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!
Well i use the Mod and well the Toxic-Colonisation Research Work fine.
I think it's only the wrong Text on the Toxic-Worlds and most of the Population-Increase
Technology effect also Terran/Industrial/etc Worlds instead of the Planets that's that
Tech for.
Ok first off, i LOVE your mod.. I recently got interested in this game again (with entrenchment coming soon), and looked around my old mods, i remembered how i didnt like 7DS because of the new races and stuff & it isnt patch compatible (come on, im not gonna play a game i paid for without essential patches), and i didnt like Solar Sins cuz it didnt have any planet bonuses and such, and those nebula of birth are just stupid, and while i liked the rogue stars, most random maps i played had like 8 of them, ridiculous!
Then here you come, and make a mod that is essentially Solar Sins - stupid stuff + bailknights visual mod + sins plus + latest patch compatible. THANK YOU
Now, im sorry for being a bit stupid or noobish or whatever, but could you clarify EXACTLY what this mod contains?The latest Sins Plus, right?The latest Solar Sins 2.0, with all the visual goodies except for some stuff like the nebula of birth, black hole star and rogue stars right?Again, does it include Everything from Solar Sins 2.0, including bailknights latest stuff? Is that with Annatar or WLD's tweaks? Lol its so confusing..
Whatever, looks great, plays great, love it.I also noticed, correct me if im wrong, that you changed the Sins Plus bonuses to either be hidden until you explore the planets, or just more rare? Cuz i just made a random map to check out the stuff without having to explore, and alot of the planets didnt seem to have any bonuses, just small stuff like Dense Core and such, thats intended right?
As for the black hole as a star thing, well no, planets wouldnt be sucked in, nothing is sucked into a black hole. They have the same gravity as all the other stuff in space. Its sort of a misconception.If our star would suddenly become a black hole, like within a second, we wouldnt notice any difference in orbit. The planets would just keep orbiting pretty much the same for a very long time, only very slowly drifting further in.Since gravity is just space being curved, the planets "fall" around the black hole, until after a realllly long time they are so close that they just keep orbiting faster and faster, but it'd take time before they actually entered it.
And the problem that guy talked about, with all his planets being tinted red or whatever.. Thats because of the skyboxes..If the solar system has a red skybox, EVERYTHING will be tinted red, ice planets will look pinkish, and ocean planets will look purple. If it has a green skybox, EVERYTHING will be tinted green, ice planets will look toxic, and ocean planets will look wierd.Its the ambient light in the game, not really anything to do about it..Turn off Colored Skyboxes in the options menu if it really bothers you, but then you'll only have the black background, and personally i like that but its so hard to see ships
Oh i almost forgot, just a final thing, with 7DS 2.0 being released soon (today?), will you add any potential new things from that mod? If they added any visual things like new planets or skyboxes
XselenS,
Keep up the good work!!! I downloaded it today and I'm not changing back. Don't worry about entrenchment. Many people I know have uninstalled it until it's balanced. Having such a fantastic mod work for 1.12 is great. It's turned what was a relatively boring and mundane universe into something more richly diverse. I know it's not all your own work but as DS7 is only for 1.05, I think you've one of the best Sins mod (as in remaining in the Sins universe).
I hope you keep at it and I look forward to your next releases.
As for bugs... I've found none yet except for non-functioning swamp planets... but perhaps I've not progressed the game enough.
Wow pretty dam big wave of replies lol, thanks for all the support. Didn't get any replies for quite a long time so though everyone but me had entrechment lmao. Anyways back to normal.
To Samurye:Ya I still can't believe 100 replies came so fast
To Killy_Blame:I think that there is a magic file that I need to edit in order to add the word 'Toxic' to the list. The colonization research and pop cap research effects everything in the game that is planet associated and is colonizable. If you research toxic colonization then you can colonize Ice, Volcanic, and Gas Giant planets. The reason this happens is cuz (I think) the word 'Toxic' (which is what you put in the Toxic and Radiated planet entity files to associate the planets with that word) is not part of Vanilla Sins. There might be an entity file in the Vanilla sins folder which I need to find that has a list of these words. If I copy that file into the mod and edit it I could make the research work properly, however I am not about to look through like 1000 entity files since I do have a life and that would take hours and I'd get bored of Put On pretty fast (it's a song by Jeezy...). This is where you guys and other modders come in, if any of you know what that file is please let me know, if there is no magic file like I am hoping there is than it is a hardcoded limit or something and I won't be able to add any new popcap research or colonization research unless I associate them with Vanilla planet types. If you know the file or know if it's a hardcoded limit please let me know.
To Baleur:Thanks for the support. Well the full description of my mod is at the top of the page, I am not completely sure if my mod actually merges any other mods other than Solar Sins and Sins Plus, by this I mean mods like Bailknights. Whatever was included in Solar Sins is in my mod, except for things I specifically posted above as removed. As for the tinted problem, it was a problem with the cloudlayer.dds file. The Beta 1 file had a blue tint on it rather than clouds, I changed that so it had a cloud texture and the tinting for all Vanilla planets was removed. The tint was present without colored skyboxes as well. As for Sins Plus planet bonuses, they are the same as Solar Sins bonuses including spawn probablity. However some bonuses need to be found by exploring the planet when you have colonized it. I have changed the Old Naval Base planet and it's icons to a new planet with the same mesh and texture though and removed the Old Naval Base planet bonus it had before if that's what you mean. I gave it the Swamp Planet bonus since I think that at certain times the Wind Planet would also have bad atmospheric conditions too. As for 7DS additions in 2.0 I will look into what it adds and see. If the skybox mod is a seperate mod I will look into that mod instead of 7DS since that would mkae things easier for me. Merging mods is kind of annoying but I will do my best. I am still a new modder but I might be able to learn how to do it.
To Ronan Farrell:By the non-functioning Swamp planets do you mean that at certain times you can't colonize them? If that's the case it's due to it's planet bonus. What that bonus does is for 400 seconds every 800 seconds the planet is uncolonizable, the same goes for the Wind Planet. If you meant something else please let me know.
I will be releasing a patch that removes toxic colonization and updates the mod to version 1.1 shortly. This version is only a minor patch to 1.0 as it mainly focuses on balancing and removing non-functioning things. I will leave the entity files and pictures of the toxic colonization research in the mod however so other may play around with it if they want and try to fix it. I will look into other mods to merge with mine and 1.1 may include some other mods as well, no release date set yet though. So far planets that I've rebalanced are the following:
OceanicToxicRadiatedBarrenTyrant
Here is how I am rebalancing planets. Each planet will focus on certain things, they are; Crystal, Metal, Credits, Multi, and Bonus planets. The Crystal Metal and all other resource planets I will be putting in sets of three. Here is what I mean.Crystal Metal Credit Multi Bonus HorderToxic Tyrant Urban Terran Swamp Gas GiantIce Volcanic Savannah Desert WindOceanic Barren Forest Fossil Industrial Radiated Paradise
Each planet in each category is unique but focuses on it's category. I will only explain the crystal category for now but this is how every category works. Each category of planets is mainly it's category focused but in a way has a sub category as well. The Toxic planet has a max of 2 crystal asteroids and a minimum of 1 but a higher pop cap than ice or oceanic, it also has 6000HP. The Ice planet has a max of 4 crystal asteroids and a minimum of 2 a pop cap that is inbetween Toxic and Oceanic and 6000HP. The oceanic planet has a max of 6 crystal asteroids and a minimum of 4 but has a the leat amount of pop cap and only 3000HP. This is the same for metal planets. The Tyrant planet is exactly the same as the Toxic planet but it's resource is metal instead of crystal and since it is a metal focused planet, has less pop cap than the Toxic planet. Metal is more used more in ships than crystal and many people tend to build more ships and research less which is why metal focused planets have less pop cap.
Credit based planets are balanced a bit differantly, each has an insanely high pop cap, even higher than a terran planet. However they have no resource asteroids and cannot have as many buildings built in it's gravity well. The Urban planet has the highest pop cap but only has 4 logistical slots. It's logistics capacity is not upgradeable at all. The Savannah planet has a smaller pop cap than Urban but bigger than the Forest planet and has a max of 8 logistic slots. The Forest planet has the smallest pop cap of the Credit based planets, but is still greater than a terran planet but has a max of 16 logistics slots, this is less slots than a terrans 24 but still greater than an urban planet giving it a reason to be a target to colonize fast.
Multi based planets have both types of asteroids however only a max of 3-4 is possible for all. Terran planets have the highest pop cap next to the credit based planets and can have a max of 3 asteroids. They have a normal amount of slots for both tactical and logistics and have 6000HP. Desert planets always have 3 asteroids although it's random which 2 are metal and which two or crystal and have the same amount of HP but there pop cap is lower, although still higher than radiated and Fossil planets. Fossil planets have a max of 4 asteroids but a smaller pop cap than Desert and Terran planets. They have a minimum of 3 asteroids. They also have 28 sots max compared to the 24 max of Terran and Desert planets. Radiated Planets have the lowest pop cap of the multi based planets but always have 2 of each type of asteroid. They have a max of 28 slots for logistical and Tactical as well.
Bonus based planets have no resource asteroids and very low pop caps (by far the lowest of any planet icluding a gas giant). They do however have 9000HP max and have a unique bonus to the player that colonizes that planet. These bonuses are not stackable but it's important to colonize them so other players don't get them. They also each have a max of 32 tactical slots which makes them a very good choke point planet if your lucky for them to be positioned at a place like that since they also have 9000HP. Each bonus is what makes each planet unique, each Bonus Based planet has the same stats as each other bonus based planet though.
Horder based planets are exactly that, they are giant planets (all horder planets in the future will be gas giant sized) and have bigger gravity wells than other planets as well. They have massive building capacity limits and up 12000HP however HP upgrades are very expensive once you reach more than 6000HP balanicing the game. They have up to 52 slots of Tactical and Logistical as well. Their weaks spot is that they have low pop caps and no resource asteroids making these planets more of a late game planet.
To Everyone:This is how I hope to balance the game for version 1.1, if you have any ideas for balancing and any ideas for planetary bonuses for the Bonus based planets please let me know. The industrial planet already has it's bonus the other 3 Bonus based planets do not.
I am also thinking of replacing Toxic colonization and it's pop cap research with Desert colonization instead. By researching desert colonization you would gain access to desert and fossil planets. I know I can make desert colonization possible since it is a Vanilla word 'Desert'. If you guys like the idea I could implement it into 1.1
I love the plans u have for the gas giants, altough its a bit sad that they wont have any resources.Then again, with that high logistics you can put alooooooot of trade centers and refineries there, which will boost surrounding planets I think it works, i dont think its too overpowered, cuz gas giants are generally pretty rare, at least in my games lol. I usually see 2 or 3 in a 4-6 player game.
K dude, i imported all the skyboxes from 7DS 1.3d (same ones as used in 7DS 2.0 it turns out, so i think they are the latest). I cant understand why they didnt include this in the Solar Sins mod, since thats supposed to be the visuals of 7DS lol, oh well.I created a Skybox Merge folder/mod, so just copy that into your mod if u want the skyboxes too, merge it or whatever.I also cleaned up some stuff.. The original skybox modifications were wierd, the first star entities were binary, and the second ones were normal, with the old skyboxes, which causes half of all stars created to be WITHOUT the new skyboxes.. Why would they do that? lol
Anyway it turns out you need 2 sets of those star entity files, or it'll minidump, no idea why, so i just changed all the secondary files to use the same new skyboxes as the binary ones, so now every star created uses the new stuff, no more glitchy old stuff.Your white star however, uses the old skyboxes cuz i was just too lazy to write in every single skybox as an option for it lol, after all its your mod Just thought i'd help out a bit with some of the boring paperwork.
http://files.filefront.com/Skybox+Merge+7DS+13drar/;12887096;/fileinfo.html 42mb
out of interest in your mod's latest version, why do you still have the shattered world textures if you took the shattered world out of it? just curious
To Baleur:Wow thanks so much for the help , was planning to merge the skybox in but didn't feel like doing it at that moment lmao, I'll test it out with my current Version 1.1 build to see if it works and everything and if everything works great I'll be sure to add your name to the credits for merging that mod with mine. Once again thanks !
To Szadowsz:Thanks for the info, must of forgot to remove it when I was removing other textures for other removed planets.
As for the balancing, I have changed a few things minorly. The toxic and oceanic planets have switched rolls since I feel an oceanic planet would be able to support more life realisticly. I have completed the Metal, Crystal, Credit and Horder based planets balancing as well. Some minor changes made to the Horder based Gas Giant is that now it has 6000HP rather than 12000HP (changed this since I felt the game would take to long if it had that much HP) but it now has double the regen of any other planet. All other planets have a 6HP regen a second when not being attacked, the Gas Giant now has a 12HP regen per second while not being attacked. I have not completed unique bonuses for all the Bonus based planets yet and Multi based planets might take me longer to do since I have to type a bit more which is why I left these two types of planets for last. The making of the bonuses might take me a while since this will be my first time trying to make new planet bonuses but once I finish one or two I should get the hang of it. When I finish balancing all the planets and adding Bonus based planets abilities I will add desert colonization research to the game and release Version 1.1 of the mod. I am hoping that 1.2 will add 1 more mesh per added planet to the game so that the planets have more variety, that's what the base of 1.2 will be I think, if you have any other ideas for 1.2 please let me know. All ideas you post will not go into 1.1 though since I planned on 1.1 focusing mainly on balancing. If you know any free software that can edit .mesh files please let me know what they are too , I kind of lost my software I used to use and I am not buying it again since it wasn't that great to begin with lol.
Oh ya I promised that Version 1.1 would have a patch available so you don't have to download a giant mod, the thing is since I removed some entity files and other more complicated things it may be confusing for some people to use the patch, since they would have to go and manually delete files and deleting the wrong files could lead to minidumps and more work for me to help those people out. After 1.1 I don't think I will be removing any more things so 1.2 should have a patch available, for 1.1 you will have to download the full mod which should be around 150mb. I managed to cut down on some mb by deleting some useless stuff that my mod doesn't need so it should be a smaller size than Version 1.0.
To Baleur:Ran into afew problems when I copied your files to my mod. First problem is that I don't see any skybox behind any star but the white star, is this intentional or a gltich? Second is that all planets and stars seem much much much brighter than they were before no matter what kind of star they orbit, intentional or glitch? The copied files should work with my 1.1 build since all I have done so far is rebalance things which is just editing planet entity files, and I have removed any entity files associated with Toxic colonization research and edited other files so that toxic colonization was basicly never there. Think you could run afew random maps and test it out, if worse comes to worse I could upload a beta version of 1.1 so that you can play around with it and then when it is fixed I could release a final version 1.1 with the working skybox mod. As for now the only thing I noticed that works flaulessly is the zoomed out mini skybox thing which is around the stars a bit, it doesn't go around the white star though which I think is intentional since you mentioned you didn't play around with the white star.
Yeah the little "cloud" around the star icons when zoomed out max is lacking for the white star, since i was too lazy to make a new one (and couldnt figure out what .dds settings to use), so i just left it, imagining that "Oh its just a small dwarf star so it wouldnt look big from a distance"
As for the no skybox, wierd! I *think* i included all textures and stuff, i'll check again, ill download your mod freshly and my skybox merge and try "freshly".The brighter planets and stars may depend on the star entity files which are new aswell with the skyboxes, they may have different ambient light values (that light up ships and planets) from vanilla Sins, i can change it if u want to.Maby it just looks wierd since you didnt see any skyboxes there due to that bug, since the ambient light would dissapear if anyone turns OFF the skyboxes to make everything appear more "black". Its there to make the planets/ships blend better with the skyboxes, so if they dont show up it'll look wierd
The stars themselves also have new textures, yes. Can remove that too if its unwanted, as for the new corona around the stars, i think that looks nicer
Oh and i almost forgot, in your mod i cant see any small icons in the empire window when i have closed the planet tabs and such, i had to take the vanilla Sins HUDIcon-Generic.brushes file into the mod folder for them to show up again..What files in the Window folder did you edit/need for the research icons to show up? Can you check if you can remove/replace-with-vanilla as many files as possible there? To avoid such bugs like dissapearing hud elements.Tried that myself, and some minor things that were missing before (hovering over the right bracket around planets with enemy ships, and the empire window mini-dots) appear now, everything seems to be right now =P
Yeah ok i just checked my freshly downloaded mod + skybox again, wierd thing first i had no skyboxes at all, had to click the skybox options button off and on again, then all the random maps got skyboxes lol..Thing is, apparantly i had fixed some stuff and forgot to update the .rar file, so you got old files compared to mine If you have msn messenger, or via filefront or whatever, i'd love to test the beta and check the skyboxes so they work properly and iron out any buggyness.
Man the game is great so far Canucks at Oilers and 3-1 wooot go nuks go . Anyways inbetweem 2nd and 3rd so decided to check up on the page.To Baleur:Well if you wanted to join Urban Expansion that would be great. I could upload a version of a beta vesion of 1.1 for people working with the mod if enough people join Urban Expansion and make a password required for it that only people in the mod know. It would help the mod update and become larger faster too. I'll download your new version after the game and tester out. If you could just tell me what you're able to do in modding that would be great too so I know what I could focus on more than other things. Thanks for the help too
oops maby i should have uploaded the new one lol, i'd love to join the mod team I'll pm you my filefront account/page so you can easily check if there are new stuff or not.Ferrari (& lamborghini) ftw ;>
lol, just let me know when you upload it and ill give it a test, should be free for a few hours tommorow so...
I already have like days ago, i PM'd u
wow my bad, the pm thing got updated or something sine it doesn't pop out at you when you log in liek it used to (atleast for me). I'll download it now then
from what i can see from poking around (in your mod, the 7ds mod and vanilla) there seems to be no way to create new planet types for research. (In the version of 7ds I have all the new planets are set to asteroid), soz
perhaps there might be a way, but i can't see it
i dont know if its possible, but could you mod an extra resourse so that there is four kinds.
XselenS: I have sent you a pm with a response that goes a little deeper into what we have wrote about earlier. Let me know what you think.
I'll go ahead and get these
Szadowsz: The planet types available to use are hardcoded and therefor unmoddable.
shattered00: Negitive on that as well, as that also would go against the hardcodes.
about that resource thingy... it's possible that later on the developers will add more resources to the game in later versions but that probably won't be forseen for a long time maybe on the next, major, major update... but that would probably require someone suggesting it to the developers
yay i was right, though i kinda wish i was not
Sorry guys my last response didn't go through it seems (and I put a lot of info about the rebalancing in it.) I'll try and summarize what I said:Version 1.1 Completion:Rebalancing 90%Merging: 80%Research: 5%Bug Fixes: 100%New icons tectures and meshes: ?% (I am planning to make more meshes for the added planets but not sure to release them in 1.1 or 1.2)New rebalancing info:All current colonization and population research will be rereleased into a new format to match the balancing. Basically instead of having a colonization research assoiciated with a single planet and completely random planets at that the research I had in mind will divide them into classes. All of the 50/50 types of planets in their specific class (like Arctic Volcanic and Savahnaa planets for expample) will not need research to be colonized, however all the planets in a specific class that focus more on one thing than another basically a 25/75 split will need research. The research will be called;Elemental Colonization (for multi based planets)Crystalic Colonization (for Crystal based planets)Metallic Colonization (For metal based planets)Depleted Colonization (for credit based planets)
I know depleted isn't the best word for it but it fits in a way since credit based planets don't have any resources kind of making them 'depleted'.I am merging certain elements of the skybox mod (once I get permission) but not the skyboxes themselves as on higher resolution displays the skyboxes have a pixalated look and I don't think people with higher end displays would appreciate that. Other elements of the mod such as the new galaxy dust kind of thing when completely zoomed out will be added upon permission. As well as this I am planning on making a completely new research tree with Ordians help if he will teach me how to do so, which will be completely based for planet specific research, this way Vanilla research won't have to be touched like I have done so far and keeping the game more balanced. This is not coming in 1.1 for sure but be sure to see it soon if Ordian has the time to help me out .
All right, I have completed a lot since my last update and I'll go over some of it.1. I have made uniquely colored skyboxes to match each star (basically the mod now contains brand new skyboxes. each skybox is matching colors with the star it's in so for example a yellow star will only get shades of yellow skyboxes, not blue ones or green ones liek Vanilla did) These skyboxes are also made by me, they are not the ones included in Sins Enhanced.2. I have merged the zoomed out galaxy view look from Sins Enhanced. This replaces the Vanilla ugly spiral galaxy looks that it had. They are now matching colors with the star they are around. I have also made zoomed out looks for the White and Purple Star as well. (I will go over the purple star later)3. I have added desert colonization research succesfully. Desert and Fossil planets now require this research to be colonized.4. I have added a new star, the Purple Star to the game. This star acts just the same as any other star but is just a differant look to give Sins more Variety.5. I have removed gas giant population research from the game due to it increasing population on every planet type in the game, this is due to hard-coded limits. Unusually though the colonization reserarch works fine and will stay in the mod.6. I have decided to scrap the idea of elemental, metallic, crystallic colonization etc, due to it making the game unbalanced. The new balancing of the planets remains but the new research balancing has been scrapped.7. Urban, savannah, and forest planets no longer benifit from population research snice it would make their pop limits insanely high.8. I have finally fixed the string not found error in the galaxy creator.Anyways I have uploaded some pictures onto the official site, (there is a link to it at the top of the page) please make an account at that site as well as I only have 7 members on it so far. It is much more conveniant for me to use that site since I can upload pictures, videos and have a forums just for it on that site. This page will still be updated but try to use the official site as well.
Anyone take a look at the new pics of 1.1. Just checked up when I got back home but no replies or feedback so just wondering if the site is working for everyone (the official site for UE) Anyways g2g to a friends place now to play some guitar but I think I'll check up on this tommorow.
Can we make a Huge Starbase mesh and put it in place of the planet? A ship large enough to have its own grav well? Haha, now that would be something to see! We could re-size the Starbase into like 10 times its size now, talk about Huge!!!!
Just a crazy thought,
-Teal
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