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.
Once 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:
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..."
That 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:
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. This 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.
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.
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.
To 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.
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
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:
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....
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:
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.
For editing the planet, you're going to be focusing on the details panel again.
Advanced
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.
hi i need help. i just downloaded .net 2.0 but i cant open galaxy forge with it. Also in the guide it mentions a Galaxy Forge.exe but when i downloaded galaxy forge i couldent find that folder.
the galaxy forge.exe is in the galaxy forge3.rar that you have to unrar with winrar(google winrar, download it and install)
hope thsis helps
harpo
ye, im a total nub, i dl the mod to my game, it is enabled...know how do you use it . I hear that you have to put it in a filder somewhere, umm, what folder, and where? ¥¥
kastra I have run galaxy forge 3 from a folder under the sins folder AND a folder on the desktop on another computer, so it does not matter where the folder is as long as it is on the same computer.
I was hoping someone might be able to help me here. I wanted to place a particular artifact on an asteroid, the WormholeTravel artifact. This is the code that Galaxy Forge produced for the planet in question:
planet designName "Planet5" inGameName "" type "Asteroid" pos [ 330 , 212 ] 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 1 group condition type "Always" param "" owner "PlanetOwner" colonizeChance 0.000000 items 1 item "Artifact:WormholeTravel" spawnProbability 1.000000 useDefaultTemplate TRUE
Yet when I play this and search for artifacts it found not the wormholetravel but the strongculture artifact. I am going to try and set useDefaultTemplate to FALSE (TRUE somehow randomly generates the artifact?) as an experiment, but I'm hoping that someone could give me the answer if I'm wrong?
I'm really new to this--my first solar system.
EDIT
Well that didn't work. Now no artifacts were found.
with the template turned off then you will want to create a template that adds the artifact to the 'planet'. also you could 'cheat' and read 'ancient artifacts' to see how it is done
Thanks harpo! I took your advice and looked at the ancient gifts map (that's what you meant, right?). I believe I got it working. I did some experimenting with galaxy forge and got it to produce the code properly too (to save myself time in the future).
Always good to have an example to go by. Thanks for pointing me in the right direction!
I am glad you solved your problem
quick question; is it possible to play GalaxyForge games in Entrenchment? I can play my test maps In regular SoSE when the file is in Sins/Galaxy, but it wont show up in Entrenchment. So I moved to Sins/Entrenchment/Galaxy and it wont show up in classic SoSE or Entrenchment.
the galaxy forge maps NEED to be in here for winxpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge
for vista/windows 7 they NEED to be hereC:\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
also the galaxy forge maps only show up in the galaxy forge tab of map types
hope this helps
hmmm... found the folders, added the files. no luck on finding them in entrenchment.
thanks anyways
have you checked through the map sizes button under the map list it cycles through the sizes small, medium, large, map designer, galaxy forge?
the first 3 are the orginal maps, then the maps from the map designer and last the galaxy forge maps
I have the same problem. I can't use maps I created in Galaxy Forge to play with Entrenchment. I copied the map to the locations people said to try but no luck.
I used a solution I found on another forum. It worked for me. Here is what the guy said:
http://tgnforums.stardock.com/341528
To get galaxy files to work in Entrenchment:
You need to put the galaxy file in your
Program Files/Stardock Games/Sins of a Solar Empire/Entrenchment/Galaxy directory.
Then you have to add it to the galaxy.manifest file in the Entrenchment directory. This is a new step because Entrenchment uses a different system to keep track of where all the files are, to make it possible to stack mods. Likely vanilla Sins will eventually switch over to this system.
To add it to the manifest file, add 1 to the fileCount at the top, then add another fileName. Make sure you spell fileName properly (capital N) and make sure you have quotes around the actual name. In short, make sure you are using the exact same formatting.
Don't use the folder under user settings (on vista, it's part of the User directory, on XP, it's part of the Documents and Settings dir). It will cause instant game loss, this folder is for maps created with the in-game map creator.
which version of sins & galaxy forge, what were the folders you placed the galaxy files in?
Riao
Could you post the code that you used to get the artifact placement to work? I've been pulling my hair out trying to figure this out.
Thanks
Gooner
this is from ancient gifts map which is what I had suggested be used as a base to add artifacts to maps.the template from ancient gifts follows,
templates 1template templateName "StartingWormholeArtifact" subTemplates 0 groups 1 group condition type "Always" param "" owner "NoOwner" colonizeChance 0.000000 items 1 item "Artifact:WormholeTravel"
so you have to create a template to place an atrifact at a particular planet
Hi Harpo,
Thanks for the reply...I've still run into a problem, even after creating a template where the artifact will not spawn. Here's the template I used, which (I hope) would add a few random ships if the planet is unowned, and then once I've colonized it and searched for artifacts, a specific artifact should spawn. I get the ships that I want, but no artifact.
First, here is where I modify the planet:
planet designName "Planet13" inGameName "" type "Desert" pos [ 143 , 660 ] 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 1 template "Template:MilitiaPlusArtifactH" /Militia plus artifact WormholeTravel groups 2 group condition type "Always" param "" owner "NoOwner" colonizeChance 0.000000 items 0 group condition type "Always" owner "PlanetOwner" colonizeChance 0.000000 items 0 spawnProbability 1.000000 useDefaultTemplate FALSE
And here is the actual template that I made:
template templateName "Template:MilitiaPlusArtifactH" subTemplates 0 groups 2 group condition type "NoPlanetOwner" param "" owner "RandomMilitia" colonizeChance 0.000000 items 6 item "Tech:Frigate:Heavy" item "Tech:Frigate:Light" item "Psi:Frigate:Heavy" item "Psi:Frigate:Light" item "Phase:Frigate:Heavy" item "Phase:Frigate:Light" group condition type "Always" param "" owner "PlanetOwner" colonizeChance 0.000000 items 1 item "Artifact:WormholeTravel"
Any thoughts/suggestions?
Thanks!
I may have figured it out...I changed "PlanetOwner" to "NoOwner" and so far it seems to be working better (e.g. Sins doesn't crash when I start the game)
sorry irontoes, but the fix you link to is for entrenchment 1.00 & 1.01 ONLY. the reply #510 has the correct information for entrenchment 1.02 & sins 1.16
The new step for Entrenchment, the manifest file, should be added to the original post.
Harpo, you are a king among men, thank you for helping me with the Babylon 5 map update. I will playtest it tonight, perhaps tweak the map here and there and upload the final version for download later this weak.
lord yiano, the galaxy manifest WAS ONLY FOR entrenchment 1.00 & 1.01.the galaxy.manifest was RESTRICTED to the ironclad supplied maps in entrenchment 1.02 and the galaxy forge maps moved from the program files galaxy folder to the user space galaxyforge folder next to the mods folder, and from the various pieces of information that I colated it will not return. if you want confirmation of this please feel free to email blair.fraser at ironclad.games and ask him directly
I for one am actually glad they got rid of having to use the galaxy manifest, that was pretty annoying. Its nice to be able to just save the file to one folder and have it work again.
I agree with you blacshade
i keep geting a .rar file type is that right
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