A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Please read the entire description, and keep the minimods in the same relative mod order as the picture below. This update fix issues with the INT Resetting Titan Levels and INT Disable Vanilla Factions minimods present with the 1.86 Minimod release.
Note: If you previously downloaded the 1.86 Minimod set, you can download this patch to get just the updates.
Installation
News: Try setting up your mods with the new Mod Manager tool!
First, delete any previous versions of the minimods you may have. Download and extract the zip file to your Rebellion mod folder. Apply any minimods you like in the same relative order as the screenshot below. In other words take out any you don't want, and if minimod A is above minimod B in the screenshot, keep that same relative order.
Interregnum specific minimods have a prefix of "INT" instead of "E4X". If a minimod has a version for both Interregnum and E4X, Interregnum users must the INT version and E4X users the E4X one. These minimods have an "*" symbol next to their name below. Otherwise E4X minimods can be used for both mods.
For more detailed instructions, see this video.
Minimods
Interregnum Only
Disable Vanilla Factions: Relive Star Wars battles from before the Interregnum with this add on, which prevents the vanilla Sins factions from being played. It will not change random encounters, so you may see a few vanilla ships owned by minor factions.
All E4X Random Encounters: Alternatively, if you want more non-Star Wars content in your game, you can use this minimod. Interregnum now disables a few E4X random encounters and vanilla minor factions since they have been replaced with Star Wars versions. This minimod adds them back in. You can see a full list in the minimod readme.
Disable Warlords: Prevents the Warlord faction from being played. It will not change random encounters, so you may see a few Warlord ships owned by minor factions.
Disable Empire: Prevents the Empire faction from being played. It will not change random encounters, so you may see a few Imperial ships owned by minor factions.
Disable Rebel Alliance: Prevents the Rebel faction from being played. It will not change random encounters, so you may see a few Rebel ships owned by minor factions.
Disable New Republic: Prevents the New Republic faction from being played. It will not change random encounters, so you may see a few New Republic ships owned by minor factions.
Beskar: This special minimod increases the difficulty of the Mandalorian Raiders, to the point that they feel more like a proper hostile faction. Mandalorian Raids will become more deadly and frequent, and the Mandalorians will even colonize any worlds they conquer and turn them to a local base of operations. Not recommended for new players or weak AI difficulties.
WARNING: This minimod is not compatible with Deathmatch.
Lend-Lease Capitals: The first minimod created by fellow Interregnum player (SpardaSon) instead of the dev team, Lend Lease Capitals modifies the extra capitalship the Triple Alliance factions (TEC, Ascended Advent, VIR) get. They will now use the weapon types and fighter squadrons of your faction, so your weapon upgrades will benefit these foreign built capitalships.
E4X and Interregnum Minimods
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 wish Sins combat was faster like other RTS games.
Deathmatch*: 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.
WARNING: This minimod is not compatible with the Beskar minimod.
Expanded Research: Inspired by mods like Mad Scientist and Distant Stars, the Expanded Research minimod doubles the amount of most stat increasing research available. For example, the TEC Laser research will go from having two techs with 2 levels each for a max 20% damage bonus to having 2 techs with 4 levels each for a max 40% damage bonus.
Infinite Research: Adds two new techs, Surviveability Mastery and Weapon Mastery, that slightly increases your units stats but can be researched 999 times. These techs get more expensive with each research. This minimod is intended as a money sink for long games on huge maps where the major empires can easily run out of things to spend resources on.
Disable Titans: Prevents you and the AI from building titans.
Disable Heroes: Prevents you and the AI from recruiting heroes.
Disable HTS: Prevents the HTS faction from being played. It will not change random encounters, so you may see a few HTS ships owned by minor factions.
Disable TEC: Prevents the TEC faction from being played. It will not change random encounters, so you may see a few TEC ships owned by minor factions.
Disable VCC: Prevents the VCC faction from being played. It will not change random encounters, so you may see a few VCC ships owned by minor factions.
Disable VIR: Prevents the VIR faction from being played. It will not change random encounters, so you may see a few VIR ships owned by minor factions.
Disable Orthodox: Prevents the Orthodox faction from being played. It will not change random encounters, so you may see a few Orthodox ships owned by minor factions.
Disable Ascended: Prevents the Ascended faction from being played. It will not change random encounters, so you may see a few Ascended ships owned by minor factions.
Resetting Titan Levels: It's a little crude, 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.
non-Vasari Phase Gate: Allows factions other than the Vasari build phase gates to warp between all connected planets, but at a much higher cost.
Max Starbase Upgrades: Gives all Starbases 20 upgrade slots, enough to purchase all available upgrades for them.
Enhanced AI: Gives your favorite AI level a little more challenge without it feeling more "Cheaty". Now updated to help the AI in both E4X and Interregnum with their early expansion, where easier AIs often took too long to get started.
Exploding Mines: Reverts space mines to explode when enemy targets are in range, rather than dealing damage over time. However, the mine limits have no been changed, so mines are still more expensive, have longer range, and now do devastating damage to make up for the limited numbers of them.
More Tactical Slots: Increases the number of tactical slots at all planets by 10.
*Minimod has both an E4X and Interregnum version. Enhanced 4X Mod players must use the "E4X" version, and Interregnum players the "INT" version.
Note: Use this download if you do not currently have the E4X 1.86/Interregnum Beta 1 minimod set. If you previously downloaded the 1.86 Minimod set, you can download this patch to get just the updates.
"https://www.dropbox.com/s/1soq5kaa6oiv0hl/E4XInterregnum_Gameplay_Minimods_1.86_1 Patch.zip?dl=1"
Also, you can now set up your minimods with our new Mod Manager tool! Goafan77.github.io
thank you :)
Thanks for the patch. I am curious what it will fix? ;)
"This update fix issues with the INT Resetting Titan Levels and INT Disable Vanilla Factions minimods present with the 1.86 Minimod release."
Ah ok. So i am officially blind.
Bit of a question do you know how the other mod community’s is doing on this game? I’d ask them like Sins of the Prophets and Sins of a galactic Empire however not to sure if they’d respond as especially for the later I haven’t heard anything once so ever except making a Chokepoint Games studio which I’ve searched up with several other modding groups. It’s just other then you guys which is one of my favourite mods all the others have kinda just stopped updating and stuff for the past year or two
Oops forgot to login
I can't speak for other mods, so it would be best to ask on their own Moddb or discord pages. But word on the street is that SoGE no longer has anyone interested in updating it.
SoTP as far as I know is still being worked on. And overall I'd say the modding community is doing just fine. Just like any hobby, we get free time in spurts and sometimes there's lulls in visible progress.
Max starbase upgrades isn't working for the New Republic, I still only have 8 points to spend.
Looks like it should be working... is it possible you had an older version of the minimods in your mod folder?
Nope, in fact I literally just downloaded this one, erased the old submods and put the 1.86.1 submods in to be sure I was up to date. Started a new game, built a base and only have 8 upgrade points. Let me make sure there aren't any spelling errors in the enabledmods file or anything.
edit2: N/M, I'm an idiot... wrong mod order. Problem solved.
What does the Enhanced AI sub-mod do? Does it make changes similar to "Artificial Unintelligence", does it give the AI a flat resource bouns or an increase in resource income rates?
It is neither exactly like Artificial Unintelligence (though the base mod borrows a few AI changes that are clearly beneficial from it), or an increase in income rates. The goal was to make it not feel cheaty like harder AI levels.
What it does do is try to give some bonuses to things the AI has been observed to struggle at.
*It does give the AI a one time, modest payment in credits and resources to fund its expansion.
*The AI often gets stuck spending too much money on the black market, especially if it is lacking in a particular resource like crystal. So it gets a bonus to how cheaply it can convert resources.
*Lower difficulty AIs often do not research much, so it gives them a research cost reduction (very hard AIs get techs for free already, so it doesn't really matter for them).
*AI's have been observed to wait far too long to get their population upgrades on planets, so Enhanced AI gives them a cost reduction for developing newly colonized planets.
*Occasionally AIs wait far too long to start building culture centers and can get crippled early on in the game by a culture push, so this gives their capitalships more culture repulsion.
Thank you for the detailed reply, I'll definitely use the sub-mod.
Thanks for creating this mod, and for supporting it after nine years!
This was mentioned in v1.86 comments, but "E4X Disable Heroes" minimod is causing minidump when ALT key is pressed; SoaSE 1.94, E4X 1.86, Disable Heroes 1.86.1
To be honest we have no idea why that minimod would affect the alt key. We cannot add new functionality related to button presses even if we wanted to, so it seems to be just some odd Sins related bug. :-/
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Hey I have been wondering if any of these sub mods would work on some of the other mods out there, like the more tactical slots and the double fleet and capitalships submods?
There's a couple of them that might work with vanilla, other mods are less likely, but not impossible. Depends on how that mod is set up. However, if they do so it is entirely by chance, and there's a more likely chance something would go wrong. Use at your own risk.
I get really bad minidumps every time I try to play this. I played it about a year ago, and used to get them randomly a few hours into the game.
Now I get into a game, medium map, only 1 or 2 enemies and after 10-15 min it crashes so hard that I can't even ctrl alt del... I have to kill the PC power.
Mod Checksum: 1179893860
I used the mod manager to set the mod order:
"E4X Doubled Fleet Supply and Capitalships"
"INT Faster combat"
"E4X Expanded Research"
"E4X Infinite Research"
"E4X Max Starbase Upgrades"
"E4X More Tactical Slots"
"Star Wars Interregnum Beta 1"
"Enhanced 4X Mod 1.86"
Specs:
GTX 1080 SC
i7 8700k 4.5GHz
16GB RAM
Game Installed on SSD
I've messed around with graphics settings, disabled autosave, cleaned out all Sins files and re-installed both the game and the mods. I did not use LAA on the game as advised.
I seem to have a problem getting infinite research to work, for some reason it does not display the research ANYWHERE. I cannot find it.
To anyone having issues with some of the mini mods not working / showing in game, make sure you have your mod order correct in the EnabledMods.txt. I've replicated running into the issue with things like the infinite research not showing up when the order is incorrect.
Use the excellent mod manager page to generate a valid EnabledMods.txt for you, just select the mods you're using and it will all work.
Manually fix URL below, not allowed to post URLs as anon.
https goafan77.github.io/E4XInterregnumModManager.html
P.S. I have also replicated the ALT key crash CheeseGuardian noted when using the Disable Heroes mini mod. Only solution I've found is to not use the Disable Heroes mini mod.
We did finally figure out a fix for the Disable Heroes minimod. We still have no idea why it crashed, but it will no longer crash in the next release. :)
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