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[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 #651 Top

Quoting archman, reply 649
cap-ship heavy play style

Do you know how capital ships work? Fewer the better. I can't really remember what changes are in this mod about capital ships, but I think even here capital ships are like in original game, they get better than smaller ships only at higher levels via their abilities, that is hard to reach when you have 13 of them. Try killing 5 heavy cruisers (almost same cost same fleet supply) with a capital ship, most won't succeed at low levels. Capital ships share XP (even with the titan) and it gets very difficult to level them after you build several ones. This is about being effective, I must admit having more capital ships the more fun.

Although AI is stupid and after a long time you can get all capital ships to high level and AI will never have a chance against high-lehel capital ships and Titan supported by a fleet.

 

Reply #652 Top

Ah damn I actually like the new mines, if your considering altering back to the old state, is there a chance of a patch to keep them as they are? I like the lower numbers and new system for them compared to the old, means less micromanagement so I actually use them for more than just cockblocking ;p

Reply #653 Top

Quoting IskatuMesk, reply 646
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.

That is unfortunate, though even if it were pretty easy, I doubt I know enough about particles to implement those optimizations.  ;)  Maybe Krdax's total effects mod will be a bit more efficient when released.

Quoting TrooperScooper7, reply 647
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).

Well the TEC starbase and the individual Rebel/HTS frigates kind of go in this direction. I don't mind those ideas but I think designate target might be a bit too good of an ability to buff, not the least as that would probably mean I would need to buff TEC Hoshiko's repair abilities, which also do not need a buff ;) .

Quoting Turchany, reply 651
Do you know how capital ships work? Fewer the better.

Yes, unfortunately I can not change the XP system really if I wanted to, but hey, its a mod, if someone wants to play with 32 Kols and 400 Cobalts, more power to him.  :P

Quoting simonak, reply 652

Ah damn I actually like the new mines, if your considering altering back to the old state, is there a chance of a patch to keep them as they are? I like the lower numbers and new system for them compared to the old, means less micromanagement so I actually use them for more than just cockblocking

The mines will stay as they are by default (though I have plans to streamline them a little bit). There will simply be another minimod that makes them go back to exploding for those who do not like the new system.

 

Also I made this for the moddb, but it was a bit too big to be uploaded. I suspect this will be too basic for everyone here, but maybe someone will find it useful.

Reply #654 Top

Quoting Turchany, reply 651


Quoting archman, reply 649 cap-ship heavy play style

Do you know how capital ships work? Fewer the better. I can't really remember what changes are in this mod about capital ships, but I think even here capital ships are like in original game, they get better than smaller ships only at higher levels via their abilities, that is hard to reach when you have 13 of them. Try killing 5 heavy cruisers (almost same cost same fleet supply) with a capital ship, most won't succeed at low levels. Capital ships share XP (even with the titan) and it gets very difficult to level them after you build several ones. This is about being effective, I must admit having more capital ships the more fun.

Although AI is stupid and after a long time you can get all capital ships to high level and AI will never have a chance against high-lehel capital ships and Titan supported by a fleet.

 

Exactly. The play style changes drastically when you make it cap heavy. Hence the request for a mod that allows this. If I wanted to play the game as it currently is, I would not have posted.

Reply #655 Top

Quoting archman, reply 654
Exactly. The play style changes drastically when you make it cap heavy. Hence the request for a mod that allows this. If I wanted to play the game as it currently is, I would not have posted.

Did you see my reply on the other page?

Reply #656 Top

thanks again about the mines

which research exactly do i need to use the neutral capturable superweapons?

Reply #657 Top

Quoting a110, reply 656
which research exactly do i need to use the neutral capturable superweapons?

It's not research actually. The prerequisite is a name for a planet artifact that you can find when you explore. For example, the Rudra Annihilator Cannon requires the Kinetic Intensifier artifact to fire.

Thus any race can use these structures, but you may not be able to use them every game if you can not find the required artifact.

Also check here for any answers about features you may not have known.

Reply #658 Top

 

 photo Gentle_Giant_Ltd_Grand_Admiral_Thrawn_Mini_Bust_First_Look-02.jpg

I saw this and I thought of you Goa...

 

Reply #659 Top

Quoting G_Bison, reply 658
I saw this and I thought of you Goa.

I'm a broken picture link? Sweet!

Reply #660 Top

Quoting GoaFan77, reply 659
I'm a broken picture link? Sweet!

Refresh your screen again...

 photo Gentle_Giant_Ltd_Grand_Admiral_Thrawn_Mini_Bust_First_Look-02.jpg

Reply #661 Top

Quoting G_Bison, reply 660
Refresh your screen again...

Still nothing, and even when I right click the image and open the image URL, I just get directed to the coming soon main page.

Reply #662 Top

Third times the charm, just in case the site is blocking hot links, I used my Photobucket account to link the pic...

Reply #663 Top

Quoting G_Bison, reply 658
I saw this and I thought of you Goa...

Lol, I won't lie, the Grand Admiral was something of an inspiration to me growing up. But I'm not an unrivaled military genius, nor can I really learn anything useful just by viewing a culture's art, so that's why my avatar is just a generic Imperial Admiral.  ;)

Reply #664 Top

im loving your mod the changes that it makes to all the factions is great, i have one problem tho i keep randomly crashing about 40 mins into a game with it enabled, just sends me to the desktop nothing pops up and i have the 1.501 version installed. works fine on vanilla game

Reply #665 Top

Quoting ShadowSlayer56, reply 664
im loving your mod the changes that it makes to all the factions is great, i have one problem tho i keep randomly crashing about 40 mins into a game with it enabled, just sends me to the desktop nothing pops up and i have the 1.501 version installed. works fine on vanilla game

Hmm, random crashes are usually a result of the game hitting its RAM limit. Try reducing your graphics settings down a notch, from highest to high for example.

Reply #667 Top

Like the new planet & star textures, skyboxes also look good.

I always forget to move envoy cruisers after they've built an embassy. Could they be autonomous? Eg, give them another ability similar to the scout's explore ability except that it only targets allied planets, call it 'diplomatic tour' or something. Once at the planet the envoy uses the 'establish embassy' ability and then goes back to using 'diplomatic tour' to move onto the next planet.

Minor error in the string file - the descriptions for techs that unlock embassy abilities still refer to the envoy cruisers, eg 'Cultural Assistance'

 

Reply #668 Top

Quoting ShadowSlayer56, reply 666

that worked! ty

Awesome! :thumbsup:

Quoting NewHorizons, reply 667
I always forget to move envoy cruisers after they've built an embassy. Could they be autonomous? Eg, give them another ability similar to the scout's explore ability except that it only targets allied planets, call it 'diplomatic tour' or something. Once at the planet the envoy uses the 'establish embassy' ability and then goes back to using 'diplomatic tour' to move onto the next planet.

The scouts exploration mechanic doesn't target anything, there would be nothing stopping it from moving into enemy territory. Even if there was, the envoy would occasionally backtrack and build extra embassies on planets you already built them on.  x_x

Quoting NewHorizons, reply 667
Like the new planet & star textures,

Make sure to thank Axel Dude for most of them (I just tweaked a few here and there).

Quoting NewHorizons, reply 667
Minor error in the string file - the descriptions for techs that unlock embassy abilities still refer to the envoy cruisers, eg 'Cultural Assistance'

Thanks! 

Reply #669 Top

Looks like Matriarch Celestia is bugged. Ship is not moving around properly. It will be stuck just before destination of a move command and if I use stop she will just stay there never to engange enemies.

Following as part of a fleet is not working either due to the  move bug.

 

Reply #670 Top

Quoting jtillung, reply 669
Looks like Matriarch Celestia is bugged. Ship is not moving around properly.
I noticed that too. When in this state, this unit's info-card shows "Auto-using Inspire ... move to ...".

The unit that Inspire has been targeted at is no longer in the grav-well, so either it phase jumped or was destroyed.

You used to be able to find out what techs unlocked hero units by attempting to summon them, however that info is no longer displayed. Perhaps append "Unlocks: hero_name" to the tech's description.

Reply #671 Top

 i think i also noticed the above bug, that is one of the advent hero units correct?

 

 i also think i may have noticed a bug with at least the tec loyalist mines, when i was using them as the advent they did the dot effect while following and didn't explode but when i went on my tec save the mines that i set up still exploded when things got near them.

Reply #672 Top

Quoting jtillung, reply 669
Looks like Matriarch Celestia is bugged. Ship is not moving around properly. It will be stuck just before destination of a move command and if I use stop she will just stay there never to engange enemies.

I have seen that before, but every time I try and track that bug down she doesn't have any issues at all.  ;)  If you save your game, exit Sins and restart is she still stuck? If so, if you (or anyone else) can send me the save that might help a lot.

Quoting NewHorizons, reply 670
I noticed that too. When in this state, this unit's info-card shows "Auto-using Inspire ... move to ...".
The unit that Inspire has been targeted at is no longer in the grav-well, so either it phase jumped or was destroyed.

Interesting, I seem to remember it happening before she even reached level 6, but that was a long time ago.

Quoting NewHorizons, reply 670
You used to be able to find out what techs unlocked hero units by attempting to summon them, however that info is no longer displayed. Perhaps append "Unlocks: hero_name" to the tech's description.

I think it will still tell you, however since you need to have 1 capitalship slot and 50 fleet supply to build heroes now, it won't tell you until you have the available fleet supply available. I might try and make a cool little custom research overlay and put a star or something behind techs that unlock heroes to make them stand out though.

Quoting ShadowSlayer56, reply 671
 i think i also noticed the above bug, that is one of the advent hero units correct?

Yup.

Quoting ShadowSlayer56, reply 671
 i also think i may have noticed a bug with at least the tec loyalist mines, when i was using them as the advent they did the dot effect while following and didn't explode but when i went on my tec save the mines that i set up still exploded when things got near them.

Hmm, you're sure nothing else was around that could destroy them? I'll be tweaking the mines a little bit anyways soon so hopefully that will get fixed in the next version one way or another.

 

Reply #673 Top

I got this autosave that you can use.

It will also cause the game to slow down during an engagement with the AI.

To see this bug make sure you have the fleet in same grav well as the titan is when you load it. after a bit the AI will come in and attack. After a short while the entire game will slow to a crawl and eventually stop.

Being patient you can use the pause game and be able to enter the menu and quit the game.

 

home.broadpark.no/~jtillung/AutoSave-SinglePlayer.rar

Reply #674 Top

Quoting jtillung, reply 673
I got this autosave that you can use.

Sweet, I'll try to look at it this weekend.

Reply #675 Top

Goa, would you kindly tell me how to use planetary defenses?  From the description ingame, it sounds as if the planets have an ability to fire into space, but I (nor my friends) can figure out how to make them work.

 

Thanks in advance!