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.
thanks for your help it was verya usefull
thx Schwiazl
Hi Guyz,
Sorry if this has been already said but I have looked in all the 26 pages and cannot find anything:
- I created a map with 240 planets using Distant Stars mod (v0.86) & GalaxyForge last update, 5vs5 with a bottleneck type of strategy, with all the Sol planets + moons & other things, therefore I created 10 players, overriding each single one the race, player0 is Tec (which should be also the player) and the AI is Vasari & Advent. I also put the Random Homeplanet or whatever is called to 0.
Now the map works really fine, I tested it and I managed to get over Mars, which Ive put a very heavy militia (rebels 40-50 ships+ caps? ) where I nearly lost my marza lol.
I start with as race TEC all the times which is fine, however a little issue is that all the AI names are not correct to what I stated in the editor. As well, all the race cards are completely messed up. I thought that may have something to do with the Random Seed (? which I have absolutely no idea on what it does) and put it to 0. But if I reload the map, Random Seed goes back to 1. I also tried to modify it manually through text editor but nothing.
Has anyone got any idea on what might be the problem?
Edit: The map path is in C:\Users\-myusername-\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge in case it's the problem
Cheers,
mats
hi guys, i was just wondering, why dose the new updater dosnt work on the new 1.18V and all, since i already got the new update, it wont let me load any new maps onto the system, is there anyways around this yet?
to get the MAP updater to work there is two choices
1 edit the targetsinsver.txtt to 1.1.18.0
2 delete the targetsinsver.txt.
the actual map format has not changed, so any maps that were updated to sins1.15+/entrenchment 1.00+ WILL work.
the MOD updater is still under test & might REQUIRE a re-write to add interfacing with the manifest maker as the latest patch has added several NEW entity files in entrenchment that ARE NEEDED or MINIDUMP.
harpo
Hadn't noticed any limitations posted on how large a universe can be... just wanted to let you know there is one... not sure what that is cause now I can not get back into it and wasted 8 hours of work. Would be benneficial to inform on when resources are becomming low and altercations should be done to ensure playability... or atleast stop you from making that last planet that will stop the editor from working all together... can't even delete anything now.
************** Exception Text **************System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource) at System.ThrowHelper.ThrowArgumentOutOfRangeException() at GalaxyForge.GalaxyTemplate.CopyStarsFromScenario(GalaxyScenario scenario) at GalaxyForge.GalaxyTemplate.Load(String fileName) at GalaxyForge.MainForm.openToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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
Thanks Harpo!
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?
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 xpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForgeor here for vista/windows 7C:\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 mapsNOTE 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 desktopNOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administratoralso 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 planetand if a map you want to play was released before 25th feb 2009 then you will also need the sins map updater from herehttp://files.filefront.com/sins+map+updater+v201rar/;13585432;/fileinfo.htmlharpo
Thanks very much, I'll get right on that. I have version 1.0, so I'll probably have to upgrade soon
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.
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
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.
What's the difference between "random true" and "weighted random"?
And what's the difference between "random" and "random true"?
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 quickStartUpgradeLevelForArtifacts 0 quickStartUpgradeLevelForInfrastructure 0 planetItems templateName "" subTemplates 0 groups 0 spawnProbability 1.000000 useDefaultTemplate TRUE planet designName "Planet26" inGameName "" type "RandomTrue" pos [ 625 , 381 ] 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 connectionCount 17 connection planetIndexA 10 planetIndexB 4 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 4 planetIndexB 11 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 11 planetIndexB 3 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 3 planetIndexB 9 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 9 planetIndexB 2 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 2 planetIndexB 8 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 8 planetIndexB 1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 1 planetIndexB 0 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 0 planetIndexB 6 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 6 planetIndexB 7 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 7 planetIndexB 5 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 7 planetIndexB 10 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 7 planetIndexB 8 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 8 planetIndexB -1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 3 planetIndexB -1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 2 planetIndexB 1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 11 planetIndexB 9 spawnProbability 1.000000 type "PhaseLane" spawnProbability 1.000000 star designName "Star1" inGameName "" type "RandomNonGreenStar" pos [ 928 , 319 ] radius 100.000000 planetCount 7 planet designName "Planet2" inGameName "" type "Volcanic" pos [ 930 , 291 ] 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 "Planet3" inGameName "" type "Industrial" pos [ 877 , 269 ] 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 "Planet4" inGameName "" type "Savannah" pos [ 929 , 411 ] 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 "Planet5" inGameName "" type "Military" pos [ 964 , 345 ] 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 "Planet6" inGameName "" type "GasGiant" pos [ 875 , 341 ] 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 "Planet31" inGameName "" type "TerranHome" pos [ 1003 , 313 ] owner "NewPlayer0" isHomePlanet TRUE 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 "Planet32" inGameName "" type "Wormhole" pos [ 935 , 222 ] 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 connectionCount 8 connection planetIndexA 2 planetIndexB 4 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 4 planetIndexB 3 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 4 planetIndexB 1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 1 planetIndexB 0 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 0 planetIndexB -1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA -1 planetIndexB 3 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 5 planetIndexB 3 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 6 planetIndexB 0 spawnProbability 1.000000 type "PhaseLane" spawnProbability 1.000000 star designName "Star2" inGameName "" type "WhiteStar" pos [ 172 , 134 ] radius 125.000000 planetCount 6 planet designName "Planet11" inGameName "" type "DesertHome" pos [ 84 , 125 ] owner "NewPlayer2" isHomePlanet TRUE 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 "Planet12" inGameName "" type "Terran" pos [ 155 , 225 ] 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 "Planet13" inGameName "" type "Terran" pos [ 261 , 115 ] 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 "Planet14" inGameName "" type "Terran" pos [ 166 , 49 ] 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 "Planet27" inGameName "" type "Terran" pos [ 225 , 182 ] 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 "Planet28" inGameName "" type "Terran" pos [ 210 , 81 ] 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 connectionCount 6 connection planetIndexA 0 planetIndexB 3 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 0 planetIndexB 1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 0 planetIndexB 4 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 5 planetIndexB -1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 5 planetIndexB 2 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 2 planetIndexB 4 spawnProbability 1.000000 type "PhaseLane" spawnProbability 1.000000 star designName "Star3" inGameName "" type "GreenStar" pos [ 212 , 465 ] radius 125.000000 planetCount 6 planet designName "Planet7" inGameName "" type "Terran" pos [ 223 , 426 ] 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 "Planet8" inGameName "" type "Terran" pos [ 114 , 458 ] 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 "Planet9" inGameName "" type "Terran" pos [ 219 , 565 ] 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 "Planet10" inGameName "" type "IceHome" pos [ 324 , 446 ] owner "NewPlayer1" isHomePlanet TRUE 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 "Planet29" inGameName "" type "Terran" pos [ 287 , 501 ] 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 "Planet30" inGameName "" type "Terran" pos [ 128 , 510 ] 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 connectionCount 9 connection planetIndexA 4 planetIndexB 3 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 4 planetIndexB 0 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 4 planetIndexB 2 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 4 planetIndexB -1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 0 planetIndexB -1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 0 planetIndexB 1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 1 planetIndexB 5 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 5 planetIndexB -1 spawnProbability 1.000000 type "PhaseLane" connection planetIndexA 5 planetIndexB 2 spawnProbability 1.000000 type "PhaseLane" spawnProbability 1.000000 interStarConnectionCount 1 interStarConnection starIndexA 1 planetIndexA 6 starIndexB 0 planetIndexB 10 spawnProbability 1.000000 type "Wormhole" playerCount 3 player designName "NewPlayer0" inGameName "NewPlayer0" overrideRaceName "" teamIndex -1 startingCredits 3000 startingMetal 800 startingCrystal 250 isNormalPlayer TRUE isRaidingPlayer FALSE isInsurgentPlayer FALSE themeGroup "" themeIndex 0 pictureGroup "" pictureIndex 0 player designName "NewPlayer1" inGameName "NewPlayer1" overrideRaceName "" teamIndex -1 startingCredits 3000 startingMetal 800 startingCrystal 250 isNormalPlayer TRUE isRaidingPlayer FALSE isInsurgentPlayer FALSE themeGroup "" themeIndex 0 pictureGroup "" pictureIndex 0 player designName "NewPlayer2" inGameName "NewPlayer2" overrideRaceName "" teamIndex -1 startingCredits 3000 startingMetal 800 startingCrystal 250 isNormalPlayer TRUE isRaidingPlayer FALSE isInsurgentPlayer FALSE themeGroup "" themeIndex 0 pictureGroup "" pictureIndex 0 templates 0 Thanks again in advance
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"
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
designName "Planet16"
pos [ 677 , 113 ]
designName "Planet17"
pos [ 727 , 179 ]
designName "Planet18"
type "RedCompanionStar"
pos [ 607 , 286 ]
designName "Planet19"
type "Nebula"
pos [ 543 , 310 ]
designName "Planet20"
pos [ 433 , 248 ]
designName "Planet21"
pos [ 489 , 154 ]
designName "Planet22"
pos [ 517 , 251 ]
designName "Planet23"
type "NoAtmosphere"
pos [ 603 , 171 ]
designName "Planet24"
type "PirateBase"
pos [ 740 , 227 ]
designName "Planet25"
type "Wormhole"
pos [ 492 , 356 ]
designName "Planet26"
type "RandomTrue"
pos [ 625 , 381 ]
connectionCount 17
connection
planetIndexA 10
planetIndexB 4
type "PhaseLane"
planetIndexA 4
planetIndexB 11
planetIndexA 11
planetIndexB 3
planetIndexA 3
planetIndexB 9
planetIndexA 9
planetIndexB 2
planetIndexA 2
planetIndexB 8
planetIndexA 8
planetIndexB 1
planetIndexA 1
planetIndexB 0
planetIndexA 0
planetIndexB 6
planetIndexA 6
planetIndexB 7
planetIndexA 7
planetIndexB 5
planetIndexB 10
planetIndexB -1
designName "Star1"
pos [ 928 , 319 ]
radius 100.000000
planetCount 7
designName "Planet2"
type "Volcanic"
pos [ 930 , 291 ]
designName "Planet3"
type "Industrial"
pos [ 877 , 269 ]
designName "Planet4"
type "Savannah"
pos [ 929 , 411 ]
designName "Planet5"
type "Military"
pos [ 964 , 345 ]
designName "Planet6"
type "GasGiant"
pos [ 875 , 341 ]
designName "Planet31"
type "TerranHome"
pos [ 1003 , 313 ]
owner "NewPlayer0"
isHomePlanet TRUE
designName "Planet32"
pos [ 935 , 222 ]
connectionCount 8
planetIndexA -1
planetIndexA 5
designName "Star2"
type "WhiteStar"
pos [ 172 , 134 ]
radius 125.000000
planetCount 6
designName "Planet11"
type "DesertHome"
pos [ 84 , 125 ]
owner "NewPlayer2"
designName "Planet12"
pos [ 155 , 225 ]
designName "Planet13"
pos [ 261 , 115 ]
designName "Planet14"
pos [ 166 , 49 ]
designName "Planet27"
pos [ 225 , 182 ]
designName "Planet28"
pos [ 210 , 81 ]
connectionCount 6
designName "Star3"
type "GreenStar"
pos [ 212 , 465 ]
designName "Planet7"
pos [ 223 , 426 ]
designName "Planet8"
pos [ 114 , 458 ]
designName "Planet9"
pos [ 219 , 565 ]
designName "Planet10"
type "IceHome"
pos [ 324 , 446 ]
owner "NewPlayer1"
designName "Planet29"
pos [ 287 , 501 ]
designName "Planet30"
pos [ 128 , 510 ]
connectionCount 9
interStarConnectionCount 1
interStarConnection
starIndexA 1
starIndexB 0
playerCount 3
player
designName "NewPlayer0"
inGameName "NewPlayer0"
overrideRaceName ""
teamIndex -1
startingCredits 3000
startingMetal 800
startingCrystal 250
isNormalPlayer TRUE
isRaidingPlayer FALSE
isInsurgentPlayer FALSE
themeGroup ""
themeIndex 0
pictureGroup ""
pictureIndex 0
designName "NewPlayer1"
inGameName "NewPlayer1"
designName "NewPlayer2"
inGameName "NewPlayer2"
templates 0
Thanks again in advance
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.
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)
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 pageassuming you have sins 1.181/entrenchment 1.041, the galaxy forge maps NEED to be placed here for xpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForgeor here for vista/windows 7C:\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 mapsNOTE 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 termthe 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 Administratoralso 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 withand if a map you want to play was released before 25th feb 2009 then you will also need the sins map updater from herehttp://files.filefront.com/sins+map+updater+v201rar/;13585432;/fileinfo.htmlharpo
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
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
Is the Forge going to be up-date because I've tried every thing I can't get any maps working on the current level of up-date and I really want to use the map I created with the forge. What can be done
emplear, the current galaxyforge (v3) from the download in the OP DOES WORK WITH sins 1.181 AND entrenchment 1.041.
I AM USEING THEM TO CREATE NEW MAPS FOR MYSELF. I do place the maps in the userspace galaxyforge folder.
assuming you have sins 1.181/entrenchment 1.041, the galaxy forge maps NEED to be placed here for xpC:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForgeor here for vista/windows 7C:\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 mapsNOTE 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 desktopNOTE 2 the 'user name' in the above paths is your WINDOWS login user name, eg Administratoralso 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 is not for a particular mod that has extra home planets and starsand if a map you want to play was released before 25th feb 2009 then you will also need the sins map updater from herehttp://files.filefront.com/sins+map+updater+v201rar/;13585432;/fileinfo.htmlharpo
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.
I tried to save it in the folder you said to but i wont let me, it says i dont have permission to save in that location, contact the administrator to obtain permision, someone please help me
gallahad25 that is ONLY TRUE for sins before 1.16/entrenchment 1.02, which is WHEN it was changed BY IRONCLAD GAMES.
IRONCLAD GAMES now recommend the placing of galaxyforge maps in the GALAXYFORGE folder under localapps/ironclad games/sins of a solar empire folder NOT in the program files galaxy folder where entrenchment WILL NOT SEE IT unless you edit the galaxy manifest to include the file names, which is a bit more fiddling around before you can play the map, whereas if the map is in the galaxyforge folder, sins 1.16+/entrenchment 1.02+ WILL SEE ALL MAPS that are placed in the galaxyforge folder on the galaxyforge maps group.
by the way I AM NOT an employee of either ironclad games OR stardock, but I seem to be the most active person supporting maps, and while not the most knowledgable person on advanced features, I have found and fixed or created utilities for fixing the problems I found.
if you dispute my claims you could email support at ironcladgames.com asking them directly
What do you open the file with? it asks me what to open it with and notepad is just a bunch of symbols and letters and numbers
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