A series of optional minimods to allow users to customize their Enhanced 4X Experience. Also compatible with Star Wars: Interregnum. Please read the entire description, and keep the minimods in the same relative mod order as the picture above.
This update brings compatibility with Interregnum Alpha 2 and smoother transitions with the Resetting Titan Levels minimod.
A series of optional minimods to allow users to customize their Enhanced 4X and Star Wars: Interregnum experience. As it is not possible to add additional options in game, this system of minimods will allow users to customize the game settings to their specifications. To apply these mods, simply enable them ABOVE the main Enhanced 4X or Interregnum mods (see picture, try to keep them in the same relative order). For detailed instructions, see the explanation thread. The minimods currently in the pack are as follows:
Alternate Main Menu Music: For those wanting a retro Sins feel, this minimod will change the main menu music to the theme of the Original Sins of a Solar Empire. If you're looking to return it to the Rebellion theme, do not apply this mod and delete the the Rebellion Title.ogg file from the main mod's sound folder.
Doubled Fleet Supply and Capitalships: Allows you to have twice as many ships and capitalships at any particular research level. Note that this will certainly make any performance issues worse, especially on maps with lots of players.
Faster Combat: Increases all weapon damage by 50%. Works well with Deathmatch, or if you just wish Sins combat was faster like other RTS games.
Deathmatch: Increases the influence of the map fleet supply, income, build time, and research options. Usually slow is equal to the old normal, normal the old faster, and fast and faster are much higher than what was previously available. Best for small and medium sized maps, as this allows you to afford to use every weapon at your disposal. Note that this mod and Doubled Fleet Supply will combine to further increase your maximum fleet size.
Expanded Research: Inspired by mods like Mad Scientist and Distant Stars, the Expanded Research minimod doubles the amount of most stat increasing research available. For example, the TEC Laser research will go from having two techs with 2 levels each for a max 20% damage bonus to having 2 techs with 4 levels each for a max 40% damage bonus. Can be used with any other minimod.
No Superweapons: Prevents you and the AI from building superweapons.
Resetting Titan Levels: It's a little crude, but the result is titans will lose their levels on being destroyed, so they are always rebuilt at level 1. This was a major gripe of some who thought titans were too strong, and works especially well on larger maps.
non-Vasari Phase Gate: Allows factions other than the Vasari build phase gates to warp between all connected planets, but at a much higher cost.
Exploding Mines: Reverts space mines to explode when enemy targets are in range, rather than dealing damage over time. However, the mine limits have no been changed, so mines are still more expensive, have longer range, and now do devastating damage to make up for the limited numbers of them.
Enhanced AI: Gives the AI some minor bonuses to make it more competitive without directly helping its economy or military. Gives your favorite AI level a little more challenge without it feeling more "Cheaty".
disable superwepons wont work...
I've had that problem too. Huh.
Make sure you have the minimods enabled ABOVE the E4X and Interregnum main mods, as pictured in the preview image. If they are below them they won't work.
Also keep in mind that while the Superweapons will still show up in your tactical structures, the research for them is removed, so no one can actually build them.
I installed these, made sure they were in the right order, and now I get a minidump whenever the game starts up.
Same here, the problem for me is explicitly with the nonvasari phase gate mod
I can't research Underwater Cities because there's no High Pressure Domes to research, am i missing something?
What faction are you?
TEC Rebel
Sorry, it was my fault, the mod is OK now, problem is MiniDump always show when i'm playing
And the disable superweapons is not working, both the research icon and the tactical building icon is still there.
You are using the latest version of E4X/Interregnum and these minimods right? I've heard some people say this happens if you say use the old version of the minimods with the current version of the mod.
Also, what DLCs do you have? The method I used for disable superweapons should work for all of them, but it does involve some of the same code as DLC content, and I obviously can't remove my DLC to test if it works for those without it.
I'm Sorry for a very late answer, the MiniDump now is gone (YEAH!), but the superweapons is still problematic, anyway i got both DLCs, and i'm not using the Interregnum
And also the latest version of the E4X and the minimods.
Hmm, I too have both DLCs so that shouldn't be an issue. I'll try it with just E4X.
Thank you, i will wait for the answers!
Curiously, I have Non-Vasari Phase Gates and Resetting Titan Levels, even though I didn't enable either of those addons. Deathmatch works fine, but No Superweapons doesn't, even though it's enabled.
what is the text for it too work on the read me thing.
How do you fix the MiniDump?
Lower the effects? Resolution? Details?
Just a question, for the enhanced research mod why can we research the next stacked subject w/ out researching all 4? Do we even have to research all 4 before we get the bonus? Because the next one starts at the max for the previous... like the Trader Laser Amplification, if we research two levels of that plus 4 levels of High Intensity Lasers, will we get the maximum percentage increase?
No. As the mod says, it simply double research. It does not change the research prerequisites (I.e. 2 of a research in most cases). This is because some factions, like the Advent, need more techs to get some of their key ships. If I made it so you had to completely finish the previous research before going on to the next, it would say increase the number of shield techs needed to get the Guardian from 3 to 6, while other factions can get their ships without any extra research.
So short answer, the mod is only designed to give you more stuff research, not make any particular tech harder to get, which is what changing the prereqs would do.
Wanted to chime in, I'm getting the superweapons still buildable as well. Dl'ed the mod v174 and the optional mods, also v174 about two days ago. Was playing a 1v1 game, TEC vs normal random VIR, and all of a sudden I start getting superweapon firing messages, followed by my planet is being attacked.
Order of mods I have active from top to bottom is E4X Expanded Research, E4X No Superweapons, E4x non-Vasari Phase Gate, E4X Resetting Titan Levels and then Enhanced 4X Mod 1.74
I've started a new game as Orthadox Advent with 5 random opponents, I'll let you know either way on the superweapons.
Ok, superweapon warnings coming in on the 6 man advent game as well
can you add no cariers or lower fighter bomber counts ? i love huge maps but unfortunaly it jsut satras laging too much
its workign but i think moder forgot that 4x add capturable buildings and soem of em are super weapons so your probaly seeing those firing not the actual buildable ones
Could be, I'll try researching and building one myself to see.
Hi, GoaFan.
Been checking out the frankly awesome units for the Interregnum mod and getting quite excited for it all, considering I've only so far played vanilla Rebellion :).
I do have a question/feature request for these minimods you've released; is it possible, instead of having all or none of the superweapons, we could have it where their use is severely restricted? I'm thinking a minimum of 1 per player and so many per x number of planets occupied (say 10) and a additional cannon with 10 or say 15 more planets beyond that initial number. Just a thought, might make them used more tactically :)
That's actually more or less what the default game uses. You can build 1 superweapon for every 4 planets you control (except for the TEC, they get a tech that doubles this number).
If you just want this system to be more restrictive, its quite easy to change yourself. Find the Gameplay.Constants of the mod that's highest in your mod order (not all of them may have this file). Near the top you'll see these lines.
cannonsPerGravityWellRatio 1
cannonGravityWellRatioDenominator 4
Increasing the denominator will force you to own more planets before you can build another superweapon.
Thanks for getting back to me so quickly mate, appreciate that.
Didn't know about that little snippet of info, that's an interesting one.
Yeah I've seen that in someone else's post elsewhere as a solution and while I think I just couldn't (as simple as it is now that you describe it that way) properly figure out the mechanics of changing it it was also annoying as apparently it resets every day..
Oh well, I'll just have to remember to change it each time!
Thanks again.
Uh, it shouldn't reset every day. If you save the file, it should use that version so long as you keep using that mod.
Woops, it seems reply to comment doesn't work on my tablet. Not to worry
Why is my Bellator bright blue?
Do you plan on making a wiki for all the added stuff on top of the additional features?
Probably not unless moddb adds a wiki feature. :p I love wikis and I've been an administrator on one before, but I'm not sure if its worth the time to set one up, since very few people seem to contribute to Wikis about mods.