GoaFan77 GoaFan77

[Mod] Enhanced 4X Mod (for Diplomacy 1.37, Rebellion 1.98, updated 12/20/23)

[Mod] Enhanced 4X Mod (for Diplomacy 1.37, Rebellion 1.98, updated 12/20/23)

Racial Abilities, Random Encounters, Heroes, Rebalanced Civic Mechanics and More!

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)

Enhanced 4X Mod

 

Latest Version

Enhanced 4X Mod 1.88

 

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.

Star Wars: Interregnum

 

3,136,279 views 1,119 replies
Reply #626 Top

Quoting Azuvic, reply 622
Have you thought about adding Black Holes and Moons in the game?

What exactly would the black holes be useful for, besides tricking the AI into sending its entire fleet to one to chance your scouts?  ;)  I have thought about moons, but that's still TBD.

Quoting simonak, reply 624
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;

If you want, I could add a section on the Moddb forums just for sharing user made maps. Would also make it easier for me to find them so they won't get buried in here. ;)

Also just FYI, the next update will have a whole new series of maps, but I've been mainly making total random maps lately, not the premade ones you do in Galaxy Forge.

Quoting justinian66, reply 625
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)?

I am honestly not sure. I think there is a parameter that forces the AI to wait a set amount of time before offering missions (so you don't get spammed with them), but I'm not sure how much of an influence that will have.

Quoting justinian66, reply 625
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'm pretty sure the freezes to 0 FPS that eventually recover is some bug related to the Advent. I've collected a bunch of saves but I haven't had the time to look in depth and see what the common factor is.

Quoting TrooperScooper7, reply 626
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.

No, that is actually a Vanilla Rebellion ability (and one that is actually banned online). I did do the Advent Loyalists culture center abilities though.

Quoting TrooperScooper7, reply 626
I found it a bit odd that "Admiral" Kol didn't get a Kol battleship... just felt wierd that the one "named" guy is in a puny cruiser.

Yeah, I get that, but in my conception Kol is from an older generation, before the war started, and thus commanded a ship well before he had his own battleship named after him. And I view him as more of a strategist than a ship captain, so he cares more about mobility and command facilities than the combat capabilities of his ship. Many very high ranking Admirals in real life tend to have flagships on cruisers and Auxiliary ships, while the task force captains stay in command on the aircraft carriers or whatever.

Quoting TrooperScooper7, reply 626
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. 

There's no way they would start their normal raiding pattern though, so I think that would be more of an annoyance than its worth as they'd never do anything meaningful even if they did "resurge".

Quoting TrooperScooper7, reply 626
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.

There really isn't a mechanism for targeting trade routes that the pirates can reliably use. I am contemplating some major changes to pirates for Interregnum, and if that experiment is successful I may back port the change to E4X.

 

 

Reply #627 Top

Hey, had a passing thought. Not sure your feelings but worth mentioning anyway.

 

Iirc, I read somewhere the Loyalist/Rebel factions, coding wise, are actually separate races that just copy their coding over. Would it be worth considering making minor alterations to each factions ships model wise? Not talking whole hog new models or shit, but more for instance;

 

Loyalist Cobalt Frigate has more armour plating on it.

Rebel Cobalt Frigate has say a more jagged series of plates on it or guns which stand out more.

 

Could even simplify it further, mess with textures or some such, some warning strips (ok simplistic but you get what I mean). 

 

Its just a thought though, as for all I know, this would mean alot of work, but I would imagine it would be kind of possible, if time consuming. Just something to mull over as it were! Also as a potential plus, I don't think i've seen a mod do this before.

Reply #628 Top

Quoting simonak, reply 627
Hey, had a passing thought. Not sure your feelings but worth mentioning anyway.

 

Iirc, I read somewhere the Loyalist/Rebel factions, coding wise, are actually separate races that just copy their coding over. Would it be worth considering making minor alterations to each factions ships model wise? Not talking whole hog new models or shit, but more for instance;

 

Loyalist Cobalt Frigate has more armour plating on it.

Rebel Cobalt Frigate has say a more jagged series of plates on it or guns which stand out more.

 

Could even simplify it further, mess with textures or some such, some warning strips (ok simplistic but you get what I mean). 

 

Its just a thought though, as for all I know, this would mean alot of work, but I would imagine it would be kind of possible, if time consuming. Just something to mull over as it were! Also as a potential plus, I don't think i've seen a mod do this before.

 

Since we are at it... what about giving the TEC Loyalist Kodiak Beam weapons? Would look very cool.

 

 

Reply #629 Top

Quoting simonak, reply 627
Hey, had a passing thought. Not sure your feelings but worth mentioning anyway.

 

Iirc, I read somewhere the Loyalist/Rebel factions, coding wise, are actually separate races that just copy their coding over. Would it be worth considering making minor alterations to each factions ships model wise? Not talking whole hog new models or shit, but more for instance;

 

Loyalist Cobalt Frigate has more armour plating on it.

Rebel Cobalt Frigate has say a more jagged series of plates on it or guns which stand out more.

 

Could even simplify it further, mess with textures or some such, some warning strips (ok simplistic but you get what I mean). 

 

Its just a thought though, as for all I know, this would mean alot of work, but I would imagine it would be kind of possible, if time consuming. Just something to mull over as it were! Also as a potential plus, I don't think i've seen a mod do this before.

I would love to implement this (TEC and Advent frigates are mostly faction unique anyway in this mod, they just use the same meshes). However, I am not a modeler and while I might be able to make different textures for the ships, I don't think I could do a good enough job to fit right in with the old ships. So if someone else would like to do something like that I'd really appreciate the help.

Quoting ARESIV, reply 628
Since we are at it... what about giving the TEC Loyalist Kodiak Beam weapons? Would look very cool.

It's relatively tiny guns would look weird firing beams I think. Besides, autocannons get better research modifiers.

Reply #630 Top

did the mod add the tec loyalists' ability to simultaneously damage everything in the well at a rate of 30 points/sec

Reply #631 Top

Quoting a110, reply 631
did the mod add the tec loyalists' ability to simultaneously damage everything in the well at a rate of 30 points/sec

The 30 damage per second can come from any race's mines. They no longer blow up, but deal constant damage to anything that gets too close. Move away from any enemy mines or let scouts destroy them and it will stop.

Reply #632 Top

Aye, thats fair enough, I kind of thought after posting this stuff would be trickier than I previously thought.

I'd suggest asking if Zombie could help, but he seems in high demand so. None the less, cheers for reply, eagerly awaiting update with the new intriguing model.

Reply #633 Top

Does anyone know if this mod is compatible with other mods such as optimization project and or maelstrom?

Reply #634 Top

^This mod somewhat works with the Optimization project, though some of the planet icons get screwed up for some reason. I intend to make a compatibility patch for that someday. Large mods like E4X and Maelstrom are sadly almost never compatible unless their authors design it that way from the beginning.

Reply #635 Top

Moar ideas for the ideas god etc etc (always been terrible with memes).

 

So still playing the shit out the mod, had few more ideas building off things that are possible as to be honest, this is the first mod to truly define the sides rebel/loyalist wise.

 

Capital/Titan Upgrades; With loyalists and rebels (know not actual names but y'now) application of upgrades via their construction structures, it could be good to define them a bit more. A'la giving the TEC rebel faction superior firepower upgrades while offering the loyalists more tank or mass alterations.

 

Research; Pretty straight forward, more diversification could go a long way to offer each side more character, like removing the higher teir armour research for one group and offering a different component for another such as mass reduction (again TEC comparrisons but ynow, working with what I can think of right now). I know theres been some research added in the mod, which is fun as hell, but it could make for some interesting defrenciations.

 

Hero Units; Not sure how it's been done, if the spawn abilities are just shared, but it could be kind of cool to have unique commanders for each side with unique capabilities. Can probally guess what i'd suggest from my above information definition wise ;p

 

 

 

Just concepts, hope they might be of use. 

Reply #636 Top

Quoting simonak, reply 635
Capital/Titan Upgrades; With loyalists and rebels (know not actual names but y'now) application of upgrades via their construction structures, it could be good to define them a bit more. A'la giving the TEC rebel faction superior firepower upgrades while offering the loyalists more tank or mass alterations.

There is a unique titan upgrade, but I wanted to see how the system worked in practice before getting too involved with it.

Quoting simonak, reply 635
Research; Pretty straight forward, more diversification could go a long way to offer each side more character, like removing the higher teir armour research for one group and offering a different component for another such as mass reduction (again TEC comparrisons but ynow, working with what I can think of right now). I know theres been some research added in the mod, which is fun as hell, but it could make for some interesting defrenciations.

Rest assured research will continue to be added, especially once the "Final" patch to Rebellion is complete.

Quoting simonak, reply 635
Hero Units; Not sure how it's been done, if the spawn abilities are just shared, but it could be kind of cool to have unique commanders for each side with unique capabilities. Can probally guess what i'd suggest from my above information definition wise

Also on the to do list, but only if time is available. I've already have a lot on my plate, I don't want to chew off too much more right now. ;)

Reply #637 Top

could you make an optional tweak to revert mines back to their explosive state

Reply #638 Top

Quoting a110, reply 637

could you make an optional tweak to revert mines back to their explosive state

A lot of people have complained about it, but besides not realize I made the change no one has been able to tell me exactly what they do not like about the change. I hated the old mines so please explain to me what you do not like about the new system, and I'll see what I can do.

Reply #639 Top

Quoting GoaFan77, reply 638


Quoting a110, reply 637
could you make an optional tweak to revert mines back to their explosive state

A lot of people have complained about it, but besides not realize I made the change no one has been able to tell me exactly what they do not like about the change. I hated the old mines so please explain to me what you do not like about the new system, and I'll see what I can do.

well they're not really mines any more as much as conditionally indestructible aoe turrets, it just seems like mines by definition should explode. in gameplay terms they're now much more annoying to counter, before you could just set them off with fake illuminators or something instead of bringing scouts just for that purpose. the extra sustained dot can also be a bit overwhelming when combined with other things like titan or capital aoe abilities

aesthetically it's much more exciting seeing, say, advent mines careen towards some ships and blow up, same with stationary minefields detonating in succession

Reply #640 Top

Quoting a110, reply 639


Quoting GoaFan77, reply 638

Quoting a110, reply 637
could you make an optional tweak to revert mines back to their explosive state

A lot of people have complained about it, but besides not realize I made the change no one has been able to tell me exactly what they do not like about the change. I hated the old mines so please explain to me what you do not like about the new system, and I'll see what I can do.

well they're not really mines any more as much as conditionally indestructible aoe turrets, it just seems like mines by definition should explode. in gameplay terms they're now much more annoying to counter, before you could just set them off with fake illuminators or something instead of bringing scouts just for that purpose. the extra sustained dot can also be a bit overwhelming when combined with other things like titan or capital aoe abilities

aesthetically it's much more exciting seeing, say, advent mines careen towards some ships and blow up, same with stationary minefields detonating in succession

Alright, well its pretty easy to revert the mines to normal. The real pain will be going back and setting the mine counts for each planet back to the default, and will defeat the optimization part of that change. Would it be a big deal if mines worked like they did before, but were 10x more powerful to make up for the fact that you can only have 1/10 the number of mines?

Reply #641 Top

Quoting GoaFan77, reply 640


Quoting a110, reply 639

Quoting GoaFan77, reply 638

Quoting a110, reply 637
could you make an optional tweak to revert mines back to their explosive state

A lot of people have complained about it, but besides not realize I made the change no one has been able to tell me exactly what they do not like about the change. I hated the old mines so please explain to me what you do not like about the new system, and I'll see what I can do.

well they're not really mines any more as much as conditionally indestructible aoe turrets, it just seems like mines by definition should explode. in gameplay terms they're now much more annoying to counter, before you could just set them off with fake illuminators or something instead of bringing scouts just for that purpose. the extra sustained dot can also be a bit overwhelming when combined with other things like titan or capital aoe abilities

aesthetically it's much more exciting seeing, say, advent mines careen towards some ships and blow up, same with stationary minefields detonating in succession

Alright, well its pretty easy to revert the mines to normal. The real pain will be going back and setting the mine counts for each planet back to the default, and will defeat the optimization part of that change. Would it be a big deal if mines worked like they did before, but were 10x more powerful to make up for the fact that you can only have 1/10 the number of mines?

thanks a lot. i actually wouldn't mind the performance hit from the old mine counts but i get that it's a problem especially given the memory limit. maybe there could be a compromise, say half the number of mines or 1/3?

 

another thing, did tec loyalists get another way to damage ships in a well with civilian buildings or automatically? while attacking one of their planets all my frigates dropped to low health or died with no mines in sight

Reply #642 Top

TEC Loyalists have planet-based defense cannons.  That's probably why.

Reply #643 Top

Quoting SpardaSon21, reply 642

TEC Loyalists have planet-based defense cannons.  That's probably why.

 

Correct.

 

It isnt particulary powerful though.

Reply #644 Top

The number of mines should have minimal effect on memory, it will be a CPU-centric hit due to the pathfinding and other related junk of having so many entities up.

Reply #645 Top

Quoting a110, reply 641
thanks a lot. i actually wouldn't mind the performance hit from the old mine counts but i get that it's a problem especially given the memory limit. maybe there could be a compromise, say half the number of mines or 1/3?

Sadly the optimization is not the only other issue here. When I make minimods I like to try and do it with files that do not change very much. Unfortunately, planet files do get changed a lot, so if I were to make a minimod to totally change mines back to the old way, it will be A. Pretty large because it must contain every single planet type and B. Will involve a lot of upkeep on my part to keep that minimod up to date, since I'll basically have to make any changes to planets twice.

Thus if at all possible I want to avoid changing the planet entities in a minimod, so if I can fix your primary concern just by chaining the mines that will be much better. Otherwise I'd rather wait until Rebellion and E4X are pretty much done with updates before making that minimod.

Quoting a110, reply 641
another thing, did tec loyalists get another way to damage ships in a well with civilian buildings or automatically? while attacking one of their planets all my frigates dropped to low health or died with no mines in sight

If they were in the inner parts of the gravity well yes, TEC Loyalists planetary weapons might be responsible. There is no visible enemy unit but if you zoom in you can see the weapons fire hitting your ships. However, no more than 10 ships should be getting hit unless they are fully upgraded, in which the nuclear missile upgrade can deal splash damage, so spreading your ships out can help with that.

Quoting IskatuMesk, reply 644
The number of mines should have minimal effect on memory, it will be a CPU-centric hit due to the pathfinding and other related junk of having so many entities up.

Yes, but CPU lag is the main problem I have with Rebellion these days. I'm not sure just how much of an improvement it is but I figured I may as well slash the number of mines as I already cut the number of strikecraft and trade ships.

Not to mention in my mind only having to ensure your scouts destroy 10 mine fields instead of 150 individual mines seems much easier to deal with.

Reply #646 Top

Well, I was mostly saying that to the benefit of people thinking you cut mines due to memory restrictions.


Reducing/removing mines and reducing fighters netted me a lot of performance boosts in Salvation. The next major contributor to lag is definitely particles, due to the poor way sins handles culling. There isn't a quick and easy way I can describe how I ran through my enormous optimization project, though.

Let's just say I consider both default and BailKnights particles unusable in Black Sun due to their enormous uptime overhead.

Reply #647 Top

As far as faction diversification, I was considering increasing the potential of certain abilities; for example, the Rebel Cielo cruiser's designate target could be slightly more effective and/or additionally either reduce shield mitigation against Advent and/or phase missile effectiveness v.s. Vasari (as those two restrictions- IsPsi and phase missiles- are essentially the only "race" filters...), whereas the Loyalist's inspire could give even bigger bonuses in friendly culture (and/or different bonuses- the Rebel having say a damage bonus and the Loyalist a defense bonus or something).

Reply #648 Top

Quoting GoaFan77, reply 645


Thus if at all possible I want to avoid changing the planet entities in a minimod, so if I can fix your primary concern just by chaining the mines that will be much better. Otherwise I'd rather wait until Rebellion and E4X are pretty much done with updates before making that minimod.

changing the mines only would be great too as long as they can explode again, whatever works for you

Reply #649 Top

Hey there, love this mod. It's the only one I've played for months now. Looking forward to further work.

One request for the ship supply doubling minimod. Is it possible to separate the cap ship supply from the general supply in separate mods? I really really love oodles of cap ships, makes it kinda majestic giving all the ships cool names and organizing em into Star Trek style squadrons. If I focus on cap ship supply in early game, it totally can change ship combat tactics. Fook frigates and cruisers, haha.

I could really do without the doubling of general fleet supply though. In long matches, the AI's can field a @$# ton of ship spam, that kinda puts a damper on the whole cap-ship heavy play style.

Hoping this is possible. It would be gnarly.

Reply #650 Top

Quoting archman, reply 649

Hey there, love this mod. It's the only one I've played for months now. Looking forward to further work.

One request for the ship supply doubling minimod. Is it possible to separate the cap ship supply from the general supply in separate mods? I really really love oodles of cap ships, makes it kinda majestic giving all the ships cool names and organizing em into Star Trek style squadrons. If I focus on cap ship supply in early game, it totally can change ship combat tactics. Fook frigates and cruisers, haha.

I could really do without the doubling of general fleet supply though. In long matches, the AI's can field a @$# ton of ship spam, that kinda puts a damper on the whole cap-ship heavy play style.

Hoping this is possible. It would be gnarly.

Well, I figured no one would want 1600 fleet supply worth of capitalships and only 400 frigates.  ;)  But its pretty easy to revert the fleet supply counts back to normal. Make a copy of that minimod, rename it to "Doubled Capitalships" or whatever, then go to the GameInfo folder and delete every file that has "MAXSHIPSLOTS" in the file name. That will force the game to use the default versions of the files, thus you'll only be left with the extra capitalships.