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 think I got that advent freeze bug before while playing as them as well, though its been a while since then so any info I have now would be outdated.
In other words I found a different bug though. If you save the game and then reload it while the Vasari anti-building nanites from the mine layer are deployed, the nanites become unable too attack even if you scuttle and redeploy them, only the mine layers leaving the planet and coming back then redeploying them let the nanites fire again.
Just something to look into I guess. Keep up the awesome work on the mod otherwise Goa.
*Edit* One other thing, is the first Vasari hero *the quickest one too unlock<The scientist I think>* suppose too have only 3 ability's?
As it has a extra point at level 10 and I'm not sure if its because you still coming up with/working on its ultimate ability or if one of its other ability's was suppose to go to level 4.
Also I noticed that the AI LOVES too focus fire the weaker heroes if its in their attack range. Not much of a problem with the TEC one because his range keeps him behind your front line so he gets shot less. but for the others they get shot down pretty fast if the AI sees them. Anyone else notice this or is it just me.
I'd like to know this too, as in vanilla rebellion diplomacy is kinda useless. it's like "accept or ACCEPT?"
Huh, I'll check about scuttling them and redeploying them thing, but I don't know why they wouldn't attack after reloading. I only used the "Can Only Attack Structures" thing the other antimodule units have and they seem fine.
Yeah, I did have an ultimate ability planned for him but I didn't like how it turned out, so I just decided to give him a 4th level of his main ability.
This is partly by design, I didn't want the early heroes to be too powerful (which is why they only command frigates), and yes this means late game you'll have to be very careful with them. As the Advent you might want to consider using a Radiance battleship to draw fire away if you find it to be a real problem. Or I've found just keeping your heroes on the edge of the battlefield until the main fleets have attacked each other makes it less likely that the AI will focus fire.
Know what exactly? Sadly its not really possible to overhaul the basics of how Diplomacy works. I would love to add a truly "Neutral" diplomacy setting that people start at by default for example, rather than everyone being at war at first. Basically I've just streamlined the existing system with things like Embassies making Diplomacy easier for human players while making it more rewarding as well.
ah, thanks anyway better than no change at all!
Ah that works I guess. So is that fix planned for the next update or was it supposed to be in the 1.6/601hotfix mod.
Because It only goes up to level 3 in my version. /1.601/
*New Update* OK I've been playing as the advent for a bit and yeah I ended up getting that stutter>freeze up bug.
So yeah something is defiantly broke with the advent somehow
I got it twice now.
Both games i couldn't finish playing due to hangup.
1 game i just waited and went to bed, in the morning everything was working fine again. The freezed battle was done. Unfortunately, the 2nd time it happened the game just froze and didn't continue anymore.
Both time, the fleet size wasn't big at all.
Alright here is an update, I have tried the following on the Beta,
Resetting Titan Levels - this should keep them being rewarded for losing titans
E4X Double fleet caps size I HAZ ALL THE CAP SHIPS
Bailknights mod - Why isnt this part of soase vanilla yet?
E4X - Research
1.5 hours in and wanted to share, big fights no lag and no crashes. *Note since the beta doesn't really effect the titan issue I don't think I will get a mini dump when a titan pops however it might since it is not for the beta. I could not wait longer to post.
I didnt try any other mods then the mentioned mods
Check sum
4168304
Map
Areolian Sector
Vasari Rebals
2v2v2v2v2
Unfair difficulty - Flagship Victory
no lag and no crashes is a great thing to know.
Actually that change was supposed to have been done a long time ago, but I forgot to change one line and it screwed it all up. It should be fixed in the next patch.
I'm sure it is, and I think its probably ability/combat related, but I haven't been able to figure out which unit is responsible.
Not sure if I told this to you yet, but the only Bailknight Rebellion port I've seen can cause problems with other mods (like this one) if its not on the bottom of your mod order. Which sadly cancels some of the graphics changes.
It all seems good for me, I have a game going decided to put it on the big screen and I think I am a day or two in and it appears to be great! Nothing better than blowing up a starbase on a 52" HDTV, well maybe a 60" HDTV
I did get a mini dump with a titan death so I disabled the titan reset mod I disagree with same level respawns for the titan.
Oh and I am not able to get my Vasari Starbase to phase jumped to any other system, is this a broken game mechanic?
I changed it up and added two more mods and took away the titan as stated before,
E4X Double fleet caps size Bailknights mod v2.2RE4X Research
Volumetric v2.0R
**E4X No superweapons** Confirmed works as intended as the limit for sws has exceeded or whatever it said! Now I can free up a point on my SB
You are aware of the change the Rebellion 1.5 patch requires phase nodes at both the planet the Starbase is at as well as its destination right? Let me know if you're sure you have phase nodes active at both planets and I'll double check that the mod doesn't accidentally screw it up.
Been playing some more and I found a small bug I think.
The Vasari destabilization protection tech seems to be broken, as I still lose 100% antimatter even with it, and the debuff listing on my ship's info cards stays the same as well.
Can someone else check and see if they have it as well?
Huh, the only thing I did with that tech was to make it available to both Vasari factions.
Unable to phase jump anywhere to include a system on mine with a phase node and no SB even if its one jump away connected with a phase line.
Well when I tested it, I noticed a very different issue. My Starbases could jump like normal ships just like before the 1.52 update. I'm not sure if that is in any way related to your problem but perhaps that will fix it in the next update.
And just FYI both your destination and the planet your starbase jumps from needs a phase node in Vanilla Rebellion now.
Interesting, the problem is the Vasaris counter to Sbs is an assault Sb, cannot assault it as the devs intended if a fully upgraded monster cannot jump over. I am sure you already came to that conclusion however. It makes it more interesting. caps+scouts(mines)+anti fighter support+reppers = Dead SB
Actually in this mod that is no longer the case, the Vasari minelayer now acts as a unique assault ship with research.
In other news I have been more busy with real life that I had planned, but I did manage to figure out how to let players abandon neutral structures, so you can get rid of superweapons you cannot use or transfer ancient structures to your friends if they have the needed artifact but you don't.
Started working on a cool little minimod this weekend. It adds a new tech to the Advent and TEC factions that allows them to reverse engineer a Vasari phase gate, allowing them to construct these buildings as well. Now the research is very expensive, requires 8 labs and is far more time consuming than other techs, and even once researched the copied phase gates themselves are much more expensive and use more tactical slots than the Vasari version, but on some maps being able to jump between any two planets is worth any price. Should be especially fun on large maps to even the playing field and to take money out of booming economies. If it ends up being popular I might include it by default.
Also finally getting around to adding the new DLC planet bonuses to the E4X planets.
Sweet. Briefly tried existing version and it CTD's so think new logic has definitely messed with something.
Will the mini mods work out of interest?
Yeah, but the new random event systems look like it will be an amazing addition for this mod to play with. This has to be one of the best DLCs they could have possible done.
Some of them might work, I know for a fact some of them won't. Doubled Fleet Supply and Faster Combat will probably work fine, even on Vanilla, I wouldn't be too confident about the rest.
COOL
Expanded Research also appears to be working, at the very least it is offering the extra research levels. Haven't paid enough attention yet to see if they are properly upgrading yet.
The Enhanced 4X Mod 1.7 has been released for Rebellion 1.80, and is fully compatible with the Stellar Phenomenon DLC. Get it while it's hot! Minimods and galaxy forge will be updated shortly.
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