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.
Ok, I've tried to find an other solution, or a futur update.
Thanks ^^
I know I've asked this before and now I can't find it. Trying to recreate an old map I had originally made for Diplomacy using the Distant Stars tileset and now planets from Sol system tileset don't load; if I put myself on, say, Earth, I get insta-lose. If I create a map with other content (including urban planets, industrial, forest, etc) the sol system gravwells don't spawn in game. I have a vague idea that it involves making sure the galaxyscenariodef file is in the right spot; I have it in my galaxy forge folder, but no dice. Anyone shed some light on this?
highguard, do ALL the player starts have home planet?
also are you using a mod that HAS all the planets that are being used? ie if the planet entity is NOT in the mod(and the GalaxyScenarioDef.GalaxyScenarioDef) it does NOT spawn (and if it was the starting planet you WILL GET LOSE on start)
harpo the NON-subscriber
They sure do.
I find it interesting tho hat Sol system planets simply don't get added at all - I created a test map with a phase lane linking the two starting home planets you get by default, added Earth, linked it to both home planets and started a new game - no phase lane to Earth and no Earth.
is the 'earth' entity in the GSD?
harpo the NON-Subscriber
Not as such, exactly, but 'solsystemterra' IS, and that is the one I have been using. Just tried it again, no joy.
Tried a couple others, like 'solsystemmars' and 'solsystemmercury' to no effect. I KNOW that this file (GSD) needs to be someplace, having it in the galaxyforge directory in my main game directory (I'm assuming) is the right place.
the GSD also NEEDS to be in the main mod(top most in the mods list for the expansion and game that is being run (and from memory the gameinfo folder of the topmost mod) as the game engine uses the first GSD it finds in the mod stack
Harpo, the NON-subscriber
I've got it in the first mod that's enabled, even though it doesn't have a GalaxyForge folder. I created one and put it in, no effect. When I tried putting it into the GameInfo directory, it minidumped when I tried to launch it...
did ALL the planet entities exist in ANY of the enabled mods?
if not then that is the cause of the dump,
BUT it might be the dreaded OUT OF MEMORY dump, the best way to reduce the frequency of OOM dumps is to reduce the detail settings for the ships structures and planets,
and welcome to MODDING
harpo, the NON-subscriber
I've resorted to copying the entire GalaxyForge folder out of the base folder it's in, and putting it in combinations of the root SINS directory and the main mod I'm playing, to no effect. I'm starting to think that the map pack tilesets itself is designed for an older version of SINS, maybe Diplomacy, or Rebellion prior to all the DLC...
And thank you, lol. I don't see it being an out of memory dump, I haven't had one of those in forever. More inclined to think that there are textures or entities that are missing. Still, by putting them (the galaxyforge folder) in the root of the mod folder (which previously did not have a GalaxyForge folder) the game should grab it, no? Or am I completely off the mark?
I had assumed that you were using mods for the CURRENT version of the expansion you were playing with,
ARE you???
ie are the mods you are using FOR the version AND expansion of sins?
, if a version difference, it is possible to fix,
if an expansion difference A LOT more work is needed to fix
Doesn't look like it's the most current version; I've managed to work around it and am ignoring it for now, I'll look into it at a later date. Thanks for the assist though.
ANOTHER QUESTION: How would I (if I felt so inclined) import planet types from one mod to another? IE, say, a couple planet types from Maelstrom into Distant Stars? Just for my personal playing around. And assuming that I've got the current versions of both mods...
from the tiny amount that I know about this area, first create a folder structure for a new mod, then copy the entities and textures into the new folders,then add the researches to the playerRACE.entites, then add the planets to the GalaxyScenarioDef.GalaxyScenarioDef, then make sure that ALL the entities in the mod are in a entity.manifest. then start testing
but a better answer for this would be to post the question in the ask a modder thread, and one or more of the deeper modders will possibly answer this a lot better
I need help here. No matter what map I make it randomizes the starting positions. How do I make them fixed? Also how do I make it so that the in-game name ACTUALLY MAKES IT THAT NAME INGAME. I can fill out an Advent faction's name as "Valkyur Regency" and when it's ingame it'll be one of the random advent names. This is my only real issue with SoaSE is that their galaxy forge editor doesn't do everything it says it will. I think of myself as a good map maker when it comes to the actual planets, phase lanes and wormholes but when it comes to the player settings, nothing I do fixes the randomization issues or changes the faction's name ingame. It's really annoying when like say I want to fight the martians as a Vasari player but instead of a martian name they get one of the random Vasari or if i'm playing against a TEC Terran Faction and its "Galan Rim Union" instead of "Terran Empire" or something like that. Detailed help would be appreciated OR if the devs actually care, a patch for galaxy editor that fixes this issue without forcing us to resort to things like messing with the files directly which can end up screwing up the entire game or map.
If it matters I'm using Sins of a Solar Empire Trinity on Steam. I don't have rebellion. Another issue I have is getting maps to show up in the Galaxy Forge list. I know how to change the name in the galaxy list thingy by editing that file but it places the map in a random place (like in the small maps section whereas this map has over 50 planets and 4-6 factions).
Help would be appreciated.
Sorry, I don't think that works.
There's an option when you don't have any planet selected Called "RandomizedPositions". It's set to True by default, so you have to change it to False. In single player you're always player-0.
Ok I have looked and call myself doing what was said but Im still doing something wrong, so here we go..
Nothing new just trying to give planets the bonus/artifacts I want. I did this yeas ago reading the same post. Anyway I using the new game Rebellionand under Group Editor If=Always and then I add what I want.. Not sure if this is all.
Dont think the below have much 2 do with what im trying 2 do.. anyway its been 3 days and I give up, I had to make an account after all my years of being a real troll.
SpawnProbability
StartingUpgradeForArtifact
Its seems 2 work much the same as under Sins Of A Solar Empire Diplomacy but its been a long time and something are not the same. Oh and cant understand how i can change the map name no big deal.. I play DS and zombies mods, but that should not matter. I know its something small and very ez for you guys just remember im an old man....lol
I will keep reading also perhaps what I read I missed something, well that's clear....lol
Make sure to set the owner to "NoOwner".
I think I got that even if i put more then the one im looking for i still get nothing..
designName "Planet13" inGameName "Prime 1" type "TerranHuge" pos [ 241 , 132 ] moveAreaRadius 40000.000000 hyperspaceExitRadius 30000.000000 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 "NoPlanetOwner" param "" owner "NoOwner" colonizeChance 0.000000 items 1 item "Bonus:Military" item "Bonus:StrictSecuirty" item "Bonus:WeaponTestGrounds"spawnProbability 1.000000 useDefaultTemplate TRUE entityCount 0 asteroidCount 0 planet
Only the owner should be "NoOwner". Condition should be "Always". You set it to "NoPlanetOwner". They are different.
If there are posts about this already, feel free to direct me to those.I've been using Sins Galaxy Forge for years now but I've never really gotten extremely good at it. * First a tangent - Are there any advanced tutorials out there for Galaxy Forge?* Is there anyway to have a titan already spawned from the beginning of the game using Galaxy Forge? I know that you can add frigates/cruisers/capitals as well as tactical and logistic structures to the maps from the start but what about titans? * also, is forge capable of editing where ships/structures are placed when you add them?* Can you choose or manipulate what the faction's in game name will be? I think that's supposed to be editable from the player menu of the forge, but it never affects the maps I create. If I'm playing the Sins of a Galactic Empire mod, I would love to be able to choose which faction starts as say the Techno Union or the Pentastar Alignment.
If you use the Rebellion galaxy forge, you can spawn titans at the start of the game like any other unit.
No.
Not certain. I've never gotten it to work, but you can specify a faction a specific player has to be. Maybe it only works when you do that as well.
Something I've stumbled across over and over in my mapmakings - how do I force a given object, bonus, or artifact to be linked to a given planet? I can create ships in what I believe to be a given gravity well, but unless I make a player an owner, they won't appear. And if I do, they appear at the sun... Heh. I've played a game as the TEC but with a Halcyon carrier to start that way, but I want to place neutral ships in a specific gravity well and I can't seem to figure that out. Anyone have any thoughts?
if the planet is not one you want as a starting planet, then the spawn condidtion should be 'always' and the planet owner should be 'noowner', and for owned planetsthen the planet owner should be planet owner.
harpo the ghost NON-subscriber
Hmm. After some experimenting with where Harpo pointed me, I believe I have it figured out.
Still haven't figured out how to set an Occupied Planet's militia at a planet at random though...
the trick for the random militia is to set the planet owner to 'RandomMilitia' at the planet, but regarding at unspecified planets, I am not sure other than modifying the galaxyscenariodef's militia groups to include a colony frigate/capital.
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