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 tried it and couldn't get it to work.
I couldn't raise my relationship with the AI high enough to even get a cease fire, let alone a peace treaty. This is important as the relationship requirements are 2-way now and without the ability to raise relationships on the Envoy I was basically dead in the water from a diplomatic standpoint.
Now... I could raise the AI's relationship with me plenty high enough by completing missions or donating resources, but that doesn't affect the reverse relationship points needed.
So basically, I couldn't tell if I liked the Embassies or not.
GoaFan, you may consider buffing those 3 tiers of diplomatic techs some more...IIRC I think you buffed the selfRelationshipBonus a little but maybe giving it a substantial boost will help (like, something on the order of a total bonus of 5 instead of 2)....
So far I like the embassies. I have a 4 player testbed map that I like to use when trying out mods and for changing and testing abilities. Basically it is set up so that each player area has eight planets (plus a colonizable asteroid as the choke point) linked to 2 other players by an outer asteroid belt. On my current game, I have a single AI ally and we both have one embassy at each of our planets. However, even with an embassy at nine planets per player we haven't got a chance to offer each other the last two pacts. I'll let the game go longer but it's looking like you do need to buff the diplomatic techs some more. Here's my testbed map (I have 2 of each planet in case I am running a mod with custom planets): http://www.mediafire.com/download.php?qqsv5dd6uocwdk9
IMO, I really like the embassies and would keep them in the game. I also really like your culture changes and trade/refinery changes. I also like the random encounters. I wish they all had been in the original game.
Probably the last balance change I would make would be to change the Advent's Domina so that it's repair ability actually auto-casts. Or even better (since it is a higher level research than the TEC or Vasari support cruiser repair abilities), I would either give it an area of effect cast like some of the capital ship repair abilities or make it a passive always on ability that doesn't cost antimatter and slowly and continuously repairs every ship in range. The ability in its current form requires excessive micromanagement and it too high of a research level compared to the other races.
Other than that the only other thing I would like to see is for you to merge your mod with one of the planet mods that are out there (with the mod maker's permission, of course).
I regularly pursue a diplomatic line with at least one or two AIs and although I believe your mod has made doing so slightly more cohesive, I would concur that in order for a diplomatic victory to be worthwhile over a military one in most cases, you could stand to go a bit further with it.
I'll admit I didn't do much testing with nonpreset teams. I've never had to use envoys to get a ceasefire so I assumed others wouldn't either... . However if that assumption is incorrect than yes I will need to do something about that.
That said, if the AI's relationship was the problem, then wouldn't you be needing the AI to send you envoys, not vice versa?
That would be the most elegant way to fix it. However I'm a little worried that it may make getting ceasefires with all the AI player to easy. I need to double check this but I don't think we can mod the negative relationship modifiers for diplomatic actions anymore.
Well that really falls more under Seleuceia's balance mod a bit more than mine. This is more focused on reworking the mechanics of noncombat elements. That said, I have been meaning to raid his mod for the ability changes, as he's taken a few ideas from this mod, so there is a good chance you'll that in the future.
I was taking with AxelDude about that actually, he's released several really good planet textures to the community and sounds like he intends to release his own mod eventually. If that doesn't work out then at the least I should be able to make a version of Sins Plus that works with this.
Are you talking about the actual diplomatic victory condition or making Diplomacy just as worthwhile as pursuing as military? I'm hesitant to do much with the diplomatic victory has its supposed to be completely overhauled in Rebellion, and I'm not sure I could do much with it if I wanted to. As for the later yes, this is just the first step. The big thing with the embassies was to allow players to pursue diplomacy without reducing their fleet sizes, which to me was the big issue with the Vanilla diplomacy. If that was successful then I can move on to the more subtle issues.
I was thinking about that afterwards too scratching my head about how in the hell you get the AI to buddy up with you in a FFA with the current system. I couldn't get any of them to go above 1.5 as such never even reached a cease fire. I may have jumped the gun on the envoy as the issue though... I tend to play locked teams so it was very frustrating.
In either case not being able to drop an embassy for a "Friendly" player (cease fire) seemed a bit odd to me.
I just tested it with Advent and I was able to place an embassy for players I only had a ceasefire with (which is intended). Likewise that player soon built embassies on my planets.
Getting an AI to that ceasefire point can indeed be frustrating (the mod doesn't do anything to fix this), but if you research all the diplomatic modifier techs, fight one of your neighbors and get the trade agreement up you should be able to hit the 3.5 relations necessary for a cease fire with at least one player in a FFA eventually.
IIRC I think you're right...apparently the game doesn't use those lines in the gameplay file anymore, or something like that...
I haven't released anything regarding support ship abilities, though I have worked with the cielo's embolden and the domina's abilities to help buff them...if you become interested in those changes before they are released let me know and I'll share what I have...
Thanks, I'll admit I'm being a bit lazy and was assuming the flavor text when I tried to create an embassy meant I needed them to be a full Ally. I'll try another game and see how it goes.
I'm just reminded why I play locked teams...
Your welcome to raid my "fixed" abilities for the Domina and a couple others that fall into the Single target synchronized abilities. My fixes just make the abilities work as originally intended without any other balance changes.
AbilitySuppressionAbilityDesignateTargetAbilityDisableImmuneAbilityTransferAntiMatter
Well I guess I just remember testing the capitalship abilities... but yes I'd be interested in anyone's fix for them.
Yeah it seems the only difference between a peace treaty and cease fire is that it takes several minutes to break a peace treaty while a cease fire can be broken instantly. Otherwise they are treated pretty much the same.
Feel free to test on locked teams, you won't be missing out on anything.
Awesome. Where those supposed to have links or are they apart of your mod?
Those were just the abilities I modified in my mod.
Here's a link you can look at for just those pieces (http://dl.dropbox.com/u/5790092/Temp/ability.7z)
I never have any trouble getting a cease fire. Research as many diplomatic bonuses as you can. Then of the AIs involved in your FFA, choose one which is the same race as you and carry out all of their missions as soon as they crop up. Reject any missions which would have you attack that AI; keep your border with them to a minimum and refrain from attacking them wherever possible. It shouldn't be too long before they offer you a cease fire.
I'm not sure what impact culture/propaganda would have on all that, if any. It seems like it probably should help you along but it's possible it might do the opposite too, in a real world sense.
I feel like maybe an alternative way of garnering pre-cease fire diplomatic support among your would-be allies might be interesting, although it's difficult to say what. Perhaps an espionage or protection racket line.
Oh I see, I usually think of the abilities by their string name not file name, so that threw me off. Thanks for putting it up though.
I agree, and maybe even a way to get a ceasefire with your former enemies should you get another common foe (an alliance of convenience in other words). Sadly there isn't many features I can use to bring this about but I'll see what can be done.
We found a small bug in designate target in case anyone downloaded those.
Here's my changelog of all the balance changes so far. Much of it comes from Project Equilibrium (although an older version I happened to have as Seleuceia seems to be testing very specific parts of it ATM) and ZombieRus came up with the method of getting channeling abilities' autocasts to work correctly.
- Many adjustments to ship abilities, most are just stat changes, but new effects are listed below. * Gauss Rail Gun - Now slows target's rate of fire by 33%. * Adaptive Force Field - Now a passive ability with slightly reduced effects. * Shield Restore - The Dunov can now use this ability to heal itself. * Magnetize - Now has no target cap but will stop after a certain number of strikecraft are destroyed. * Incendiary Shells - Now slightly reduces the armor of the target ship. * Animosity - Now gives the Radiance a damage reduction bonus for its duration. * Clairvoyance - Increases the damage the targeted planet takes from bombardment (doesn't appear on infocard). * Guidance - Now reduces antimatter costs as well are cooldown times. * Martyrdom - Now correctly stacks damage from multiple seeker vessels using the ability at the same time. - Fixed the autotargeting on the channeling abilities designate target, suppression, perseverance, and transfer antimatter. - Made significant adjustments to the rarely used race specific tactical structures. * Shield Generator - Now has shields to make it much harder to destroy, in addition to a big buff to its main ability. * Antimatter Recharger - Now has a secondary passive ability that increase antimatter regeneration rates around it. * Nanoweapons Jammer - Increased the target count from 5 to 25-35, making it far better against large fleets. - Vasari repair platform now gives a +1 armor bonus for the duration of the repair.
^Keep these tweaks handy for when we gain access to the Rebellion beta.
Argh--more re-doing...argh.
That's why I'm in no rush...maybe Harpo will come up with some magic...
Harpo will save usss...yesssss.
or...
Zombie will accept the truth that, "with great power comes great responsibility" and make a windows executable with a simple gui and automatic update for Eclipse.
It's what Sheldon would want.
GoaFan77™, hand making mods in notepad since 2005.
Notepad for you too, eh? And here I thought I was the only one...though admittedly I do use some C++ programs I wrote to "speed things up"...you won't see me manually changing the cost of 100+ technology entity files....
Yeah I made one or two python programs, though that's a good idea to automate the technology costs. I did use a couple of harpos programs, like his manifest maker, but it seems to want to add nonexistant files on me since v1.3 so I now only use it for generating it from scratch.
And the definition of insanity is? Ding, Ding, Ding!
Hey, don't be hatin' just because SotF has the mass manufactured eclipse aftertaste to it!
Even though I intend to install it someday in the near future.
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