Current Version: Version 1.1Compatibility: Sins of a Solar Empire Version 1.12-1.16Download At: http://files.filefront.com/13752834Version 1.2 Progress: 1%-(See first comment on this thread for the changelog of 1.2 so far)
1. What does Urban Expansion offer? -Version 1.12 - 1.16 Compatibility -New star types -New planet types -New research -New skyboxes -New uncolonizable things similar to plasma storms or asteroid belts
2. List of Planets and Stars for Version 1.1 -Terran Planet - Mutli Class Planet -Desert Planet - Multi Class Planet -Arctic Planet - Crystal Class Planet -Volcanic Planet - Metal Class Planet -Paradise Planet - Bonus Class Planet -Forest Planet - Credit Class Planet -Savannah Planet -Credit Class Planet -Swamp Planet - Metal Class Planet -Barren Planet - Metal Class Planet -Industrial Planet - Bonus Class Planet -Oceanic Planet - Crystal Class Planet -Toxic Planet - Crystal Class Planet -Urban Planet - Credit Class Planet -Radiated Planet - Multi Class Planet -Fossil Planet - Multi Class Planet -Wind Planet - Crystal Class Planet -Tyrant Planet - Metal Class Planet -Gas Giant Planet - Horder Class Planet
-White Star -Purple Star -Blue Star -Red Star -Yellow Star -Green Star
3. Changelog for Version 1.1 -Rebalaned -Toxic -Ice -Oceanic -Tyrant -Volcanic -Barren -Urban -Savannah -Forest -Terran -Desert -Fossil -Radiated -Swamp -Wind -Industrial -Paradise -Gas Giant -Removed -Toxic Colonization and Toxic population cap associated research due to hard coded limits -Gas Giant Population research due to it helping all planets, not just the Gas Giant. This is due to hard-coded limits. -Added -Purple Star -100% Zoomed out icons for White Star -Matching skyboxes for every star including Purple and White (basically brand new skyboxes made by me, not the ones from Sins Enhanced) -Desert Colonization Research -Modified -Tyrant Planets cloud texture and color -Map Creator intensely -Planet ring chance (decreased) -Wind Planet's icons slightly -TEC, Advent and Vasari logistics trees slightly. -White Star skybox data due to it giving planets a miscolored tint. -Merged -Volumetric Explosions -Sins Enhanced: Galaxy View only -Fixed -Many random errors -The infamous String not Found error -Known Errors -Some skyboxes have red areas that should not be there (if you know the problem let me know)
4. Credits -XselenS: Wooot that's me, finally I'm in some credits. For making the mod itself. -To Rick the man who bought me entrechment whom I never met. I won't post your username here because I don't want people bombarding you asking you for favors, but you know who you are and I can't say thank you enough! -rjhughes67: For making an Urban Expansion banner. -Kcissem: For allowing me to merge elements of his mod, Sins Enhanced into mine. -Uzii: For making Sins Plus in the first place. -ManSh00ter: For allowing me to merge his mod, Volumetric Explosions into mine. -Danman: For maintaining and updating Solar Sins after Uzii's retirement. -Baleur: For merging elements of Sins Enhanced into the mod -7 Deadly Sins Team: For keeping Solar Sins and Sins Plus alive by adding new updates to the mod. -Things done by Uzii/Danman and the 7 Deadly Sins team: -All planets and stars origanally included in Solar Sins and Sins Plus -All planet abilities origanlly included in Solar Sins and Sins Plus -All added research origanally included in Solar Sins and Sins Plus -Download link provided by Harpo99999 temporarilly
5. Pictures
6. Remember to comment once you try it out!
Black Holes usually don't have all that crud around them - they are empty, usually you'll see an emptyness of stars and light in that area (according to scientists, lol) so maybe you should think about what the black hole will actually do, since many scientists believe they take you to alternate dimensions or they just gobble things up, so it'd be lame to just have them do what worm holes do...
...Still not getting anything new...did I do something wrong?
......wait....
figred it out: turns out the folder with the readme and the file with all the data needed to be thrown away, and the readme and actual file cad to be moved to mods folder...
NNNNOOOOOOOOOOOOOOOOOOOOOOBBBBBBBBBBBBsauce....
K guys tell me what you think of this, I'm thinking of removing the black hole star completely from the game since it is kind of an odd man out, as well as it being a bit on the glitchy side (if you zoom in to close effects are used a lot making old computers lag and if you zoom out to far to get a good view of the star it changes the view to a far out view [no gravity well]) This is fixable but would take up my time to do. The renaming would be farely simple but is it also realistic to orbit a black hole as the black hole being the center of a solar system not a galaxy? Wouldn't the planets get sucked up or something...This is up to you in the end but anyways. I have made an official site for the mod (just made it so not to fancy) if you guys could start replying there it would make my life easier and make it so I could put a lot more info and even upload videos of new versions I am working on. Here is the site (I will also put it in the related sites section of the mod for future referance)http://urbanexpansion.webs.com/
Ok going through some uber glitches with site so making a new one. Don't go to the site for now please.
I like the black hole: it looks great, but you're right: It makes no sense. However, i enjoy the ominous company of the black hole. a bit glitchy, but great to look at.
also, the white star, when zoomed out, has no symbol whatsoever...
other than that, no problems...
-Nooby
I would like to see the black hole "SUCK" enemy ships in..like as true blackhole...not just look nice and only do damage when ship decides to grow close..
Cant we give him a Repulsion field ability in which we modified the data so that it doesnt push the ship away but slowly but surely DRAG IT IN!!! this way when fighting in a black hole..youll really need to be careful how to manoueuvre your ships !
Just an opinion!
XselenS I am think of making or tweak the mod with my little mod. Is this kewl with you?
Yes of course you can get credit to... Really all I am doing is incorperating the mod or combining the mod into my little one. Which I only worked on the ships, AI, Rat Base, Planet Modules and few of the original SOASE planets.
For now I'm going to have to say no. However once I release version 1.0 then sure you can merge my mod with yours. Reason for this is because this version still isn't completely finished so updating to version 1.0 when I release it will be an annoyance to you.
Hehe out of curiosity, how the hellions do I salvage the ships in the Graveyard?
You have to research the Technology that let's you Crew a Derelict ship.
As for the Mod on my end, Everything seems to work perfectly. Apart from some lack of Symbols (E.g. White stars and Tyrant planet) everything Seems Fine
ah but thats the thing, i have....now exactely how or which shipss do i use to do it
"removing the black hole star completely". Well if your goal of this mod is to make it like a professional extension of the game. I would remove it, but what I would do if i knew how too mod how would do some reseach on life stages of stars and inculde them in the game for realism. I don't think green stars exist. Oh hey keep the other black hole though that one is fine.
Also just wondering could you mod a planet that could be smaller then the ones right now , (like half size)? if you could you could a new class of planets called dwarf planets. Since going bigger probable will slow the game down it would be better to go smaller!
Another idea a new planet type called "Cloud" an atmosheric planet whos atmosphere is so dense you can build floating cities on the planet. Venus Earth's sister planet is an example of this, and it is said to be possible just not worth it cause of econmics. This planet type could provide something new to set apart from the others in sin. And you could change the name of the research and description. Floating cities need to be researched to unlock cloud and gas giants instead of anti gravity which is not possible
Well I already have Uzi(Mr. Jackson) and Danman permission to mod there stuff since 1.03 version. But not to release as my own. Back when 7ds started. I was being polite and respecting peps work...
You have several errors.
NoString for map making for planets.
Graveyard doesn't work. No reasearch...
Never got Gas Gaint capture in seperate research...
Icons for ships & modules at planet for left panel...
Icons for planets...
Stuff you should already know about. All I wanted was Uzi's planets. Back in the game...
I'll release this mod as a Private version (private being my teams beta testers) only until you'll get your fixes in place...
G Spot Mod teaser.
Thanks for replying quickly and your effort...
Hey XselenX did my fix work or go horribly wrong?
You have to do it with a Misiionary Vessel (That is the Advent ship that can carry this out.) If you use the Vasari or TEC version of the Missionary Vessel then you should be able to do it.
Updated Info December 10:The crew derilect ship is giving me some problems as well. My colony ships don't give me the ability to use once researched so I'm going to look into that. I have finished icons for the Tyrant Planet and White star but as mentioned before I just can't get the radiated planet icons to work, have spent some good time when I had the time but it hates me...Anyways I had to reinstall windows today (saved my progress on the mod don't worry) so that will delay progress a bit sorry guys...Have fixed a bug that may only be in my new version with radiated planet having 4 stages of research and not 3, also fixed some balancing issues with several planets (most dealing with stages of research adn costs)
To theG57: If you really want to merge this version in it's your choice then, just letting you know that version 1.0 is still being created so I expected this version to have many errors. Oh ya, if you know how (since you're a modder) why is the galaxy editor saying that "string is not found". I have removed their string files from the english.string file and have removed them from being able to spawn as well. Oh ya what exactly did you mean when you said never got gas giant capture in seperate research?
To Szadowsz: What fix are you talking about exactly?
changing the numstrings line to get rid of the string not found error
I think so as well, but also provide a minute of damage for the black hole, and the upgrade would have to be made so that the black hole has a reduced effect on the ships on level one, and level two will nullify all effects on the ships. Make the upgrade branch after the ability that allows you to go through wormholes.
I love both those ideas, especially the new research thing helping you resist wormholes. I could probably make those things, however making the effect of bringing a ship in (my idea is to show the ship slowly stretch towards the black hole) the reason I couldn't make the effect is manly because I don't really get how to (I'm learning how to mod as I do this project) I think I would have to use particle forge but I need to learn how to first. This update wouldn't come inversion 1.0 though but much later so don't get your hopes up to high lol, definetly gonna put it in though.
Great job on the mod man, I'm really enjoying it thus far & looking for updates.
Just a note to everyone though, the ship graveyards are a bad idea if your playing single player. The AI treats them as hostile units and will gather tons of troops there. Its waiting till its fleet destroys those ships before it does something else, but obvious those ships are invulnerable so it'll just keep its fleet there forever. Don't put in any ship graveyards; unless you want AI to mass a giant fleet next to the ship graveyard all game...
would you consider making your mod merge-able? so others with mods can enjoy the fruits of your labor?
what if you took "Telekenetic Push" and reversed the variables?
did you change it in your .entity files also? did you set the english.string file numbers back to normal?
Sounds good! Just need to test it out though!!
Xselens, your mod...your job! Hop to it LOOOoool
1. Editor says it missing a string of info on the planet. Probally cause you removed those planets. There's another file or stringinfo in the string file. So it's looking for them. That would be my guess for looking up that error. The next question is of course what file? Only Uzi would know for sure. What about player.entity, gameplay.constant and game sceniro.galaxy file? Is the removed planet.entity file still in the gameinfo folder? Make sure you have all string info. Typo's errors can drive you crazy...
2.Gas Gaint research was a seperate reasearch to do in Sins Plus and it also had a modifier with it. By increasing population. I see you combined it with Volcanic. If I redid it, I might name the research Orbital Station or Cloud City research. You can use that or not. You could aslo tie in wormholes, asteriod betls, Magnetic Clouds and Plasma Storms into that research also. These would cause bottlenencks and key points to hold and take. Specialy worm holes. Yes the AI does colonize them by defualt. One thing I can't get colonized is stars the orignal Stars. I think you would have to remake them. I can't even add neutrel riods to them. I guess that's why Uzi did rogue stars...
Updated Info December 13, 2008:
1. I have finally got the new radiated planet icons to work, now I can go onto other things (by the icons I mean the 2d hudicons infocard icons etc.2. I have removed the Black Hole STAR not the planet like black hole only the star, and I have managed to get rid of the String Not Found error as well (however only with the black hole star)3. Fixed some minor 2d icon glitches with my new Tyrant planet icons (it had some extra atmosphere and stuff)4. Did some more minor balancing mostly with stages of research for logistic and tactical slots.5. Made unique icons for the planet like Black Hole
Anyways I think that 1.0 should be out sometime around the middle to the end of this month since I want to make a new research thing called Toxic Colonization which will alow colonization of Toxic and Radiated planets (since as of now you don't need to research anything to obtain em). I will buff these 2 planets up as well a bit more since now you will need to research first to colonize em so I am thinking of raising the pop cap slightly, adding a bit more slots, and giving them the Radiated planet some mana restore abilities for ships in it's gravity well since the radiation of the planet would help out with anti-matter restoration.
I am also thinking of getting rid of ship graveyards, this is up to you guys though, so to tell me what you want to do with the ship graveyard go to my official site for this mod (link is at the top of the page) go to the Extras section and place your vote. If you would make a membership (it's free) to my site I would appreciate it since not to many people are using that site and I would really like it to catch on lol.
Thanks for the info ( I guess I forgot to edit gas giant stuff in the beta) in 1.0 I have made it so gas giant research is seperate however, anyways I don't think I'll ever allow people to colonize stars (the central of the system) since it's unrealistic and who would want to live on a star (also one of the reasons I removed rogue stars) Anyways thanks for the info. I'll talk to Uzii about what to do about the string not found error.
I don't think I'll do any merging for a while (until I feel my mod is a good ways completed) however I am pretty sure I'll be merging the Last Stand mod with mine when it comes out and when I ask for permission if that answers your question.
Ditch the graveyards. The AI can't handle them, and whenever one the AI goes ape-shit and sends its fleets there, ignoring your fleets that are bombing its worlds.
If you could mod the AI, then I would say keep them, and change AI to use them. Since the AI is hardcoded though (@$#%% STAR/CLAD and the @%#%#$%# HARDCODES !!!!!! *SpardaSon21 repeatedly slams his head into a brick wall.) just ditch them.
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