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!
Wassup I was just trying to switch the two terran planets in quick strike to Urban planets but im not sure what to put when in the "type" section. Whats the urban planet "type" is it urban?
Do you think you could make a version compatable with 1.05?
Dam sorry bout the delay of replies guys. It's just that my comp is dead right now. The hard drives are safe so all the files for version 1.2 are saved but until I get a new motherboard or power supply (not sure which is bein the douche) I can't upload anything or edit anything. I can't say whether this mod will work with 1.16 officially either since I can't test the mod, although I think it should work just fine. To yoadjla: I think it's called city, I'm not 100% sure though since it's been a LONG time since I saw my UE mod files. There should be a file called galaxyscenariocfg.entity or something like that in the entity folder which lists all of the planet types. To soasertsus: Sorry but I won't be doing that since most users that still use 1.05 are either still using 7DS which is it's own mod, or they are pirates (I'm not saying that you are one but that is usually the case). It also takes a long time to make a mod compatible with a version so when I get my computer working I would rather put that time into improving my mod. To Samurye:I'm assuming it is 1.16 compatible but until I get some confirmation of it being compatible with from any of you I won't be updating the compatibility on the site.To Lord Tareq:Well untill I fix my computer I can't upload anything unfortunetly. I will try replacing my olds comp HD with my original comps one and try uploading it ther but the old comp doesn't support the game so I can't update any files untill I fix the original comp.To Baleur:lmao ya it was...anyways untill I get a credit card (which would be this August) and untill I fix my comp no entrechment version will be released, sorry guys To Eboksba:Ya I know what you mean. As soon as I can I will merge all those mods with mine. As for bailknight compatibility it is compatible and is pretty simple to do. With what I remember from doing it in 1.2 all you need to do is download bailknights mod, copy and paste all files related to explosions and damage effects, then edit the explosions file to use volumetric explosions files instead of bailknights. It is kind of complicated but I managed to get it to work so it's possible. In 1.2 it will be merged by default.
Anyways so if any of you can let me know whether the mod works with 1.16 I would really appreciate it since I can't do it myself cuz of my fukin comp...sorry bout the late reply as well.
Well since i'm somewhat handicapped with editing these mods <have no code idea, although it wouldn't be the only time i had no idea. Stupid C++....>
I will wait for 1.2 Danman has offered to let you put your mod onto his game server, as filefront is randomly closing people's accounts.
double post: Also, I might be able to help you with your computer issue. I am A+ Computer upgrade and repair Certified.
xfire: eboksba
skype: eboksba
email: eboksba@gmail.com
Or pm me.
To soasertsus:Sorry but I won't be doing that since most users that still use 1.05 are either still using 7DS which is it's own mod, or they are pirates (I'm not saying that you are one but that is usually the case). It also takes a long time to make a mod compatible with a version so when I get my computer working I would rather put that time into improving my mod.
I completely understand. Do you think it would be possible for me to download the mod and convert some of the planets myself? Im new to modding so if anyone can tell me how to do that, that would be great.
By the way Im not a pirate, Im using 7DS. Unfortunatly it dosnt have some of your planets!
And also, WTF! For some reason all the writing on your forum is red!? Do you know why?
Ok so I need just one of you users of the mod who still have it on their computer to upload it. The reason for this is because I reinstalled windows and upon doing so I lost all of my files, iuncluding the mod and my progress through 1.2. Basically I need one of you (it doesn't matter who) to upload version 1.1 of the mod somewhere and post a link so I can resume progress on the mod. Thanks in advance for whoever does so.
Oh my, I really liked your mod. Unfortunately I don't have it anymore, sorry! Why isn't it hosted on filefront any more?
As asked, here is a copy of Urban 1.1 uploaded at deposit file.
http://depositfiles.com/files/zzvnyp2wb
To Bravenue:For some reason they got deleted, I really liked FileFront but I think I will be switching to media fire.
To Lazerbug:Thanks man, you saved the mod . Anyways I will get right back to updating the mod to 1.2 from what I remember at least. Unfortunetly it will take me some time to release it so until then I will merge some mods which were previously merged in 1.2 and release the mod without any major updates, since it will be a LONG time before a normal 1.2 would come out.
xselens file front delete based on activity and also there was the snafu that caused the ownership change, also I have a copy of the 1.1 on my private server
harpo
Ok Ive been out of the loop way too long so i have two questions.
1. Have you released the version with Bailknights mod?
2. What will 1.2 have in it?
still giving me this:
We are sorry, but all downloading slots for your country are busy.
can someone upload it elsewhere please?
I have uploaded my copy to filefront and here is the link http://files.filefront.com/13752834
To redrevolution129:Well this is my target changelog for 1.2
Merge: Bailknights Graphics ModRebalance: Certain Planets (there are a few out there that need a BIT of buffing)Test: SOSE 1.16 CompatibilityThis is a relatively small changelog I know, but I hope to release 1.2 by the end of next week since I am still installing files like winrar and limewire etc, onto my computer since it had to be reformated. UE 1.3 will have a MUCH bigger changelog since I will be incorporating all the changes I had in my previous 1.2 (which was deleted in the reformat).
To harpo99999:Thanks for the link, I will add it onto the main download link at the top of the page until 1.2 is released.To Everyone:UE is back on track but I will not start work on 1.2 until Saturday, since I have a hockey tournament tommorow (Friday) and I have to install needed programs tommorow night after the tournament. Thanks for the patiance from all of you while I was fixing my computer.
Version 1.2 Progress Update:I have successfully remerged Bailknights Graphic Mod into UE. UE still uses the explosions from Volumetric Explosions but now uses damage effects and everything else from Bailknights mod.
*NOTE: From 1.2 on the Horder/Bonus/Crystal/Metal/Credit/Multi classes will not be associated with the word classes, they will now be associated with the word Group. Basically what was once called the Horder Class will now be called the Horder Group etc. The reason for this is summarized below but in short it is because I am regrouping all planets into a new tree like this.
CLASS(Star/Planet/Dwarf Planet/Asteroid/Anomaly)
SUB-CLASS(Blue Star/Terran Planet/Barren Dwarf Planet/Asteroid/Black Hole)
GROUP(There is no star group/__ Planet Group{Ex. Horder}/Dwarf Planets use Planet groups/There is no anomaly group)
I will release a more in depth tree of the classes a long with the release of 1.2. In version 1.2 the Barren planet will be renamed the Steral Planet, and the "Barren" name will go to a Dwarf Planet.
I have also begun work on a new planet type, the Dwarf Planet. The Dwarf Planet will be a seperate class bringing the total number of Space Object classes to five, these are; Stars, Planets, Dwarf Planets, Asteroid, and Anomalies (space junk, plasma storms etc.) Basically, in Sins there are normal Planets and each one of those planets has a sub-class, the Ice Planet for example is a sub-class of the Planet class. The Dwarf Planet will in the future have a total of four sub-classes (in version 1.3) but in 1.2 it will have only one sub-class the Barren sub-class which is basically a nerfed Steral Planet (was called the Barren Planet). The reason I am working on this in the first place (many of you may not want me to since it will delay the release of 1.2 by a few days) is because if I am making an entirely new sub-class of planets in the game I want the model and bsae textures, a long with it's stats and playability to be glitch free. Releasing this with 1.2 will allow me to have a full version of bug reports by you before it becomes a big part of mod, this essentially removes the need for a beta 1.3. It also makes the game a better one and funner. Here is the planned changelog for 1.2.-Merge: Bailknights Graphics Mod-Add: Dwarf Planet Class-Fix: Minor Planet related bugsThe release of 1.2 should be this coming weekend. I would also appreciate some ideas for some of the Dwarf Planets sub-classes. So far I have two Dwarf Planet sub-classes planned, the Barren sub-class and the Mineral Sub-class. The Barren is pretty much an asteroid with more pop and HP, the mineral sub-class is a crystal focused Dwarf Planet. The theme for the Mineral sub-class will be themed like Pluto, light-pinkish in color with shades of orange and red. The Barren sub-class will have a color sheme like the Dwarf Planet Ceres, I am not promising a Ceres look a like, only a Ceres like COLOR scheme. Here's a pic of the colors of each Dwarf planet (Pluto and Ceres).Mineral sub-class color scheme: http://upload.wikimedia.org/wikipedia/en/3/30/Pluto.jpgBarren sub-class color scheme: http://en.wikipedia.org/wiki/File:Ceres_optimized.jpgAnyways that's the update on progress so far. Remember the Dwarf Planet of 1.2 WILL NOT have the mineral sub-class, only the barren sub-class which is basically a buffed asteroid. If any of you are confused as to the new naming scheme just let me know how and I will explain further.Edit: I have also completed Space Object Guides (A tree with all space objects like planets and anomaly's ect) specifically for UE. The guide is in an Excel format and I have made a Excel 2003 version and a Excel 2007 version ensuring anyone with any Excel (or the open office version) can read the files. I made these to get rid of any confusion anyone may have as to the new class system, it will be included in the download of 1.2 and I will also upload each version of the Guide onto this page after 1.2's release in case I decide to change planet names in the mean time.
if i want to play this mod with the Dynamic battle system mod. which would i load fist or how would i stack it?
would there be any conflicts becuase the both have volumetric explosions?
in my experience with several mods stacked in entrenchment the higher mod on the window wins any conflicts, and if 2 mods have the same file names then the higher one is the mod that is used
thats what i thought...
thanks harpo99999
I cant go back to the boring line up and shoot of vannilla sins after playing with the Dynamic battle System...
YES!! MINIDUMP!! lol
what version of sins and entrenchment is this meant for anyhow? I have the latest of both...
as it states in the OP it is for sins 1.12-1.16 NOT entrenchment
lol. Wondered why it didnt say anything about entrenchment.
works fine for 1.16
GREAT MOD
cant wait for an entrenchment version..
lol I'm kind of confused, did you get the mini-dump with my mod or with the other Dynamic Battle System mod?Anyways it turns out that making planets has gotten much faster for me, so I have decided I can make a total of three Dwarf Planets by my deadline for UE 1.2. Here they are:Barren Dwarf - Credit Group: The Barren Dwarf Planet is typically a common planet in many Solar Systems and due to it's usual gravity levels which are typically small it makes leaving these planets a relatively simple process. Because of this many people see this common planet as a good get away and buy property on them. Even though it is of a small size the TEC, Advent and Vasari have discovered technology to completely hollow out these planets and make the crust of the Planet denser, therefore keeping the same amount of gravity but increasing the liveable space of these planets incrediby. By living inside the planet there is no need to build a dome on the surface to lock in an atmosphere, so by leaving few Cave entrances to the core of the planet which can be sealed, a completely controlled and breathable atmosphere can be contained.Fire Dwarf - Metal Group: The Fire Dwarf Planet is just what it describes. A fiery planet with only 10% at the most of land on it. Instead of cool oceans the Fire Dwarf is covered in a liquid magma ocean which is composed of many completely melted elements making this Planet perfect for extracting the magma, and through chemical reactions, change the magma into the solid elements it is composed of. Becuase of the incredible heat and typically thick and toxic atmospheres people can not live on this planet without suitable life support and Terraforming the planet would completely destroy the regeneration process of the Dwarf Planet's elements rendering it useless. On top of that there is only 10% land on the planet so only few citizens can live on them even with life support, making this planet useless useless for taxing.Frost Dwarf - Crystal Group: The Frost Dwarf is a frozen wasteland on the outside but if one looks deaper there is incredible value to be found. Under it's cold icey surface there are millions of tons worth of valuable gems and crystals that have formed due to the indredible pressures inside these Dwarfs. The atmospheres are thin and the surface cold but due to the planet being completely frozen 100% of the land can be used for whatever purpose it needs to be used for. Although it has so much land to be used though, 50% of the land is used for Crystal mining operations and 25% more of the land has been reserved to allow the planet to rejuvinate it's crystal supplies leaving just 25% for colonization. A long with the little land left to live on comes the problems of the planet. Due to it's atmospheric conditions and extremely cold surface not many people come to live on these planet's and those who do usually work in the crystal mines and can not be taxed, leaving this planet mainly for resource extraction and not for taxation.I know my English might not be the best (it's my first language but I don't talk anythin lyk what I typed above in real life ) so please bare with whatever grammer mistakes or typos I made. Hopefully you get the point of each dwarf planet. All three have textures now and all I have to do now is incorporate them into the mod.
For 1.2 I have also decided to use up whatever time I have left before this Sunday and after the Dwarf Planet's completion to create a new Star for the game. It will be called the Brown Star and does exactly the same thing as all the others, so it is just there for looks. This may not make it into 1.2 since I need to make new icons and skyboxes for it as well and skyboxes take FOREVER to recolor properly so it looks good (the last SET of skyboxes took me about 2 days to complete for 6 stars so doing the skyboxes for the new star could take me about a day since I can't remember everything on how to make skyboxes like I did before since my computer broke down.) Anyways if I don't get it done by Sunday then I will release 1.2 as is with Bailknights mod, the Dwarf Planets, and the minor bug fixes I have done.
i got it becuase i tried to play it on entrenchment.
like i said works fine with just sins 1.16...
will 1.2 be for entrenchment?
derek06 in another thread he said that he does not have entrenchment, so based on that info it is for BASE sins ONLY!
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