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!
I vote on ditching the Ship Graveyard. I do hoxever want to see at least 2 more planet types in the game.
Man awesome paintball game me and my buddies pwned but anyways...Guess it's time for the graveyards to go bye-bye, will be removing them and the derilect ship research as well since they are kind of associated together. Anyways guys please keep using the official site as well lol, so far only 3 members lol...
Oh ya, I will be making more planets I just don't know what types to add...so far the only ideas I have are to make an alternate mesh for the Terran planet that looks like it's in an ice age, then I would give that planet an ice age bonus, but that's all. When I think about our solar system all the planets have been done, Sins has gas giants, black holes, terran and volcanic planets along with all the others. I guess I'm gonna have to start looking at moons in our solar system for ideas...
Well I could give you at most a couple of ideas for planets:
These are just a few. It would be awesome if you could implement a moon like the Earth's into the game although it might be too difficult but I would understand. And yes the Ship graveyard is of no use considering that the ships in them are obsolete to all races.
another thing i noticed, is that the final pop research for radiated planets reduces the population to 0. is that supposed to happen, or is that a bug?
...calm down...post your anger in your own thread...
yes, graveyards you can get rid of, however they worked with Uzii's old mod, you may have done something to it.
Graveyards were awesome IM Humble Opinion...they added a bit a flavor which I greatly enjoyed! Really, I found it to be the best idea as to have at some places or another "dumped" vessels which you could retake!! For me it was the main reason why I played the mod in the first place! True they were a bit too many ships..like 30 per area which would include 10 caps, it was still hilarious and could tip the balance of the game if you were in a tight spot.
Before I go, (will be back later today) I'll answer some questions.
Love those ideas especially the mineral planet one, I'll be adding in that for sure. As for the awesome moons, I've been trying to get other modders to do this as I don't know how (I always wanted moons like that in the game) but so far all of them say it can't be done to due hardcoded limits and stuff.
It 'was' a bug. I have fixed in in version 1.0. Thanks for the help though.
I might think about making a patch that adds the ship graveyard in but as of the version I]'m currently working on they have been removed along with the derilect ship research. A patch might be released with the Version 1.0 for people who do want it in though.
Alrite, I started workin on the Toxic colonization research and pop cap research for it as well as soon as I got back, anyways finished all icons for it as well as the entity files for it. However I kinda got some problems, it seems even though I type; linkedPlanetType "Toxic" in the entity file for the toxic colonization research for all 3 races whenever I play a game it acts as though the gas giant research and toxic colonization research is linked. Example; before I research gas giant colonization or toxic colonization the gas giant, toxic and radiated planet all say "Gas Giant (Exploitation, Evangalism etc.) must be researched first, when you click on the planet. This is already weird since the Toxic and Radiated Planets should say (Toxic Colonization must be researched first). What's even more messed up is how if I researched Gas Giant Colonization and not Toxic Colonization I gain the ability to colonizae both Toxic and Radiated planets. Same goes for gas giants (if I research toxic colonization and not gas giant colonization I gain the ability to colonize gas giants). This also goes for the pop cap research (if I research a toxic pop cap research it give pop caps bomuses to all 3 planets not just the one it's meant to be for) Is this another hard code? Is it like you can only say "linkedPlanetType "Vanilla Planets" If that's it than I guess I can't do customized colonization research which really sux but oh well. If anyone knows how to fix this please let me know! Thanks.XselenS
one last thing....
i notice a green "tinge" on all terran, desert, fossil, and ice planets: the terran planet has a green sea with bluish, wierd-looking clouds (wish i could give you a picture).
also, with the beta out, you should either make the mod compatible with entrenchment, or make an entrenchment version of the mod.
- the N word (NOOB! i said it)
Not sure how hard it's gonna be to make it entrechment compatible, not many people may get the entrenchment beta either since it isn't available in stores so it isn't one of my top priorites. I will look into the greenish tinge stuff too as I have noticed it, this is a minor issue as well but I'll try to fix it ASAP.
Anyways did anyone figure out what might be wrong with my toxic colonization research? I will release a beta 2 this weekend with all the new things I added in, a long with the toxic colonization research so testers can help me find out what the problem is.
Wow the mod sure has died down. Any one find anymore glitches I should fix before Beta 2?
Well, we can't really use the mod. With Entrenchment, the Mod has completely become inoperable. Trying to use it with Entrenchment causes a Minidump so you should look into making it Entrenchment Compatible.
He can't. Not until ConvertData is updated for Entrenchement or reference data is released.
release it already! lol i need something new to play please hehe
It is released lol, it just isn't compatible with entrechment. It is compatible with Sins 1.1-1.12 though.
ok I am looking for people who own entrechement (I can't get it) who are able to join my mod and make it entrechment compatible. If you want to join just post a message or go to the official site and let me know.
well with some help I am sure i could do my little bit. Though I have not gotten to much into making the mods myself but I have been getting the itch to do so
Well whatever you can do helps. I'm like pissin my pants that this mod is gonna die cuz of entrechment lol, hopefully you'll be able to fix compatibilty issues and if you do I'll be sure to add you into the credits if that helps lol. Thanks.
Gonna hav to delay the release sorry guys. I ran into 2 huge errors with the mod.
1. Music does not work for some reason anymore.2. Creating colony ships creates a mini-dump
I'll look into these things when I get back tommorow but hopefully I'll get a release of Beta 2 by the end of this year.
Uploading version 1.0 now. Keep in mind it has fixed many errors and made it a smaller file but the new toxic colonization research does not work completely as of yet. It works but helps out gas giants as well for some reason, will look into this more but releasing it since I need help spotting the problem.
Version 1.0 uploaded, 1.1 will be released when I figure out how to fix the toxic colonization research, it will be released as a small patch not a full mod. The new version is 50mb smaller than the beta 1 .
Anyone even using the mod anymore? I see some downloads of V1.0 but no replies on bugs or how to fix the toxic colonization/population research bugs...Hopefully some of you don't have entrechment yet .
They won't lag if you use PhysX Algorithms
i'm wondering whitch computer is laggin that much cause of the rogues star my 5years old i8600 (a laptop) is runing well even wit my merge of sins plus and solar sins
100 replys! Quite a milestone!
Samurye.
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