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.
For Wormholes you can do several things. You can do a capture the flag style structure that is invurnable and unscuttable and give off some passive ability or a combanation. Or have sveral flavors like one can heal ships faster than a repair platfrm or it repels culture or it gives trade income exclusivley or a combination.
Or a structure that allows u to build expermental ships while u control it. Or experimental capital ship from an unknown time.
Thanks for replying, but, no luck. Would you like me up upload a save or two?
For wormhole, what about a captureable structure like the Kostura Cannon? Description: This ancient structure can utilize the wormhole next to it, and will instantly create a phase lane for your empire between this gravity well and another one you would like in the galaxy for some time.
Or a captureable structure harvesting energy from the nearby space distortions, that can be used for almost everything?
Maybe a structure preventing enemies from using the wormhole as an exit, they could still leave through the hole, but not exiting straight in the middle of your empire with harassing fleets to attack worlds undefended next to it. But would it be even possible? I think not :/
Indeed, so I guess the question might be what would fit best with a wormhole? I guess a trade port might be interesting, save you from needing to build starbases to extend your trade lanes, and stable wormholes would be ideal for trade.
Actually I have random ancient structures that do exactly those things (while not from space distortions for the energy harvester, but it would have a similar effect). I guess I could give them a chance to spawn at wormholes if nothing else.
I could do this, basically just have it act as a phase jump inhibitor that blocks hyperspace completely. The problem is it would have to be a captureable structures so if you just bring a colony ship with you, you can just capture it to stop it. And completely preventing hyperspace completely might cause some AI issues.
Feel free, I do like to look at large late game Saves, but keep in mind a certain amount of lag might be inevitable. If you think it is something like EmperorJarin is running into though it may indeed be very helpful.
I'm curious, would it be possible to add a Refinery type of ability to a starbase? The TEC starbase would be the obvious choice for which race would get it, but I'm wondering if thats even possible with the coding and all.
I don't think you could do a "Refinery" per say, but you could have it generate resources or work like the Advent's resource focus if you have a spare ability slot on the starbase.
That could be an interesting ability for the Vasari starbase to have, either combined with or instead of their current econ bonus. Extra tax income kinda pales in comparison to the trade/allegiance bonuses that TEC and Advent, respectively, get from their starbases. Maybe rename it to something like "nanomolecular resource generator," make something up about solar flares, and there you go.
Hhhm, you would need an awful lot of E to get a useful amount of m. However how about granting generated resources from the Okulus' regen vortex? It would only give you resources when hostile ships were destroyed, but you may be lucky in having an enemy's trade route run through your turf. The bonus could be unlocked by research and wouldn't require an extra ability slot on the starbase.
Yeah, colony pods is pretty bad, but then the Orky is already extremely good. I'll probably do something to help this and lots of other underused techs eventually, but typically I do those things just when I feel like doing something but don't want to start something complicated.
Supreme Commander gets away with the concept, and I think Sins' technology level is pretty close to it.
Had an idea regarding the structures that spawn heroes on the starting planets.
Late game, upon conquering an initial home planet, they remain uncapturable and more or less just a piece of space junk for whoever owns the planet. My suggestion is this; Make them capturable and offer a unique ship.
Add two cross faction ships the list of spawned heroes. What do I mean by this? Ok bit complicated but heres how the logic plays in my mind.
Have the race that owns it at the start of the game, example would be access the TEC/TEC Subfaction research found in diplomacy tab if I recall. Once that research is done, they will have free access to two initial heroes, as if I recall correctly, only four abilities can be used per a ship or structure (meaning on the the existing ships would have to bite the dust). Add two more bits of research to the tree that requires one of the opposing factions structure in order for the ability to spawn the cross faction ships activates, similiar to the way the nuetral structures added like the Fortress Constructor require the Fortress artifact.
So, say TEC capture a Temple of the Unity or Sanctum of the Unity (can't remember it's exact name) and has this piece of research done, upon capturing it has the ability to spawn a cross faction Carrier of some sort, a mix of good shields and armour (but not OP ofc) with a decent fighter bay, basicly a cross of both the Sova and the Advent Carrier. This would mean that conquering an enemies home planet can yield a fantastic reward for the war of attrition you've no doubt gone through in order to get there.
I think there may even be models available for just this concept, I recall a mod that added cross faction ships ages ago so if the authors still around, i'm sure he wouldn't mind lending the assets if asked.
Thoughts?
I'm quite sure it is. Sorry it took awhile to get back to you, but here's a link to one of the saves.
https://www.dropbox.com/s/i7iuuige89rr245/AL%20FFA%204.savereb
Just jump to the fleet with the Coronata Titan, the battle's already started. Within a minute or so, you should see the problem.
Thanks!
Huh, so yours involves a Coronata too. This might indeed be helpful, thanks.
The issue with making them captureable is that the "Locks" that keep you from having more than one of each Hero are placed on the spawning structure. So if a TEC player defeated another TEC and captured their Navy HQ, that player could spawn 2 Admiral Kols or whatever.
The other option would be to make them destructible with a ton of health, as Maelstrom does, but as I see it Heroes are just a part of your faction, and wouldn't really care if you still controlled your original home world or not. If I could I would have them summoned by some sort of global ability like C&C Generals but Sins doesn't have that. Abilities need to be on something physically in the game world. So making a piece of invulnerable space junk was basically my answer to that problem.
There is also the problem that the Command Centers have only 1 spare ability left, so there isn't enough room to have hybrids for all races.
Yes, I have thought of switching some of the Hero models to use those ships, thanks for reminding me to bug people and get the models.
See, this is why this is one of my favourite mods, you take the time to reply and I actually learn more about the mechanics of the game.
An fair enough on the whole Navy HQ thing, I completely failed to notice the chance of duplicate heroes, theres no real way around that. Can't wait for new models by way, hoping Kol has something funky to go with his fame hehe.
Thanks, sorry my answers haven't been that positive for you so far.
Aw, I like his missile equipped Celio. Besides if I give him a new cap model someone else is going to need to get a cruiser. And I don't think Aurelion or Deyrenov will appreciate that very much, even if Kol outranks them.
Couldn't you tie something into the losing condition or something that would occur on losing the planet? maybe make the planet project it's invulnerability(though I can't really wrap my head around how that would work for just the HQs) Maybe replace the "flagship" the game places with something of a large command ship that calls in the heros that, at the very least, can run from overwhelming assaults, just make it's abilities the summoner ones and give it about 10khp and some slow moving engines, maybe jack the size up about 1.25 of a normal capitalship etc.
side note: Also, if you tied it unto the Flagship condition set by the game, people could choose to have the heros on or off this way if they want to try all the other features out without the heros popping up mid way through the research tree.
I could do this, but I don't think anyone has really complained that they do not want heroes at all. Besides, I rather like flagship victory as it is, and who knows, I may find a better use for it than just a de facto game option for heroes.
Also for those that do not check the moddb, here's a teaser image of what is going to be in the next version. It's a model by SZ0.
but what is it for?
I'm not saying it's aliens, but it's ancient aliens.
Very nice...
Have you thought about adding Black Holes and Moons in the game?
DS has Black holes in the game. Never seen it spawned, but I had one in a custom map. Funny watching ships being pulled to their doom and they are fighting to get clear and slowly the explosions go off and you see fires and finally the big boom. Very, very nice....
Decided to have a play with the Galaxy Forge thing that came with the mod. I've never really done a Sins map, nearest thing is probally the old FA2 for the old Red Alert 2. None the less, gave it a shot so here it is;
http://www.mediafire.com/?8xssocku3ypict7
6 players, not entirely complete but outlines there, if you think you have a use for it in the mod, i'd be happy to polish it off and maybe come up with some more maps. I mainly did it as only time you really see many the new planets is on random so opted to showcase them in a semi balanced enviroment. It's simple yet fun, needs more core planets I think though.
Is there anyways to increase the amount of missions AI players can offer the human player? I just noticed that once I agree to a trade mission or ceasefire with a player the amount of missions they offer severely drops off. Come to think of it, I think all the AI players stop offering missions after a short while. Is there a mod out there that modifies the AI into offering more missions that you know of (thats still compatible with your mod of course)?
Oh btw, I've been running the sins optimization mod like you suggested along with the your mod and Ive noticed a level of improvement in preventing fps slowing to zero. Still get a few complete freezes though, but at least the games last a little longer.
I just updated to 1.5, I'm really loving it. The ship upgrades are really interesting.
I feel culture centers could use a bit of love (did you add the "Wail of the sacrificed" population-bomb Advent ability? If so, kudos, it's a really interesting and well-thought out ability), say psudo-espionage or propaganda.
In addition to the base itself, what about making pirates have a chance at resurgence? Perhaps you could add a buff so that, upon the base's destruction/fall, there'd be a chance of raiders spawning in the grav. well to try and reclaim it.
Another thing: pirates are mainly about raiding, right? Why not have them spawn separately along trade lanes?
So, what if you put a passive on all trade/refinery ships, that places a buff on grav. wells they pass through. The buff would then (based on conditions and stuff, like a bigger one for neutral/uncolonizable) have a chance to spawn temporary "pirate" raiders.
You could even have a research "upgrade" "anti-piracy measures" that would reduce the spawn chance or something.
I tried something similar with "sabotage" with factories and extractors; I gave them a passive "sabotage" ability that, every 2 minutes or so, would have a 1% chance to deal moderate AoE damage and/or disable the structurealled "sabotage."
I thought that the culture centers seemed like good buildings to use for "espionage" type stuff; in the prioer case I added the ability to stack the debuff on enemy planets in the same solar system (there's a constraint for the target planet being in the same system rather than just explored; I figured it was better to limit it to same-system for balance/gameplay reasons).
Plus a couple research topics to reduce the sabotage chance/recurrence, and a few unrelated abilities (propaganda- sort of like a weaker in-system Deliverance) and combat buffs, battle meditation, e.g. "Extra Comm Channels" or "Battle Meditation" IIRC Rebellion added new conditions/ability modifiers (for the new cap ships' stacking abilities) that could check for specific buffs/debuffs.
Maybe they could even spawn rebels in a gravity well (would cost money, perhaps?) to cause additional problems.
I almost always get at least one weapon, hangar or toughness upgrade whenever I build a star-base (unless it's way late game and I'm just building trade stations or planning for a backstab invasion a la WWII) as a matter of course. I dunno, I just feel that it needs at least one of the upgrades to hold its weight in a major assault; hence one of the first changes I modded was to increase the base hangar capacity and subsequent upgrades, so I wouldn't have to build a hangar for a SC garrison.
Maybe increasing the upgrades to 9 or ten, or (pipe dream) adding additional weapons i.e. point defense or otherwise making them a bit better out of the box and/or a bit tougher at full upgrade capacity.
It's not that big of an issue, though. 8 is enough to cover most of what's needed; there are times that I feel pinched between a planet's logistical or tactical slots and a hangar/trade upgrade, but then again that's how it should be.
I trust your numbers a hell of a lot more than anything I'd do.
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