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 1.73

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Blog RSS Feed Report abuse Latest News: Small Hotfix for E4X and Interregnum

1 comment by GoaFan77 on Jul 29th, 2014

Hello E4X and Interregnum players,

I've released a small, optional hotfix today that applies to both mods. An issue was discovered that caused the AI to occasionally stall and do very little. This was caused by a mostly behind the scenes change related to uncolonizeable planets made in Enhanced 4X version 1.7 (in part to test the ground for an unfinished Interregnum feature), but was not noticed at the time because of the Rebellion 1.8 patch had changed the AI as well.

This hotfix for the most part reverts that change, however this has the side effects of getting rid of the uncolonizeable planets' planet bonuses as well as the pirate trade station random encounter. The random trade stations will hopefully be back in the next full release, but the neutral planet bonuses were just not meant to be. I believe the future Interregnum feature can be accomplished in a different way that will not cause the AI problems.

To install this hotfix, simply extract the download. In that folder, there will be two folders, one which contains files for updating the Enhanced 4X Mod 1.73 and one for Interregnum. Simply copy the files in these folders and paste them to the GameInfo folder of the corresponding mod. Interregnum players will need to copy both sets of files into the correct mod. Additional instructions are included in a text file in the download.

I apologize for the inconvenience, and if you haven't had any problem with the AI you're free to wait for the next major release.

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Enhanced 4X Mod 1.731 and Interregnum Hotfix

Enhanced 4X Mod 1.731 and Interregnum Hotfix

Jul 29, 2014 Patch 4 comments

An optional hotfix patch to correct an AI stalling issue in the Enhanced 4X Mod 1.73 and Star Wars Interregnum Alpha 1. See the instructions in the file...

E4X Optional Minimods 1.73

E4X Optional Minimods 1.73

Jun 20, 2014 Other 9 comments

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

Enhanced 4X Mod 1.73

Enhanced 4X Mod 1.73

Jun 19, 2014 Full Version 2 comments

The Enhanced 4X Mod version 1.73 for Rebellion version 1.82. Full version, checksum 37675537.

Enhanced 4X Mod 1.72 German Language Patch

Enhanced 4X Mod 1.72 German Language Patch

Feb 24, 2014 Patch 2 comments

A German translation of the Enhanced 4X Mod version 1.72 by Xanth.

Enhanced 4X Mod 1.72

Enhanced 4X Mod 1.72

Feb 23, 2014 Full Version 17 comments

The Enhanced 4X Mod version 1.72 for Rebellion version 1.8. Adds several new Random Events and a few other tweaks.

E4X Galaxy Forge 1.7

E4X Galaxy Forge 1.7

Dec 8, 2013 Mapping Tool 2 comments

A modified galaxy forge tool, allowing you to make maps with all the new planets, ships and planet bonuses E4X adds. Includes icons for the new E4X planets...

Post comment Comments  (0 - 10 of 535)
ralph_09
ralph_09 Aug 17 2014, 5:33am says:

I have a question....Why doesn't the ai attacks neutral ai colonies??was it fixed in the new hotfix??? It doesn't attack the neutral colonies if there is another way around that planet...but if it is the only way the ai will attack it.......sometimes the ai attacks the neutral colonies even if there is another route but I've seen this rarely...I don't know if this bug also affects interregnum..

+1 vote     reply to comment
jordanthejq12
jordanthejq12 1hour 49mins ago replied:

It functions just like the vanilla AI and pirate bases. Sometimes the base would get attacked (usually by a superweapon if it had no other target), sometimes left alone.

+1 vote     reply to comment
mikey1871
mikey1871 Jul 30 2014, 6:03pm says:

hi GeoFan, love both E4X and the new Interregnum, but i have one major complaint about both of them. Your text for the star bases states when your building the second weapons upgrade that the station would have an "EXTENDED range" for shooting at attacking ships. WHERE is the extended range???

I built a Jovian, i believe that's what you call it in interregnum, wasted the extra credits and all to build the second weapons upgrade and the damn station can't hit anything at the edge of the gravity well when the station is set up half way from the planet to the gravity well.

IF your gonna say it extends the range then please extend it or allow me to place 4 stations with the very limited version of extended range as you call it.

The stations used to have a nice Extended range, but that is totally gone now.

+1 vote     reply to comment
GoaFan77
GoaFan77 Jul 30 2014, 6:42pm replied:

All the Starbases have a max range of around 10,500 meter on their final weapon upgrade (perhaps more with weapons research). That's about twice as far as a capitalship can shoot and around 2,000 meters farther than it could attack without the upgrade. Further, it is the same range that Starbases in Vanilla Sins have always used. *shrugs*

+1 vote     reply to comment
mikey1871
mikey1871 Jul 31 2014, 3:14pm replied:

hummm, that sounds like it should be a much farther range. Maybe for some reason the star base didn't actually apply the upgrade properly. :(

by any chance, would you know what the radius would be for a planets gravity well? i would supposed that that distance is a standard value for all gravity wells in the game.

+1 vote     reply to comment
GoaFan77
GoaFan77 Jul 31 2014, 9:29pm replied:

It actually varies a little bit. A terran planet has a radius of 30,000, but individual maps can use different values, and some planets like gas giants, asteroids, dwarf planets and a few others have different sizes.

+1 vote     reply to comment
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Guest Jul 30 2014, 2:33pm says:

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Nero_amatam
Nero_amatam Jul 27 2014, 12:50am replied:

Oh, okay. That's fairly simple, just time consuming. As for the art and such, that's all under Gamedata, right?

+1 vote     reply to comment
GoaFan77
GoaFan77 Jul 27 2014, 2:09am replied:

Art stuff you need is in textures, and you may also need one or two things in particle or sound. Also, if you want the icons to look right you'll need to edit some files in Maelstrom's window folder.

+1 vote     reply to comment
Nero_amatam
Nero_amatam Jul 27 2014, 2:48am replied:

Great. Thanks so much for all your help.

+1 vote     reply to comment
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