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 1.74

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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 1.8

Enhanced 4X Mod 1.8

Full Version 20 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...

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...

E4X & Interregnum Optional Minimods 1.75

E4X & Interregnum Optional Minimods 1.75

Other 49 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...

Enhanced 4X Mod 1.74

Enhanced 4X Mod 1.74

Full Version 9 comments

The Enhanced 4X Mod version 1.74 for Rebellion version 1.82. Full version, checksum 37724835.

Post comment Comments  (0 - 10 of 608)
thehungstallion1613
thehungstallion1613

hi im having a problem..all this mod seems to do is crash..

Reply Good karma Bad karma+1 vote
IIN0V4D3
IIN0V4D3

Hello, have an other dumb question :P Is the A.I able to use orbital artifacts? And on a side note about other structure mini mods like shield generators, if Advent and Vasari don't have an extra slot, could it be possible to re-purpose one already in use?

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GoaFan77 Creator
GoaFan77

Yes, though it doesn't fully understand how they work. So they might only get them to work via dumb luck, but it can happen. :p

Ones that fire like Superweapons should be pretty easy for them, as do the shield/resource generating ones since they are basically passives.

Reply Good karma+1 vote
Akrilloth
Akrilloth

Hey, i have this issue where the VIR can't warp the Starbases any longer, is this due to one of the minimods?
I know you need phase stabilizers.

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GoaFan77 Creator
GoaFan77

Shouldn't be, I don't even know how to mod that. :p

You do need phase nodes on both planets, and sometimes it takes the game a little while to realize path exists via phase stabilization. Usually you can keep on issuing the move order and it will figure it out eventually.

Reply Good karma+1 vote
MechWarrior001
MechWarrior001

Is there a minimod or a way to disable the hero units?

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GoaFan77 Creator
GoaFan77

I'm afraid not, though if you are willing to disable default templates on the homeworlds when making maps in galaxy forge, then the hero spawning structures won't be there so they cannot be summoned.

Reply Good karma+1 vote
Guest
Guest

you can add new event, new star in style of very big black hole, protostar, quatzar, suprenova, and more?? with new unit???
please

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eitan78
eitan78

i love this idea

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IIN0V4D3
IIN0V4D3

I love the new release so far, the new planets are a great addition, and the star fighter and resource adjustments have been stellar as well. And since there's all of this talk of way more cool stuff to come, could there possibly, maybe, be a way to add more than just vasari phase stabilizers to minimods? Would be awesome to build planetary shields with any race

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GoaFan77 Creator
GoaFan77

Not a bad idea actually, assuming the Advent and Vasari have a tactical slot to spare. :p

Reply Good karma+1 vote
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