- 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....

3,490,567 views 1,334 replies
Reply #1126 Top

i think it depends on the color of star field visible.  Not a major issue though.  Overall I love this mod and the additional planets give large games some much needed variety.   There are so many mods which try to change the game and alter it but this mod is still the only one that improves the game in the areas that are somewhat lacking in the vanilla game.  graphics and planet variety. 

I still cant get over how cool the argonev looks when the streaming missles come out. 

 

Reply #1127 Top

Quoting Simmyaz, reply 1
i think it depends on the color of star field visible.  Not a major issue though.  Overall I love this mod and the additional planets give large games some much needed variety.   There are so many mods which try to change the game and alter it but this mod is still the only one that improves the game in the areas that are somewhat lacking in the vanilla game.  graphics and planet variety. 

I still cant get over how cool the argonev looks when the streaming missles come out. 

 

I completely agree with you on that and thats why we love this mod too!

What do you think of the pirate buffs?

Reply #1128 Top

Thanks for the updated mod!  It works great!  The pirates are A LOT harder now (obviously).  Maybe a little too hard (I attacked a pirate base w/ 14 cap ships and about 20 drone hosts and found it a bit difficult.  I probably could have beaten them but better safe than rebuilding a level 7 cap ship.  :D

 

Thanks again!

Reply #1129 Top

Hmm could someone please update the original sins plus as it was before entrenchment, to be entrenchment compatible? I really don't want anything else added, I liked it the way it was. No offense to Aaron or anything, but I don't want tougher pirates, I like 'em how they are,

Reply #1131 Top

Hi Arron,

 

Im trying to use your newer version of the mod for Entrench but Im getting alot of these errors when I load up the mod.

File: C:\Users\Dark\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.01\SinsPlusEntrench\Window\HUDIcon-Research.brushes
Label: brush
Line Number:6765
Line Contents:  pixelBox [ 56 , 1074 , 47 , 33 ]

any Idea how to get these fixed?

Thanks!

Reply #1132 Top

nm dude, I figured it out it was a older file being used . replaced it with a newer update and works good now.

Reply #1134 Top

Quoting Darksxx, reply 6
Hi Arron,

 

Im trying to use your newer version of the mod for Entrench but Im getting alot of these errors when I load up the mod.

File: C:\Users\Dark\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.01\SinsPlusEntrench\Window\HUDIcon-Research.brushes
Label: brush
Line Number:6765
Line Contents:  pixelBox [ 56 , 1074 , 47 , 33 ]

any Idea how to get these fixed?

Thanks!

Hmm, thats strange.. I'll check that out. So far no one els. has experience that issue.

Reply #1135 Top

Quoting Naarmraifo, reply 3
Thanks for the updated mod!  It works great!  The pirates are A LOT harder now (obviously).  Maybe a little too hard (I attacked a pirate base w/ 14 cap ships and about 20 drone hosts and found it a bit difficult.  I probably could have beaten them but better safe than rebuilding a level 7 cap ship.  

 

Thanks again!

We made it tough due to the nice bonuses you get from it.. It shouldn't be a walk in the park.

Reply #1136 Top

Quoting Nanite10877, reply 4
Hmm could someone please update the original sins plus as it was before entrenchment, to be entrenchment compatible? I really don't want anything else added, I liked it the way it was. No offense to Aaron or anything, but I don't want tougher pirates, I like 'em how they are,

I'll see what I can do when I have the chance. I can un-buff the pirates pretty quick.

-Aaron

Reply #1137 Top

Quoting Aaron, reply 11



Quoting Nanite10877,
reply 4
Hmm could someone please update the original sins plus as it was before entrenchment, to be entrenchment compatible? I really don't want anything else added, I liked it the way it was. No offense to Aaron or anything, but I don't want tougher pirates, I like 'em how they are,



I'll see what I can do when I have the chance. I can un-buff the pirates pretty quick.

-Aaron

I took out that research value since, it wasn't doing anything to begin with... This should fix your problem.

here is the new dl link:

http://files.filefront.com/SinsPlusEntrenchzip/;13477117;/fileinfo.html

oops this I meant in reply to the error post sorry :)

 

 

Reply #1138 Top

TYVVM :)!

Reply #1139 Top

Quoting Nanite10877, reply 13
TYVVM !

Sorry Nanite I don't have an update to the normal sins plus yet.

 

Reply #1140 Top

Quoting Aaron, reply 9



Quoting Darksxx,
reply 6
Hi Arron,

 

Im trying to use your newer version of the mod for Entrench but Im getting alot of these errors when I load up the mod.

File: C:\Users\Dark\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.01\SinsPlusEntrench\Window\HUDIcon-Research.brushes
Label: brush
Line Number:6765
Line Contents:  pixelBox [ 56 , 1074 , 47 , 33 ]

any Idea how to get these fixed?

Thanks!



Hmm, thats strange.. I'll check that out. So far no one els. has experience that issue.

I took out the research value for this, it should work now hopefully.

Reply #1142 Top

hey first post and new to the mod game so im kinda dumb. does this mod as presented right now by aaron work with the new 1.02 update? the reason why i ask is because the new patch thingy deals with cutting down computer waste or whatever, something my computer doesnt handle very well so itd be nice to either know that this will work with the new patch or know that there will be an update to this particular mod or know how to fix stuff myself so that i can get it to work (and preferably if there are any tricks to the trade in figuring out what to do or stream lining the process)

 

anyway thanks

Reply #1143 Top

I would love to see someone do a straight converstion of the origianal sins plus to Entrenchment 1.02. I am not mod savvy, and I understand that those who are may already be engaged in their own projects. If anybody has the time to make the conversion, that would be great!

Reply #1144 Top

I have a working version of this for 1.02 based off Caddrel's frontiers mod. There are a lot of changes (new research levels, stronger capships, modified planet bonuses, removed rogue stars, changed some abilities, etc etc) and some bugfixes... super-alpha if you will. I don't think anyone will actually want this mod (made it for offline use and the balancing is a little dodgy) and it's almost 500mb and I'm on dsl so at this moment I wont upload it.

What I can do though since I've learned a little bit from debugging this one... if anyone doing a straight conversion or any other work with this has questions about error messages or whatever, or want to look at any entity files, I can help. The only errors I haven't been able to expunge are the enum value ones.

Also, just as a pso, for finding mod errors you can't go wrong mentioning this bit from ShadowMastiff2468 again:

"Go into your mod folder..then jump back one step and go into your SETTINGS file and change the SHOWERRORS FALE into ShowErrors TRUE. then load game, itll freeze! Thats normal! Simply press the windows tab on your keyboard (to return to windows WITHOUT closing game) and then just click to immediately reopen game. It will only this time, youll have the errors plaguing you set before you!"

Reply #1146 Top

Quoting hjrrockies, reply 18
I would love to see someone do a straight converstion of the origianal sins plus to Entrenchment 1.02. I am not mod savvy, and I understand that those who are may already be engaged in their own projects. If anybody has the time to make the conversion, that would be great!

https://forums.sinsofasolarempire.com/314779

Download GalaxyMod.  It's a straight Sins Plus conversion for 1.02.  I used the Frontiers as a start and removed the Solar Sins stuff and cleaned up a few things.  I needed a base version that I could reliably update for my own mod merge versions and I thought I might as well make it available to anyone else who was interested.  It works well in the Manifest system as well but due to it's nature, it may not stack effectively with other mods who use a custom GalaxyScenarioDef.

-dolynick

Reply #1147 Top

Quoting Aaron, reply 20
Here is an update for SinsPlus to run with Entrenchment 1.02 .. Its close to  the original as I can get it.. Also, includes bailknights mod.

 

http://files.filefront.com/SinsPlusOriginalEntr102zip/;13516723;/fileinfo.html

 

-Aaron

 

oooooooooohh thank you much

Reply #1149 Top

Quoting Aaron, reply 20
Here is an update for SinsPlus to run with Entrenchment 1.02 .. Its close to  the original as I can get it.. Also, includes bailknights mod.

 

http://files.filefront.com/SinsPlusOriginalEntr102zip/;13516723;/fileinfo.html

 

-Aaron

One odd issue that came up on the conversion i did is that the relic and swamp planets buffs are not working for some reason.. worked fine prior to this patch.. I will look into this when I have a chance.

Anyone know what changes they did that caused this?

-Aaron

Reply #1150 Top

Doylnick, I can't seem to find where you placed the research icon for "crew direlect ship". I've checked everywhere for it. Also, the icons for "Improved Tunneling" "Gas Giant Colonization" and "Improved Anti-Grav" seem to be malfunctioning. The icons are correct, but the Name and Description say "String Not Found". I compared the entity files for those reasearches with the string file that they reference, and it all matches up properly. I am not a good enough modder to know what to do in this case, but maybe you can help me out =).

Aaron, your filefront like doesn't seem to work, or did you just remove the file until you fix the planet buffs?