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.
Nah, you can put out updates and flat out new full releases without issue. It's switching games and changing release statuses is the problem; and more disturbingly that this is all done without the consent of the makers of the mod.
Exactly. Its my mod, I'll change it how ever I want.
I say screw them.
Okay, I think most people got it already but 1.3 has been reapproved upload error free (hopefully).
whell appearently not error free game whont load your main mod
ok its your Enhanced 4X Mod 1.3 mod and skybox that dont whanna workthe rest works whit me and i got the 1.02 game version
greetz locomotor
I'm afraid Enhanced 4X Mod is not for Rebellion yet. The download is only for Diplomacy version 1.34 (as it says in the thread title). To be honest I'm surprised the rest of them work.
I am working on updating it for Rebellion though. Keep checking here or on the new Moddb page, I hope to have it done by the first week of July
....it says right in the title that he is porting to rebellion.
aka
this isn't for rebellion yet.
what abt the Skybox becausse that's 1 off the X4x version
the rest can be used
the rest is accepted by game but iff they work is something else lol but even the starwars mod is accepted but doent give me the empire models
qstion GeoFan77 can you do the same as what what the mod rebalences does its whit the Koll cap battleship and its the shielding instead of onstantly having 2 activate or put it on auto activate it maybe you can also make a it passive ability like the mod does which i got and work
iff you whant that mod 2 see what they have done search me in Skype name is Locomotor1979 NL = ountry
I like the new hero units, I've only played Advent so far but their abilities seem fairly well thought out.
Just seen this with Matriarch Celestia, she seemed to get stuck at the edge of a grav well while using Inspire on a unit that had since jumped to another planet.
The sequence of orders the unit was attempting to exec was Auto-Using Inspire followed by Move to <other-planet-name>
As Inspire could not be cast (target not in range) then the move order never got exec'd, hence the unit just stayed there.
My guess the ability was auto-cast just before the fleet jumped.
BTW: Minor typo in the description for Summon Anima Kreia: psy-tech should be psi-tech.
Thanks.
Interesting. I don't know if there is anything I can do about it but I'll check it out. Another thing to remember with the advent in particular is that both Ayana and Celestia have pretty long duration channeling abilities. This means its quite easy for them to get left behind since they won't move unless explicitly given a new move order.
I actually caught that while porting this to Rebellion, its been fixed.
Yay--Rebellion awaits.
Hurry up.
Maybe fiddling with a few of the ability;s "autocast when" lines might fix this, but it still bugs me that a piddly ass disciple vessel can end up between the heros and the caps on the empire window. I've tried fiddling with their formation (btw for anyone else wondering about formation, it goes from 0 being your front line to 4 being BEHIND your support and other caps, I changed all my anti-module craft to 4, works nice, anyway back to my point) and I changed a few of their icons/meshes on the tiny heros(sorry Goa) and still no dice =/
goafan how far are you whit porting it 2 Rebellion 1.02 whit your mod i also hope yoou are gonna beef up de tec stations
You would think you'd see this with things like Embolden then since they basically work the same way...
I think some people had that issue in the Rebellion beta with the Empire tree. I wish I knew what the cause of the problem was.
And no problem, do whatever you have to to figure it out. I'd love to know.
Progress is pretty good. Got all the planet related stuff finished, made a script to handle most of the common issues with abilities and research. The porting should be done by next week for sure. Then I'll start giving each subfaction their new toys.
And if by TEC Stations you mean TEC Loyalist starbases, yeah they'll have some special features.
There seems to be an oddity with the display of the TEC military tree.
The techs that upgrade missile damage don't appear to apply to starbases.
The infocard states
Star Bases Improved:
and then nothing, instead of All, which is the case for normal Sins.
If these techs don't apply to starbases, then it may be worth changing the info card not to list them.
Hmm, I think I know the cause with that. I had to give every faction the Behemoth class starbase you can make with the captureable fortress constructor if you have the right artifact. So now technically each faction has two Starbases, its not going to say all since the Behemoths do not have normal missiles. Its weird it doesn't list the normal Starbase though. Might be a bug because the developers wouldn't have run into that problem in Vanilla Sins. Your starbases are probably still getting the damage boost though.
They do, so that's OK, it just appears to be a glitch with the info card display.
BTW: any ideas why the Kol's shield is always visible, even when it's not taking any fire?
Yeah, I'm afraid there isn't a whole lot I can do about that. There are a lot of cool things you can do in modding that work perfectly but the infocards just can't keep up with. And they're hard coded, so we can't change them at all. Just go with the text we put in, trust the strings over all else.
Probably because adaptive force field is now a passive ability. On one hand I like there being some sort of visual clue that the Kol has this ability. On the other, I can understand some will think its an eye sore. If someone thinks I should really change it I will for Rebellion.
Speaking of which, greetings from Rebellion.
Oooooh.
What is that, anyways? I don't recognize it... but I have yet to play the newest version of the mod, so I may have missed something.
Personally it's not that much of a big deal, thanks for the explanation.
It's the TEC Navy HQ that spawns their hero units.
how long untill it comes on rebelion
I'm hoping to release it sometime this weekend. Porting is done, just working on the first set of changes to the subfactions (more on that here). The TEC are finished and I'm in the middle of the Advent.
I see the VR more as late-game research/diplo juggernauts, but I like where you're going with the other races.
There are many great features available to you once you register, including:
Sign in or Create Account