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.
Hey GoaFan77, I noticed that the Vasari VCC faction only has half the capital ships available than the other factions when using the "Double Fleet Supply and Capitalships" mini-mod.
Hmm, I just double checked the files and they look alright. Are you sure you have the minimod above the E4X main mod in your mod order? All minimods must be above the main mod.
Yeah, and all the other factions have 32 capital ships, while the VCC only has 16.
Hmm, well I just tried both Vasari factions and they both had their caps properly doubled. Can I get your entire mod order and checksum?
1: Double Fleet Supply and Capitalships2: No Superweapons3: Expanded Research4: Faster Combat5: Main modChecksum is 151965946The whole capital ship supply limit is not really that big a deal since I rarely play as Vasari, but I just noticed the lower limit while playing the newest version of the mod, which is awesome, by the way
So minor complaint about the advent capital ships. This was a very large fleet battle between them and me. I had 28-30 capital ships, my lvl 10 titan, and a fully upgraded starbase. They came in through the black hole and just demolished my fleet. I maybe got 1-2 of their capital ships, but the damage retaliation buff/skill they had varied between 40% and over 200%. So any damage I did just destroyed my own ships. More importantly the game would always freeze up after their fleet engaged me. I tried numerous scenarios like attacking them before they reached this spot, or letting them just attack the starbase, but the game will always freeze. Obviously I've tried lowering all my graphical settings and such. Any pointers?
Really... on fights on that scale you just have to deal with the inevitable lag. There really is no fix to that.
As for Advent Capital Ships, they excel in synergy with each other. If there is a large group at decent enough levels. They practically make up an unstoppable battleball if the player knows what they're doing.
You're best bet is to rush them before they can get that battleball rolling. It makes it really hard for a TEC player to fight that. Vasari though excel against Advent the majority of the time.
Man if I was you I would have put a Red Button and clicked it as soon as they came in.
Well I tried it with your mod order and the VCC still had doubled capitalships. However my checksum wasn't quite the same as yours, so its hard to say but it might just be a mildly corrupted download.
There are two different Advent abilities that can grant that buff. One is the Rapture battlecruiser's retaliation ability from Vanilla, which I think maxes out at something like 200. It only targets one allied ship I believe though, so just don't attack anything with that high damage retaliation and it should wear off. The other is the Hero Anima Kreia's passive ability which will grant up to 45% damage retaliation to nearby ships, which while it can't be prevented isn't a huge deal, you'll just want some decent healing support.
Might you be playing with the Expanded Research minimod. It seems to be fully teched up Advent shield mitigation values can reach into near unkillable levels, at least without phase missiles (I've heard 96% or so). I will be adjusting some of the Advent shield mitigation techs just in that minimod to try and prevent that from happening, 1.6 was the first version of E4X that minimod has been available for, so there was always bound to me some balance issues like that.
Well first of all, when using the Doubled fleet and capitalships minimod it is provided as is for those that want it, I cannot guarantee that fleet sizes that large will be playable. That said your choice of the world "Freeze" interests me. Do you mean that the game is just generally lagging very bad or everything actually freezes for a while, not moving at all, then returns back to the normal frame rate. I have heard some cases of the later phenomenon, and I experienced it myself when someone sent me their save, but I was never able to figure out the cause. If this is the case, would you mind telling me your exact mod order, checksum, and send the save file to me?
MD5 hashes dont match on the main 1.6 download. ive tried 2 times.
The hash of the file (4ex 1.6) that is on my computer is C136EAFBFE7E3EFCAB599705BB14AC85
The Hash listed on the MODDB download page is 95d25ecc87cc0cf9ba46dcd16fe5f042
few quick questions for some reason the Vicious ai fought like it was set on easy...
is this because i played on locked teams? I dont like diplomacy unless its with human players.
was it because i turned on the no super-weapons mod in the middle of the match?
or maybe because the files are corrupted? (wrong hash?)
FYI, i play on all settings FAST, Locked teams, and just the normal fight till their dead victory option, on medium large fiefdoms.
I have heard reports that the Gamefront mirror and the Moddb mirrors are somehow providing 1.6/1.601 respectively, so that maybe the reason if it sent you to the Gamefront mirror.
Possibly? Honestly us modders do not have a lot of control over the AI, but its possible the AI was in the middle of saving up resources for superweapons, and then switching on the No Superweapons minimod prevented it from ever building them causing it to never attempt anything else.
I usually play with locked teams too, so I doubt its the problem.
I keep getting dumps about an hour into every game Not sure how to upload the sins dump suggestions?
Sadly the dump files can only be used by the devs. If there is no obvious game event that caused it, try reducing your graphics settings, you're probably hitting the Sins RAM limit.
Does the new beta address this ram limitations?
For Sins? Probably not, I haven't really stress tested it yet though. Maybe if it optimizes some stuff under the code it would, but it just seems like they made the shaders better. If you're getting RAM related crashes reducing the texture quality settings or using the Sins Optimization Project are likely to remain the main solutions.
Ever since I installed this mod, my navigators capture resource asteroid ability doesn't even work most of the time. They waste their anti-matter and nothing happens. Also they won't even bother to automatically capture themselves even with auto-cast on. Is this a common bug?
There are two common causes of this.
1. Like the colony frigates' capture ability (which can capture all sorts of targets, not just resource extractors), capturing resource extractors now takes time. If you give them another order before the capture is complete, yes the ability will fail to do anything and just waste antimatter. Try giving the capture order just once and do not give them any other orders until the capture is complete.
2. If you are running any other mods besides E4X, a bad mod order has been know to cause issues with the capturing system.
Very good mod for diplo, I just test it on rebelion and I find one bug on the tech tree for all 3 race and all/reb.
- Pressurized evangelism : not working any more with giant gaz and perhaps other
I tried many map with giant gaz planet and whenever the planet "said" that : i have must have the good tech ( don't remember the good sentence ):it's uncolonisable.
the giant gaz stay locked even if i have pressurised evangelism.
Sorry for my bad english.
There are actually two types of gas giant in Enhanced 4X. "Gas Giant" and "Ice Giant" planets can never be colonized, just like the Gas Giants in normal Sins (Sorry that the text is confusing). Only gas giants with the name "Colonizeable Gas Giant" can be colonized after researching Pressurized Evangelism, along with Greenhouse planets if you have the Forbidden Worlds DLC.
In the next version I changed the name of normal gas giants to "Uncolonizeable Gas Giant" so that it will be clear that you cannot colonize them.
Your English is very understandable. I hope my reply is clear.
bump
Does this work for the beta?
You can try. You can just revert back to 1.52 if it doesn't.
I really have no idea. I haven't bothered to try the beta with mods, but the changes seem kind of small so it might still work.
Hey. First of all: Great mod, had lots of fun with it already.
Ive encountered some weird things though. In both games i played the amount of credits of one of the AI's went through the roof. He spent all of it on the black market:
Edit: Playing on 1.52
Did the AI happen to have a Hydrocarbon planet? In the original E4X 1.6 there was a bug where those planets give way too much income with trade specialization. Some of the moddb links apparently still go to the old version and not the patched version, so try manually getting the hotfix and see if that helps.
Oh yeah, that must be it. AI does have a hydrocarbon planet and the Gamefront link, where i got it from, says date added: 6-29-2013.
Thanks
I have had the exact same problem. Game freezes up completely. It's not something like you have with a big fleet, it's only a rather small fleet.
I happened to leave the game in windows mode and went to sleep. When i got back 5 hours later, it was running again snoothly. The battle was over of course, no errors or anything.
I have no idea what causes it, but it must be a mixed fleet. I'll see if i can make some SS and post em here. Maybe if i'm lucky i can pause the game and tell what the fleet is compased of....
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