XselenS

XselenS

Joined Member # 2767627
6 Posts 52 Replies 21,948 Reputation

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 pe

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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)

265 Replies 733,363 Views

Well making new units based on current ones shouldn't be a problem, like making the zergling evolve to a state of having wings or something since the Zerg do evolve a lot...that unit could be used as a fighter squadron and a differant evolution of the zergling as a bomber squadron. Than you have other already air units such as what the Mutilisk evolves into, giving you three air units for the Zerg already from that. The Protoss and Terran shouldn't be to hard to make ideas for sin

18 Replies 60,126 Views

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 Bonus Industrial Planet: Ship Build Bonus Wind Planet: ? Bonus Swamp Planet: ? Bonus As for now the wind planet and swamp planet only have an ability that renders them uncolonizable for 480 seconds

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A faster processor? They might as well release a whole new DS since once you mess with the components on a system with any upgrade it makes that system able to display better graphics, or more stuff on the screen etc. The DSi was released to stop pirates only, and the homebrew community. I for one use the M3 DS Simply to organize my games but I buy my games as well since I don't support pirates. Once the DSi is released it means no more M3 or R4 or TT or any other slot

9 Replies 34,686 Views

It's a good idea but needs to be developed more. If you don't have enough fuel to move a ship it get's stuck and does nothing, all this would do is make the game more micro-managment intensive. I like what stardock did by deducting anti-matter from your reserves to jump.

30 Replies 19,276 Views

I want to make a new building that goes around the planet but I don't know the radius of planets so, what is the exact radius of the planets in sins (with decimals and all that). If you still don't understand what I mean I'll explain further. When you create a sphere in XSI you can edit it. One of the options is radius, what is the number that I should put there to make my sphere the exact same size of a planet in Sins. 1. What's the radius of a planet 2. Wha

0 Replies 2,655 Views

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

265 Replies 733,363 Views

[quote who="Wes992" reply="4" id="2027896"]I would suggest Urban Expansion https://forums.sinsofasolarempire.com/?aid=331334 It combines 2 mods together along with some of the creators own ideas and it makes the single player exp more fun.[/quote] I run that mod and currently it is compatible with 1.12. It combines Sins Plus and Solar Sins as well as elements from Sins enhanced and is mainly focused on planets and stars aspect of the game a long with some research.

6 Replies 5,227 Views

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

265 Replies 733,363 Views

Take a look at my mod Urban Expansion. I am rebalancing the game to do what you are saying. Basically I oraganize all planets (including added planets exclusive to mods) into 6 Groups Credit Crystal Metal Multi &nbsp

2 Replies 11,518 Views

Maybe you could do something like the planetary shield. Make a ship or whatever it is you want that can create a planetary shield on the spot but change the texture to make it look like glass, and change the ability to make it uncolonizable. You might need to keep an invisable producer of the glass there but I'm not sure since I never tried anything like this.

12 Replies 12,883 Views

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...

265 Replies 733,363 Views

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 s

265 Replies 733,363 Views

Right now on I only use Sins of my laptop. I can run it at these settings: Resolution: 1440x900 at 60hz Planet Detail: High Ship Detail: High Ship Extras: High Ship Bump: Low Building Detail: Medium Building Extras: Medium Building Bump: Low Bloom: Disabled AA: Disabled My Specs: OS: Windows XP Pro 32 Bit CPU: Pentium M 1.6ghz (clocked at 2.33ghz) Memory: 1gb Ram at 300 something mhz Video Card:

43 Replies 94,973 Views

Well this problem doesn't effect me since I run the game at 1440x900 but I agree with all these guys. The game should have a minimum resolution of 800x600, I know it is an old resolution but many users use resolutions as small as this. I understand that game makers are trying to make 800x600 and other resolutions smaller than 1024x768 obsolete just like they made 640x480 obsolete for PC games for the most part, but 800x600 should be the minimum, this would fix many many many peopl

10 Replies 9,094 Views

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 ha

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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

265 Replies 733,363 Views