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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 6)
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on Feb 08, 2008
This is gonna sound so weird...

I created a galaxy with the Forge and saved it to where I installed Sins. Started Sins but the map doesn't appear in the game. Figured I forgot something so I went back to the Forge and double-checked everything. That's when I noticed that my custom galaxy doesn't exist in Windows Explorer. I did a search for the file but recieved no hits but the Forge shows me my galaxy and loads it find. Any ideas?



I have the same problem.

Also is there a way for the Galaxy Forge edit maps I generated in-game? I have not been able to find two maps I generated in-game so that I can modify them.

Update: Found the map made with the Galaxy Forge....was in small instead of custom. Now to see if I can find those two maps I made in-game.

on Feb 08, 2008

I hope more features will be added later.

Examples:
- Add Ships and structures
- Undo-Button
- Set Techtree for each race to make special techs available at start (e.g. the wormhole travel for all races)
- more scripting and events (if x then do y)


Those last two are more of a mod tools thing, which is not what the Galaxy Forge is for. Scripting would be nice, but not something I expect in a level creator.

However, to add to this would it be possible for us to have an option showing what templates are actually applied to the planet? At the moment much of the work is blind, in that we are doing things to the map but cannot actually tell how they effect it until the game is loaded up.
on Feb 08, 2008

Another question for Devs of GF. I noticed you can't add all ships and modules to templates (The Vas Phase Shifter comes to mind) there seems to be a few for each race. I think its 3 tactical modules and 2-3 ships (Cruisers). Is this intentional?

There are game elements that weren't defined in the first GF build.  You also can't place every type of artifact in the game (the tool only has 4 of the 9).  There is an update planned/in the works to address a handful of issues and improve elements of the tool.  No ETA on it though. 

on Feb 08, 2008
Erm... nevermind, wheres the delete? (for the post, not the in the editor)

on Feb 09, 2008
i would like to make a feature request for galaxy forge, if you would be so kind as to make it so we can set and scale an image to the background as templates that would be great.
on Feb 09, 2008
I know this has been asked already but i was wandering if anyone could explain to me how i get to actually play my GF maps...i saved them like i was suppose to but i can't find them when i load the game with the other maps...Someone please help if you can...
on Feb 09, 2008
Anyone know how to adjust the AI (to be more aggresive and etc....) in Galaxy Forge? I cant seem to find that function anywhere.


Saga, you do that in game when you pick AI playes. The last 2 icons are how hard they are and what they concentrate on (Aggression, ecoomics,research,etc).
on Feb 09, 2008
Also is there a way for the Galaxy Forge edit maps I generated in-game? I have not been able to find two maps I generated in-game so that I can modify them.


Yea, when you gen the maps you hit the button "save" after preview it. It gives it a name like new-# in the glaxy folder under sins. You can move it to the GF dir and open it or open it from the sins\galaxy folder and edit it.
on Feb 09, 2008
There are game elements that weren't defined in the first GF build. You also can't place every type of artifact in the game (the tool only has 4 of the 9). There is an update planned/in the works to address a handful of issues and improve elements of the tool.


Cool, Thanks for the Info.

on Feb 09, 2008
I know this has been asked already but i was wandering if anyone could explain to me how i get to actually play my GF maps...i saved them like i was suppose to but i can't find them when i load the game with the other maps...Someone please help if you can...


Copy yhem from your Galaxy Forge Dir to the sins\galaxy file. Then load up game and go to the single player part and look under the scenario maps, it should appear in the proper size section.
on Feb 09, 2008
There are game elements that weren't defined in the first GF build. You also can't place every type of artifact in the game (the tool only has 4 of the 9). There is an update planned/in the works to address a handful of issues and improve elements of the tool.


Can these items be added via text editor? Also is there a thread, file, web page listing all of the items in text form (AKA: Item "Phase:Module:NonCombatLab", etc)?

on Feb 09, 2008
I am using windows vista and if I try to save Directly to Galaxy Game Folder it does not show up to Play in the game or in windows explorer. the solution I found to work is to 1st save game to my galaxy Forge folder and then copy it into the galaxy folder in the game directory. the Map is then playable
on Feb 09, 2008
All Galaxy Forge made maps do need to be in the game's Galaxy folder, they won't work from anywhere else.
on Feb 10, 2008
All Galaxy Forge made maps do need to be in the game's Galaxy folder, they won't work from anywhere else.


This is true but in windows vista if you try to save a map directly from galaxy forge into windows program sub folder you can only find file again in galaxy forge. Files can not be located with windows explorer or with SOASE game. So what I found to work is to save map 1st to my desktop then copy or move file to corect folder. I am than able to locate and load map in game. I am not sure if this is a Problem with windows vista or not. I have noticed the same kind of problem trying to MOD other games. The reason I brought this up Is I noticed Alot of post's were people cant find there maps in the game.

Also I am unable to find my save games in windows explorer for the same reason.
on Feb 10, 2008
some scripting features and more settings would be nice to have ships jump in from another (but not really existent) solarsystem into the startingarea, create reinforcements after special conditions are met, damage/destroy ships if they are too long in a plasmastorm.
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