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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Is this a good place to report bugs? (Games : Sins of a Solar Empire: Rebellion : Mods : Enhanced 4X Mod : Forum : Bugs : Is this a good place to report bugs?) Locked
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Apr 14 2023 Anchor

This mod is awesome, thanks so much for still working on it!!

I just had some feedback on a few things when I played the latest version.

Change in the Vasari Maraduder skills

I noticed one of the vasari marauder's skill seems to have been changed to affect enemy ships. That makes the skill much more useful, but with it's current balance one level of the skill plus a jump interference structure will get ships stuck early game, so you can't even scout past vasari minor races worlds unless you send several scouts at once... and even then it's pretty easy for it to trap and kill them.

I'm a fan of new ways to trap ships so I can counter the AI's raids, but this one seems a bit OP early game.

Ongoing Diplomat Shenanigans

The diplomats seem better than the last version, but instead of flying out of the gravity well at random, they just get stuck when arriving in a gravity well. They also seem to freeze periodically when trying to deploy the embassy, they will just sit there and never deploy it unless I go back and tell it to stop and deploy again. The AI is really struggling with this bug as they rarely get many embassies deployed on my planets, and they will get stuck trying to capture a minor race world. I can send a diplomat and capture the world, then the AI will resume attacking.

Phasic Barriers block attacks

More of a feedback, but I think this was changed in the E4X mod... I've noticed that ships stop attacking a structure when the structure activates the Phasic Barrier skill. This makes cleaning up Vasari structures in an enemy gravity well a big pain because my ships will just rotate around the well attacking the next structure each time the barrier activates and never actually get anything killed. I usually counter it by pressing shift and telling the fleet to attack the structure 5 or so times. More just an annoyance but it would be cool if anything can be done about it.

Piling up Sentinels

I've noticed when playing as Vasari I seem to collect sentinels randomly. I will find them scattered on planets that I've just conquered. I suspect it's from the marauder hero's summon ships skill. They don't de-spawn though, and I'm not sure if they count against the supply cap. I'm also sure it's not the "replicate forces" skill.

AI fleets getting stuck

I frequently see the AI piling it's fleet on planets that have those invincible hero spawning buildings. I'm wondering if the AI is sending ships there to attack it, but it's invincible, so the ships just sit there. I usually play with an AI ally so I can watch them do this once the conquer an enemy capital.


Anyway, those were the notes I collected from the last few playthroughs. Again, I love this mod, thank you for putting it together!

GoaFan77
GoaFan77 Master Modder
Apr 30 2023 Anchor

Glad you're enjoying the mod jandsm!

1. Marauder Skills - I don't think this ability was changed in the mod. I know it changed in the vanilla game at some point before Rebellion.

2. Sadly there isn't much mods can do to directly fix the AI. I have noticed occasionally embassies are slow to deploy and it gets the envoy killed. I think the problem is the autocast on the invulnerability ability is too slow to fire, but I'm not sure if there's much to be done to fix that either.

3. This mod did not change Phasic Barrier. Its always been an annoying ability that makes it hard to focus kill Vasari civilian structures.

4. That's probably the Scientist Vasul hero units. If an enemy unit under his assimilation ability is killed, nanobots will rematerialize it as an Assailant or Sentinel. These units are permanent, unlike the Warlord hero.

5. Strange, I've never noticed a problem with the AI and hero buildings. Do you have a save where the AI is stuck?

Thank you for the feedback.

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Enhanced 4X Mod

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