huge impact on Gameplay.
- Corporate Planet, interesting idea, duly noted.
- I think you may be missing something. These are Old Naval Bases. The facilities would be intact, but personnel and equipment would be long gone. I may give these planets a slight decrease is ship build time, due to their factories, but the primary role for a planet like this would have been a forward base, and somewhere with increased defences.
- One off settings are not doable at present, or at least not that I know of.
- I like the idea, but its just too powerful. Imagine the first planet you colonised got this, you'd auto-fire and seriously f*ck over the other empires pretty quick.
- Once again, no can do. Its a nice idea, but just isn't possible at present, well, not to my knowledge.

Thanks for the feedback and input, some very interesting ideas there ;)

Edit: Might help if you number the ideas next time, give me a reference to point to ;)
Reply #224 Top
Tried to look through all 200 or so comments for some info on how i would go about using these new planets in forge. If possible could you explain how to do that, I already know about editing galaxy files in notepad,would I have to add these planets to a map after I use forge?
Reply #225 Top
Someone mentioned somewhere that if you change the ScenarioGalaxyDef file that the GF reads, they appear. I'm not sure which one that is, it could be the main directory one. If so, backup your original first.