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 1.83
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E4XInterregnum_Optional_Minimods_1.83.84.zip
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GoaFan77
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5.58mb (5,848,710 bytes)
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3,529 (9 today)
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28c69000280b983be5793ebafce85792
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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 adds three new minimods; More Tactical Slots, Infinite Research, and a special new research called Beskar for Interregnum. It also fixes some minor compatibility issues with E4X 1.83/Interregnum 3.31.

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E4X & Interregnum Optional Minimods 1.83
Comments
nuruddinshah52
nuruddinshah52

IT HEREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

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Titanida
Titanida

Hello GoaFan77.
Good job sir. Now if the AI have enough resources they will make a titan factory and even better with enough resources another time they will build the Executor class if not the Bellator but now the frequency for titans appearance it's like 75%.
Of course I use the more tactical slot mod.And another thing it's that the Empire AI and Warlords AI favor more super weapons then building ships. If you use the more tactical slots mod in conjunction with no superweapons mode the chances for Bellator or Executor class are nearly 100%.

PS The Beskar mod even for the cruel AI it's suicidal.

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GoaFan77 Author
GoaFan77

Funny, well at least this minimod has accidentally helped the Empire's titan building issue in the sort term.

Yes I've noticed the super weapon thing as well, and I'm not sure why. At least it kind of makes sense for the Empire lore wise though.

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ahobgoblin
ahobgoblin

If you have any balancing feedback for the Beskar minimod, I'd love to hear it. Perhaps spin up a forum thread on the topic?

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Titanida
Titanida

Ok its very simple the pirate raid its to soon and to strong for the AI. Because of the ability to make pirate base from the planet that they attack the AI will lose the basic ground for development in the early stage of the game and from there its game over for AI.
In SOASE the AI is an imbecile to colonize planets more then 2-3 jumps away from the home planet and when they lose even a tiny asteroid in the early stage its disaster for AI. They never gain control after (almost every time :)).
Balance thing are this: Pirate rider after 15 or 20 min in game. The possibility to colonized the planets after 60-90 min of gameplay even 120 min.

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M-Zealot
M-Zealot

I have noticed that once the Mandalorians take a planet from the AI they won't attack that planet whatsoever, and the AI never takes a mandalorian planet like they would normal pirates.

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ahobgoblin
ahobgoblin

We've observed similar behavior. Unfortunately, this appears to be a AI trait inherited from the vanilla game, and there's very little mods can do to modify the AI or it's priorities.

For the next update to the minimods, we're working on ways to minimize the problems this can cause in the early game for AIs by blocking off expansion routes etc

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xdxsadd
xdxsadd

does the faster combat make it like sins of the prophets where ships die in like 3 hits or is it just a bit faster to the normal sins combat?

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GoaFan77 Author
GoaFan77

It increase weapon damage of all units by 50%. I'm not sure how that compares to Sins of the Prophets, but it definitely speeds battles up a bit.

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Norean
Norean

I am wondering if you still need the large address aware as the game crashed for me after about an hour playing. Using it before I was able to play an 8 hour session with friends. Although it might have been a problem with one of the three new minimods

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GoaFan77 Author
GoaFan77

The devs have told us that using Large Address Aware with Sins 1.90 can cause stability issues. If you manually unapplied it that could perhaps cause it as well.

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D0gbert
D0gbert

Hooray! It's out!
BTW, the "infinite" research mod sadly overrides the warlord's exclusive System Redesign upgrades. Was that intended? Because in retrospect, letting them have both AND their research bonus will make them gloriously overpowered.
Nothing is more hilarious than seeing a decked-up Night Hammer beat the crap out of fleet after fleet.

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GoaFan77 Author
GoaFan77

That was not intended, and I thought I changed it so that wouldn't happen. Do you happen to be using Expanded Research as well?

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D0gbert
D0gbert

Ah. Yes. That's probably why. Load order with fix it?

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GoaFan77 Author
GoaFan77

Looks like the change to Systems Redesign's position in the tech tree didn't make it to the Expanded Research minimod. I updated the main download for everyone else, but you can just download this file and place it in your E4X Expanded Research -> GameInfo folder.

Dropbox.com

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GoaFan77 Author
GoaFan77

Attention everyone who downloaded this before this post.

There was a minor issue that could occur if you played Interregnum and used Expanded Research and Infinite Research together. The Warlords System Redesign tech was moved slightly in order to make room for the Infinite Research techs, and this change was not accounted for in Expanded Research.

I've updated this download to fix it for new people. If you downloaded the minimods before May 8th, download this file and place it in your E4X Expanded Research -> GameInfo folder to fix the issue.

Dropbox.com

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Lowchen
Lowchen

Why aren't the star-bases included in the survivability-research? (At least in the warlords techtree they aren't)
Is it an oversight or a balance-decision?

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jk_bonn
jk_bonn

There is the starbase constructor vessel in the techtree ( lvl 3 i remember ), you can build a starbase with this ship.

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jk_bonn
jk_bonn

Oh, sorry you are talking about "Survivability Mastery" the new infinitive tech!
I was to quick in responding, maybe ma diabetes is to high atm^^

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jk_bonn
jk_bonn

I just made a test in my game as empire player, the bonus for starmases is also not displayed in the tech but the starbase became the bonus after researching.

So it seems only a display bug, maybe because there is no more roon in the tooltip for display.

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GoaFan77 Author
GoaFan77

Starbases should be affected by that research. We don't specifically design those info cards (just the long description text), Sins generates them based on the code for what the tech does, so occasionally it might miss something.

The bonus it gives should be identical to the standard hull/shield techs.

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Guest
Guest

Hi. First off love the mod. I was just curious if there was any way to give capital ships more skill points. I would love to max them out and create a super fleet.
Also for some reason my scout ships (empire patrol cruisers especially) won't auto explore in the beginning. What I mean is I have to manually set them to go somewhere and then after they get there they start auto exploring. I'm not sure if that's something on my end but I just wanted you to know. Again thanks allot for your hard work!

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Titanida
Titanida

Yes if you use the expanded research mod. This mod will make every race other then rebellion alliance have more skill point to buy. And if you are lucky you will find special artifacts that can increase with another level your capital ships skill points.

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GoaFan77 Author
GoaFan77

Sadly no mod can make caps or Titans have more than 10 levels. The galactic empire and the mentioned expanded research minimod let you train capitalships above level four.

That is how scouts are supposed to work. Some mods make them auto explore, but I don't like this as sometimes you need scouts for minesweeping etc. And you lose track of them when you build one for that purpose.

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Guest
Guest

Thanks very much for the reply. For the scouts I meant when I manually toggle the auto-explore button after their production.They just kind of sit there and I have to manually send them off even with the auto-explore toggled on.

One more quick question I am not really understanding. The lend-lease capital ship mod just provides the original factions with new capital ship? Is this mod mainly if you are allying with these factions as a star wars faction?

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GoaFan77 Author
GoaFan77

I've occasionally seen some delays when right clicking to turn auto explore on. If that happens, left click explore once and it should get going just fine.

Lend Lease is a fairly minor mod. Basically in the mod lore, the TEC (Loyalist), Ascended Advent (Rebel), and Vasari Independent Republic (Rebel) fight together as the Triple Alliance, and in Interregnum they get a tech which lets them build one capitalship from the other factions. So you can get the Dunov Battlecruiser and Vulkoras Desolator (I think) as the Advent Rebels for example with this tech. One mod player didn't like these ships didn't benefit from weapon research, so he changed their weapon types and fighters to match the main faction research. It doesn't add new ships, just makes these extra capitalships fit in better with the faction that gets them.

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Titanida
Titanida

Ok final intervention for GoaFan77 ( final rant :PP). and for the players who want to meet the Executor class level 10 in the game :P.
I finally resolved the problem with the Titans for Warlords and Empire.
Mods to be use obligatory ( from top to bottom):
E4X more tactical slots
INT Deathmatch mode.
Starwars int
Enhanced 4x mod.
Game settings :
Faster income rate and the minimum unfair difficulty for the AI or if you wish more challenging game you can have this settings : fast income rate but with difficulty set to cruel.
But be warned the Darth Vader will come in 25 up to 35 min of game play.

OK this is for GoaFan77. Lower price for Empire and Warlords for the units or more resources for them. The problem its not the titan but the titan factory. If they dont build the titan factory in the first 20-25 min of game then they will not build anymore the titan factory. If they build the titan factory in the first 20-25 min then they will build the executor then bellator and again the executor. In the last 5 days I run more then 5-6 hours of testing per day to see this.

May the force be with you ( you need this to defeat the Executor level 10 :P)

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GoaFan77 Author
GoaFan77

Empire titan factory should be the same price as the others, and can actually be half price with the Standardized Shipyards tech (main reason to research it, as it basically pays for itself there). But thanks for your testing, you've given me lots of ideas on how to get the AI to build more Imperial titans, without minimods being necessary.

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Titanida
Titanida

You are welcome. Yes and no. The AI player from my understanding will build the titan factory only if it has the right amount of resources at the right time to build the titan it's not like human player.
Put it simply the AI player for Empire and Warlords will build the titan factory and then the titan immediately only if it has the bonuses form the vicious difficulty. And the time to build this at the vicious difficulty it's about 20-30 min of game-play.

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nuruddinshah52
nuruddinshah52

Hello there
About the Max Starbase mod. How many point do I have?
If I play Tec defense my free starbase have 9 point
I thought I will have a full upgrade starbase
Here is my mod list. Is there anything I should know?
TXT
Version 0
enabledModNameCount 11
enabledModName "Enhanced 4X Mod 1.83"
enabledModName "E4X Alternate Main Menu Music"
enabledModName "E4X Doubled Fleet Supply and Capitalships"
enabledModName "E4X Enhanced AI"
enabledModName "E4X Expanded Research"
enabledModName "E4X Exploding Mines"
enabledModName "E4X Faster Combat"
enabledModName "E4X Infinite Research"
enabledModName "E4X Max Starbase Upgrades"
enabledModName "E4X More Tactical Slots"
enabledModName "E4X No Superweapons"

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GoaFan77 Author
GoaFan77

Your mod order is wrong. E4X 1.83 needs to be at the bottom, not the top. In fact many of those minimod won't work right with that order.

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nuruddinshah52
nuruddinshah52

Ok I will try it

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nuruddinshah52
nuruddinshah52

It work
Thanks
Edit
(BAHAHAAHAHAHAH with the stuff of mods I can get 3 FULL UPGRADE STARBASE HAHAHAAHAH)

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Guest
Guest

Probably a dumb question, but where to the infinite techs show up in the tech trees? I've tried with and without other mods enabled and I'm not seeing them in the tree.

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Guest
Guest

Never mind! I was running EX 1.82, updated to 1.83 and now we're good!

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QuecoJo
QuecoJo

Hi! Loved your work in the past and now I cannot wait to get into the new versions.

Quick question about the install orders for the mini mods: do we put the interregnum mini mods first after the the 2 main mods, followed by the E4X mini mods? Or does the order not really matter?

Thanks!

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GoaFan77 Author
GoaFan77

E4X and Interregnum main mods must be at the bottom. You must use the INT version of a minimod if it exists and you're using Interregnum. Those are the two main rules.

For the most part the order of the minimods themselves shouldn't matter, but refer to the screenshot above for a reference of a proper order with almost all minimods enabled. If in doubt, put the minimods you care the most about on top.

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QuecoJo
QuecoJo

Cheers!

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nuruddinshah52
nuruddinshah52

bug report
can't research underwater cites cuz need high pressure domes research for both TEC

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