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.
Okay, for anyone having issues downloading the mod (which seems to be a good chunk of the countries outside the United States), as an intern measure you can add /all to the end of the URL that you get when you hover over the "download now" button to see all possible download locations. For Enhanced 4X 1.49 full release, that would be here. Sorry for the inconvenience, but I know moddb is working on an alternative ASAP.
Hi, so i've been getting odd issues with the new patch. Namely after a while my game screen freezes for a few seconds then continues, keeps on happening. Tried a fresh install and still same.
Had another instance where it literally freezes for ages then unfreezes briefly then refreezes. Unsure of cause, some ability of some sort i'd imagine. In this instance, was a pretty big fight. Haven't had it happen before so wondering what the cause is.
An idea came to me today, one which I believe makes it possible for scouts to have a passive mine detection buff (without research) and apply the Unstoppable Phase Jump buff (with research) in a single passive ability. I'll slap the ability together for you if you're interested.
I had that happen a few versions ago (early Rebellion version) while playing (IIRC) as Advent Loyalists, mid-game. I'm just trying out the latest E4X to see what happens. Seemed to come out of nowhere - one minute the everything is fairly smooth, next there's a 10sec freeze, 1sec refresh, 10sec freeze etc, etc.
What faction were you playing as and what hero units did you have?
BTW: Nice intro music - very mellow.
Thats about the size of it aye. I was TEC Rebels in both cases, had all 6 capital types, titan and around 30 Kodiaks, 60 Cobalts, 35 LRMs, 30 flak frigs and 15 light carriers with a bunch of Hoshinkos and command cruisers. Enemy was Advent, can't recall wether loyalists or rebels, think it was loyalists as a level 10 titan took a Kol into half armour in fairly quick time.
Don't think it was a case of too many units as i've had giant clusterfuck of fleets before atleast twice that size fight and die and had no issue. Wonder if it had something to do with the Rebellion capital though as normally I don't deploy them, unsure though, might be something else.
Stuff like that is almost always your processor being maxed out. It could be caused by something in the mod but I find it happens to me sooner or later even in Vanilla Sins. Feel free to send me a save and I'll see if their is a bad ability stacking infinitely or something, but when I checked other players before most of the entities were not from the mod.
Thanks, I figured something more space feeling would be more appropriate. It's Jaja - Revelation. It's from a free album if you want it.
Cheers! I find mellow music during game setup more appealing - you're less likely to rush the game options if it's too up-beat.
FWIW: I've just finished that game as Advent Loyalists and found no problems - in fact it was one of the more enjoyable Rebellion games I've had for a while, keep up the good work.
Did ever get round to looking at faction specific heroes?
Awesome.
Well, they're still on my wish list, but at this rate I think it seems likely they'll be delayed for quite a while. I have some big plans to announce next month, and until those are coming along I probably won't be able to add them.
I too am having problems with the game freezing on me, particularly in the later stages of longer games. Before I just chalked it up to limitations of my processor (Intel i5) but I'm beginning to think its something to do with the mod now. I've turned down my graphics settings to the lowest (looks terrible now ) and I still get game freezes. Also, this didn't happen NEARLY as much in vanilla rebellion or with other mods that included major graphics changes (ie. Bailknights mod or DS). Ive been playing with small ship fleet sizes on I'd say large maps with no more than 6 other players and it still crashes after a couple hours. Its beginning to look like I'll never be able to finish a game now before it freezes up
By all means, send me a save game. But yeah, graphics probably won't help with the CPU. If you're running integrated graphics things like shadows might.
New news on Moddb about the plan for the next version of E4X and mod of the year voting. Also more screenshots of E4X 1.49.
https://forums.sinsofasolarempire.com/438126
^coming from there
Here is the save game (hope it works) http://www.speedshare.org/download.php?id=035838CA1
I am orange TL and my brother is Yellow AR (host), the unfair AI is pink AL.
I don't know how this will turn out with what an AI on my place will do but the issue occours whenever we jump the unfair AI's adjacent desert planet (with the artifact novalith), once each ship is involved in the fight and his titan starts to flee.
We tried to alter what happens from where the save game starts, but eventually we ended up in other situations that caused the same issue sooner or later.
What basically happens is the fps drops continuously to 0. After the freeze we get a few additional frames but then it freezes again for good. Sound is there, but interface or the battlefield won't react. Only way to get out of the game is reset PC. This has NEVER happened without the mod, even in way larger battles (not to mention we switched to small fleetsize + your changes to squads and tradeships).
While you're at it (here's my order ) you could check the statistics for my brother's eco, which is so friggin strong considering how many planets we have each and that I have a twinfortress tradeport on each of mine.
I have that feeling it is one of the TL heros. I don't know which, but there is one with a fleet buff with literally no ship and no real range limit. The animation is a blueish cloud/smoke areound each ship and it is always displayed nomatter the zoomdistance.
EDIT: On second thought it is probably something with AL. Hope you find the problem, waiting for your mod to work kind of stalled SINS for us. We will, however, try to find the exact source ourselves this weekend.
This is exactly what happens to me every game as well. I couldn't narrow it down to whats causing it on my end either.
1.37 Version Diplomacy? and can this mod be used for the Maelstrom Exspansion?
I can't get it to work. If I try to extract the files or read a file it says it couldn't find the file.
I haven't actually tried it but I'm told 1.37 was a small patch, so it should work. I'm afraid it won't work with Maelstrom, that mod is so big I doubt anything but music replacement or graphics mods would work with it.
Is this for Rebellion or Diplomacy? For Rebellion, you get an almost 100MB .zip file from the download. Put that in your Mods-Rebellion v1.1 folder then extract the .zip file.
Hey all, I've released an updated minimod package for Rebellion users, including one that disable superweapons and resets titan levels on being built. More information here.
sad really the new races in that mod would work so well with the new researchable stuff...... cause i have it running with maelstrom but was wondering if there was an issue =/ now i have to try it without maybe idk lol
Thanks, that worked... But now I enable the mod and get a mod count of 0
Edit: Fixed it. Stupid winzip put the mod files in a folder in another folder
As someone who likes to play the game on huge maps and with max enemies, is there any chance you could do a "minimod" with raised costs for research (maybe even with additional levels?), that way money will play a bigger factor than it currently does when I play.
That's on my to do list. I'm thinking of doubling the research levels of every tech that gives a +% bonus or something like that. Though there are a couple like phase missiles that do not need any more levels.
Can't wait
Will there be an optional version with increased prices? I mean low prices are fine for the first tier of research, but tier 8 shouldn't be obtainable after just 20-30 minutes of game time.
So Ive been trying to make my own mini mod for my own personal use (hope you're ok with that) with the DS Mod as the base and then adding in some of the changes/improvements you've come up with to it. Since for some reason the version of E4X I have always seems to be crashing as well as there's are many more files in DS that I'd have to modify and transfer over if I used yours as the base, I figured it would be easier to use the DS mod as the base (hope you're ok with that too ). But I've come across a few problems my limited modding skills are not experienced in.
First off, the artifacts research screen is not working correctly. I was able to transfer over the string info and the entity files, but they aren't showing up on the research screen at all now, or rather none of the artwork is. It looks like the research screen has been adjusted to allow for them to be present, but even though none of the artwork is present I'm still able to see the benefits (and I assume the changes/bonuses have been applied to my empire) when I hover over where their icons/artwork should be. What files do I need to transfer over or modify to allow for the new artifacts to be incorporated?
Second, what files do I need to change to allow for the new envoy features?
Third, like the envoy, what do I need to change to allow the mines in my mod to behave like those in yours?
Sorry for the delayed replies, as you may have noticed I've been having technical difficulties with the Sins forum.
There's two main things I'm concerned about. 1, that races like the Advent that have a lot of extra prerequisites for ships like the guardian or the deliverance engine would be hit extra hard by making research harder to get rather than just adding more of it. The second is that many techs are already of dubious value as it is, increasing the price more would make them near useless.
If I wanted to make research harder to get, I think it would be more effective to increase the amount of labs required for each tier or make the labs more expensive (after all, a tier 8 tech with no prerequisites could still be gotten in a half hour even if I doubled the price).
Sure as long as it's just for yourself, but obviously I can't promise any support with that.
If it's still the lag problem, I've been looking at it but as far as I can tell it's not any one thing from the saves people sent me, and quite honestly I get similar lag on equally large maps in Vanilla anything. If it's crashing, that I'd like to know more about because that shouldn't be happening (well there maybe one crash bug but I've been unable to track it down).
Yeah, I had to replace every artifact icon and redo the entire window to increase it to twenty. I'm not sure how that would transfer, but you have textures, brush and window files you'll need to track down as well as the entities and string entries you got.
Well, just the embassies only need the embassy entities and the entities for the abilities to create them I think (oh, and the research for the AI to use them correctly). However, I made a bunch of minor changes to things like the gameplay.constants file and quite honestly I'm not sure what else. So you might notice some differences like the embassies giving more relationship points.
The mine abilities and each planet entity file I'm afraid (you'd be best just changing the maximum mines line in each DS planet individually).
An Akkan Battlecruiser being fitted with an upgrade at a capitalship factory. Upgrades usually cost resources and require some time during which both the ship and factory will be unable to do anything, but they can add improved stats or entirely new capabilities to your favorite capitalships and titans. Ship upgrading will be present in E4X 1.5, hopefully to be released in the next week or two at most.
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