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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 76)
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on Oct 30, 2013

The Admin folder under Users is C/Users/ADMINI~1/AppData/Local/Temp that's as far as that one goes.

Mine is C/Users/Brian/MyDocuments/MyGames/ then I just have Age of Empires 3 in that folder so idk.

My public folder is C/Users/Public/StardockGames/SinsofaSolarEmpire/ then I have all the right folders that your talking about but that's apparently the wrong folder so how do I proceed?

 

on Oct 30, 2013

brianrusso13
Mine is C/Users/Brian/MyDocuments/MyGames/ then I just have Age of Empires 3 in that folder so idk.

That location is only for Rebellion, not earlier versions.

harpo99999

for original sins/trinity/entrenchment/diplomacy the CORRECT path to the GalaxyForge folder is 
for xp

C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge

or for vista/windows 7/window 8

C:\Users\'user name'\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge.

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+

harpo

on Oct 30, 2013

Well nothing is present as your indicating so I'll just forget about galaxy forge and play the game.

 

on Oct 30, 2013

brianrusso13

Well nothing is present as your indicating so I'll just forget about galaxy forge and play the game.

 

 

Okay, first of all, you haven't been very helpful to anyone here who is trying to help you.  To be helpful to us, you need to tell us two things.

First:  What version of windows are you running?
Second: What version of Sins do you have?

Without this information, all we're doing is guessing, and you looking in public folders and Rebellion paths and half the folders on your damned computer and getting annoyed that you don't see anything isn't helping anyone.  So, what should you do?  Well, stop being stupid and stop looking in a thousand different places and actually provide useful information so we can stop this guessing crap and actually tell you where to go look.

 

 

For example if I was a total noob at this and wanted to know where to put my maps, I would say:

I'm on a PC running windows Vista (64bit)
I'm playing Diplomacy/Trinity version 1.34

With just these two simple USEFUL answers, ANYONE here can tell me to put my galaxy forge made maps into this folder:
C:\Users\(My Name)\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge

 

 

There's absolutely no guessing involved and the folders do exist and I can get to them simply by copying that pathway, clicking on my computer on the start menu, and pasting it into the address bar.  I have to change (My Name) to the name of my account, but once I do that, I can hit enter and be taken straight to the folder.  No guessing, no searching, no dealing with hidden folders, no getting frustrated or annoyed, and I can get right on to playing my maps immediately.

 

So...  Answer those two questions and help will be provided shortly.  Thank you and have a nice day.

on Oct 31, 2013

Windows 7 (64bit)

Regular game, no expansions, version 1.0

 

on Oct 31, 2013

brianrusso13
Regular game, no expansions, version 1.0

 

Like I said before, even if you have the right folder, you need to update the game for the maps the galaxy forge makes to work with your game. It's like 5 years out of date! 

on Oct 31, 2013

the map format for sins 1.0 (from back in 08) was mapversion 0,the map location was the game's location\GalaxyForge.

even I do NOT have a copy of the galaxyforge v0. there were seperate patches for sins 1.0 to 1.02(I think that mapversion 1 came here),then to 1.03, then to 1.04, then to 1.05(from what I remember map version 2 was about here), and after that it was the impulse downloader to update, and also entrenchment and diplomacy(and use map version 3) BOTH were impulse, and have been sold through steam since, and there have been recent sales where trinity (vanilla+entrenchment+diplomacy and yes you could still play vanilla on it's own) for only a few dollars(<$10), and the latest 'expansion/standalone' rebellion was also on sale. you might want to check the stardock store to see what the current prices are.

harpo

 

on Jan 08, 2014

I have Sins Rebellion only. Used Galaxy Forge to create a map not knowing that the Galaxy Forge that came with Steam had contenet for the expansions. So basically the map I created cant be used because I don't have the expansions. Was wondering is there a list of the usable items that I can use for Rebellion so I can change them in the Galaxy Forge. I did do some searching but as I am new I dont really know where to look. Any help would be apreciated thank you.

 

on Jan 09, 2014

the extra content seems to be just the stellar extras ie black hole, neutron star, pulsars, starship graveyards,  antimatter fountains  and the (oceanic, barren, comet, shattered moon, ferrus, greenhouse) new planets definitely need to be avoided ( the old planets are terran, desert,ice, volcanic, pirate, gas giant  and moon(not absoultely sure on this one)

hope this helps

harpo

 

on Jan 09, 2014

Thank you harpo. Switching stuff up now. Will let you know if the moon is good or not.

on Jan 10, 2014

MentalMeltdown

Thank you harpo. Switching stuff up now. Will let you know if the moon is good or not.

Moon should be useable, it is in base Rebellion. It was renamed to a "Dwarf Planet" however, which is why you probably didn't recognize it.

on Jan 19, 2014

Been trying to get a Titan to spawn for whover takes control of a center planet. There are 4 capitol ships and about 30 mixed frigates. Figured out how to add ships and make them part of the militia by going into wordpad and typing in RandomMilitia due to an earlier post by GoaFan77. For the Titan I have put Always: PlanetOwner. Play tested the map a few times but the Titan still hasnt spawned for myself or the AI when that planet is finally occupied. Also tried Always: NoOwner as well.

Also was wondering about how to keep the randomized positions for the starting places and add a couple of ships to each starting homeworld. Would I edit each planet IfOwnerIsRaceQuickStart: Always: "Race"   and then add a different one for each race and player for the starting planet?

 

on Jan 19, 2014

MentalMeltdown

Been trying to get a Titan to spawn for whover takes control of a center planet. There are 4 capitol ships and about 30 mixed frigates. Figured out how to add ships and make them part of the militia by going into wordpad and typing in RandomMilitia due to an earlier post by GoaFan77. For the Titan I have put Always: PlanetOwner. Play tested the map a few times but the Titan still hasnt spawned for myself or the AI when that planet is finally occupied. Also tried Always: NoOwner as well.

Also was wondering about how to keep the randomized positions for the starting places and add a couple of ships to each starting homeworld. Would I edit each planet IfOwnerIsRaceQuickStart: Always: "Race"   and then add a different one for each race and player for the starting planet?

 

You cannot make ships spawn after the game has started with Galaxy Forge, or any map. It can only place ships at the beginning of the game. Since the planet is uncolonized, the PlanetOwner is "NoOwner", and thus it cannot spawn. You must give it an owner that is an actual player, the militia or the pirates. Of course doing that will get it to spawn immediately.

on Jan 19, 2014

GoaFan77

You cannot make ships spawn after the game has started with Galaxy Forge, or any map. It can only place ships at the beginning of the game. Since the planet is uncolonized, the PlanetOwner is "NoOwner", and thus it cannot spawn. You must give it an owner that is an actual player, the militia or the pirates. Of course doing that will get it to spawn immediately.

 

That clears a few things up lol. Thank you. To spawn ships in at the start on the starting planets would I have to use the PlanetOwnerIsRaceQuickStart "Race" and put the appropriate ships in for that race for each planet? So no matter where you start you will get your races ships.

For example

PlanetOwnerIsRaceQuickStart: Tech Rebel, PlanetOwner

ships here

New group

PlanetOwnerIsRaceQuickStart: Tech Loyalist, PlanetOwner

Ships here

New Group

Ect.

 

And do this for each home planet?

SOLVED

 

on Jan 20, 2014

the PlanetOwnerQuickStart is ONLY for the quickstart game option, for the non-quickstart use the PlanetOwnerNormalStart

harpo

 

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