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. It's 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 others. 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. Spying, exploring, sabotage, diplomacy, culture, and economic development have all been added or changed in innovative new ways. Regardless of what you think Sins is, this is the 4XRTS it should have been.

Features

  • Faction Diversity - Exploit all new racial and subfaction bonuses and techs 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 distant parts of space.
  • Embassies and Espionage - Adds more depth when dealing with other Empires, and removes some of the annoyances of the old system at the same time.
  • Ship Upgrades - Customize your capitalships and titans with unique upgrades.
  • New Planets - Your Empire will never look the same again with 10 new colonizeable planets. Meticulously balanced for competitive play.
  • New Skyboxes - 12 unique skyboxes provide a fantastic backdrop to your conquest of space.
  • New Artifacts and Bonuses - Your Empire contains great secrets to be found, if you take the time to look...
  • 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 - The hearts and minds of the galaxy can now assist you greatly in your quest for victory.
  • Customization - Play the game the way you want it with a growing library of optional minimods and enhanced mapmaker support!

For those new to the mod or wanting more details on the features, check out the Beginners Guide.

Details about installing the mod or technical problems can be found here.

Enhanced 4X Mod 1.81

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Happy Holidays Everyone,

Today I uploaded new versions for Enhanced 4X and Star Wars Interregnum. However, while the timing would suggest a surprise Christmas present, NOT EVERYONE should play these new versions yet. E4X 1.801 and Interregnum Alpha 3.11 are primarily for updating the mods to work with the new Rebellion 1.83 patch, which many of you will not have yet. It is primarily for users who purchased the recently launched GOG.com version of Rebellion, who only have access to 1.83 at this time.

A Tale of Two Stores: GOG and Steam

The release of Rebellion on GOG has created an odd phenomenon in the modding community; Different users are on different versions of the game. Steam users are on Rebellion version 1.82, which E4X 1.8 and and Interregnum Alpha 3.1 were released for. However, within days, GOG released their version of Rebellion, with their uses on version 1.83. As you may guess, Rebellion 1.83 does not work with most version 1.82 mods.

If you did buy Rebellion from GOG, you can stop reading this here! Download the new versions right now (Interregnum includes Enhanced 4X 1.801 if you want to try both). I hope you enjoy what is likely your first experience with Sins mods.

The vast majority of you who have Steam or local copies of the game, things are more complicated. You can actually get version 1.83 from the Steam opt in beta feature. However, I DO NOT recommend Steam users update at this time. This is because the 1.83 version of Rebellion has some very annoying bugs in it, including weapon sound effects not working and needing to manually edit the settings file to play multiplayer. I think most people would agree these issues to the base game itself far outweigh any of the bug fixes and convenience added by the new mod versions. So if you have version 1.82 of Rebellion, keep it. Sometime in January steam will force you to update to version 1.83, at which point the bugs will hopefully be fixed and you can then download the 1.83 versions of the mod without delay. I may even upload a patch for those of you with 1.8/3.1 don't need to redownload the entire mod(s) again.

Long Story Short, if you already have E4X 1.8/Interregnum 3.1 working for you, do not download these new updates or opt in to Rebellion version 1.83. At this point only GOG players should use the new downloads.

So What was Changed?

While the new 1.83 Rebellion patch has some major issues, it also contains a lot of changes made especially for modders to take advantage of (many thanks to the Devs of Ironclad Games, especially Blair Fraiser!). A few of these will already be used in E4X 1.801 and Interregnum 3.11, and you will certainly see more of them used later on.

First, hero units will now be able to use different amounts of fleet supply, not just the 50 used by standard Sins capitalships. This generally means the first hero of every faction now costs considerably less fleet supply, and Star Wars factions now have several heroes that use more than 50 fleet supply.

Second, Imperial Warlords players will get a major convenience upgrade when it comes to choosing their titans. All six titans can now be selected from the build menu! This improvement not only makes it more straightforward to see the Titans available to you, but also means the complicated Titan switching system used before can be retired (and with it, the slight chance it would fail and cheat you out of your titan). This also means Warlord titans will keep their levels when rebuilt like other faction's titans (unless you use the resetting titan levels minimod).

Somewhat related to the above change, the Galactic Empire faction can now build the generic Executor class Star Destroyer, in addition to the Bellator and Darth Vader. Also, the Executor(s) obtained from Kuat Drive Yards now require 2 capitalship slots to be able to be built (thus you can no longer get negative capitalship slots). Of course, you can still build at least eight of them if you really wanted to, so I doubt that should make much of a difference to anyone's Super Star Destroyer construction schedule.

Minimods Delayed

Unfortunately, having to immediately update E4X and Interregnum again to version 1.83 has prevented me from being able to update the optional minimods as quickly as I wanted. Hopefully I'll be able to have something out this weekend, but it is the holidays so no promises.


I hope everyone has a great remainder of 2015, and cross your fingers for us as the Mod of the Year results are announced!

-GoaFan77

Mod Updates for the Holidays, and Game of the Year

Mod Updates for the Holidays, and Game of the Year

News 6 comments

Enjoy the holiday season with fresh updates to the Enhanced 4X Mod and Star Wars Interregnum. Plus, share the cheer by voting for Interregnum in Mod of...

Modders on Modding: Tools of the Trade

Modders on Modding: Tools of the Trade

News 13 comments

GoaFan77 recently built himself a new PC. He takes the opportunity to go off topic and talk about just what kind of hardware Interregnum was built with...

Small Hotfix for E4X and Interregnum

Small Hotfix for E4X and Interregnum

News 1 comment

Information about the small hotfix released to fix an AI issue.

The Interregnum begins and an E4X Update

The Interregnum begins and an E4X Update

News 3 comments

The first public alpha release of Star Wars: Interregnum is here, along with an update to the Enhanced 4X Mod to go along with it.

Enhanced 4X Mod 1.81

Enhanced 4X Mod 1.81

Full Version 8 comments

The Enhanced 4X Mod version 1.81 for Rebellion version 1.84. Checksum is 36960650. Major changes include new faction shield colors, improved unit descriptions...

Enhanced 4X Mod 1.801 (Full Version)

Enhanced 4X Mod 1.801 (Full Version)

Full Version 9 comments

The Enhanced 4X Mod version 1.801 for Rebellion version 1.83. This is a minor patch that updates the mod to Rebellion version 1.83. For Steam users still...

Enhanced 4X Mod 1.8

Enhanced 4X Mod 1.8

Full Version 22 comments

The Enhanced 4X Mod version 1.8 for Rebellion version 1.82. Checksum is 35389348. Major changes include three new planets, four new skyboxes, rebalanced...

E4X & Interregnum Optional Minimods 1.75

E4X & Interregnum Optional Minimods 1.75

Other 54 comments

A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Please read the entire description...

Enhanced 4X Mod 1.75

Enhanced 4X Mod 1.75

Full Version 17 comments

The Enhanced 4X Mod version 1.75 for Rebellion version 1.82. Checksum is 37733035.

E4X Optional Minimods 1.74

E4X Optional Minimods 1.74

Other 33 comments

A series of optional minimods to allow users to customize their Enhanced 4X Experience. Also compatible with Star Wars: Interregnum. Please read the entire...

Comments  (0 - 10 of 623)
boltjo222
boltjo222

so v1.85 literally came from nowhere any chance of a compatibility update soon?

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GoaFan77 Creator
GoaFan77

Probably, but you can also go back to 1.84 via Steam properties -> Betas tab. Given the new DLC may contain things E4X would really like to take advantage of, I might take a few more days to update it in order to really make use of the new features. :-)

Reply Good karma+2 votes
IIN0V4D3
IIN0V4D3

Awesome every thing is running smooth. Still can't comment on the Balance tweaks (only played an hour so far) but the shield update is great! Also I've heard about at least one mod on here starting work on Stellaris, and was wondering if you would ever have such an interest?

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GoaFan77 Creator
GoaFan77

Afraid not, seeing as I don't have the game. :p

Reply Good karma+2 votes
IIN0V4D3
IIN0V4D3

So 1.84 kinda came out of no where

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Guest
Guest

any word yet on a release for the new version?

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GoaFan77 Creator
GoaFan77

Soon. :-)

Reply Good karma+2 votes
Guest
Guest

OK, so I am running rebellion v1.82 with e4x mod 1.75 and everything is fine. I double fleet support, expand research use jump gates.On large maps the speed slows down to a crawl, but it plays. I can go eat without worrying that something will happen while Im afk, but it plays. I update to e4x 1.8 and it no longer slows down, it starts to freeze up instead. we are talking 10s (at best, sometimes much more) freeze to 1-2 second "play". clearly unplayable. cpu maxes out.
I figure I play too large maps, so I reduce the scale, remove all unnecessary detail (low detail, 60hz refresh, low res, remove tradeships, everything I can think of. gives it its own cpu core, everything I can think of. Still freezes.
If I leave it, it eventually freezes completely.
is there a problem with mod 1.8? if so it is worked upon? I guess I could go back to mod 1.75, but I really like 1.8 until it dies on me.

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GoaFan77 Creator
GoaFan77

What factions were in the smaller game? I'm beginning to think it's a problem with one of the Advent faction (and 1.75 had the issue too), but I MAY have finally found it. Sadly that bug never seems to happen to me personally, so its really hard for me to test and say for sure.

Reply Good karma+1 vote
Guest
Guest

sorry. I always played with at least one opponent from each of the 6 factions. Now I have resigned and gone back to 1.75. And everything works fine again. It plays slow, but no freezes. even on ridiculously oversized home made maps.

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