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.

Report abuse E4X Optional Minimods 1.5
Jan 8th, 2013
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A series of optional minimods to allow users to customize their Enhanced 4X Experience.

A series of optional minimods to allow users to customize their Enhanced 4X Experience. As it is not possible to add additional options in game, this system of minimods will allow users to customize the game settings to their specification. To apply these mods, simply enable them ABOVE the main Enhanced 4X Mod (see picture).For detailed instructions, see the explanation thread.The minimods currently in the pack are as follows:

Alternate Main Menu Music
: For those wanting a retro Sins feel, this minimod will change the main menu music to the theme of the Original Sins of a Solar Empire. If you're looking to return it to the Rebellion theme, do not apply this mod and delete the the Rebellion Title.ogg file from the main mod's sound folder.

Doubled Fleet Supply and Capitalships
: Allows you to have twice as many ships and capitalships at any particular research level. Note that this will certainly make any performance issues worse, especially on maps with lots of players.

Faster Combat
: Increases all weapon damage by 50%. Works well with Deathmatch, or if you just which Sins combat was faster like other RTS games.

: Increases the influence of the map fleet supply, income, build time, and research options. Usually slow is equal to the old normal, normal the old faster, and fast and faster are much higher than what was previously available. Best for small and medium sized maps, as this allows you to afford to use every weapon at your disposal. Note that this mod and Doubled Fleet Supply will combine to further increase your maximum fleet size. Cannot be used with the no Superweapons minimod.

No Superweapons
: Prevents you and the AI from building superweapons. The research is still there but you'll never be able to use them. Cannot be used with the deathmatch minimod.

Resetting Titan Levels:
It's a little hacked, but the result is titans will lose their levels on being destroyed, so they are always rebuilt at level 1. This was a major gripe of some who thought titans were too strong, and works especially well on larger maps.

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E4X Optional Minimods 1.5
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Farseer_Tanis Mar 9 2013, 8:58pm says:

Are these minimods set to work only with the E4X mod or do you know if they will work with others as well? The only one I am really interested in is the No Superweapons one, as I find them to be more annoying than useful.

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GoaFan77 Author
GoaFan77 Mar 10 2013, 3:44am says:

Some of them will work without E4X or perhaps even with some other mods. But No Superweapons is not one of them. I disabled them by editting the gameplay.constants file, which contains many other changes E4X does. It may work just using it by itself but you'll get other changes along with it.

+2 votes   reply to comment
Guest Apr 11 2013, 6:34pm says:

When loading these minimods, only the one to disable titans retaining their levels showed up. Any reason for that you can think of?

+1 vote     reply to comment
GoaFan77 Author
GoaFan77 Apr 11 2013, 8:31pm says:

By show up, do you mean appears in the mods list? The game populates the list of available mods just by displaying a list of folders in the mod folder. Perhaps the rest of the minimods got stuck in the titan level one?

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Guest May 12 2013, 12:52pm says:

With the "no superweapons" mod enabled are the randomly occurring superweapons around planets functional once you find the right artifact or does that mod disable their use as well?

+1 vote     reply to comment
GoaFan77 Author
GoaFan77 May 12 2013, 1:59pm replied:

The ancient structure super weapons will still be spawned on the map, but to be honest I'm not sure if they will still work or not. If it turns out they are, you could always play on competitive maps, that way the artifacts to power them will not spawn.

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Phazeblade May 18 2013, 12:19pm replied:

i know you must have a flood of msgs along the lines of "no superweapons is broken, fix now" but im not gonna be one of them, rather im curious if its on your "to-do" list, and if so, do you have an idea when itll be fixed?

+2 votes     reply to comment
GoaFan77 Author
GoaFan77 May 18 2013, 8:21pm replied:

I have not actually. What is your issue?

+2 votes   reply to comment
Phazeblade May 18 2013, 8:25pm replied:

no-superweapons isnt working, i have the 1.5 version of it active and im still getting warnings that the AI is arming them

+2 votes     reply to comment
GoaFan77 Author
GoaFan77 May 18 2013, 11:55pm replied:

Okay, is it an AI build superweapon or one of the neutral ones like guest was worried about? If the former, what other minimods are you using it with? Some other minimods like death match can conflict with it, causing it not to work.

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Phazeblade May 19 2013, 12:02pm says:

its the build ones, and the mods im using are enhanced 4x mod, no superweapons, faster combat, reset titan levels, and double fleet supply, whihc also causes it to randomly close at or near the 50 minute marker

+2 votes     reply to comment
Phazeblade May 19 2013, 2:15pm replied:

so i disabled all but the no superweapons and the main mod, which fixed the crashing, and the superweapons(as im an hour in and havent heard the warning yet)

+2 votes     reply to comment
GoaFan77 Author
GoaFan77 May 19 2013, 3:01pm replied:

Well that's good. The random crashing was probably from hitting the RAM limit, you can probably make it go away by reducing your graphics settings a notch (I.e. from highest to high). That or you did not get the 1.501 hotfix.

None of those minimods should conflict, did you list them in the order you had them enabled? The main Enhanced 4X Mod should always be at the bottom of your mod order, if it was not that could also prevent the No Superweapons minimod from working.

+2 votes   reply to comment
Phazeblade May 19 2013, 3:06pm says:

the main mod was first i know that, the minimods i dont recall the order, let me try them with the main at the end, hopefully it should work now

+2 votes     reply to comment
Guest Jun 25 2013, 2:32pm says:

You should add a scaled planets feature. like in infinite space, for more realism and icandy

+1 vote     reply to comment
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Released Dec 26, 2011
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