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.

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Advent Loyalist - Coward's Submission Bug (Mods : Enhanced 4X Mod : Forum : Bugs : Advent Loyalist - Coward's Submission Bug) Locked
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Jul 23 2012, 10:30am Anchor

Hey Goa.
I think I found another bug. I am not 100% sure, if it is really bred through your mod or if its an vanilla game bug.

In short:
The Coward's Submission ability from the Advent Loyalist Security tech tree affects ships of your allies too, not just your enemies. Lost an envoy cruiser and a colony frigate to my ally (who played the Advent Loyas) before we recognized it.

P.S.:
Actually not related to the topic but I am to lazy to open another thread. Is there a deeper reason why the Fortress Constructor isn't able to phase jump? I mean its really annoying, if you managed to find both, the Impenetrable Fortress artifact and the Fortress Constructor, and to be not able to move the Constructor from this tiny little planet without any strategic value to your front line.

GoaFan77
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GoaFan77 Master Modder
Jul 23 2012, 3:56pm Anchor

Yeah, that's a known bug with Vanilla Rebellion, I didn't touch Cowards Submission. Its stated to be fixed with the 1.4 patch.

As for the Fortress Constructor, the idea was none of the other ancient structures can move, and you could potentially get some cheesy tactics of building that on an enemy homeworld or something. I guess I could set it up so it could only be deployed on a friendly planet to fix that, but that takes away the fun of sending a colony frigate to go behind enemy lines to capture it once you've found the artifact (Its great fun to see your friends reaction when a super starbase immediately deploys on one of their planets. xD ).

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Enhanced 4X Mod

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