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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GoaFan77
GoaFan77 Master Modder
May 12 2013, 2:46pm Anchor
whitewolfmxc wrote:

1) well the point was i just wanted to see new ship types for AI to use , and i dont like hero units in any game really , because they become such a gimick and becomes a attention seeker for the player because of constant baby sitting (and have a upgrade path set also makes it a bit boring for me)

and i just want a standard ship i know i can build when i have the resources and not rely on spawning XD

2/3/4)

i feel you man , i know a few modders myself , plus i work for some mods before and atm (COH) . Well if you want i can try to see if anyone i know is interested in making models (also i know a lot of mods out there use old models from really old games (like home world series etc) not that im suggesting anything but just putting it out there , and i think there are ship models out there that are just user created that might be usable , but need to dig into that)

but yeah a "Sub" type of ship is very needed and interesting in game

5)humm well what i was thinking was just a ship that has a lot of Mass Area (large area and i do mean LARGE) effect abilities (which doesnt have to be that defensive , i was just putting the example) , which isnt that common in game . you can even put a build cap on these ships , treating them as prototype or experimental ships (or in real world examples , a ship built for a specific encounter / event / problem one has to deal with)

6 ) yeah i understand , but at least a boarding type of ship ? i know the Moddb.com maelstrom mod for deplomacy has ships that can do that , maybe having a look at that ? im sure all races in logic has a need for a ship type that helps taking over precious cargos or ships when needed

also just a little addition idea :

Why doesnt upgrading the tactical slot also help planets ( i do mean the planet itself) defend itself ? should the planet force stationed on the ground have Missiles / guns etc that can defend itself in a moderate range in orbit ? im not trying to make orbital defense obsolete but it would be nice knowing a single seige frigate cant blow up a whole planet without taking any damages (with no orbital weapons present) at all


1. I guess I don't see why "dreadnaughts" would be any different then. You get more use out of any ship if you babysit it, if anything titans suffer more from that than heroes or capitalships. I guess I could make them a giant gun platform but that seems pretty boring to me. Also, last I checked the AI definitely will use heroes eventually, though I'm hoping it will do more so with the 1.5 patch when the AI should research more.

2. The other issue with adding new units is that I'd be pretty picky with the art style of any new units. They'd have to look enough like existing ships to make it plausible that their made by that faction. It wouldn't be too hard to find stuff for the TEC, a lot of generic Sci-fi stuff works for them, but the Advent and Vasari would be much harder. I think we'd need someone to make a custom model for them.

5. Ah, I think I see where you are getting at. The effects would have to be pretty modest to justify that long of a range, but it could be interesting. And as long as the effects didn't stack I don't think a unit cap would be needed.

6. Yeah I played a lot of Maelstrom in Diplomacy, some of the new models in this mod were borrowed from his. I Don't remember the boarding ships though. And the unfortunate thing about Sins is that trade ships are hard coded to be free. I've already reduced their number and spawn time and increased their resources given, but to be perfectly honest commerce raiding is still only good for some free XP and money. It's not going to seriously hurt the enemy's economy.

7. Well the TEC (Loyalists) do have planetary defenses like that, but it's tied to research, not tactical slots. Unfortunately we do not have a good way to interact with planet upgrades, they're limited to their stat increases, I can't make them do anything cool. :p

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Enhanced 4X Mod

May 14 2013, 3:30am Anchor

yeah the heroes thing is fine as is , but i just want new ships that i can actually buy as many as i can instead of waiting to spawn XD besides once that building is gone its gone XD

the "alliance" faction from Maelstrom has ships that "boards" others ship and steal money , dont remember which ship atm (prob a capital ship ?)

Also if we cant change planet upgrade effects , then perhaps new planets should just spawn a (prob just 1) simple / weak but movable defense platform once its colonized ? (like the tec carrier missile drone type of thing but movable etc) , and you can add tech that it can be upgraded later on , this way at least no planet is defenseless at all (or better yet is give all the race that tec ability as standard and replace that tech slot with something else , or just helps tec get even more fire power ON planets XD)

Also WOULDNT IT BE COOL if planets can launch fighters / bombers ? lol that be so cool

Edited by: whitewolfmxc

GoaFan77
GoaFan77 Master Modder
May 15 2013, 1:23am Anchor

Well, my hero spawning building is invincible, its not going anywhere. ;) If I can make it work I will try to add a new capitalship, but no promises.

So, isn't that basically the Corsev but it can make extra cash?

Yes, you can spawn tactical structures on colonize, but like all spawned structures the position is random, it would likely not stop siege frigates by itself. Also, I don't have a big philosophical problem with defenseless planets. If given the choice between defenses and something else, something else is usually better most of the time. TEC are the exception of course, but for every other faction I want defense to be something you intentionally choose, then you face the consequences for either leaving your world undefended or building too many defenses and fall behind in fleet or economy.

I will agree planet based strikecraft would be awesome, but you'll have to yell at Stardock for that one, it is beyond my powers to make. XD

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Enhanced 4X Mod

Jul 20 2013, 2:40am Anchor

Just a small request/comment
I noticed that some research subjects have a gold 'glow' and a star instead of a white glow (which is what Stardock gave the faction-specific researches) Assuming that those are ones that your mod modified from the stock (couldn't find any info in the readme)
Perhaps add a different color or the same for everything added by this mod?

GoaFan77
GoaFan77 Master Modder
Jul 20 2013, 3:10pm Anchor
Taku22 wrote:Just a small request/comment
I noticed that some research subjects have a gold 'glow' and a star instead of a white glow (which is what Stardock gave the faction-specific researches) Assuming that those are ones that your mod modified from the stock (couldn't find any info in the readme)
Perhaps add a different color or the same for everything added by this mod?

Hey Taku,

The techs with a gold glow and a star are research subjects that unlock hero units. Sorry for the confusion.

Edited by: GoaFan77

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Enhanced 4X Mod

Sep 16 2013, 12:36pm Anchor

Idea:
Colonizing stars using dyson spheres/swarms/rings. Would require long and expensive research, take a long time to build, the structure would have a giant population capacity and economic bonuses, but low health

GoaFan77
GoaFan77 Master Modder
Sep 16 2013, 12:57pm Anchor
Woodbin wrote:Idea:
Colonizing stars using dyson spheres/swarms/rings. Would require long and expensive research, take a long time to build, the structure would have a giant population capacity and economic bonuses, but low health

Hi Woodbin,

You sadly cannot colonize the Stars currently in Sins, because they are treated as a special object that you can only have 1 of per solar system. However it is certainly possible to make "Pseudo Stars" that are technically planets but look like stars, and I agree it would be cool to do. I may do this on my own, but you might also want to mention this to Axel Dude of infinite space as well, if Infinite Space adds colonizeable Stars E4X will too. ;)

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Enhanced 4X Mod

Sep 16 2013, 1:08pm Anchor
GoaFan77 wrote:
Woodbin wrote:Idea:
Colonizing stars using dyson spheres/swarms/rings. Would require long and expensive research, take a long time to build, the structure would have a giant population capacity and economic bonuses, but low health

Hi Woodbin,

You sadly cannot colonize the Stars currently in Sins, because they are treated as a special object that you can only have 1 of per solar system. However it is certainly possible to make "Pseudo Stars" that are technically planets but look like stars, and I agree it would be cool to do. I may do this on my own, but you might also want to mention this to Axel Dude of infinite space as well, if Infinite Space adds colonizeable Stars E4X will too. ;)


Ah, I didn't know it is not possible to do on the technical level. I sadly don't know anything about SoaSE modding, I'm new to the game (but fell totally in love with it). I'll try to contact Axel Dude, thanks for reply :)

Also you made a great mod.

Edited by: Woodbin

Dec 8 2013, 9:27am Anchor

i have a few ideas. 1. vasari rebels get a trade boost from allies research. 2. vasari loyalists could also get experience when they strip a planetfor capitols, heroes, and maybe the titan. and for now my last. 3. advent rebels could have an ability to cancel out other culture buildings at the cost of shutting down a broadcaster of their own.

GoaFan77
GoaFan77 Master Modder
Dec 9 2013, 12:58am Anchor
gundam_pheonix wrote:i have a few ideas. 1. vasari rebels get a trade boost from allies research. 2. vasari loyalists could also get experience when they strip a planetfor capitols, heroes, and maybe the titan. and for now my last. 3. advent rebels could have an ability to cancel out other culture buildings at the cost of shutting down a broadcaster of their own.

Sadly I don't think any of those things are exactly possible, but I agree the VR could use a unique economic tech. I don't think I can get very close with the other two though.:|

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Enhanced 4X Mod

Aug 30 2014, 8:01am Anchor

I must agree with people about new ships, i find all of the crusiers/frigate of all races so damn boring and crap.

Also i have noticed some idependet nonplayble factions in the game that mostly occupay one or two plants, can you make them some what more active. Adding more defenses to them and bigger fleets, makeing the game more alive.

Edited by: Evilonesix

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