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.
Yeah I know what you mean as far as counters to devastating units in history. In WWI, the "titans" of the sea were the new destroyers that both sides had developed. However, the destroyers only met in combat one time throughout the war. That's what I mean when I say it isn't realistic for a titan's counter to be another titan. When an army has a unit like that, they don't relish the thought of putting it into battle with its equal. A titan/titan battle is far from optimal for a lot of reasons, but mainly because such a battle nullifies the advantage it yields. But I'm probably preaching to the choir here.
I like the submarine idea. The U-boat was a terrifying unit in WWI, and it was very effective in demoralizing the enemy, especially when used to destroy civilian ships. As for a second purpose, resource stealing would be fine, or maybe let it act on frigates through sudden EMP attacks. Alternatively, they could be the "titan mine" layer unit, with an added kamikazi ability that does massive damage. I think they'd have to be really expensive units though.
I think an effective titan counter for the Advent would simply be a small ship of their best clerics who, when close enough, cause the titan crew to go into a comatose state. Abilities, movement and weapons cease for a long time, leaving the ship vulnerable. The effort renders the Advent clerics useless, however, and the ship goes dormant after one attack.
For the Vasari, an expensive, mobile nanite swarm should do the trick.
Just some ideas.
As for Zbrush, when creating ships or structures, you can create "ship-like" shapes easily at low polygon counts by masking in uniform lines and then using the deformation tools, mainly "size." This creates a clunky pattern that can easily pass as a ship.
Sorry to nitpick, but I think you mean "Dreadnaughts". Destroyers are smallish escort ships that for the allies at least were actually far more important than dreadnaughts in WWI as they were used to blockade Germany and hunt down the U-boats.
Well, the main reason behind that was that Dreadnaughts were so expensive that no one could afford to use them unless they would win a battle. There was also the fact that the outcome of a serious battle was not really in question. The British had something like 21 Dreadnaughts, with mostly bigger guns, while the Germans had 13. The Germany navy was intended to be large enough to force Britain to let it have access to its colonies if there was a political confrontation over them, but not defeat it in a straight out fight in a war. The fact that the battle of Jutland happened at all was desperation on the part of the Germans to make it look like the Navy was doing something while the army suffered horribly in the trenches.
Well, if you look at Tanks in WWII, especially on the Eastern front, that's basically what happened. Sure, you have dive bombers that could take them out without risk to the airplane, but it was easier to deploy tanks in mass than aircraft, so at battles like Kursk large tank on tank warfare did occur. I guess that's kind of how I see things, a titan versus titan mirror match should not necessarily be discouraged (for the Coronata and the Ragnarov they might be favorable), but there needs to be some sort of other unit that is strong against titans too, and in this case that is more about not being able to be destroyed by the titan than raw damage I think.
Yeah, it would be really cool if they would work out in game. My only problem with an exclusive titan hunter is that I feel it would end up too similar to the anti structure cruisers, which despite me giving them secondary debuffs still feel rather boring to me. With either the submarine analog or the mine I think the biggest problem will be getting the AI to use it properly, but the only way to find out is to try it I suppose.
That's interesting about the AI. I'd be interested in knowing more about how the Sins AI is programmed. I haven't seen any files that tell them how to behave in the mods I've pocked through.
I started the photo-realistic character. I'm doing Vasari first, since that's the hardest. There's a definite lack of reference images to work with, although the Vasari body plan is itself fairly standard sci-fi fare. Here's the progress thread:
https://forums.sinsofasolarempire.com/432370
Once I have the model down, I'll create a background graphic for him to be standing in front of. Since I envision this Vasari to be a "Marine," it will probably be a battle scene. Feel free to use it in the mod, or not.
The sub concept sounds awesome, and I really hope it works .
Just played through a game and I gotta say I love it. Embassies and all the new artifacts are what sold it for me. I wish there was a Galaxy Forge for your mod though. That way I could customize a galaxy to see what all you've included. Couple questions though. The neutral/captureable structures don't let me use their abilities sometimes. It says I need "x research" in order to use their abilities. Are these items only usable by some races or is that a bug? Also, is there any way you could post a pic, screenshot, whatever of all the new artifacts with their art and what they do? Im curious as to what else there is out there in that big new galaxy I'm playing in but I know ill never discover all the artifacts before a game is through.
These are unlocked by discovering artifiacts - that one caught me out at first.
You could use the dev.exe to give your faction all research ...
Ctrl+Shift+. then press 'a' followed by 'a'. You'll get a message of the form "xxx has all research"
... and then open up the research->artifacts window.
If you paste over E4X's galaxyscenariodef file, you can.
Some of these abilities need you to discover an artifact (which are research items) in order to use them.
Thank you. The others have mostly answered your questions, but here's a more in depth explanation of most of the features that might be difficult to figure out.
Beginners Guide
As for find the artifacts, keep in mind artifacts are twice as common in E4X as in Vanilla Sins, so that should help with that somewhat. I've actually found the planet specific planet bonuses I created are the hardest thing to find in game.
Thank you for the latest update (1.45)!
General feedback:
Love the new mines!
There is still no real indication on when the nukes are ready for the TEC Loyalists. The best implemenation would be of course a text on the info card, but if that is not possible what about giving the planet an additional 500 health when the nukes are ready?
So at first, you have 500 extra health for the first planetary weapons and then after 28 minutes, you get another 500 health to indicate that the nukes are now ready.
I am still in big love with the idea of giving TEC Loyalists an real planetary shield.... but that is of course yours to decide.
Balancing feedback:
With the rebalanced anti structure cruisers TEC Loyalists got hit very hard. A force as small as 3 capital ships, a few frigates and 13 solanus adjucators has absolutly no trouble to kill 2 fully upgraded starbases within less than one minute, pretty much ruining the point of having them in the first place. And yes, the starbases were fully supported.
It also seems, that the changes you did to the planetary defenses did nerf them, said fleet from above did continue to ravage the gravity well for quite a while.
Need to test more races.. will report back later.
Well by that logic I'd have to give them 500 more health with each upgrade. And +1500 seems a bit much.
If I remember correctly what you suggested (and I may not) there was no good way to do what you described.
Well 13 Solanus adjudicators is a lot of fleet supply. 13 * 18 = 234 fleet supply. For that much you could get the equivalent of 23 normal bomber squads which could probably do the same thing before 1.45. The main point of this update was to make antistructure cruisers actually do their job well so I could nerf bombers.
The new defense system was intended to ensure you can no longer rely on starbases alone. They now need support just like any other unit. Deploy mines roughly 8000-10000 meters away from the starbases, and antistructure cruisers won't be able to attack it without the mines taking them out. I meant to buff turret range too so they could protect the mines from the scouts, but forgot, though that will be in the next update. In the main time use hangar defenses to take out scouts before they take out the mines.
Yeah, the planetary defenses where a bit strong I thought. I mainly reduced the range because on asteroids in particular you couldn't even go around the edge of the gravity well to avoid getting hit. The nuke was doing more damage than intended because the two nukes would usually hit targets close together, so I just reduced it to 1 but increased the damage.
Where do I do that? Pardon my noobishness
Copy the folder with your galaxy forge. Then go to the mod, then it's game info folder. In the gameinfo folder, there is a file called "GalaxyScenarioDef". Copy this, then go to your copy of the galaxy forge. In that folder, there should be another "GalaxyScenarioDef" file. Paste the one from the mod so that it overwrites the one in the galaxy forge folder. The GF will then work for the mod.
Unfortunatly my enemy was Advent Loyalists.... all your mines belong to us.
I need to do a bit of further testing, but the Advent Loyalist seem to be unstoppable in the current version of your mod.
I usually play the following setup:
myself
Hard AI - TEC
Hard AI - Advent Loyalist
Hard AI - Vasari Loyalist
in any of the games I had so far this resulted in the Advent Loyalist mopping the floor with any other AI and even myself.
So I reduced the Advent Loyalist AI back to normal.... and it still mopped the floor with the hard AIs like nothing and forced me into a fight for my very life. After 2 hours I managed to claim 2 of his planets.... but at a tremendous cost.
I fought 3 hard AI that teamed upon me and it was less difficult.
While the AL certainly have a big advantage, you can still keep your mines intact if you have a defending fleet or a few squads of strikecraft or turrets. Like scouts destroying mines, the capture mine ability takes time to work, and if you inflict enough damage to the carrier, it will cancel the mine capture. Of course the carriers having more health need to take more damage.
The AI is probably better able to take advantage of the AL's changes than any other faction. The fact that they have culture activated from the second the game starts means their economy will probably be the best after the first 2 minutes or so, until everyone else gets culture up. Unlike say the Vasari loyalists planet denial ability this requires no input from the AI to take full advantage of it. And of course the AL late game has always been decent.
That said the AL's dominance at all stages of the game seems odd. Make sure you account for the AI type as well as difficulty (economic, aggressive etc.).
Hey Goa, I had an interesting idea for the corvettes, thought you might find it interesting and possible to implement.
Rebels: TEC corvettes - Sucicide bombardment .5% planet hp per corvette, death on use.
Description: Overloading the antimatter drives of the corvettes, these Zealous pilots make it a point to make an impression on a planet's population.
Advent Corvettes -De-buff pulse and/or damage.Corvettes deal 5-10 damage shields/hull in a very small area, 5-20 second cool down (may need adjustment)
Vasari Corvettes - Phase Jilting, Essentially the Carrier's passive, but only applied to self and a slight addition to turn rate for the corvettes
Loyalists: TEC corvettes - "Rallying Cry", active bonus, stackable for the number of corvettes within the small range, increasing armor, damage, hull regeneration for a few moments.
Advent Corvettes - Suicide collision, either damage on enemies, or used for hull/shield restored on larger allies.
Vasari Corvettes - out of ideas at the moment
That's about it, thought of it, thought I'd share it.
Corvettes seemed underwhelming in a huge way, thought if I gave them something a little more extraordinary and dynamic they could become something the enemy actually sees as a threat like Ryat's kamakazi pirates =3
Curious, I find Corvettes extremely useful as long as titan AoEs are not around (and if normal Vanilla won't change that I will). Still it could be interesting if I feel they really do need something special besides their debuffs. The only concern I have it that this should not be something players should have to manually control, the Advent scout's suicide ability is a prime example of something that doesn't get used because it's a pain to micro. So the TEC Rebels ability is probably out because of that. Kamikaze based abilities would be possible though.
I just find them too squishy to be any kind of useful in anything less than 50 with a heavy fleet to support them =/
and I thought the bombardment thing would work, the only way to outright kill a planet would be having 200 of the little buggers.
But, anyway, I'd really like something like those implemented, or anything on them lol
It should be noted that BailKnight's Graphic Mod found here:
http://ricksgalaxy.homestead.com/links.html
DOES WORK with E4X - giving it far nicer graphics.
Tested with Rebellion 1.041 and it works even on saved games.
@GoaFan77
Perhaps, you could aqquire his permission to implement it into E4X on a permanent basis? It is somewhat pity that so many people miss the awesome fireworks.
Few issues Ive noticed.
I think it was against some Advent Loyalists (but it couldve been against the rebels) that I noticed nearly my entire fleet of frigates had been converted against me. I don't know if it was because I had destroyed some culture centers, and therefore unlocking their dying special ability, or due to some of the Advent Rebel's conversion upgrades but my ENTIRE fleet of frigates was turned against me by the end of the engagement. I really think there's got to be some kind of adjustment to the chance for conversion or a reworking of those abilities and upgrades, otherwise its just too expensive and plain suicidal to fight against the Advent.
Is there a way to modify the game so the Hero unit's dont take up capital ship slots? They dont cost any fleet support so I think its only right that they shouldn't cost command slots either. After all, if you were looking at it from the lore or story view point, these heroes are already great commanders and have excellent crews with them, so why should they need "additional training" or whatever to allow for them to fight?
Abilities such as crew extractor or object, reveal mines, and... hmm there was another one I know but I cant remember it now, aren't performed instantly once cast. I suppose you have done this intentionally? The new style for mines has grown on me (used to hate it at first but i kinda like it now) but it takes so long to clear fields (unless your Advent Loyalists...) and my scouts will often die before I clear out the field. Could you possibly fix it, or at least instruct one how to do so, so the reveal mines ability is either performed instantly, has a greater range, or even where the ability is a passive aura and mines are revealed automatically?
Last thing, I've been trying to work with the galaxy forge and this mod. I was able to copy over the galaxyscenariodef file and have been able to build some maps with this mod through that. But I haven't been able to place the ancient entities (phase stabilizer, styx engine, super starbase constructor, aegis shield, etc) in gravity wells with consistency. The only way to reliably have them spawn is to place them in a grav well and have them already owned by a player. I want to be able to these items in strategic or interesting spots but have them be neutral from the beginning of the game allowing whoever to capture them first. Any idea on how to do this? Also, what exactly are these new "fair" planet options? I see a "fair" option for each type of planet (Terran Fair, Volcanic Fair, Cryo Fair, Industrial Fair, etc). I created a map with every type of planet to see if I could notice a difference but I still couldn't figure out what they were.
I don't know when you expect to update your mod and I'm not requesting you implement the changes or fixes Ive suggested solely for my sake but I hope it will be soon. I could modify the files myself to tide me over for my own personal fun in the meantime, but I haven't had much success converting your gameinfo files into txt format for some reason.
Well, the Advent Rebels will revive 20 percent of your destroyed frigates temporarily on death. But you ships have to actually die first.
Advent Loyalists have either the Coronata's subjugating assault ability (which I have not changed), Coward's submission captures 5% of all ships that phase jump from an AL world, or destroying a culture center can convert up to 10 frigates each (average is probably closer to 6). If you're talking say 30 frigates all converting at once that's certainly sounds like a bug.
This is on my to do list. Capitalships have to use a cap slot, there is no way I can get around that. What I'll probably due is make them actually cost the 1 capitalship supply and 50 fleet supply, but then have a research that gives you +3 cap slots and +150 fleet supply.
Yes, it's intended so that a defending player can stop you from say, stealing their ancient super weapon with a suicide colony ship. Scouts should have substantially more range than TEC and Vasari mines and have a bit more than Advent, but I can increase it if needed. If they are taking damage from enemy strikecraft for example it can also cancel the mine clearing. They should do this well on their own though. You might need to tell your scout to clear a specific mine, but don't give it any more orders than that as once it's started clearing any order will cancel it.
By default you can't give anything to milita players in galaxy forge. You'll need to set up the objects you want to span, remember the internal planet (Planet12 or whatever), then open it in notepad. Then find the planet and Type in the owner "RandomMilitia". Also for the superweapon type entities (Styx Desolation Engine, Rudra Cannon, Phase Tunneler, the ones that show up in the structures section in game) you'll need to set the colonize chance to 1.0 for that group, but the planet should get decolonized on spawning the entity. Note this might cause a problem if you were to try and give it to someone's homeworld though.
The Fair planets are not currently supported, they were added to the vanilla GalaxyScenarioDef file in 1.04 but are not currently used. Apparently they are supposed to be set up so that they have the exact same militia and resource extractors every time. My mod already has fixed resource extractors though so that part was redundant, they're just there for map compatibility for maps that may use them in the future. I've also been told I screwed them up somewhere but don't worry, they should be fixed by the next version.
I don't know exactly, probably not until Rebellion 1.1 is released, I have a lot of things planned and not enough time to do it in. I think most of your issues will get adjusted though, save the Advent one as I'd need to know what exactly is converting your ships.
Could the tech that unlocks a hero also provide the 1 cap ship crew and 50 fleet supply as well?
I thought about doing that too. Depends if I want to keep them instantly available as now or force the player to substitute a hero for a capitalship early (heroes are still free after all) but then late game let them get the extra supply.
Personally I don't use any graphic mods for performance reasons. So that's unlikely to happen, because eventually those extra effects do take a toll.
If anyone want's to give some ideas about what the role of titans should be and how they should do it, now would be the time to do it before I make up my mind and start changing things.
Are hard points on the ships still hard coded? If by some chance they aren't, you could replace the AoE skills with skills that add various weapon hard points (this sounds like a lot of work though).
Maybe be able to call in a temporary AI controlled fleet to help the battle?
Can you use abilities to spawn structures/star bases/defense structures?
Perhaps skills that reflects the traits of a faction.
Maybe a skill like the TEC starbase's self-destruct that auto-casts on death.
I think they scale up too far high. I *think* it could work, with proper balancing, if they were nerfed to 50% of their current power or even a bit less maybe, and the player had a higher limit on the number of ships.
If the 1-every-4-planets rule can be applied to Titans, that could be a starting point.
It should have the 1-per-gravwell mechanic as well.
That already spreads the power.
For titans I think so. Starbases and structures can change with upgrades, but I don't think that can apply to titans.
I'm afraid that's not really possible possible to tie them to planets. And while I helped develop the multiple titan system used in SoGE I don't really want to use it for this mod.
For the most part I'm just looking at changing the Area of Effect abilities, and redirecting the damage from that into normal weapons. I want them to be powerful, just not decimate unlimited numbers of frigates in a few minutes or less.
More goodies are coming too.
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