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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Developer Explains: Hero Units (Games : Sins of a Solar Empire: Rebellion : Mods : Enhanced 4X Mod : Forum : Advice : Developer Explains: Hero Units) Locked
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GoaFan77 Master Modder
Jul 10 2012 Anchor

Hero units are a new special type of unit added in Enhanced 4X. Essentially more powerful and specialized capitalships, hero units are artificially spawned and are strictly limited to having one of each at a time. They are free but can take a while to respawn should you lose them. Note you must have at least 1 fleet supply available to spawn a hero.

Hero units are spawned from a special invincible command structure on your homeworld. They do not require special research, but instead require various normal research that you'd get while progressing normally through the game. The exact prerequisites can be seen by clicking on the hero structure, and attempting to use all the hero abilities. Check your tech trees and the needed techs will be glowing in blue. The first hero units all require 3 labs, but have the least powerful stats.

The Hero spawning abilities all have autocast turned on by default. This allows the AI to use them and will spawn them as soon as they're available for you at your homeworld. However, you will probably want to turn autocast off, as you can use the hero spawning ability on any planet you own to spawn them at that planet instead of your homeworld, allowing you to quickly reinforce a threatened planet. After you spawn a hero however your spawning structure will be unable to spawn another one for 4 minutes, and the ability cooldown time will permanently increased by 10% (or a minute per successful use), so you shouldn't be reckless with your heroes just because they are free.

Once you have a hero, you will not be able to spawn another one of that hero until it is destroyed. If you use its hero spawning ability again it will simply not do anything and reset the cooldown, another reason to leave the autocast off. Heroes do not keep there levels on death, so it is recommended to kill enemy heroes before they get too powerful.

In addition to their powerful and unique abilities, some heroes may have passive secondary affects that do not require any skill points to use, from Scientist Vasul having a interdiction beam weapon that slows down enemy frigates to Admiral Kol regenerating the antimatter of nearby allies faster. To get a detailed tactical description of the capacities of a hero unit, read the text of their fifth ability that is the heroes own name. Hero units also have a fixed ability path as they level up, with only one new ability unlocked per level, rather than the usual choice of three, so its safe to right click the abilities button to let the computer automatically upgrade their ability points for you. Also, each factions' final tier hero unit are the only nontitan units that can disable the abilities of titans, making them perhaps the only true anti-titan units in the game.

Edited by: GoaFan77

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