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!
lol something to think about. The only thing is that if I replaced a planet with that then it would spawn multiple times throughout a solar system since you can't make a new planet in game. This is something I would never do (make a machine type planet) since it's unrealistic and not natural. What I am thinking of doing however is making a planet ring that is buildable in game that is round and goes around the planet it's built on, giving it extra population. I'm not sure if this is possible but I will give it a shot.
Oh yah, I added a new poll to the site asking you what two other star colors you would like to see. There are only a few colors there but feel free to post other ideas here. Check the site first though since I don't want people saying they want to see a brown star on this forum when a Brown Star is a choice in the poll...
keep up the good work.. and regarding the website... a lot of people won't join because it's another password to remember, etc. May be best to see if you can just see how many people visit your site... probably an easy way for you to track that.
secondly.. and it's a catch-22, until there is more info on the site there's little reason to go to it... i check the forum as it has much more information as to what is already in UE
Thanks for the feedback, I'll try to make the site a better place to go to then since the only thing it has uniquely now is pictures.Edit:I have added a Wiki to the site and added an information page called "What is Urban Expansion" into it. I will try to update the wiki as well since that will let me give people a more in depth look at everything. If you guys could make pages on it as well (you don't have to be a moderator to do it, just a normal member) then it would speed things up too. I will try to update it with planet and star info when I have time.
Heya its me again
after trawling through some more entity files in 1.0 noticed you still have the buff for the capturedead ability from 7DS g).
just helping cut down the mod size
I can be one of those people asking to start with no planet. haha, I loved HW just starting somewhere in space and going from there. I love Sins, dont get me wrong, but it would be nice to move through open space instead of only on phase lanes, it would be nice to have an option, say sub-light across open space taking way long, or the phase lane which takes just a little bit. But the open space might be to avoid larger more powerful fleets, or to sneak attack, and the phase lanes could be for quick but direct access across larger distances.
The no planet, or starbase, or huge "ship planet" (a ship as large as a planet and having the same resources) would be way cool. But i'm wondering if we could take a planet and change out the mesh for a resized (oversized) starbase, in effect it would still be a planet, but would look like a ship. In that way, it might also be "mobile". Now wouldn't THAT be cool!!!?
Still, i am having a more difficult time modding 1.12 and Entrenchment. I don't know if there are tighter constraints on what can be changed, or because it is a beta if it is less forgiving, or if i'm getting more ambitious and running into things i didnt doing simpler things? Anyway. No planets, or "ship planets" or "planet sized ships" would be AWESOME!!!!
Just my two cents of course, anyone can disagree.
-Teal
Just a thought, but as easily, or difficult really as it is to change the mesh for a planet to a ship, for your mechanical world, we could go the other way, make a ship, not actually a ship, but lets say starbase, since they are the closest to planet in their ability to spread culture, spawn ships and fighters and mines and are in fact mobile, or can be made mobile and resize it, to what a planet is. with maps you could place one for "your world" and leave all the traditional planets for the opponents and across the system. The difficulty i see, is making it so the ai recognizes it as a colonizable body, and therefor legitimate as a planet for your race. It would be nice to be able to "create" new entities that are "hybrids" using part of one item and another without "breaking" any hardcoding. But that is probably too far gone now. But might be an interesting direction, if Blair and Craig and Company moved Sins into a more modular direction with each new expansion, replacing hardcoding with "plug and play" modules.
It would mean being able to create ship planets perhaps, or colonizable ships, or cross-making new abilities or introducing other "cash" elements say beyond credits, metal and crystal, we could add, fuel, or ammunition, or dutuerium ore, or any dozens of other "craft" items that could be used as a basis of "building" something new, as in iron and carbon to remove impurities and produce steel. In the same way, creating dozens of craft items to mix and match to produce "different" items in game could be used to produce lets say, self-sustaining shields with no energy expenditure, but of course such an item does need a downside to balance it, say a constant projector ship, that is "rented" not bought, so the credits are continually in some pre-determined amount are deducted from the total. When the credits run out, the ship vaporizes and our wonderful self-sustaining shields with no anti-matter drain are suddenly gone. My point is yes, you are right about certain limits being in place now, but it could change. HW was "The" Standard by which most modern space RTS's are judged. But Sins, with some creative and interesting directions, could be the "New" standard, and it might of course be possible to go beyond just animated turrets and an interesting storyline, but could extend into making "craft items" or a more "modular" design moving forward, or a player-centric campaign editor, or "plug and play" parts of abilities that can be joined and re-joined in many different ways producing different and new abilities.
Just some thoughts, i hope i dont sound critical, that is not my intention, i just wanted to say we or the devs, or both, the devs and the player/modding community might be able to do some wonderful wonderful things moving forward. Not now maybe, but a year from now? Two years from now? Where could we all be if we had these kind of goals or ideas and directions to shoot for?
Ten years from now, new space RTS games might be compared to Sins, not HW, if Sins goes beyond and in new directions with this game.
Sincerely,
That sounds Very Very Cool!!!
Thanks. I think I have an idea of how to do it now too. I am thinking that if I made it like a Trade Port (Giving it extra credits) then it would work but then I have the problem of making population increase and decrease on it like a planet. This might take a while and definetly won't make it into 1.1 but maybe 1.2 or 1.3 will include it assuming Hard-Code limits don't stop me from doing it.As for your idea of colonizable ships I love the idea. The reason for this is because like in other RTS games such as Age of Empires there is a Nomad setting making you get to choose your own starting area. What I am thinking of doing is adding a nomad setting to the game and at the start of a game you would get one colony ship but an advanced version which has an invisibilty feature and support for up to 10 people or something like that since a ship couldn't hold to much. This ship would be unbuildable since invisible colony ships are kind of cheap late game but for a nomad setting I think it could work. The starship idea is good but I'm not sure what purpose it would serve. Could you go more in depth of what advantages a moving planet would give? I'm not trying to be critical or mean or anything I'm just thinking of how it would help it's owner.
Ok so I'm done nearly everything in 1.1 but making new planet abilities/bonuses for the new Bonus class planets. I can't really think of a bonus that hasn't already been done so I need your ideas. Here is what we have so far:Paradise Planet: Culture BonusIndustrial Planet: Ship Build BonusWind Planet: ? BonusSwamp Planet: ? BonusAs for now the wind planet and swamp planet only have an ability that renders them uncolonizable for 480 seconds every 960 seconds, but they have no bonus to help the player using them so please help me out here lol. Oh ya I posted a poll on the Official Site asking you what star types you want to see added into UE (I'm only adding two more due to the fact that every new star added takes up a lot of space since I have to make unique skyboxes for them.) You don't have to be a member to vote either so VOTE UP! Anyways peace.
Ok I have some ideas for planet bonuses/abilities:
Wind:Due to the planet having extremely high wind speeds it makes for an ideal place to use wind powered power plants. By utilizing this natural occurance and converting the energy to run factories creating anti-matter, ship anti-matter is replenished to it's maximum capacity upon arrival and is restored by 6 per second while in the Wind Planets gravity well. (Abillity is only available to player who owns the planet)
Swamp:Still thinking...
a thought for the swamp bonus might be pharmacological plants that boost planet pop due to improved health & longitivity & perhaps a trade boost for exproting the extracts?
harpo
The Swamp planet, obviously, can be used to teach young pilots about the ways of the Force.
In all seriousness though, perhaps it could have a field that causes buildings in orbit to be more difficult to target. Don't know exactly how that could work out, but, it's a thought eh?
Make the picture sizes smaller!
the swamp planet could have more resistance to bombardment as the explosive impact is partly absorped by the swamp
To Harpo99999:I love that idea. Since I am removing or already have removed (can't remember) the Intergalactic Trade ability from Urban Planets I could add that ability to Swamp planets and just rename it. It would definetly make sense, the pop boost I will not due though since it would unbalance bonus class planets. What I am also thinking of doing is instead of making the Trade boost for the one Swamp Planet I will give a players trade income a 2.5% increase per Swamp Planet owned, the 2.5 may be changed to another value in the future for balancing purposes but thanks for the idea!
To Nachytsm:
Lmao nice. As for the more difficult idea it could be used on future bonus class planets I create since I like the idea a lot. I may put a similar ability onto Horder Class planets since they only focus on buildings. Thanks for the idea.
To dchan1936:
Sorry about that, they are at 1440x900 since that's my native resolution and I forgot to turn the resolution down in the game before uploading them. I will decrease the resolution to 1024x768 within the next week.
To Szadowsz:
I like the idea but it would make more sense to put that ability onto an Oceanic Planet since it is completely liquid compared to a Swamp Planet which is only partially. Sadly I will not add this ability to Oceanic Planets since they are Crystal Based and not Bonus Based. This may be an ability I will add to a future bonus planet since it is a good idea and could help balance the game more.
Anyways I have some good news for me and everyone who uses this mod. I'm getting a new computer which is way faster than my current one. It will allow me to run Sins on max settings so I can start making content that is much higher quality in terms of graphics. However I need to transfer all my files from my current computer which may take a few days so I won't be working on Urban Expansion till about the 29th I'd say. Please post all your ideas between now and the 29th that you can so I can resume working on 1.1 on the 29th. I think if the computer is fast enough I could release 1.1 on February 1st, if there are lot's of new ideas I will still go ahead and release 1.1 and add those new ideas into 1.2.
Allright, good news. I have finished getting my new computer up and running and damn does Sins run great lol. Anyways I will continue work on the mod again, I am going to a game tonight though so won't start today.
Okay, I haven't been able to use the mod but, I have an idea. Since you are working on a ring to go around planets to increase population I think you should also try to make a "Space Colony" structure to increase population as well. They would take logistical slots and float around the planet.
Samurye.
Well I havn't started on the ring "yet." The reason for this is because I need to finish the additions to 1.1 first, just thought I'd point that out incase some people were thinking the ring addition would be included in 1.1. Anyways I like your idea but I am wondering if it would unbalance the game since having the ring even added to the game would unbalance it in a sense since the Horder, Crystal, Metal and Bonus planets were never intended to give the player with them in their control a big credit boost. I am thinking that only the credit focused planet out of the three in each class (Like the Tyrant and Oceanic planets) will only be able to build the planetary ring. That way it keeps the game balanced, but if I was to add other structures that boost population as well it might unbalance the game further since there would no longer be a need for a Credit Class of planets.
Oh ya could you let me know why you aren't able to use the mod like, does it dump when you start it or dump when you try to do a specific thing, or do you have entrechment and can't use it? Thanks.
Anyways I have decided to make another addition to 1.1 which is a completely redone Map Creator. Since I rebalanced the game into 6 classes of planets the Vanilla map creator options don't really work that well with it anymore, for example, one of the options is called "Random - Non Ice", this only get's rid of ice planets which in Vanilla sins was the only crystal focused planet in the game. In 1.1 there are two more crystal focused planets in the game, the Oceanic and the Toxic planets, so what I did is made a new option called "Random Planet - Non Crystal Class" and deleted the old "Random - Non Ice" this way you have the option to have absolutely no crystal focused planets in your game. I have also made a second option called "Random Mix - Non Crystal Class" what the differance between the two is, that the Random Planet option only spawns planets while the Random Mix option spawns every possible thing in the game including plasma storms, black holes, asteroids etc. This way you have the option to either spawn only planets or anything the game has. I am doing similar things for every other class of planets in the game, so there will be a "Random Planet - Non Metal/Crystal/Horder/Bonus/Multi" and a "Random Mix - Non Metal/Crystal/Horder/Bonus/Multi" as well. I have also made two other options which are simply, "Random - Planet" and "Random - Mix" which are basicly what the say. The random planet option will spawn any planet in the game and the random mix option will spawn anything in the game. I have not completed this yet but I think I can finish it by the end of this week.
Please be patiant for 1.1, I know it's been a long time since an update and 1.0 has some glitches in it as well but 1.1 is a HUGE update with lot's of new additions, both big and small, so the wait will be worth it.
Edit:I am also thinking of adding moons for asteroids since this is realistic and would add more depth and variety to the mod. I would make new models for the moons for sure since they need to look like an asteroid moon in the first place. Anyways tell em what you think and if you guys like it I'll add it into version 1.2 of the mod since I have delayed 1.1 enough already lol.
Encountered another problem. I forgot to make mipmaps for the new images, mipmaps as far as I know are used for trilinear filtering this makes the game look better and since I really go for quality over quantity in my mod I will be redoing all the new textures I added to the game, this includes skyboxes, planets and stars. Just thought I'd let you guys know...anyways I managed to add the ability to the wind planet that gives a bonus to anti-matter regen but now I need to make it work only for the person who owns the planet.
Ask Ordian about that. He encountered a problem with his planetary bonuses and he managed to make it so only the planet's owners got the benefit.
does 1.1 support v1.12
To SpardaSon21:Thanks I'll ask him for help.
To redrevolution129:Yes, it supports 1.1, 1.11, 1.12 and 1.13.
sweet thanks
Updated the files with mipmaps for everything, only took me like 10 mins since it turned out the skyboxes didn't need any lol. The mipmaps make the file a little bigger than the already big 1.1 but packs a lot more quality. I might release 1.1 in two parts due to the almost 300/400mb filesize increase (I think).
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