Sins of a Solar Empire is often described as a 4XRTS game, or a game that tried to merge the action and tactics packed gameplay of a Real time strategy game with the deep, complex, empire wide strategy of a 4X turn based game. Its up to debate whether Sins succeeded in this goal, but I think all can agree that of the 4Xs of "explore, expand, exploit, and exterminate", Sins is much more focused on the exterminate than on the other three.
This mod seeks to give more depth to the other 3Xs of the game by adding additional game elements or refining the existing ones to reward players who give more strategic thought to the non-combat side of the game. Combat will still be the center point of the game, but players will find that the non-combat options available will be much more rewarding and will need to put more thought into developing their economies. This mod will also attempt to address some other weaknesses of Vanilla Sins where possible, such as increasing race diversity or improving the AI.
Features
Faction Diversity - Exploit all new racial bonuses to crush your enemies.
Hero Units - Lead your race's champions into battle with their powerful new abilities to base your strategies off of.
Random Encounters - Keep your eyes peeled when scouting, new challenges and opportunities await you in the depths of space.
Embassies and Espionage - Friend or Foe, interacting with other Empires will never be the same again.
Ship Upgrades - Customize your capitalships and titans with unique upgrades (Rebellion).
New Planets - Your Empire will never look the same again. Meticulously balanced for competitive play.
New Skyboxes - 12 unique skyboxes provide a fantastic backdrop to your conquest of space (Rebellion).
New Artifacts and Bonuses - The fringes of your Empire hold great power if you know where to look...
New Random Events - For owners of the Rebellion Stellar Phenomenon expansion.
Civics Matter - Almost all civic structures have an impact on your Empire. You must develop your planets wisely to get the most out of them.
Culture Matters - Don't underestimate the ugly stepchild of Sins anymore, its back with a vengeance!
Customization - Play the game the way you want it with a growing library of optional minimods and enhanced mapmaker support!
Downloads
WinCustomize (Diplomacy 1.34/7)
Moddb (Rebellion)
Latest Version
Credits
People
Axel Dude - For his wonderful planet textures in the Infinite Space mod, most of which is included in E4X.
IskatuMesk - For his awesome library of sound effects released to the community, a few of which are included in this mod, as well as particle forge advice.
SZ0 - A great modeler, several pieces of his work are used in this mod.
Genocyber - For his great looking Repair Drone model!
Sinperium - For making the phase probe mesh and good feedback.
ZombieRus5 - For getting channeling abilities to work correctly (after we ironed out a few bugs) and for his many hours of "experimental" modding that lead the rest of us realizing more things are possible than we thought.
Seleucia - For his thoughtful analysis and for allowing me to use some of his rebalanced abilities.
Ue_Carbon - Intelligent Feedback.
Mods
Maelstrom - Awesome new planet module meshes
Infinite Space - Main source of planet textures and other astronomy related changes, as well as some planet bonuses.
Uzi's Sins Plus - Several planet textures and bonuses have been incorporated from it.
Project Equilibrium - For an awesome set of fun balance changes.
Also check out the new Star Wars addon, Star Wars: Interregnum.
This is my current understanding, which I tested to a limited extent...
Each technology has this line under prereqs:
RequiredFactionNameID "IDS_PLAYERFACTIONNAME_NEUTRAL"
Of course, most technologies have no ID actually there, but the faction declare techs do...they require the neutral ID...
Once you research a faction declare tech, it changes your faction ID via:
researchModifier
modifierType "SetFaction"
factionNameID "IDS_PLAYERFACTIONNAME_LOYALIST"
Or something like that...since you no longer have the neutral faction ID, you cannot research the other faction declaration tech (so it is a permanent choice)...
Any technology that requires, say, the loyalist ID will only be researchable if you have the loyalist faction ID...
Techs that require a faction idea are always visible (it does not change the tech tree), they just are greyed out unless you meet the pre-reqs
Didn't you promise a surprise for us last night?
Who, me??
No, GoaFan. But you were part of the elite surprise testing team it seems--the rest of us aren't spiritual enough. I no longer blame Ryat!
I hope to this weekend, but I'm not exactly sure when I'll be able to get on as its pretty crazy, so it may need to be later than usual.
Well its finally here guys. I've released version 1.3 with the long awaited hero units. Each faction has 3 of them, each serving as a very unique and powerful capitalship, with all new powers and quite a few have unique special abilities or weapons. You can only have one of each hero at a time, and they can be spawned from a new structure at your home world to any planet in your Empire. Just make sure you have more than zero fleet supply, otherwise you might have to wait 10 minutes to get that hero again.
This will be the last big feature update for Diplomacy. I didn't get to make new voiceovers for the heroes as I wanted, but I haven't given up on the idea and if I get enough help I'll add them in a new patch. If there are any serious bugs they might be patched as well.
I will now begin porting the mod to Rebellion (which naturally also means adding new stuff to it as well). This will remain the forum post for both versions but I will probably not use wincustomize to host again. I may get a moddb or explore other options for hosting.
So all bugs worked out from the test I was in?
Should be!
Really nice setup. I'll be DLing it and trying to play this weekend.
The hero's were fun. Looking forward to trying out your fixes.
For Diplomacy 1.34, i get a minidump each time i try to enable it, and it looks like the galaxy.manifest is missing so all those maps go unregistered by the game. Wondering if I got a bad download but I dled it 4 times =/
Well, this mod has never had a Galaxy.manifest file, it changes all the preexisting maps, not add new ones. But it seems one of the files got corrupted in the upload (I get a read bytes error), so I guess I'll be reuploading it. Hopefully one of the last times I use wincustomize... I don't suppose any good alternatives to moddb have come up have they?
Anyways, here's the fixed file that got corrupted, so if you don't want to download it again just download it, place it in the Enhanced 4X mod 1.3 GameInfo folder, replacing the one that's there.
ah, good, I can stop rooting through files and get some sleep x.x
I have this tiny problem with obsessing over something broken till I know why or how to fix it x.x
Editted the post with a easy way to fix it.
Replacing the raider's did it, ty Goa for the quick response(at a crappy am hour) so ty for being up all night lol
trying to download to play but when i go to download link it isnt there, just goes to this https://www.wincustomize.com/explore/sins_mods as if your mod dosnt exist!
Sorry, that's because I had to update it to fix the corrupt file, and I guess the wincustomize team is on break for the weekend. I suspect it will be back up Monday at the latest.
Sorry for the inconvenience.
they have to review every upload?
thats laaaaaame
well i will try it out monday then, spank you!
Hey Goa, any idea why the hero ships don't like to group phase jump with the rest of the fleets, or why the rest of the fleet tend to not wait on them? x.x, I keep having to select them after the bulk of my fleet jumps and set them to solo jump before they'll even try.
Also, thought I read somewhere in there that gas giants were colonize-able, but in-game I don't see it =X
Yes. It didn't matter so much when I thought this was just going to be a small project but now its a big pain. I'm currently looking for somewhere else to set up shop, not sure if I should just give in and try moddb or make a website for it.
I did notice that once, but I thought it was just one of those crazy game moments that'll be weird but never happen again. If its happening quite often for you maybe I'll take a look.
Moddb is just never, never set the mod as 'released'.
What do you mean?
it's almost every jump for me lol. I'm thinking it's because the game isn't recognizing them as "full capital ships" or some other random thing, although looking at the entities they should, bu all counts, be considered capitals so I'm just kinda lost x.x
Make sure it cannot ever be released on Desura, something that can be decided and maintained by people other than the mod's creators, which in turn limits the amount of freedom you have over your mod because Desura users have more rights than mod staff/devs. I'll copy/paste a reply I got asking about putting SoGE on Rebellion's page/section as I cannot do it myself...
The moment mod is published on Desura, setting a new release date and switching mod to another game is blocked, because it would break Desura installs for Desura users.
So the only way to do it would be 1) make a new mod profile and link all news to 2 mod profiles (SoaGE Entrenchment and SoaGE Rebellion would have shared news so all watchers receive updates on what's being done) - and publish the 2nd profile of Rebellion on Desura as well (Desura people would be able to download & install 2 different versions of the mod)
2) use the current mod profile, when you're done making the version for the new stand-alone Rebellion, we'd switch the profile to Rebellion and update Desura install settings & release so users can download & install the Rebellion release of SoaGE on Desura - the result would be it'd leave Entrenchment mod files installed to SoaGE Entrenchment mod directory and people would be able to download only ONE version (for Rebellion) of the mod
Desura is a digital distribution application. Any tampering with install settings by anybody - whether publishers or developers - would break installs and cause problems for Desura users who installed the mod through Desura.
Based on what I just read, that a bunch of BS. You cant even tweak your own mod. I'd pull it all off and say goodbye.
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