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.

Add file Report E4X & Interregnum Optional Minimods 1.811
Filename
E4XInterregnum_Optional_Minimods_1.811.zip
Category
Other
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GoaFan77
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5.25mb (5,510,023 bytes)
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2,496 (1 today)
MD5 Hash
dfcf3ff37ff62f28de5940d2e0c74558
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Description

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, and keep the minimods in the same relative mod order as the picture. This update brings compatibility with E4X 1.811 and Interregnum 3.21.

Preview
E4X & Interregnum Optional Minimods 1.811
Comments
SeraphimD_Kiryu
SeraphimD_Kiryu

YESSSS!!! FINALLY MY ARMADAS WILL CRUSH EVERYTHING IN MY PATH MWUHAHAHAHAH ok a little over reaction... but I am very excited to play with the minimods again.

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MoistYeti57
MoistYeti57

Do I put each mini mod in the mod folder ?

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MoistYeti57
MoistYeti57

I ask because I have a mini dump when I try to enable lol .

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Service_Disconnect
Service_Disconnect

The minimods go in the Mods-Rebellion v1.85 folder, the same folder as the main mod, you shouldn't have to overwrite anything. Enable the individual minimods you want using the enabledmods.txt file.

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GoaFan77 Author
GoaFan77

With the in game mod manager, all the mini mods should be in the available mods list (they are prefixed with E4X or INT for Interegnum). You enable the ones you want above E4X (and Interregnum if you use it) in your mod order. If you want to use several of them, try to keep them in the same relative order as the screenshot above, which has basically all of them enabled.

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MoistYeti57
MoistYeti57

I did the in game manager enabled what I wanted then applied then mini dump. I re-downloaded the mini mods folder retried and mini dump again . Any ideas ? Or should I download the interregnum main mod again ?

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GoaFan77 Author
GoaFan77

Please post your entire mod order. :-) Just to verify its correct and it works for me.

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MoistYeti57
MoistYeti57

The mini mods go above the EX4 main mod correct ?

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GoaFan77 Author
GoaFan77

Yes, and Interregnum as well if you use it.

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Service_Disconnect
Service_Disconnect

If I install the no superweapons minimod, should I have any problems continuing a saved game?

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GoaFan77 Author
GoaFan77

Not sure. I would guess it just wouldn't do anything, but you can try.

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pamplinas
pamplinas

Thank you!!!

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Guest
Guest

Does this work without the Outlaw DLC?

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GoaFan77 Author
GoaFan77

Yes. These should be DLC independent.

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Haruchai_Prime
Haruchai_Prime

Anyway we can use "non-Vasari Phase Gate" on a Vanilla game? Don't really know enough modding to do it on my own. Haha! I just don't understand how research is assigned to each race, otherwise I would have just ripped off the original Phase Gate and added it to the other races as well, Any tips would be appreciated! Thanks!

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GoaFan77 Author
GoaFan77

Afraid not. Some of these like faster combat could work without E4X, but the phase gate requires more setup.

You want to look at the race.entity (PlayerTechRebel for example) file. This file is what actually defines a race, including their ships and research.

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Haruchai_Prime
Haruchai_Prime

Wow! Thank you for the info! Don't really know of a reliable modding wikia for SoaSE and it's too tedious to read everything to get anything done. This is a huge step! Again my thanks!

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GoaFan77 Author
GoaFan77

Stardock recently established an official Sins wiki with far less ads than wikia. We might put some modding stuff there. However the best place to ask how to mod is the official Sins forums. Forums.sinsofasolarempire.com

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maledon
maledon

When I start a new game i get several research errors like the following:
ResearchWindow GridPoint Not Valid: RESEARCH_E4X_NovalithSupercharge
ResearchWindow GridPoint Not Valid: RESEARCH_E4X_CapturePhaseGate
ResearchWindow GridPoint Not Valid: RESEARCH_E4X_ABILITYACCESS_DeployEmbassyAI
ResearchWindow GridPoint Not Valid: RESEARCH_E4X_CultureRatePsiLoyals
ResearchWindow GridPoint Not Valid: RESEARCH_E4X_ImproveAIPsi

I'm running 1.85 (without the Outlaw DLC) with the following mods in this order:
E4X Expanded Research
E4X Faster Combat
E4X Enhanced AI
E4X No Super Weapons
E4X Exploding Mines
E4X Enhanced 4X Mod 1.811

Checksum: 222076044

What am I doing wrong?

Thanks for all your hard work!

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GoaFan77 Author
GoaFan77

There is nothing wrong with the mod. Rather you should not be getting any errors at all in the first place. To get any errors like that you must either be using the developer.exe or have something off in your settings file.

Many sins mods do things that generate "errors" (in programming terms they're actually more like asserts), but are actually quite harmless to your game. All of those research errors are normal, but we assume our players do not use the dev.exe or have them turned on. Hence they are never seen by the average player.

So simply edit your rebellion.user.setting file in a text editor, find the "ShowErrors" line and set it to FALSE. Do that whenever you get messages like that.

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maledon
maledon

Never thought it was the mods fault, as I said in my previous post "What am I doing wrong?".

I was not using the dev exe but I did turn on Large Address Aware to the default exe.

Your suggestion fixed the issue so thank you

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GoaFan77 Author
GoaFan77

Strange. Large Address Aware should have no impact on the settings file. Usually ShowErrors is only turned if you use the dev.exe.

But regardless, glad its working now. :-)

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Guest
Guest

Will this version of the minimods work with Sins 1.84 & E4X 1.81? If not, which version should I use? Thanks!

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GoaFan77 Author
GoaFan77

Maybe, but is there a reason you are not on Sins 1.85/E4X 1.811? That is the latest version.

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Guest
Guest

I can confirm this version of minimods do in fact work for 1.84. I too have to use 1.84 being no matter what I try my GoG versions 1.85 will not run so I had to torrent rebellion 1.84. I cannot find a 1.85 torrent. I am considering just paying again for the steam version at this point, GoG Galaxy is trash and gives you broken installers, I've wrote to them and nothing.

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GoaFan77 Author
GoaFan77

Sorry to hear that, but at least it works. There isn't a huge difference in the mod between 1.84 and 1.85, so it may be best to wait until another major version before considering paying again. :-)

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Dragon200052
Dragon200052

I will say that i am sad that most of the E4X mods do not affect the Interregnum races since it makes it incredibly unfair when the Tec have 32 capital ships and the Imperial Warlords.
So it would be nice to see some of the add ons for E4X also affect the Interregnum races such as Expanded research doubled capital ships and fleet supply no super weapons and such effect the Interregnum races.

So i will ask is there any plans to make it so that these will work for interregnum at some point in the future since the mini mods are awesome but not when only E4X races are affected by them.

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SeraphimD_Kiryu
SeraphimD_Kiryu

It does effect them what are you talking about? Interregnum runs off E4X so any minimod listed E4X effects Interregnum also. Minimods that list INT are for use only if you are using Interregnum.

The Imperial Warlords however do have less fleet supply even when using Double because it's in their lore, they cannot field as many ships and resources as other factions.

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GoaFan77 Author
GoaFan77

Any of the E4X minimods also work with Interregnum unless there is an explicit Interregnum version of that minimod (one with the same name but an INT prefix). So doubled fleet supply will work with the Star Wars factions even though it has an E4X prefix because there isn't an "INT" version.

You do however need to use "INT Faster Combat" instead of "E4X Faster Combat" since an Interregnum version exists for this.

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Dragon200052
Dragon200052

Well from the multiplayer game i had with a friend who was playing Tec they got 4000 fleet supply and 32 capital ships points same with all base game races where as with the interregnum races had half that while using doubled fleet and cap ships.

The disable superweapons only effected the base game races and not the Imerials so the tec did not get there novalith cannon the Imps still got there Galaxy gun.

And also when using expanded research it also only effected base game races tec main weapons getting to 60% damage boost Imps getting the standard 30%.

So unless i am missing something i am really confused.

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GoaFan77 Author
GoaFan77

It sounds like your mod order is incorrect. All minimods must go above BOTH E4X and Interregnum. If you have Interregnum above the minimods that exact thing would happen.

You can always use the screenshot on this download as an example (remove any minimods you don't want but keep the same relative order).

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Dragon200052
Dragon200052

Thanks for the help now Thrawn can Crush the rebel scum and there Tec allies.
The mini mods really do make interregnum and E4X one of the best mods out there really good work.

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trackpads
trackpads

Thanks for fixing the superweapons!!

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wheelmandan
wheelmandan

hi does your mod work with thrawn's revenge II ascendancy?

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GoaFan77 Author
GoaFan77

Nope.

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Ex_Tenebrae
Ex_Tenebrae

Hey all, not sure if this has been documented yet, but I have noticed that with the Doubled Research minimod, the Vasari Phase Missile techs seem to have been missed in there somewhere. They all have only 2 tiers, except the very last one, which has 8 tiers. Again, not sure what the problem is exactly. My load order is:
TXT
Version 0
enabledModNameCount 5
enabledModName "E4X Expanded Research"
enabledModName "E4X Doubled Fleet Supply and Capitalships"
enabledModName "Star Wars Interregnum Alpha 3.21"
enabledModName "E4X non-Vasari Phase Gate"
enabledModName "Enhanced 4X Mod 1.811"

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GoaFan77 Author
GoaFan77

That's intentional. A few research bonuses, like phase missile shield bypass chance and shield mitigation, were too powerful to be further boosted. We gave different bonuses like ever more damage and shield regeneration as a replacement.

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Ex_Tenebrae
Ex_Tenebrae

Ah, okay, yeah I wondered whether that was the case, given how particular the omissions were. Thank you for your prompt reply, and for an amazing mod!

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GoaFan77 Author
GoaFan77

Yeah we don't do a lot of balancing on the minimods but with Enhanced Research we try to prevent things like invulnerable ships (shield mitigation at 100%) or cost discounts that would make something completely free (Vasari planet health discount tech).

If you notice any other little exploits like that please let us know.

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Ex_Tenebrae
Ex_Tenebrae

Fair enough, I don't have time to jump into the game right now, but I DO remember that, back in the last version of this particular minimod, advent could do 100% free planet exploration with how it paired with their inherently cheaper planet exploration tech in conjunction with the extra tiers. Again, haven't played them with the new one, but thought it might be of help.

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wheelmandan
wheelmandan

i have something to ask you know the enabledModNam note pad how many mods text mod can i put on there by text i mean the note pad for any mod if that sounds right cause i can never. just start the game and what mod text log out move a text to the top. or it won't work i hope some one can understand how to make this cause every time i get a crash it remove all the text note pad

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GoaFan77 Author
GoaFan77

I'm afraid this is not very clear to me. However as far as I know there is no limit to the amount of mods you can enable at one time, via the in game mod menu or the enabledmods.txt file.

If the mod crashes before it loads successfully the first time, the game clears the EnabledMods.txt file as it obviously didn't work and they don't want players to get stuck trying to load a mod that doesn't work.

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Guest
Guest

First great mod. I've always loved it, but the newest version keeps minidumping me out of the game, the order i have things in is as follows:

TXT
Version 0
enabledModNameCount 5
enabledModName "E4X No Superweapons"
enabledModName "E4X Resetting Titan Levels"
enabledModName "E4X Expanded Research"
enabledModName "Star Wars Interregnum Alpha 3.21"
enabledModName "Enhanced 4X Mod 1.811"

Am I doing something out of order?

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GoaFan77 Author
GoaFan77

Looks like that should work. What is your checksum? Does it work without the E4X Minimods?

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phantomgtox
phantomgtox

Is there a way to increase the UI scaling? I'm playing at 3440x1440
The icons and UI are way to small.

Please Help!

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gazer75
gazer75

Any chance you could make a version of the research minimod that work without E4X?

I can't finish a game with E4X without hitting the issue with game starting to stutter and then eventually freeze completely.
I really like the expanded research though :)

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itsdakoolaiddude
itsdakoolaiddude

I seem to be getting minidumps whenever I put any of the minimods on.
I am running Interrengum v3.3 and E4x v1.82. And I do know I installed the minimods correctly and followed the picture.

So maybe an update for them?

BTW, Enabled Mod Checksum: 275924616 (which is the INT Faster Combat, then the Interregnum and E4x) Is this lower or higher (Or on point) to what the checksum is supposed to be?

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