Description

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.

Preview
E4X Optional Minimods 1.74
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Guest
Guest - - 690,853 comments

disable superwepons wont work...

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jordanthejq12
jordanthejq12 - - 304 comments

I've had that problem too. Huh.

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GoaFan77 Author
GoaFan77 - - 3,867 comments

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.

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Guest
Guest - - 690,853 comments

I installed these, made sure they were in the right order, and now I get a minidump whenever the game starts up.

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shaithias
shaithias - - 69 comments

Same here, the problem for me is explicitly with the nonvasari phase gate mod

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ProTanker
ProTanker - - 58 comments

I can't research Underwater Cities because there's no High Pressure Domes to research, am i missing something?

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GoaFan77 Author
GoaFan77 - - 3,867 comments

What faction are you?

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ProTanker
ProTanker - - 58 comments

TEC Rebel

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ProTanker
ProTanker - - 58 comments

Sorry, it was my fault, the mod is OK now, problem is MiniDump always show when i'm playing

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ProTanker
ProTanker - - 58 comments

And the disable superweapons is not working, both the research icon and the tactical building icon is still there.

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GoaFan77 Author
GoaFan77 - - 3,867 comments

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.

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ProTanker
ProTanker - - 58 comments

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.

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GoaFan77 Author
GoaFan77 - - 3,867 comments

Hmm, I too have both DLCs so that shouldn't be an issue. I'll try it with just E4X.

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ProTanker
ProTanker - - 58 comments

Thank you, i will wait for the answers!

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jordanthejq12
jordanthejq12 - - 304 comments

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.

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wheelmandan
wheelmandan - - 1,312 comments

what is the text for it too work on the read me thing.

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thecv
thecv - - 1 comments

How do you fix the MiniDump?

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ProTanker
ProTanker - - 58 comments

Lower the effects? Resolution? Details?

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Drauzak
Drauzak - - 12 comments

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?

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GoaFan77 Author
GoaFan77 - - 3,867 comments

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.

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TheHubby
TheHubby - - 73 comments

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.

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TheHubby
TheHubby - - 73 comments

Ok, superweapon warnings coming in on the 6 man advent game as well

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hamasake
hamasake - - 191 comments

can you add no cariers or lower fighter bomber counts ? i love huge maps but unfortunaly it jsut satras laging too much

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hamasake
hamasake - - 191 comments

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

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TheHubby
TheHubby - - 73 comments

Could be, I'll try researching and building one myself to see.

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Lambot8809
Lambot8809 - - 10 comments

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 :)

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GoaFan77 Author
GoaFan77 - - 3,867 comments

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.

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Lambot8809
Lambot8809 - - 10 comments

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.

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GoaFan77 Author
GoaFan77 - - 3,867 comments

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.

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Lambot8809
Lambot8809 - - 10 comments

Woops, it seems reply to comment doesn't work on my tablet. Not to worry

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A100percentBEEF
A100percentBEEF - - 161 comments

Why is my Bellator bright blue?

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z741
z741 - - 339 comments

Do you plan on making a wiki for all the added stuff on top of the additional features?

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GoaFan77 Author
GoaFan77 - - 3,867 comments

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.

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