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Published on February 4, 2008 By Zoomba In Sins Modding

Download the Galaxy Forge Tool

Introduction

Note: Download the example map that accompanies this tutorial here.

Sins of a Solar Empire is an incredibly robust RT4X strategy game that allows you to grow your empire and conquer the galaxy. Games can last hours, weeks or even months. To start you off, Sins comes with dozens of pre-built maps, 3 sizes of randomized maps and a sophisticated in-game map generator that lets you define virtually every aspect of a map. Set your preferred planets, stars, distances etc and have the game automatically generate a map based on your choices. You can even share and distribute the map to friends, either via the Sins of a Solar Empire site, or directly in online multiplayer matches.

Unfortunately, the in-game designer doesn't give you complete control. You can't choose, for example, where you want a planet to be placed, or what you want it to connect to. You can't set how many militia forces are stationed there, or whether or not it's a homeworld, or if it's a pirate base. If you want to hand-craft your map, the in-game tools won't meet your needs.

Galaxy Forge is the answer to that problem. Part of the Forge Tools suite used by Ironclad Games to develop content for Sins of a Solar Empire, Galaxy Forge is a map editor tool that allows you to place stars, planets, travel lanes and more. You can build a map to your exact specifications. Do you want a multistar map with strategic choke points and no pirate base? No problem, just create it in Galaxy Forge and load it in the game. Galaxy Forge is a WYSIWYG editor, so placing planets, phase lanes, stars and more is as easy as a few clicks of the mouse.

While Galaxy Forge is incredibly easy to use for the amount of control it gives you, it's not fully an end-user-friendly tool. So, to get everyone up to speed as quickly as possible creating great maps to share with the community, I've created this short guide to building a complete map from start to finish..

WARNING: The editor has no undo feature, so be careful when you move elements or make any changes. Save early and often to make sure you don't accidentally delete something you've spent hours tweaking and customizing.

Getting Started with Galaxy Forge

Galaxy Forge is a stand-alone tool that does not use the main game to run. So you can install this on virtually any machine, even that old Pentium III you have stashed in the closet.

To start, make sure you have the Galaxy Forge tool downloaded to your PC. You can get a copy of the tools from the Sins of a Solar Empire website on the Downloads Page.

imageOnce you've downloaded and extracted the tool, open up Galaxy Forge.exe. You will be greeted by the following screen (pictured right). When you start the Galaxy Forge tool, you begin with a default map already setup with the following:

  • One Star set to random color
  • Two terran home planets
  • Two default players (NewPlayer0 and NewPlayer1)

Before you get started adding planets, phase lanes and more stars, you probably want to decide if this is going to be a 2,4,6,8 or 10 player map.

To modify the number of players in your game, go to the Edit menu and select "Players..."

image

imageThat will open up the Player editor tool. On a new map, you already have NewPlayer0 and NewPlayer1. Even if you want to make a two player map, you'll probably still want to edit the names of the players. Select a player from the left, and all of their editable options will appear in the box on the right.

For this simple guide, we'll focus on the following options:

  • Design Name - Name your race. This will be how the race is referenced in the editor only.
  • InGameName - The name of the race as displayed in-game if it belongs to the AI
  • StartingCredits - How many credits the player starts the game with.
  • StartingCrystal - How much crystal the player starts the game with.
  • StartingMetal - How much metal the player starts the game with.
I am going to stick with a simple two player map, and name the first player "Alcari Crusaders" and the second player "Vor Syndicate" and I'll leave them both with the default starting resources.

Naming Your Map & Filling in The Details

Now that you have a new map with your starting players setup, lets start to configure the big-picture details for the map. Click somewhere in the black space of the map to bring up the galaxy details in the settings panel on the right. imageThis is where you'll make some default changes about your map and how the editor works. Defaults These are basic settings for new planets, players and stars that are added to the map.

  • New Planet Type - The default planet type for any new planet you add to the map.
  • New Player Starting Credits/Metal/Crystal - The starting resources assigned when you add a new player to the map.
  • New Star Radius - The radius of any new star system added to the map

I'm going to leave these as my defaults for this tutorial map. Display The options for how the map is displayed in the map selection screen within Sins of a Solar Empire.

  • Browse Description - Description of your map. Put a line or two about the map, lore etc. This is the creative description players will read in the map browser.
  • Browse Picture - The icon associated with your designed map in the map browser. This image should be a .tga file and placed in the Textures directory where you installed Sins of a Solar Empire.

For my tutorial map, I'm going to use the description "An example map created to go along with the Galaxy Forge guide"

For Browse Picture, I'm going to be lazy and just take one of the existing scenario images and reuse that. In this case I'll use: ScenarioPicture-Fulcrum (found in \Textures\ScenarioPicture-Fulcrum.tga)

Edit

These are settings to edit how the editor works with scrolling and zooming and shows your current zoom level. These settings will not impact the map itself.

Galaxy

These are some overall game settings for your map. They will impact how the game plays.

  • Is First Capital Ship Free - Sets whether or not the first capital ship is free for players to purchase.
  • Planet Artifact Density - Value 0-100. Controls what percentage of planets will have artifacts on them.
  • Planet Bonus Density - Value 0-100. Controls what percentage of planets will have bonuses on them
  • Players - How many players have been added to the map (this number is based off of the Player editor)
  • Recommended Players - Set what kind of game(s) the map is best suited for (i.e. solo, 2v2, 4v4, FFA etc.)
  • Scale - Controls how big the galaxy is. Large values will spread out your galaxy more.

imageTo set the Recommended Players, click on the field, and you'll see a [...] button on the right. Click on that to bring up the Galaxy Scenario Game Type window.

By default, this is empty. Click "Add" and a new game type will be added. By default it's set to "Solo". However, if you select the item from the left, on the right you can change the type from a drop-down menu.

You can add multiple types if you have a large map you feel would work well for multiple configurations of players. A map designed for 10 players for example could be set for Solo, FFA, 5v5, 2v2v2v2v2 to fill all spots.

For the tutorial map, I think I'll leave the first capital ship as free, but bump up the % of planets with artifacts from the default 15 to 50 (I want this to be a rich map), but I'll leave the bonus density alone. I'm also going to designate my map as a solo only map since it's just two players.

Home Planet

These are the default settings for any planet you designate as a homeworld in your game. Setting any of these to 10 locks it, preventing the player from upgrading it further.

  • Exploration - How much of the planet has been explored. You explore planets to discover artifacts and planet bonuses.
  • Infrastructure - How much infrastructure the planet starts with. Building this up helps defend your planet against bombardment
  • Logistical - How much logistical infrastructure the planet starts with. Logistics limit the number of orbital structures you can place around a planet.
  • Population - How much population support your planet starts with. This limits how many people can live on a planet.
  • Tactical - How much tactical infrastructure your planet starts with. This limits the number of defense placements you can build around a planet.

For the tutorial map, I'm going to leave these alone. Ok, we have successfully configured all the meta details for our map. We've set description, picture, game type and messed with the distribution of artifacts. Now that all of the fluff details are out of the way, it's time to get down to the business of making the map!

Making the Map: Adding Planets, Stars and Phase Lanes

Ok, now for the fun part, actually drawing out the game map! For this part you'll be focusing almost exclusively on the map window, instead of the details window like the previous section. Here you'll place, move and connect up all the planets and stars you want to add to your map.

To start, lets look at our map as it stands

image

We have one star, two home worlds on opposite ends of the system, and that's it. There isn't even a phase lane connecting anything so if you loaded this map right now, you wouldn't be able to travel anywhere. The planets were auto-assigned to the two players we edited earlier.

Before we get started editing the map, there are a few controls that will make life much easier when trying to move around the map:

  • Panning The Map - Hold the middle mouse button and drag in any direction.
  • Zooming in and out - Scroll Wheel. When zooming in, it will center on wherever your mouse cursor is.
Now that that's out of the way, lets add a planet! There are two ways to do this:
  1. Double-click anywhere within the radius of the star
  2. Right-click anywhere within the radius of the star and select "Add Planet"

The planet added will have the default settings you defined when you were tweaking the overall map settings. So for this tutorial, it will auto-place a Terran planet.

I'm going to place a handful of planets around the map....

image

So now that I have all of my planets laid out approximately where I want them, it's time to connect them all together. To do this, right click on any planet, select "Add Connection" and then left click on the planet you want to connect with. Now let me connect up all of my planets...

image

At this point I have a fully functional game map. I could save this, load it up in the game and play it, but it would be a little bit boring considering all I have are Terran type planets, no pirates and just one other player to fight.

Editing Planets, Stars & Making Things Interesting

Every planet object on my map right now are terran planets with nothing special about them. We also have a star with the color set to random. Oh, and we haven't named a single planet, the star, or anything. Sure it's a technically complete map, but it just doesn't feel right. Here's a snapshot of the map loaded in the game:

image

The game will automatically name planets and stars you don't name, so technically you don't have to worry about that detail, but there's a lot more you probably want to tweak and fiddle with.

First off, having a few dozen Terran planets just doesn't look right. This is space, and habitable M class worlds are supposed to be rare right? Well, lets change things up a bit. To start with, we'll select the planet directly below the Vor Syndicate's home world. image

For editing the planet, you're going to be focusing on the details panel again.

Advanced

  • SpawnProbability - The chance that a planet exists in the game. 1 means always, 0 means never. You can set the value between the two for a % chance.
  • StartingUpgradeForArtifact - Controls what level of artifact upgrade the planet starts with
  • Starting UpgradeForCivilianModules - Controls what level of civilian module upgrade the planet starts with
  • StartingUpgradeForPopulation - Controls what level of population upgrade the planet starts with
  • StartingUpgradeForTacticalModules - Controls what level of tactical module upgrade the planet starts with.
Items
  • UseDefaultTemplate - Do you want to use the predefined planet template for this planet? This just gives you the standard structures and resources if it's an owned world, or if it's an empty planet occupied by militia.
Misc
  • Position - The X,Y coordinates of the planet on your map. Only edit these if you want very precise planet placement.
Name
  • Design Name - The name of the planet as displayed in the Galaxy Forge
  • InGame Name - What you want the planet to be named in the game.
Ownership
  • IsHomePlanet - Is this a homeworld?
  • Owner - Which player owns the planet at the start of the game.
Properties
  • Type - What type of planet do you want this to be? Terran, Ice, Gas Giant etc.
For a quick-and-dirty map, the only field you really have to play with is "Type" in the properties section. From there you can select any standard planet type programmed into the game. I will now go around my map, changing up the planet types to give me a slightly more interesting map to play on.

image

I now have a map with volcanic, ice, desert and terran planets. Various asteroids, Plasma & Magentic Storms, even a Pirate Base. This map pretty much covers everything and if you want to just do the basics to build a map that is playable with default settings, you're done. Just save the file and hand it out to your friends, or upload it to the Sins of a Solar Empire website for everyone to download.

There's a lot more under the covers that you can play with and tweak, but this guide was just meant to get your feet wet and familiarize you with the basic, bare-minimum steps needed to make a map.

And always remember you can open any map that comes with the game in Galaxy Forge to see exactly how Ironclad built each of the maps, what special options they used etc. It's perfectly alright to borrow heavily from great maps when you're trying to figure out how to get a planet to start with a specific artifact, or to give players a quick start by giving them a handful of ships to start out with.

If you have any more questions, be sure to visit the Sins of a Solar Empire Modding Forums. Players and developers alike will hopefully be able to answer any question you might have.

FAQ

Like with every mod tool, there are a handful of "gotchas" or places that aren't quite clear enough.  As people encounter problems/ask for help, we'll update this FAQ section with questions and answers we think everyone should know about when using the Galaxy Forge.

  1. I tried to load the map in my game, but I immediately get a victory/defeat screen after loading.  What's going on?
    Make sure you save the galaxy file in the Galaxy folder wherever you installed Sins of a Solar Empire (i.e. c:\Program Files\Stardock Games\Sins of a Solar Empire\Galaxy).  Do NOT save it in your local settings/app data directory.  Maps created with Galaxy forge will not load properly from that folder.

Comments (Page 43)
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on Oct 04, 2009

xenocidial, I think that the limits for sins in a map are 512 planets,& 512 stars. this info came from blair fraser for the name limits for my sins string editor which is still under development.

as for editing the galaxy file you could load it into notepad++ end then edit the planet/star counts manually

harpo

 

on Oct 04, 2009

Thanks Harpo!

on Oct 11, 2009

Excellent guide, thank you very much. But I'm having a pretty irritating and basic problem: my new maps refuse to show up in the game. I put the files where they should go, but the game won't even acknowledge their existence.

 

I have a Vista, and SoaSE is in the Program Filesx86 folder.

 

Any advice?

on Oct 11, 2009

abyssalstudios, here is the advice that I have been supplying since entrenchment 1.02's release

assuming you have sins 1.18/entrenchment 1.04,  the galaxy forge maps NEED to be placed here for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge

or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge.

for sins 1.15/entrenchment 1.01 and earlier, the correct location IS the program files \galaxy folder, and you also NEED to edit the entrenchment's galaxy.manifest to include the maps and also the total count of maps

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

NOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator

also the galaxy forge maps in the local apps galaxyforge folder only show up in the galaxy forge tab of map types in sins 1.16+/entrenchment 1.02+

if the map IS a galaxy forge and giving the instant win/loss screen then MAKE sure that EACH player has a home planet

and if a map you want to play was released before 25th feb 2009 then you will also need the sins map updater from here
http://files.filefront.com/sins+map+updater+v201rar/;13585432;/fileinfo.html

harpo

on Oct 11, 2009

Thanks very much, I'll get right on that. I have version 1.0, so I'll probably have to upgrade soon

on Oct 17, 2009

Hi, I was wondering how to control each individual planets starting resource astroid number on a per map basis, so that I can guarenty an even start. I read a few pages back about changing the value by looking at the planets's .entity file in text but I ran into a few problems. (using the \GameInfo directrory filled with .entity files)

1) When I attempted to open an .entity file in text, the info looked all messed up, with large squares mixed with letters and numbers thrown in for a little extra confusion.

2) It seems like editing those values would effect the entire game as a blanket effect, which I don't want to do. Perhaps I have the wrong directory?

I also attempted to find the value by opening the .galaxy file in text, but I didn't see anything that would lead me to think tha it could change what I wanted (but I have no idea what the hell I'm doing, I've never modded/designed anything for a game before so that may explain that.)

Anywho, I like my map design (simple mirror balanced 1v1), so there's no real need for a quick response. The few extra resources here and there at random also ad a level of replayability to the map, wihch is nice too. But if it's possible, I would like to eliminate that rrandomness on the planets I consider to be quick naturals and/or highly conested planets.

Thanks.

on Oct 17, 2009

jormungand,

1 the entity files are in BIN to speed loading and save memory

2 if you alter the entity files in the program files\sins\gameinfo you WILL BE changing the way that ALL the game plays, AND ALSO prevent you from playing online UNTIL you restore the files to original condition for the patch version.

it is a good idea to COPY the sins folder to another location, then use one of the text bin gui utilities like denriks or mine to convert the COPY folders to text and then create a mod in the mods-v (with a copy of all the files including the ones you have changed or mods-entrenchment v folder with the files that you have changed, and also   a copy of the manifest(s) esspecially if you add files

regarding setting the resorces in the maps, the answer to my knowledge is no, but I think it would be a good idea, unfortunatly not likely to happen.

and MOST planets only vary by +/-2 resource asteriods anyway usually min 2 max 4

harpo

 

on Oct 17, 2009

Thanks much harpo, lot's of good info .

Oh well. It's not of great importance anyway. It may never happen, but a man can dream.

on Oct 21, 2009

What's the difference between "random true" and "weighted random"?

And what's the difference between "random" and "random true"?

on Oct 25, 2009

harpo99999
abyssalstudios, here is the advice that I have been supplying since entrenchment 1.02's release

assuming you have sins 1.18/entrenchment 1.04,  the galaxy forge maps NEED to be placed here for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge

or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge.

for sins 1.15/entrenchment 1.01 and earlier, the correct location IS the program files \galaxy folder, and you also NEED to edit the entrenchment's galaxy.manifest to include the maps and also the total count of maps

NOTE the first two folders after the 'user name' are hidden , so to see them you must first click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders' then click ok, then you will be able to browse your want to the folder. I suggest when you find the folder that you create a shortcut to it on the desktop

NOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator

also the galaxy forge maps in the local apps galaxyforge folder only show up in the galaxy forge tab of map types in sins 1.16+/entrenchment 1.02+

if the map IS a galaxy forge and giving the instant win/loss screen then MAKE sure that EACH player has a home planet

and if a map you want to play was released before 25th feb 2009 then you will also need the sins map updater from here
http://files.filefront.com/sins+map+updater+v201rar/;13585432;/fileinfo.html

harpo

Harpo I have this done

I am using Vista and have all custom maps in the appdata......Forge file

I created the following map, made sure each player had a home world and I still get the auto-defeat screen, can you help me?  I'm also the guy who ran the map updater on the in-game maps and now only "SoA" mod can see them. (ha ha)

I am curious, I have the forge tool loaded in my "mydoc" folder and not in the C:.....stardocks games/soase.  Would this impact the way the tool runs?  Would having a mod loaded in the game affect the forge tool?  I have altered exiting maps (ones I've downloaded) in the GF folder and they will restart w/o a problem.  Al;though I have noticed that if I use a planet type the Mod does not recognize then it seems to be omitted from the map.

any advice is welcome and the text copy of my first in-house map follows:

TXT

versionNumber 3

isBrowsable TRUE

browsePictureName ""

browseName ""

browseDescription "Ken One"

isFirstCapitalShipIsFlagship TRUE

randomizeStartingPositions FALSE

planetArtifactDensity 0.150000

planetBonusDensity 0.400000

normalStartHomePlanetUpgradeLevel:Population 3

normalStartHomePlanetUpgradeLevel:CivilianModules 1

normalStartHomePlanetUpgradeLevel:TacticalModules 0

normalStartHomePlanetUpgradeLevel:Home 1

normalStartHomePlanetUpgradeLevel:ArtifactLevel 10

normalStartHomePlanetUpgradeLevel:Infrastructure 2

quickStartHomePlanetUpgradeLevel:Population 3

quickStartHomePlanetUpgradeLevel:CivilianModules 3

quickStartHomePlanetUpgradeLevel:TacticalModules 3

quickStartHomePlanetUpgradeLevel:Home 1

quickStartHomePlanetUpgradeLevel:ArtifactLevel 10

quickStartHomePlanetUpgradeLevel:Infrastructure 3

recommendedGameTypeCount 0

metersPerGalaxyUnit 30000.000000

pixelsPerGalaxyUnit 1.220000

useRandomGenerator FALSE

galaxyWidth 1229.000000

galaxyHeight 804.000000

nextStarNameUniqueId 4

nextPlanetNameUniqueId 33

starCount 4

star

designName "Star0"

inGameName ""

type "RandomNonGreenStar"

pos [ 592 , 247 ]

radius 175.000000

planetCount 12

planet

designName "Planet15"

inGameName ""

type "Terran"

pos [ 583 , 118 ]

owner ""

isHomePlanet FALSE

normalStartUpgradeLevelForPopulation 0

normalStartUpgradeLevelForCivilianModules 0

normalStartUpgradeLevelForTacticalModules 0

normalStartUpgradeLevelForArtifacts 0

normalStartUpgradeLevelForInfrastructure 0

quickStartUpgradeLevelForPopulation 0

quickStartUpgradeLevelForCivilianModules 0

quickStartUpgradeLevelForTacticalModules 0

quickStartUpgradeLevelForArtifacts 0

quickStartUpgradeLevelForInfrastructure 0

planetItems

templateName ""

subTemplates 0

groups 0

spawnProbability 1.000000

useDefaultTemplate TRUE

planet

designName "Planet16"

inGameName ""

type "Terran"

pos [ 677 , 113 ]

owner ""

isHomePlanet FALSE

normalStartUpgradeLevelForPopulation 0

normalStartUpgradeLevelForCivilianModules 0

normalStartUpgradeLevelForTacticalModules 0

normalStartUpgradeLevelForArtifacts 0

normalStartUpgradeLevelForInfrastructure 0

quickStartUpgradeLevelForPopulation 0

quickStartUpgradeLevelForCivilianModules 0

quickStartUpgradeLevelForTacticalModules 0

quickStartUpgradeLevelForArtifacts 0

quickStartUpgradeLevelForInfrastructure 0

planetItems

templateName ""

subTemplates 0

groups 0

spawnProbability 1.000000

useDefaultTemplate TRUE

planet

designName "Planet17"

inGameName ""

type "Terran"

pos [ 727 , 179 ]

owner ""

isHomePlanet FALSE

normalStartUpgradeLevelForPopulation 0

normalStartUpgradeLevelForCivilianModules 0

normalStartUpgradeLevelForTacticalModules 0

normalStartUpgradeLevelForArtifacts 0

normalStartUpgradeLevelForInfrastructure 0

quickStartUpgradeLevelForPopulation 0

quickStartUpgradeLevelForCivilianModules 0

quickStartUpgradeLevelForTacticalModules 0

quickStartUpgradeLevelForArtifacts 0

quickStartUpgradeLevelForInfrastructure 0

planetItems

templateName ""

subTemplates 0

groups 0

spawnProbability 1.000000

useDefaultTemplate TRUE

planet

designName "Planet18"

inGameName ""

type "RedCompanionStar"

pos [ 607 , 286 ]

owner ""

isHomePlanet FALSE

normalStartUpgradeLevelForPopulation 0

normalStartUpgradeLevelForCivilianModules 0

normalStartUpgradeLevelForTacticalModules 0

normalStartUpgradeLevelForArtifacts 0

normalStartUpgradeLevelForInfrastructure 0

quickStartUpgradeLevelForPopulation 0

quickStartUpgradeLevelForCivilianModules 0

quickStartUpgradeLevelForTacticalModules 0

quickStartUpgradeLevelForArtifacts 0

quickStartUpgradeLevelForInfrastructure 0

planetItems

templateName ""

subTemplates 0

groups 0

spawnProbability 1.000000

useDefaultTemplate TRUE

planet

designName "Planet19"

inGameName ""

type "Nebula"

pos [ 543 , 310 ]

owner ""

isHomePlanet FALSE

normalStartUpgradeLevelForPopulation 0

normalStartUpgradeLevelForCivilianModules 0

normalStartUpgradeLevelForTacticalModules 0

normalStartUpgradeLevelForArtifacts 0

normalStartUpgradeLevelForInfrastructure 0

quickStartUpgradeLevelForPopulation 0

quickStartUpgradeLevelForCivilianModules 0

quickStartUpgradeLevelForTacticalModules 0

quickStartUpgradeLevelForArtifacts 0

quickStartUpgradeLevelForInfrastructure 0

planetItems

templateName ""

subTemplates 0

groups 0

spawnProbability 1.000000

useDefaultTemplate TRUE

planet

designName "Planet20"

inGameName ""

type "Terran"

pos [ 433 , 248 ]

owner ""

isHomePlanet FALSE

normalStartUpgradeLevelForPopulation 0

normalStartUpgradeLevelForCivilianModules 0

normalStartUpgradeLevelForTacticalModules 0

normalStartUpgradeLevelForArtifacts 0

normalStartUpgradeLevelForInfrastructure 0

quickStartUpgradeLevelForPopulation 0

quickStartUpgradeLevelForCivilianModules 0

quickStartUpgradeLevelForTacticalModules 0

quickStartUpgradeLevelForArtifacts 0

quickStartUpgradeLevelForInfrastructure 0

planetItems

templateName ""

subTemplates 0

groups 0

spawnProbability 1.000000

useDefaultTemplate TRUE

planet

designName "Planet21"

inGameName ""

type "Terran"

pos [ 489 , 154 ]

owner ""

isHomePlanet FALSE

normalStartUpgradeLevelForPopulation 0

normalStartUpgradeLevelForCivilianModules 0

normalStartUpgradeLevelForTacticalModules 0

normalStartUpgradeLevelForArtifacts 0

normalStartUpgradeLevelForInfrastructure 0

quickStartUpgradeLevelForPopulation 0

quickStartUpgradeLevelForCivilianModules 0

quickStartUpgradeLevelForTacticalModules 0

quickStartUpgradeLevelForArtifacts 0

quickStartUpgradeLevelForInfrastructure 0

planetItems

templateName ""

subTemplates 0

groups 0

spawnProbability 1.000000

useDefaultTemplate TRUE

planet

designName "Planet22"

inGameName ""

type "Terran"

pos [ 517 , 251 ]

owner ""

isHomePlanet FALSE

normalStartUpgradeLevelForPopulation 0

normalStartUpgradeLevelForCivilianModules 0

normalStartUpgradeLevelForTacticalModules 0

normalStartUpgradeLevelForArtifacts 0

normalStartUpgradeLevelForInfrastructure 0

quickStartUpgradeLevelForPopulation 0

quickStartUpgradeLevelForCivilianModules 0

quickStartUpgradeLevelForTacticalModules 0

quickStartUpgradeLevelForArtifacts 0

quickStartUpgradeLevelForInfrastructure 0

planetItems

templateName ""

subTemplates 0

groups 0

spawnProbability 1.000000

useDefaultTemplate TRUE

planet

designName "Planet23"

inGameName ""

type "NoAtmosphere"

pos [ 603 , 171 ]

owner ""

isHomePlanet FALSE

normalStartUpgradeLevelForPopulation 0

normalStartUpgradeLevelForCivilianModules 0

normalStartUpgradeLevelForTacticalModules 0

normalStartUpgradeLevelForArtifacts 0

normalStartUpgradeLevelForInfrastructure 0

quickStartUpgradeLevelForPopulation 0

quickStartUpgradeLevelForCivilianModules 0

quickStartUpgradeLevelForTacticalModules 0

quickStartUpgradeLevelForArtifacts 0

quickStartUpgradeLevelForInfrastructure 0

planetItems

templateName ""

subTemplates 0

groups 0

spawnProbability 1.000000

useDefaultTemplate TRUE

planet

designName "Planet24"

inGameName ""

type "PirateBase"

pos [ 740 , 227 ]

owner ""

isHomePlanet FALSE

normalStartUpgradeLevelForPopulation 0

normalStartUpgradeLevelForCivilianModules 0

normalStartUpgradeLevelForTacticalModules 0

normalStartUpgradeLevelForArtifacts 0

normalStartUpgradeLevelForInfrastructure 0

quickStartUpgradeLevelForPopulation 0

quickStartUpgradeLevelForCivilianModules 0

quickStartUpgradeLevelForTacticalModules 0

quickStartUpgradeLevelForArtifacts 0

quickStartUpgradeLevelForInfrastructure 0

planetItems

templateName ""

subTemplates 0

groups 0

spawnProbability 1.000000

useDefaultTemplate TRUE

planet

designName "Planet25"

inGameName ""

type "Wormhole"

pos [ 492 , 356 ]

owner ""

isHomePlanet FALSE

normalStartUpgradeLevelForPopulation 0

normalStartUpgradeLevelForCivilianModules 0

normalStartUpgradeLevelForTacticalModules 0

normalStartUpgradeLevelForArtifacts 0

normalStartUpgradeLevelForInfrastructure 0

quickStartUpgradeLevelForPopulation 0

quickStartUpgradeLevelForCivilianModules 0

quickStartUpgradeLevelForTacticalModules 0

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Thanks again in advance

 

on Oct 25, 2009

walkercubed, are you playing the map WITH the mod you created the map for, if not then that IS the cause of the instantwin/lose screens, if you change the star types to the standard AND also the homeplanet types to standard COLONISEABLE planet types then the map does play.

harpo

on Oct 29, 2009

k

Im bit nieuw voor sins(got it like a week or so)

but i dont know where to put the maps i make with this tool

becuase i dont got any thinkg in stardock file only in the ironclad file(that where mod can be added)

can i add maps to the ironclad file(onder galaxy) if so then good if not then

what moest i do

 

bye(not Im not a eng speaking player i come from holland some i am not so good at eng)

on Oct 30, 2009

nathangoossen, this is the info that I have been posting for a while

first you will want/need a either or both winrar and 7zip to extract files then download and

install galaxy forge from the sins download page
assuming you have sins 1.181/entrenchment 1.041,  the galaxy forge maps NEED to be placed here

for xp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a

Solar Empire\GalaxyForge

or here for vista/windows 7
C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge.

for sins 1.15/entrenchment 1.01 and earlier, the correct location IS the program files \galaxy
folder, and you also NEED to edit the entrenchment's galaxy.manifest to include the maps and
also the total count of maps

NOTE the first two folders after the 'user name' are hidden , so to see them you must first
click on 'tools' then 'folder options', then 'view', then click on 'show hidden files& folders'
then click ok, then you will be able to browse your want to the folder. I suggest when you find
the folder that you create a shortcut to it on the desktop, and for non-english windows they might be a different term
the quickest way to locate what the terms should be for any language windows is open sins, click on options,click on mods, then click on show mod path. the path to the galaxyforge folder will be the same except for the last part of the path which should read '\GalaxyForge'

NOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administrator
also the galaxy forge maps in the local apps galaxyforge folder only show up in the galaxy
forge tab of map types in sins 1.16+/entrenchment 1.02+

if the map IS a galaxy forge and giving the instant win/loss screen then MAKE sure that EACH
player has a home planet AND you are playing with the mod that the map was designed with

and if a map you want to play was released before 25th feb 2009 then you will also need the
sins map updater from here
http://files.filefront.com/sins+map+updater+v201rar/;13585432;/fileinfo.html

harpo

on Nov 04, 2009

hello

 

i got version 1.05 (comes with the game i think) and like where do

i supos to put my new maps in becuase i done 1 map and put in where i sad above and

i lost the game and where no stars nothing at all then what

is the problem

 

thank you

on Nov 04, 2009

nathangoosen,

for sins 1.05 which is a year old the galaxy forge maps SHOULD go into the program files \sins\GALAXY folder, and be in map format 2(from memory they should be in 2 but might be 1).

for the instant win/lose problem the usual causes are

1 not all players having a home planet owned by them

2 the map is from a mod that is not active eg distant stars,mad scientist,7deadly sins etc that add extra stars & planets with the starting star/planet being a non-original star/planet.

there might be other casues that I have not seen, but these are the main ones

harpo

 

 

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