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.
I have a few ideas as to re-balancing siege and anti-structure frigates...
first, I'd switch their armor type to heavy. Light Frigates are supposed to be their counters, not fighters. Second, give them antimatter pools and abilities that greatly increase their power.
One of the big problems (IIRC) from the early sins siege frigates was that they alternated between being way OP to being fragile useless supply hogs... one person suggested requiring them to take time to start bombing (like, well, actual siege equipment) but this would 1. probably be impractical to implement and 2. remove the possibility of a pop. killing/weak planet bombing raid.
My proposal would be to give them abilities that would greatly increase their power. IIRC there's no ability value to directly alter siege bombing damage- only cooldown- so by, say, doubling damage and cooldown rate (thus keeping same DPS) and then using an over-time ability that consumes AM and halves cooldown you're effectively doubling bombing dps. Other abilities could, for instance, be a channeling AM hog that deals heavy (4X or more the normal damage) DoT bombing but requires a "warm up" and "cool down" (e.g. takes 5 sec. of charging to start, then disables frigate for a few seconds upon ending the ability) which would mimic the "deploy/repack siege gear" thing. Perhaps an ability to double damage/deal extra DoT/pop damage and/or other debuffs but also would decrease shield regen/disable passive regen or something similar (e.g. a Vasari Destructor captain going "channel weapons/shield power to teh lazer of doom!") or perhaps a "double duty" AM heavy ability that "manually fires anti-planet weapons at orbital target, dealing massive damage if it hits" but having say a 50/50 chance of hitting (or something, maybe no penalty if it's just AM expensive), costing heavy AM (limiting other options) and/or disabling the ship/requiring a charge up time.
Essentially such an ability would allow siege frigates to act as makeshift anti-structure frigates, though this would really be an inefficient method, as AM costs (not to mention possible misses/debuffs afterwords) would probably limit to say, 3 or 4 volleys at full AM pool. Just giving them some extra options and mileage.
The same could go for Anti-Structure frigates, e.g. a "channel shields to weapons" or "disable maneuvering engines to stabilize firing arc/targeting" or "deploy secret weapon!" ability, or a "turn torpedoes into makeshift bombs" to add more double-duty versatility.
All of this would, naturally, further increase the Light Frigate's role against these two suckers, as they'd be able to target the AM pool and/or disable abilities (cutting out quite a bit of the extra tactical options) etc.
Also, why not make "copies" of existing strike-craft, making variants for different ship/structures etc. EG a separate fighter type for battleships, carriers etc. These could have different abilities/stats and flavor text/names, e.g. the Antorak Marauder's "[something sinister] Raiders" which would be faster, have greater weapon range and higher raw damage plus perhaps a passive, deal extra damage to structures ability, but have slower turn radius and much looonger build time plus rate of fire, i.e. really good first strike/close to engage and perfect for hit-and-run raids, not so good in prolonged engagements.
A similar fighter type for, say, the Kol, the "Admiral's Guard" or "Kol's Dogs" or just "Interceptors" which would have a passive ability that deals extra damage against SC; they'd have the best raw speed/weapon range/damage of any fighter (possibly firing missiles instead of auto-cannons, should be pretty easy to mod that) but have poor turn speed/rate and the passive ability lowers their evasion (chance to be hit (?) as damage target, remember SC have less than 100% chance to be hit by default, varying by weapon type vs. armor type etc- this can be played with!) so they're devastating at intercepting incoming bombers/fighters in a heavy "first strike" but between poor maneuverability, longer weapon cooldown, and being easier to hit, they'd be at a distinct disadvantage over a protracted dogfight- just like real interceptors vs. fighters. The Sova's SC would be somewhat poorer than others (even TEC's) but be more numerous and build much faster- in essence being the zerg red-shirt human rookies swamping the much more elite but irreplaceable Vasari vets in a painful war of attrition. And of course cruisers could be even cheaper/weaker, so on a one-to-one basis they're outmatched by cap ship fighters; but Hangar defenses/SBs might be cheaper/weaker still, simply having the advantage of expendability/cheapness/numbers/fast build times etc. Or other race or structure specific abilities or trade-offs.
Also, I'm going to try my hand at adding shield meshes to all structures, and also new weapons nodes to cap. ships, to give them anti-fighter turrets. This, too, could add quite a bit of variation- for instance, the Sova's laser defenses would deal anti-light damage, shredding bombers (much more valuable for air superiority and protecting the fleet/itself, then) but sucky damage against ships and structures, so another cap could tear it to pieces relatively easily.
The Battleships would still deal cap. type damage (or composite, perhaps? Not sure how that would compare balance wise) but be relatively weak compared to other cap. weapons in ship-to-ship combat and/or have somewhat lower range plus having poorer accuracy vs. SC etc. So they'd be decent against everything, but not particularly good against anything, though again given the really fast & hard hitting interceptors, all-round toughness and abilities of the battleship it would still be able to hold its own against SC quite admirably, even if it isn't shredding them, just like WWII battleships, which could take insane levels of punishment even from SC and never got sunk while under air escort but would eventually succumb if undefended/unescorted and facing hordes of anti-ship bombers.
I agree for antistructure cruisers, but I think fighters and corvettes are a logical counter for siege frigates.
It could be done, but as mentioned that would make colonization way too easy.
Keep in mind there is a finite number of weapon and armor types, so I can't make a totally new say fighter bomber role. I have some new fighter models I may add eventually, these probably won't be restricted to just a specific capitalship (Though it maybe only capitalships and titans can deploy them). I am trying to reduce the prominence of strikecraft though, and it's hard and memory intensive to do abilities with them, so they're not an ideal medium for adding new content. That said if Sinperium ever finishes his fighter/mine mod I might take adopt certain parts of it.
I'm not too keen on fundamentally changing the capitalship roles. I do see them as support ships and flagships above all else. I may rework weak capitalship abilities, and if all else is equal I'll tweak things to let them survive fleet battles longer, but for the more unique things (like antistrikecraft guns) I've left to the hero units. The new upgrade system I'm working on will give your caps some new capacities though.
If you do make those shield meshes though that would be cool, I've already given the TEC planetary shield generator shields and you never know, they might come in handy for something else too.
I PMed GoaFan earlier about this question and got this response.
QUESTION - Hey, i was playing your 4X mod, me and a friend of mine play Sins and when we are done doing the actual game we like to have a massive battle at some space junk, just send everything we got at each other with a hope and a prayer and see what works. We have been doing this with your 4X mod, and its fun and all but i was wondering if you perhaps know of a way for me to make a Sins map, like 200 planets 3 solar systems - nothing fancy, but have it use the planet mods that you have. Ive used the galaxy editor so i have a vague idea of what i would need to do, but i cant seem to figure out how to use the new planet mods to make a map.
ANSWER - You can make a galaxy forge for any mod by coping the Galaxy Forge folder, then pasting it somewhere. Give it a name like "E4X Galaxy Forge".
Then go to the E4X Mod folder, and go into it's GameInfo folder. Find a file called "GalaxyScenarioDef". Copy it.
Then go to your E4X copy of the Galaxy Forge, and paste the GalaxyScenarioDef (GSD) file from the mod into that folder. It should prompt you to overwrite the GSD file already there, but say yes.
And you're done. That process can be used to make a Galaxy Forge for any mod. In my case, I have put as many options for map makers as possible, from extra random planet options ("Random Crystal" for example) as well as all the bonuses and things.
I will say that very few PCs will be able to handle a 200 planet map without lag late game. If you have only 4-6 players it might be alright, but 10 with maxed out fleets on a map of that size will probably cause issues.
I've actually just done exactly as you told me Goa, which is what i tried on my own before hand. That's about all i could figure out, lol. But it gave me an error, saying that the 'app crashed'. Tried it a few more times, same problem. Dont know why replacing that folder would cause the Forge to crash...
Is this for Rebellion or Diplomacy?
Ah, sorry maybe that was the issue. Rebellion. I always forget there are so many damn issues with xpacs and things working with one and other.
EDIT - Whoopes figured it out, for some reason it was using an old ass version of the Forge when i was trying to fiddle with things. Works fine now, haha.
Cool. Yeah you got to make sure you're using the Rebellion version of Galaxy Forge. Some people don't realize it's in there steamapp folder and download the one for Diplomacy from this site because it's not well labeled.
Tried doing that, but any time I set the colonize probablity to 1.000 the entire colony gets colonized and sometimes the weapon doesn't even show up. That goes for both the unit types (Starbases, Energy Harvester, etc) and the super weapons (phase tunneler, rudra cannon). Also, those super weapon ancient entities are counting towards my total super weapon limit btw.
Also, the galaxy forge is filling my galaxy folder with autosaves like crazy. It was bad before I started using the forge for your mod, but I got up to 37 autosaves of a map i was working on at one time lol. Has there been any fixes for the autosave bug or is this just something that happens when you paste over the galaxseceariodef file?
I know they count for the super weapon limit. Unfortunately there is no other way for the AI or autocast to work unless they're done that way. I can't really give you much more advice other than to look in the GalaxyScenarioDef file to see how I've spawned them in.
As for the autosaves, yeah, that's just the program. You'll get that with the Rebellion version regardless if its a modded Galaxy Forge or not. Unless Stardock wants to release the source code there it's not something I can change.
Ya, I figured those were both the case. No big problem. Got the non unit entities to work (sorta) consistently without having the Militia colonize the planet, so perhaps those times I saw were just flukes.
Couple other things I noticed.
Asteroid's still have the 150 mine limit. Jumped into a TEC Loyalist's asteroid and just did a 180 and went home after i saw a 150 strong minefield. I know how to fix it but I cant do it on my own since I cant seem to convert the entity files into txt and back forth in your mod. Still waiting for a reliable bin-to-txt converter program, like harpo99999 or someone had for Diplomacy, that will work for nearly any Rebellion file or mod.
PIRATES. Pirates, pirates, pirates. They're back to the bad old days of Entrenchment (or was it Diplomacy? I cant remember)! One Corsair is as strong as my capital ships and they quite literally rape and pillage any planet they come across. Granted, its only natural they're this strong in the late games after all the bounty and missions they've got, but there's gotta be away to nerf their massive armor, Hp, and firepower stats without making them too ineffectual. Also, is there any way for the TEC Reb's pirate embassy to be deactivated once that player is defeated?
justinian66, I DO have a beta version of the textbin gui for rebellion, but one or two users have had trouble with it not finding the sins rebellion on their computers, which is why it is still in beta see reply 209 in my text bin gui thread.
harpo
Yeah that's a big bug, thanks for that.
Hmm, the only thing I think I did to pirates was make the raid strength almost entirely dependent on bounty. Even late game, if no one is putting any bounty up you should get a small raid. If at any time someone has a lot of bounty, they'll get the bigger raids. I didn't think that should have any affect on the quality of the ships.
Is there a problem with the pirate embassy, like still summoning ships after you've taken the homeworld? I could destroy it after they lose their homeworld, but I'd like it to be useable if the player manages to retake it like the Command Center for heroes.
I actually did try using your beta converter for the files in this mod before, but they didnt work. Keeps saying the program is "Not Responding" when I try to convert a few files from this mod. I was trying to see the stats on the new super weapons by converting them to txt but the converter always failed. Perhaps I am doing it wrong or did not set up the program correctly? Don't know what the problem is other than maybe the program just cant handle files that arent in the original Rebellion game, such as those superweapons entities I mentioned. Maybe you know or have experienced a similar problem.
Well the quality of the ships and structures is DEFINITELY being affected by the raid strength lol. Heres a screencap of the last few surviving Corsairs from an "Overwhelming" raid I sent. I had to raise the bounty on the player to over $25k to get the overwhelming raid level unlocked (I did notice however, and very much liked, that the "pirate severity" level gradually went back down soon after). So its fair to say I brought this hellish pirate nightmare upon my self so to speak, but there are bound to be other games where the bounty level is going to be raised significantly by the other players too so I was hoping to address this problem in regards to those instances.
[ok, how do I insert an image without it converting itself into all that txt mumbo jumbo? facepalm.jpg]
As for the pirate embassy, yes, the defeated player is still calling in pirate reinforcements after Ive conquered their home world and gotten the defeat notification from them as well. Its not like its unmanageable, I just made sure to max out the tactical slots in that grav well and then carried on with my other business. But it still leaves a sore taste in my mouth that a defeated player is still able to spawn in new units like that. You probably have a better idea as to what you can or cannot do to fix that problem, but perhaps an easy fix would be to just make the embassy capturable. But what did you mean about "retaking the Command Center for heroes"? Have I missed the fact that you CAN capture those structures? Is the pirate embassy ALREADY captureable?
Ok, last edit. I promise. Arent the TEC Rebels supposed to be immune from pirate raids after researching a certain tech? Im still getting raids even after I've researched all the diplomacy techs. I thought that was part of a recent fix/update.
Should just be the insert image button with the picture of a tree. Note you'll have to host it online first, but steam can do this for you if you put it on your steam could/profile thing, then find it online, hit view image, and use that URL.
Well I guess I forgot about that. You cannot capture the pirate embassy or command centers, but for the hero units you can call them in at any planet you own. The AI of course will only use it on the planet it is currently at however, so taking the AI home world will prevent them from spawning heroes. I'll probably set up the pirates the same way.
I had to rework Truce Amongst Rouges because it would break the random encounters. Now it gives you bonuses to bounty, reduces pirate raid strength by one level, and lets your colony frigates CAPTURE all TEC militia units and planets. I think it's a fair trade even if it means the pirates will still attack you.
justinian66, I have done some testing of the gui and was able to duplicate the not responding issue and even find a work around for it, the workaround is to copy the current ConvertDataRebellion.exe from your game folder to the folder with the gui.
goafan sorry about the thread hijack
Thanks Goa, I'm sure whenever Rebellion 1.1 comes out in Nov we can expect an update for your awesome mod too. Riiiight? lol.
Anyways, last question from me for awhile: how could I place the new Rebellion cap ships, like the Corsev, and the Hero cap ships in a map through Notepadd++? When I place the regular capital ships like the Kol, Akkan, or Sova in Galaxy Forge I can go through the file and find their respective names (Tech:CapitalShip:BattleShip, Tech:CapitalShip:Colony, Tech:CapitalShip:Carrier) but I don't know what to place (or if I even can) in order to spawn the new ships. Any idea on what they would be?
Hmmm, tried that and it still didn't work. It did at least fix the "Not Responding" problem, but the files I tried still didn't get converted. Just gives a "ConvertData_OriginalSins has stopped working" message and nothing gets changed apparently. Ill see if I can figure it out on my own, so don't worry too much. I'm sure its just user error on my part.
justinian66, it WAS the rebellion convertdata and the mod folders in a folder with the word rebellion(eg mods-rebellion v1.041) in the name was it?
the attempt to use the original(vanilla) sins convertdata suggests that the gui could NOT find the 'rebellion' in the path to the files that you were attempting to convert, and as I stated in my last reply the convertdata's from each expansion AND version differ in the actual encoding of the bin version files so the convertdata from originalsins 1.191 will NOT convert rebellion 1.041 bin files and originalsins 1.18 convertdata will crash and not convert files on originalsins 1.191 bin files, which is WHY my sins/trinity utility set supplies ALL the convertdata's from all the versions so that both the mod updater AND text-bin gui could convert any needed file between txt & bin modes and apparently the SAME is also happening on the rebellion series as well.
No worries, unofficially I don't mind the inflated post counts and free bumps.
Yup. It may just be a compatibility patch, but between greater incorporation of Infinite Space, Titan and Capitalship upgrades, adjusting the role of certain titans, and a pair of as of yet big and not publicly announced features, at some point in the (hopefully) not to distant features we'll start seeing some cool new things.
I'm a little confused by the wording of your reply, but perhaps if I provide this info it will help. When I download the program and extract it, the file contains two ConvertData_Rebellion files (ConvertData_Rebellion and ConvertData_Rebellion1.031). Should I delete one of these files, replace one with the ConvertData_Rebellion file from the actual "sins of a solar empire rebellion" file, or do something completely different?
Also, when I start up the program, I am initially given a message stating: "registry error. unable to access the registry:"
justinian66, yes do overwrite the ConvertataRebellion.exe with the one from the game folder, regarding the registry error I also get it on widows 7 64bit ,but have no idea where it comes from as the only registry access is to read the install location for sins & rebellion from the drengin section of the registry, but it still will run after clicking the ok.
do the files you want to convert reside in a folder in a path that one of the folders has the word 'rebellion' in it's name?
if no, this IS the cause of the wrong convertdata being used as the gui uses the folder names in the path to determine which of the possible convertdata's to use, and it uses the following keywords 'rebellion','diplomacy', and 'entrenchment', and if it does NOT find any of the keywords in the path name it falls back to ConvertdataOriginalSins.exe.
After playing around with this mod for a few months, there is one thing that keeps bothering me, and I wonder if I'm the only one. It's Advent Loyalist culture; it feels a tad too strong (I'm talking single player here). I'm the type that likes to go into 100+ planet maps and slug it out with unfair/cruel/vicious AI's for a handful of hours or more, and this mod is great for that (aside from the hideously OP Vasari Rebels, but that isn't this mods fault). But AL culture seems too strong, and this is coming from someone that always plays either Advent Loyalists or TEC Rebels. When I'm AL, it feels like I can be exceedingly lazy, because of how strong the culture is; and it ruins long games because rebellions on enemy worlds cause my enemies to lose worlds faster than I could ever hope to conquer them via bombardment. On the flip side, I just finished a 3v3v3 game on a rather large map (3 TEC Rebels, 3 Vasari Loyalist, 3 Advent Loyalist, all cruel) with me using TEC Rebels, and I managed to kill off all but 1 of the AI's, the remainder being an AL.
Now at this point, it was so late into the game, that that remaining AI had a decent sized empire, as it had taken much of what the Vasari started out with. The problem is, that even as TEC Rebels, with ALL culture related upgrades, 2-4 culture centers on most of my worlds (at least the border worlds) and the Xenophobia tech, all of that didn't matter; I eventually started to have rebellions on my border worlds. Now I penetrated into their empire and began taking a few worlds, but that costs ships, ships that are difficult to replace with 60%+ taxes from fleet supply, which I am losing planets here and there to culture alone, and there isn't anything that can stop it. Then, after the worlds rebel, they cannot be re-colonized due to enemy culture. I only barely managed to win because it was a capital planet game, and I managed to circumvent 80% of their empire and take out their capital. Point is though, if things had gone on the way they did, even as TEC Rebels whom I think have the strongest anti culture capability in the game outside of Advent Loyalists, I would have lost. Not to the enemy fleet, but because Advent Loyalist culture seems unstoppable by any means save destroying their culture centers and taking planets, and this doesn't even mention Deliverance Engine spam.
I realize that the AL are in many ways the weakest faction in the game, and prior to this mod, culture has always been a bit limp wristed, so their culture being this strong is their ace in the hole. But I feel it is TOO strong, when even a fully loaded TEC Rebel, with the Xenophobia tech and many culture centers cannot stop their cultures advance, what are the other factions supposed to do? The thing is, when I play AL, the REAL weakness they have is that their eco capability is still terrible, it takes so much to research and build a fleet with them because things are expensive and their ability to generate income is pathetic. Maybe I'm just bad and completely off base here, but I think that somehow toning down Advent Loyalist culture spread, and compensating them with a small economic boost, would do wonders.
Could you upload your save game of that by any chance? Sadly I no longer have time to play those long games anymore I'm afraid, so I'm quite interested in those saves to see how the game turned out and to see if there is anything I can do to improve performance.
You're not the only one to say that the AL have perhaps gotten a bigger boost from this mod than even I expected. However, the other guy who went into detail attributed it to all the ships they were capturing from destroyed culture centers and Cowards Submission, not the culture.
My apologizes, I thought I added the new Caps it but it seems I left them out somehow, even as Rebellion was patched to include them by default. I'll also add the heroes as requested, but keep in mind this will allow the player to get more than 1 of each hero, unless you prevent the command centers from spawning via disabling default templates on home worlds. However, this will make them impossible to replace, but that might be a good thing depending on what type of map you want to make.
Sadly no, as I have one universal save game file that I just save over every time I play again, and I've already started a new game. But because you asked, I'll try to replicate things in a more stark fashion; perhaps I'll do something like a 5v5 with me on the side of 5 TEC Rebels and facing 5 Cruel/vicious Advent Loyalist AI's. I'll upload that when I get deep enough into the game. About the captured ships, I think that it is a big help to the faction, it's the only thing that makes them militarily capable imo since their eco is so weak, those things make up for it to some degree. But in my case, I had no problem defeating them in fleet to fleet battles, and they were never taking my worlds with fleets, it was solely culture that was defeating me, so I'd say that is a bigger issue than their fleet supply being buffered by enemy vessels.
Oh, forgot to say something the other day. I want to say that my absolute favorite thing about this mod, is that it seems like the AI is A LOT more intelligent about dealing with star bases. I cannot count how many times I've left a world undefended thinking that a fully loaded star base, plus tactical structures, would be enough to stop nearly any AI advance, due to how dumb the AI usually is, and then at some point the AI will phase jump in with, for example, like 15 Solanus Adjudicators and proceed to wreck my base in short order. It used to be that at most, you'd have to fear the TEC AI building 4-5 Ogrov's, or that the AI would just kamikaze rushdown your base, but with this mod, I consistently lose bases at little cost to the AI, due to their aggressive and intelligent use of structure busting craft. This is great for someone that only ever plays single player games, because you cannot unfailingly cheese the AI with star base choke points like you can in vanilla sins.
Yeah, the change I made to the defense system has benefited the way the AI plays, with the exception of mines. Other players have said the AI seems better in most other areas too, but I'm not exactly sure why. Besides setting up priority research for it, I've done nothing to give it extra cheats or advantages like some other mods have. Oh well, I certainly won't complain.
Of course, I've had people complain about this mod for the exact same reason so I guess it depends what you're looking for.
There are many great features available to you once you register, including:
Sign in or Create Account