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.

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1 comment by GoaFan77 on Mar 18th, 2013

While not the primary purpose of the next patch, by coincidence I ended up making a lot of changes to the TEC (aka Loyalists) faction, and after my lets play video decided they could use a bit more fleshing out. Here's an outlined of the changes TEC commanders can look forward to.

Ankylon Titan

The Ankylon will be able to engage many more targets with its primary beam weapons now capable of firing in every direction. This should lead to a DPS increase in virtually all situations, and means the Draining Beams unique titan upgrade for it will have many more targets to drain shields from.

Shriken Corvette

While useful, the Shriken Corvette's speed debuff did not seem very fitting for a defensive oriented faction. The Corvette has thus been given a new ability, damage rangefinders, that has a chance to reduce the combat range of any ship. This can force enemy ships into range of your defensive fortifications, as well as interrupting enemy damage as their ships are forced to relocate closer to your battleline.

Blast Resistant Alloy Armor

A new early level research will be added to the TEC's combat research tree. This heavy alloy strengthens armor while increasing mass, giving TEC fleets more standing power but slightly reducing their mobility as increased mass lowers acceleration and turning rates. Tactical structures will also get an additional armor bonus, as they do not have to worry about mobility and thus can make better use of this new alloy.

 Planetary Fortifications

Planetary fortification have been one of the hardest things to balance in this mod. Virtually all of it has to do with ranges. If the planetary weapons have too long of range, then the attacker has almost no room to engage anything in the gravity well, while if it is too short the fortifications become useless at everything but attacking siege frigates. To help balance this, this powerful feature will be scaled back on the tech tree, more in line with the powerful ability it is. Once you research it, all future planets you colonize will automatically build up fortifications as before, but your colony frigates will also be able to start the construction process, allowing previously colonized planets to deploy planetary weapons.

Starting Position

The TEC will also start with a special starbase constructor as their homeworld. This constructor cannot phase jump but will allow the TEC to have a free starbase deployed on their homeworld at the start of the game, further making them a very difficult target to attack early on.

Mines

Not a TEC specific change, but a mine change will be made to how scouts clear mines. It can be difficult to sweep mines in a hurry with the new mine system, so scouts will both be able to destroy mines by ability as they do now, as well as reveal mines to damage from normal weapons as they used to. While Mines have been given a substantial HP boost now that there are fewer of them, it should make dealing with heavily mined wells backed by a fleet and fortification less of a death sentence for attacking forces.

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Galaxy Forge for Enhanced 4X 1.5

Galaxy Forge for Enhanced 4X 1.5

Jan 19, 2013 Mapping Tool 0 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...

Enhanced 4X Mod 1.501 hotfix

Enhanced 4X Mod 1.501 hotfix

Jan 17, 2013 Patch 0 comments

A hotfix patch that prevents a common minidump crash in E4X 1.5.

E4X Optional Minimods 1.5

E4X Optional Minimods 1.5

Jan 8, 2013 Patch 14 comments

A series of optional minimods to allow users to customize their Enhanced 4X Experience.

Enhanced 4X Mod 1.5

Enhanced 4X Mod 1.5

Jan 8, 2013 Full Version 34 comments

The Enhanced 4X Mod version 1.5 for Rebellion version 1.1. To install, download the file, extract it to your Mods-Rebellion v1.1 folder, and enable it...

Enhanced 4X for Diplomacy 1.34 (not for Rebellion)

Enhanced 4X for Diplomacy 1.34 (not for Rebellion)

Jun 27, 2012 Demo 4 comments

As requested, the old version of Enhanced 4X (1.3) for Sins of a Solar Empire: Diplomacy. It will NOT work with Rebellion, so please don't try. :) Extract...

Post comment Comments  (0 - 10 of 200)
Nitrox22
Nitrox22 15hours 21mins ago says:

I love this mod. Just makes the game a whole lot better. Can't wait for the TEC Loyalist titan to shoot it's beams at everyone. It's always annoying how it turns broadside and completely ignores its beam weapons. That's gonna be great. Can't wait for the update!

+1 vote     reply to comment
grandadmiraldavid
grandadmiraldavid May 21 2013, 4:13pm says:

I absolutely love this mod! I was wondering though; would it be possible to make the hero units respawn at their previous level if destroyed like the titans do? I get so frustrated when I loose my criuser hero and havve to respawn them 6 levels behind all my other ships.

+1 vote     reply to comment
GoaFan77
GoaFan77 May 21 2013, 5:02pm replied:

Maybe. What race do you play as? It is possible the Resurrection ability on the Progenitor mothership will work on heroes if you play advent. I maybe able to rig up something for all three races that will only work on heroes, but I'd have to decide if that's a good decision for gameplay.

+1 vote     reply to comment
grandadmiraldavid
grandadmiraldavid 18hours 32mins ago replied:

I play as all 3 races, whichever one strikes my fancy at the time. I just thought it would make sense for heroes to come back at the same level since it would be the same commander using the same tricks they have already learned. From what I understand, the ability that rebuids titans at their former level is keyed to the titan yard itself. Not sure though.

+1 vote     reply to comment
Guest
Guest May 18 2013, 3:13pm replied:

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kequilla
kequilla May 18 2013, 3:16pm replied:

^^ account made^^

+1 vote     reply to comment
GoaFan77
GoaFan77 May 19 2013, 3:04am replied:

Cool. Unfortunately, besides that one I'm not sure what else you've posted, and I can't tell if you're talking with ThatNifftyGuy or me. :p

+1 vote     reply to comment
kequilla
kequilla May 19 2013, 10:47am replied:

:p Havent posted too much, fighter squadron idea is also mine.
Hoping fighter squadron jobs idea will bear fruit, without having to make new units.

+1 vote     reply to comment
GoaFan77
GoaFan77 May 19 2013, 3:08pm replied:

I'm afraid it won't. The best I could do is to try and make it so that fighters will always attack bombers, then fighters, then frigates by tweaking the damage charts slightly, but there is no way to add a customizeable interface that would change the AI's targeting behavior.

+1 vote     reply to comment
GoaFan77
GoaFan77 May 17 2013, 8:20pm replied:

That wasn't what I had in mind when I answered that question, but I won't say that is impossible...

+1 vote     reply to comment
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