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.
Seems like you need to lower your settings even more then. As a reference i play with all details set to high and bumps/extras set to medium and E4X never crashes on me on vast 5 vs. 5.
I like the big maps as well let me try a high / med setting and see what happens!
No crash that time, so High / Med settings worked like a charm. Now to sleep off the turkey, o7
Love the mod, thank you for creating it! I have also found that by enabling Large Address Aware for the .exe I was able to get rid of crashes in higher quality settings.
Does the DLC social/industrial buttons have any effect in this mod?
Awesome!
Nice, I really need to try that myself...
If you have the Forbidden Worlds DLC pretty much all the colonizeable planets should have specialization available.
How do you enable large address aware??? Anyway the mod can incorporate it?
Not by default, the devs have looked into applying it to the base game but said it would cause instability on some PCs. I've heard quite a few people say it makes a real difference (especially if you have 6+ GB of RAM), but it is a try at your own risk kind of thing.
Sure thing I got plenty to spare, I dont mind trying it out how do I enable such thing?
Google search "laa 2.0.4"
The Galaxy Forge for E4X 1.7 has been released. It adds new icons for the DLC planets as well as the planet bonuses from the Forbidden Worlds DLC. With that, I think all of the usual E4X utilities are now officially updated.
Also, while I know this mod has no chance of competing with the "Halo/Star Wars/Star Trek/Star Gate/Battlestar Galactica/Mass Effect/Babylon 5" fanboys, if you feel so inclinded feel free to nominate this mod for mod of the year on Moddb when you pick it up.
If Maelstrom can make it, I don't see why E4X shouldn't. In fact, released Sins SW mods didn't even make the cut last year!
+1 Vote on moddb
Think the Rudra Annihilator Cannon should be toned down a bit.
Several times now I've had bad luck with AI getting 2-3 of these + the Kinetic Intensifier. This really crippled my economy and ability to move forward much. Had to spend money on improving the planets over and over after recapture. Tooltip says 4k dmg, but I wonder if that is increased by something. Planets with 6k health are instantly lost. Guess maybe TEC can survive with the shield, but the others are not so lucky. Not even the TEC super weapon do this much dmg?
Did they make it last year? That's cool. Maelstrom still has new races though, and is a bit older than this one.
Well, I'm glad some people are noticing the AI using them. It was a real pain to rework them for the AI to use them properly, I would have hated for all that work to go to nothing.
Yes, the damage is in fact increased by something. I don't remember the exact numbers but the Rudra Annihilator cannon also applies a debuff that increases all bombing damage the planet receives. For some reason Sins refuses to show this debuff on the infocards though (just like the TEC shield generator's bonus is invisible). I already reduced its damage once when I realized that it boosts the initial damage the cannon does as well as future attacks. I thought it should do just less than 6000 damage though, so a fully upgraded planet should survive the attack.
That said, the main counter to the Annihilator Cannon is the same as the Novalith. Build Starbases with Auxiliary Government or equivalent tech. With that in place you won't be able to lose the planet to bombardment or superweapons while the starbase is alive.
https://forums.sinsofasolarempire.com/448467/page/1/#3425217
Did anything happen with this goafan?
Yeah, it made it into the top 100. One of the few Sins mods to make it, 1 of the 2 released ones I think.
Well, not until you reminded me. Sinperium mentioned in another thread that he thought Myfist still had them, which lead to me digging around on his website, and I believe I've found it. Unfortunately he seems to have put all the game files into the gameinfo folder, but the fighter meshes and textures should still be useable.
E4X mini mod @Myfist requesting permission for goafan to use your hard work for our enjoyment
Well they are still Sinperium's models, so I should still have permissions for them. I haven't even seen them in game yet, but it looks like there are more here than I could even use actually. A few will probably end up in the main mod though.
Well they are still Sinperium's models, so I should still have permissions for them. I haven't even seen them in game yet, but it looks like there are more here than I could even use actually. A few will probably end up in the main mod though.[/quote]
I see well i wish I was more mod capable to try some of this myself, I did see this on ricks galaxy
From ordain
Mad scientist
* 5 strikecraft per race*
Arriving at my point is, did he find a way to make more strikecraft? Reading it more closely it gives light medium and heavy bimbers and then some others but it still found a way to give 5 types.
A faction can have any number of strikecraft, but only 4 types can be deployed from any given carrier. It looks like Sinperium's mod added several new carriers to hold all the strikecraft he was adding, but I'm not willing to go that far. I don't really want to encourage strikecraft too much for performance reasons.
I see, cool!
When running multiple mods how do I decide what goes first?
I have these
E4X doubled fleet supply
E4X resetting titan levels
E4x no superweapons
E4x Galaxy forge
E4x mod 1.701
Checksum
188308171
Follow the relative order shown in the picture on the download page.
That said, with the latest patch of minimods the order isn't as important anymore. The only hard rule now is that the main mod must be below any minimods.
Also the Galaxy Forge isn't a minimod, you don't have to enable it for the maps you make in it to work.
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