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.
Sure, I'm always glad to hear criticisms and new ideas! Just, we should move this to PM or to the appropriate thread; don't reply to this post in the E4X thread, but do so in one of the two aforementioned locations.
If you are fighting the TEC, especially the TEC Loyalists, you should probably just plan on doing this ASAP on important worlds (at least better than Volcanics, if not all non-Asteroids). It's just cheaper to get that upgrade than rebuild planet upgrades. I might reduce the cost of Axillary government and the like in the future as well.
It's always hard to find people willing to play a particular mod spontaneously, but sometimes a small group of my friends play mods, including this one, together. By all means post here or on the moddb page/forums and see if anyone else is interested.
I won't go into mod bashing, but my goal is to make this the best mod that doesn't add new races. I personally think I've reached that goal, but that's a pure matter of opinion of course.
Also heads up, I'm making a small patch that makes Enhanced 4X mod 1.45 fully compatible with Rebellion 1.1. Basically this means the competitive maps will be fully compatible. There will also be a few graphical treats and minor balance improvements as well. I suspect Moddb won't authorize it until after Thanksgiving, but for any Americans or others who celebrate it consider it a present. I hope the Christmas one will be much more impressive.
I seriously cannot wait for the new patch. Only thing that will drag me off Planetside 2.
Cool mod, I must say the best mod out of those that doesn't put new races in the game. But overall, the second best But nothing can be perfect.
The Allegiance system is exaggerated for me, it leads to having vast amounts of resources quickly from just some planets. For the Advent it's great because the weakness of their civilian structures... but for other races not. The change should be bigger as one gets further from the homeworld (maybe it's great for the maps offering war in the very beginning and you can have 1-2 extra planets besides home, but I don't really like the rushed warfare of them).
The mines are great, but please reduce their numbers at the Pirate base as it is very annoying to wait for many minutes just to get rid of them, but I read it somewhere in this thread that it will be done.
Deliverance Engine, the worst thing for me! :'( I like to play as Advent and maybe could resist not building one, but the AI will, and I don't want to play against two races because the Advent superweapon crashes the game when the signal reaches target. Maybe the compatibility patch 1.1 should be released soon I would really like to see the new effects of the impact.
The Heros are super great!!!!!! I really love them, if you add special effects for them I would be even more satisfied. Oh but one thing, the Matriarch Celestia doesn't work properly,I guess the passive ability is the problem because after I build her ship for some minutes it was working properly or maybe I was not looking much on that ship? It just stupidly waits and only fires if I give her a new move order, never launches a bombardment rocket, is it because of the 1.04-1.1 version difference? All others are doing fine as far as I've noticed.
Light Carrier cruiser's increased cost, hmm maybe I can live with it, but I have to ask why? To make players have less strike craft? I noticed the Halcyon having lesser squads also, so I guess the main goal must be this.
The random things found at neutral territory are great, but it is somewhat hard to find the related artifact, maybe they should be linked to a 'hard to get' research instead? And the rare "occupied" worlds are great, but the AI does not seem to know how to deal with them in the early game, just sits next to it gathering a large fleet thus letting enemy factions take the other planets nearby..
Planets are good, nice visuals. I would like to ask what are these Cryo, Desolate, Igneous planets? (these are great I don't have any problem with them). I searched the Internet looking for a description somewhere, I like extraterrestrial things so it bothers me that I can just only guess what are these.
Another option could be to have it slightly boost the max. allegiance of the planet in the grav. well; quite easy to mod in (I did it for mine, back when I was a wee noob) and given the ability descriptions, makes some sense.
I tried something similar with culture centers- basically, I made them propaganda/pseudo-espionage structures, by giving them the aforementioned sabotage abilities (that.. didn't work as intended, though if I give it another try this time I might do better) and contemplated other, direct comabt abilities i.e. the TEC's center could "jam missiles" or otherwise engage in ECM warfare, the Advent's could boost weapon damage or something etc. I dunno.
I generally tried to expand the roles/capabilities of structures and units through additional abilities rather than altering costs/stats, and along "logical" lines from an in-universe or gameplay perspective; for instance, the Phase Missile Swarm dealt another 10-20-30 percent of its vanilla damage directly to the target's hulls. I also increased the duration of Malice (to be slightly greater than the modded Beam Blast) and beam blast, so that it's overall damage was 4000; I felt it was wrong for the Marza's ultimate ability to deal more damage than the Radiance's, it's just too much easier to use especially if you're using a moving ships mod.
I also added a crapload of new abilities to the various defense structures (for instance"Grudge" for the Advent beam platform, a combination of Taunt and a heavy damage bonus, i.e. the poor sod takes a crapload more damage and is focus-fired by nearby enemies) and generally made cap. ship abilities more potent.
Speaking of which, there's an unused passive capital ability "Phase Missile Boost" with description, coding, and icon, that I gave to the Marauder (could go to the colony blob), it boosted phase missile efficiency of all Vasari ships in a given radius. I swapped it for the saboteur's ability, buffed the Marauder's other abilities and made both the Speed boost and Scout's unstoppable jump drive abilities ignore Star Bases' destabilization. This was both to make them more effective and also to counter the different debuffs that I gave each of the individual races- the Vasari's base increased the grav. well radius needed to jump, the Advent's increased the charge up time and so on.
One other thing: in the Sins of the Fallen mod, Zombie (?) had "Star Bases" shaped like moons, working like the neutral captureables you have and with population/defense/trade (I think) upgrades, it was quite nifty. Although I felt that the "base" should allow full upgrades, i.e. max. upgrades equal the number of possible upgrades, as it's 1. a moon, and 2 as a neutral capture able it can't be destroyed or built or built. Put it another way: a moon has a lot more room (and is probably more important) than a "mere" orbital defense platform. Heck, you could even have the planet "evolve" with different meshes as it's upgraded, i.e. with enough population upgrades it starts to look like a city/dome world, or terraformed, and so on.
If there would be some way to allow it to be "damaged" without being destroyed (perhaps make it so that if the shield goes down, or if it's antimatter runs out, then it stops firing/working etc. and can then be captured?) also a way to bomb the population somehow, as in if it takes damage then it loses population, I can't remember if the Vasari Star Base works like that.
Allowing the siege frigates to "attack" star bases with their bombardment weapons (i.e. an ability) would be a stand-in for "bombing" the moon, and allow them to also assault normal bases, which IMO would be a good thing given their cost and fragility.
Also, I'd switch the siege and anti-structure frigates to heavy type armor... they'd be less vulnerable to fighters (maybe, can't remember the damage things) but it would give light frigates extra power against them... I thought it odd that the "counter" to these frigates dealt a different damage type.
At one point in this thread, and I think it's still in the readme, I had a warning to play the game on one income level setting lower than you were used to. I typically play on all fast settings, compared to faster with the vanilla game. Since I figured there are more players wanting a faster game than those playing on slow settings, it was better to do it this way than to reduce income gained from other sources to balance out the increases from culture.
Already fixed internally, I will let you know when its uploaded and available for download. Hopefully those Aussies at moddb aren't on holiday...
I'll be forced to learn the particle forge pretty soon anyones, so for a couple of the more interesting hero abilities I may go back and see what I can do.
Yeah, people have reported her being unresponsive for a while. Her Bulwark of the Unity abilities does prevent her from moving, so that tends to keep her behind the rest of your fleet, but I've not been able to find anything else that would cause that.
Yup, strikecraft are a big source of lag, and I don't know about you, but once I have a certain threshold of them I don't really get any more sense of scale from having them. The individual fighters have been buffed to compensate.
Well I really wanted to encourage players to explore their planets, beyond the new artifacts and bonuses, and that's really the only thing I can think of to do it. They're not something that's intended to be used every game. Now with the super weapon cap it is causing problems for a few of them, as the AI will only use them if they're considered super weapons, so I'm working on a way to "abandon" them again so they don't penalize you if you don't have the artifact.
Yeah, but the AI does take them out once it builds up a big enough fleet next to it. I've never seen the AI get permanently stuck on them.
I just wanted some different names for the new planets, I couldn't find good sounding one word names for them in conventional classifications. Cryo is a suffix for cold, and I use to describe worlds that are as cold as ice planets but don't have large amounts of water (either because it has ice from other compounds or it's mostly rocky). Igneous I might be renaming in the future, but basically they are still extremely hot, hostile worlds but don't have that much volcanic activity any more. A little bit like Mercury, though I don't think Mercury is technically Igneous. Desolate is basically your standard rock in space (somewhat like Mars). If they can support life without terraforming, the terrain is a mix of wastelands or desert, which is neither particularly supportive of life nor hazardous to it in the way Volcanics or Ice planets are.
While that would be kind of cool, I don't really want starbases to help defend against culture. I just wanted to make fully protecting oneself against Novaliths not quite as hard to do on a limited budget.
Well there's no doubt I'm an ability addict as well, the ship upgrade system I'm working on is already running at over 100 additional buffs. But I also try to ensure any content I add also solves a particular problem, and for things like Axillary Government, it already does its job quite well, it's just not always worthwhile to get it for the cost.
Yeah, I might have to look and Cleansing Brilliance too.
Yeah, I noticed the entity modifier it used. It's used on Overlord Nihovalus' ultimate ability, even though its main affect is to prevent any ships in the AoE from getting disabled. A handful of unused Icons are used for other things as well, though I'm not sure which is the one you're talking about.
Indeed they are. While the upcoming merger with Infinite Space will add cosmetic moons, I am tempted to go the route Zombie did as well, given how similar his moons are to my ancient structures in practice. I would probably make them normal structures, not starbases though, as I don't want them to count against the Starbase limit.
I remember you suggesting this earlier. Assuming I don't forget again, I will do this for antistructure frigates but not siege. I see nothing wrong with Corvettes and Fighters countering them.
Your merging with infinite space? Does this mean Sins will have properly sized planets?
Quoting GoaFan77, reply 482At one point in this thread, and I think it's still in the readme, I had a warning to play the game on one income level setting lower than you were used to. I typically play on all fast settings, compared to faster with the vanilla game. Since I figured there are more players wanting a faster game than those playing on slow settings, it was better to do it this way than to reduce income gained from other sources to balance out the increases from culture.
Umm I guess it's my fault then, I forgot to check it, I'll give it a try, I have never changed the speed setting from the fastest during the past years so maybe time to do it
Quoting GoaFan77, reply 482Yup, strikecraft are a big source of lag, and I don't know about you, but once I have a certain threshold of them I don't really get any more sense of scale from having them. The individual fighters have been buffed to compensate.
I was thinking much about it and this solution you used in this mod should be used in original Sins too, because the AI having 30+ carrier cruisers and I have around that number... yeah lagging. It does not change the feeling if the "maximum" amount of strike craft was reduced to about half (there are still many squadrons flying everywhere and many fighters, bombers, but not too many).
Quoting GoaFan77, reply 482Well I really wanted to encourage players to explore their planets, beyond the new artifacts and bonuses, and that's really the only thing I can think of to do it. They're not something that's intended to be used every game. Now with the super weapon cap it is causing problems for a few of them, as the AI will only use them if they're considered super weapons, so I'm working on a way to "abandon" them again so they don't penalize you if you don't have the artifact.
I saw your intentions about the searching, but 4 levels are too much, on a medium random map I had so many artifacts I got bored of them (on my 20 planets I had 8 artifacts, maybe it is a positive anomaly I don't know, I haven't played that many games in your mod so far) It worked for me to have about the same costs for the two levels but increased chance of getting something useful, but avoiding having too much artifacts which is almost the same problem for me as having none. Abandoning found weapons, yeah a good idea. Anyway I'm sad because I couldn't even use all of them and I'm very curious, and it's very annoying that I find almost every other artifact but not the relevant one
Quoting GoaFan77, reply 482Yeah, but the AI does take them out once it builds up a big enough fleet next to it. I've never seen the AI get permanently stuck on them.
I didn't say he got permanently stuck, I haven't seen something like this either, but having an ally with only 3 planets waiting for a miracle to be able to get that Vasari central command planet... The enemy colonized anything around him so my TEC ally was not very useful.. I had to take the planet myself and I was in a constant battle with the other enemy.. My ally was constantly losing capital ships to the Vasari enemy (not the neutral one) and suffering until I cut through my enemy (2V2, me and 3 AI) to a wormhole and beat the Vasari (my ally was so miserable, even after this he couldn't handle the situation alone, even after I killed most Vasari ships and capitals..). And the main problem was he couldn't decide to leave that freakin planet alone and go colonizing and get some more resources elsewhere I don't know how this could be solved, AI will always be stupid in this game (mainly if it's my ally)..
Quoting GoaFan77, reply 482I just wanted some different names for the new planets, I couldn't find good sounding one word names for them in conventional classifications. Cryo is a suffix for cold, and I use to describe worlds that are as cold as ice planets but don't have large amounts of water (either because it has ice from other compounds or it's mostly rocky). Igneous I might be renaming in the future, but basically they are still extremely hot, hostile worlds but don't have that much volcanic activity any more. A little bit like Mercury, though I don't think Mercury is technically Igneous. Desolate is basically your standard rock in space (somewhat like Mars). If they can support life without terraforming, the terrain is a mix of wastelands or desert, which is neither particularly supportive of life nor hazardous to it in the way Volcanics or Ice planets are.
I guessed the Cryo planet to be like our solar system's gas giants' moons (for me cryo- it feels like very cold, I don't know why), the ones that are frozen and around -200°C, so not even near to a Terran planet having a snowball effect (I guess the original Ice planet is meant to be something like that). The Desolate one to be like Mars, not a giant desert formed from a Terran planet with some life on it and even smaller oceans, rather no water on surface and maybe the Barren planet (no atmosphere planet in your mod) with some unbreathable gases az atmosphere.
I forgot to mention in my first comment that these small and even bigger changes in the different factions abilities are great, I always felt this was missing from the original version, at the cost of diversity they wanted to balance anything out the most, leaving the races to be very similar to each other, not highlighting their specialties that much, even in Rebellion the factions are not that different as I expected, only some different research (but these are great to add some unique taste to them I must admit) for loyalists and rebels? Maaaaan... I expected much more, here it is solved much better.
PS: I understand the new system of trade ports but WHY changing one trade port income by -8%? Is it competing with itself? (maybe it's in connection with the way this penalty stacks on the planet so there must be an initial value to get multiplied?)
As far as planets go, most non-habitable worlds are technically Cryo, as surface temperatures reach a frosty -200 degrees on average though of course this does vary.
In general though, without an atmosphere to acct like a heat sink, things are either insanely hot or impossibly cold.
That said, a Venus type world could be "colonized" in its atmosphere- in fact, ~60 miles above its surface Venus is about the same temperature and pressure as Earth, and CO2 is denser than Oxygen/Nitrogen- in other words, a "floating city" would be buoyant because of its atmosphere alone, even without other stuff like helium etc.
Apparently the British attempted to make a ship out of ice, the thought being that it would be effectively sub-proof, for obvious reasons.
Quoting TrooperScooper7, reply 487As far as planets go, most non-habitable worlds are technically Cryo, as surface temperatures reach a frosty -200 degrees on average though of course this does vary.In general though, without an atmosphere to acct like a heat sink, things are either insanely hot or impossibly cold.That said, a Venus type world could be "colonized" in its atmosphere- in fact, ~60 miles above its surface Venus is about the same temperature and pressure as Earth, and CO2 is denser than Oxygen/Nitrogen- in other words, a "floating city" would be buoyant because of its atmosphere alone, even without other stuff like helium etc.Apparently the British attempted to make a ship out of ice, the thought being that it would be effectively sub-proof, for obvious reasons.
You are absolutely right, most planets far from their stars are technically cryo (if everything below 0°C is referred as cryo) because the lack of solar energy. Except terran worlds in their snowball period, because it is just temporary and they are not that far from the star but cold (a theory says the Earth was something like this 400-500 millions years ago or even before it, maybe it's not true but sounds likely to me).
A Venus type would be an interesting idea, because even in our solar system it is present, huge dense atmosphere making brutal temperatures everywhere in the planet, not like any other planet, but I haven't seen a type like this anywhere (but I haven't checked every mod for this game I must admit). The textures should not be that difficult, just clouds and maybe somewhere the terrain is revealed for a short time not to make it a small gas giant. But in the atmosphere? Even volcanic worlds are colonized on the surface, so maybe both land and floating cities could be founded? But I guess this is not the main goal of this mod
[/quote]
Yeah, my thought was just that it would sort of make sense from the ability's description, and would give the upgrade a bit of extra utility behind the front lines, even without a superweapon. An extra percent or so of max allegiance in a system that was at some point highly contested and is probably super-important by itself isn't too big of a deal; it isn't really too much extra culture protection (especially with the buffs) and if the planet's going to fall to culture it might stave off the end for, what, a minute or so? That little bit of extra protection at a rather hefty price tag of a SB and an upgrade slot isn't really too unbalanced.
It adds just a bit extra income (and if the world is a big tax/resource center- which would certainly also be a prime target if it's near the frontier) then that extra allegiance is pretty useful over the long run.
Of course, slightly reducing the cost of the upgrade certainly wouldn't hurt. In fact, why not do both? It would take some fine tuning of numbers, but in the end it would be a relatively modest change and quite balanced IMO.
I generally tried to expand the roles/capabilities of structures and units through additional abilities rather than altering costs/statsWell there's no doubt I'm an ability addict as well, the ship upgrade system I'm working on is already running at over 100 additional buffs. But I also try to ensure any content I add also solves a particular problem, and for things like Axillary Government, it already does its job quite well, it's just not always worthwhile to get it for the cost.
Same here, though I was far more aggressive in changing things.
Actually, here's the mod I was talking about. It's wayyy outdated, completely unbalanced and far from stable even then (total N00B back then, slightly less now, IE I could probably make a model now given enough time to work with)
https://forums.sinsofasolarempire.com/400896
The beam blast ability can be tweaked to have a conic firing arc and (I think) a broader beam, i.e. even twice the size of the Radiance; I was considering an ability "Dragon's Breath" for a new race mod, basically being a much wider and shorter cone of insta-damage.
Speaking of which, there's an unused passive capital ability "Phase Missile Boost" with description,Yeah, I noticed the entity modifier it used. It's used on Overlord Nihovalus' ultimate ability, even though its main affect is to prevent any ships in the AoE from getting disabled. A handful of unused Icons are used for other things as well, though I'm not sure which is the one you're talking about.
Actually it was present back in Entrenchment (Diplomacy?) just give it to a cap. ship (might need to update the manifest, can't remember if it's in there) and there you go. Note that it's only three levels, so you'd have to tweak it for Rebellion. Nonetheless I played around with the roster for the Marauder and Jarrasul (?) to try and make them equally useful, i.e. I nerfed the Nano-disassembler a bit, greatly buffed Phase Out, gave the Marauder Gravity Bomb and the Jarrasul the Phase boost (I also tried giving that to the Marauder, keeping the Gravity bomb on the Jarrasul, as the Marauder has Phase Missiles and the Jarrasul's already powerful enough with the Assailant-Evacuator anti-cap fleet)
Yeah, that's a bit of a problem.... though I'd rather have the moons as star bases, both for ability tweaking (lots of abilities that apply to structures don't work for SBs), the sheer size of things, teh potential for upgrading meshes and the fact that IIRC things like the population upgrade don't work for structures.
One way of looking at it is that a moon takes up quite a lot of space and is basically an uber-star base; alternatively if there's a way to control what types of planets it can appear over then you could make duplicates of existing planets that you want to have moons (and they'd spawn with these moons automatically) and give them one more SB slot than normal, or perhaps two if you want a Mars type planet with multiple moons. Or you could just increase the SB cap for all planets; or just take the potential loss. Ultimately, I think they work better as SBs, especially if you want to make them like pseudo-planets with populations, "Auxiliary governments" trade ports, culture centers etc and/or have abilities apply to them separately... for instance you could have a separate "capture moon" ability that only works on star bases (i.e. moons) and with separate filters, like, say, "Shields must be down" or something. Then you could, I dunno, give it insane hull points/armor (is there a way to prevent any damage to the hull or at least preventing a ship from dying without making it invincible outright?).
Perhaps.. making the hull all but invincible (20000 HP, 100 Armor, repair-center level hull healing, so on) and/or a passive that reduces physical damage, Phase Missile penetration, and/or repairs insane hull points when the shields fail.. but perhaps if it drops below a certain HP level (half?) then it becomes invincible and disabled, i.e. won't attack or repair itself. The goal being that when the shields fail a colony frigate could invade it, and if it takes enough damage to the hull (or perhaps when the shield fail?) then it stops fighting and doesn't do anything else, effectively "disabling" it.
No reason to distinguish between city types, SINS planets are just cash cows that can be nuked from orbit...
Pity. In SINS 2, I totally want ground combat and so on; that, weapon hard-points a la Empire At War (so you can destroy/disable weapons/engines etc. in combat, rather than having ships be at full combat capability until death), multi-core optimization and/or 64-bit code-base, the ability to affect certain weapons/weapon types independently (I'd love to have point defenses that increase evasion against missiles only, for example, or affect weapon stats/disable them by type or turret, even; see the hardpoint idea, but also perhaps for ammo counts or so on) and overall better diplomacy/civilian side of things and more options for modding abilities etc. And more planets.
Ah well.
Quoting TrooperScooper7, reply 490No reason to distinguish between city types, SINS planets are just cash cows that can be nuked from orbit...Pity. In SINS 2, I totally want ground combat and so on; that, weapon hard-points a la Empire At War (so you can destroy/disable weapons/engines etc. in combat, rather than having ships be at full combat capability until death), multi-core optimization and/or 64-bit code-base, the ability to affect certain weapons/weapon types independently (I'd love to have point defenses that increase evasion against missiles only, for example, or affect weapon stats/disable them by type or turret, even; see the hardpoint idea, but also perhaps for ammo counts or so on) and overall better diplomacy/civilian side of things and more options for modding abilities etc. And more planets. Ah well.
I know there is no reason to distinguish them, but maybe the max population should be higher because of this or maybe a planetary bonus related to it?
Sins of A Solar Empire is not for ground battle, It's like Europa Universalis where there is no real fight like in the Total War series, because it focuses on other things. And it was said many times that the game is not suitable for anything like this, it is somewhat like the campaign DOH.. not even a little thing to show which maps have you won over and with wich faction like it was incredibly hard to put in the game... It would require so many additional things even they can't put new planets in the official patches (I asked it in another thread and got an official reply for that), so maybe you can understand what I'm tring to point at. I personally like the fleet VS fleet combat, but so many things are missing from this game, those should be solved first in my opinion (like even bigger diversity of the factions). If not ground combat, then I would like to see little videos mid game of ground warfare, I'm very curious how the Vasari ground forces look like. Things are going in the right way, if you look at Star Wars even on the smallest ship there are anti fighter weaponry, but here not even on capital ships (reality 4 life) -.-... But they are on Titans so it's promising that other weird stuff will be changed also, so maybe anti missile turrets on capitals or such will be added later. Diplomacy is always improving so I don't worry about it.
MORE PLANETS, if the developers have some heart they will add many new planet types in Sins 2, it is strange they could not put many new planets even in Rebellion, only a second Asteroid.. Diversity is missing from random maps There are so many planet mods but I prefer the original types rather than Sins+, but the other planet types included in this mod, I would even be happy with them in the original version (cryo, gas giant, desolate, igneous), they look that uhm, realistic, I can't find the right word.
Sorry I'm falling behind on the comments guys, I promise to reply to them all later today. But for now, we have breaking news that Enhanced 4X 1.49 has been released. Find out what changed here, then go to the downloads page and either upgrade version 1.45 with a patch, or redownload the entire mod with the full version.
Spoilers, there's a lot more eye candy where this came from.
Any chance the mod can be uploaded to a different site than moddb, since gamefront have blocked most countries from downloading from them?
If you have a moddb account I don't think they make you download from gamefront. I will look into it but that's probably the best solution in the mean time.
Ever since Rapidshare has lifted its pathetic speed limit for free users it may be a good alternative.
Speaking of planet upgrades, it always bothered me that logistic slot upgrades don't always come in multiples of four.. I think asteroids for example start with 6 logistic slots, and as all logistic structures are 4 slots apiece...
really, why not just make all the structures be one slot and act accordingly, but if they're all 4 slots, then all the planets should have even multiples of four, none of this 6 or 18 slot nonsense.
I just remembered, the TEC's boarding ability converts frigates that are about to die... in other words, moons could be captured by "destroying" them, just like planets.
In fact, I'm going to give a go at making this.
Afraid not, I have no plans to over a separate scaled version of E4X at this time. As much as I like how cool that is, it also seems to hurt gameplay as much as it helps it. E4X will get some new planet types out of it though, they just will be roughly the same size as the existing planets.
That seems a bit high. Each nonHomeworld colonizeable planet has a 30% chance of having an artifact. So you'd expect 3 on a 20 planet Empire.
Also keep in mind the number of exploration upgrades do not increase the chance of finding an artifact. That's a separate map setting, I just wanted to spread out the exploration so I could scatter the planet bonuses among them.
Yeah, there is a chance a random encounter can serious block either an AI or human player. There's not a whole lot I can do about that, that's the fun and frustration of random maps.
The idea behind that is that each planet can produce only a limited set of trade goods. Having 100 trade ships doesn't help you if your factory can only fill 15 a day. So basically the more trade ports you have the less goods you have on each tradeship. This is why refineries increase trade income, because they increase the amount of trade goods on the planet.
I don't really see what keeps structures from doing that. While you can't purchase upgrades to unlock abilities like starbases, you can fake it by giving the structure an ability that costs resources to use that only needs to be used once. Structures can upgrade meshes (like the Hangar upgrades), and I would probably either have moons give population to the main planet or just have them generate credit income.
As for capturing them, I had worked out at some point that it was possible to take them. I'd probably have several different types of moons and only one would likely be of military value, so the rest can just be captured like the ancient structures.
I always thought all the cities were floating. It certainly looks that way from the loading screen art.
I disagree philosophically. While that works great for things like Empire at War or Nexus, on a game the scale of Sins you don't want to be bothered with combat that turns into sniping hard points like EaW was. So as unrealistic as it is I'm perfectly fine with the status quo in this regard.
All planets should always have a multiple of four when fully upgraded. The 6 and all of that basically means that you can build 1 logistical structure, but the next +6 will unlock two new structures. It's only a problem when the last level is not a multiple of 4.
Quoting GoaFan77, reply 498That seems a bit high. Each nonHomeworld colonizeable planet has a 30% chance of having an artifact. So you'd expect 3 on a 20 planet Empire.
You wanted to say 6 out of 20, right? that's 30% or maybe I misunderstand the way it works. But with 30% it seems acceptable, because 30% would be for infinite occasions, and this is not even a big difference (8 artifacts on 20 planets).
Quoting GoaFan77, reply 498Also keep in mind the number of exploration upgrades do not increase the chance of finding an artifact. That's a separate map setting, I just wanted to spread out the exploration so I could scatter the planet bonuses among them.
You say the 30 % is divided by 4 for each upgrade point? So 7.5% chance for each? I always tried to search my planets in any mod or in the original if I had the resources, but here in your mod I try it even when I'm in big battle so maybe you reached your goal the first two points are not that expensive.
Quoting GoaFan77, reply 498The idea behind that is that each planet can produce only a limited set of trade goods. Having 100 trade ships doesn't help you if your factory can only fill 15 a day. So basically the more trade ports you have the less goods you have on each tradeship. This is why refineries increase trade income, because they increase the amount of trade goods on the planet.
I understand it as I previously said, and it's good and logical, the question was why reducing ONE trade port's income? It's not competing with anything, or maybe am I wrong? I won't die of starvation because of that mighty 8% but it's a bit interesting to have that penalty even after 1 trade port.
Quoting GoaFan77, reply 498I always thought all the cities were floating. It certainly looks that way from the loading screen art.
Yeah, I thought the same, but it would be strange to have absolutely no ground bases or cities, because flying stuff is very vulnerable to orbital bombardment and it would be safer to have something on the ground also not worrying about whether the antigrav module will always work properly You were talking about the volcanic flying city right? But on a terran world there could be normal cities also, it is so generalized in this game, having the same looking city objects everywhere. But this game deals almost nothing with ground so I don't know.
Quoting GoaFan77, reply 498All planets should always have a multiple of four when fully upgraded. The 6 and all of that basically means that you can build 1 logistical structure, but the next +6 will unlock two new structures. It's only a problem when the last level is not a multiple of 4.
I remember mods where accidentally some planets had strange logistic capacity (30 or 50 I don't remember) (here I wasn't able to get all planet types in my games, is industrial put in random maps? I haven't seen it so far but when I want to create my galaxy in the game it is mentioned, I never create anything with it though because it is too random, the in built random map is better..), and maybe bonuses reducing the number with nothing in connection with 4. Anyway I like when I have 4x + 2 logistic slots BEFORE planet upgrade, for the same cost 2 additional civilian structures.
Yes. Bleh, it's late, I can't do math.
It doesn't really work like that. First the game decides if a given planet will have an artifact. If it will, it picks an artifact at random. In this mod artifacts can only be found on or after the second upgrade, and a few of the best ones only the third or fourth upgrades.
Oh sorry I misunderstood. That's just me being lazy as that was one of the first things I made in this mod. I figured it was better to buff trade income by 8% rather than do some complicated thing to only apply the buff after the first one.
Yeah, I guess I just assumed there are ground cities, they just don't really show up. You could make a graphic that doesn't float, though I'm not particularly good at that kind of thing.
Thanks for the reply, time for me to do some extra research, trying out version compatible with 1.1 for some hours
There are many great features available to you once you register, including:
Sign in or Create Account