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. This update brings compatibility with E4X 1.811 and Interregnum 3.21.
Apply any minimods you like in the same relative order as the screenshot above. 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. Otherwise E4X minimods can be used for both mods.
Interregnum players no longer need to use a special INT version of the Resetting Titan Levels minimod. The E4X version now works for both. The Faster Combat minimod on the other hand now has separate E4X and Interregnum versions, but both do the exact same thing.
Star Wars Factions Only: 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 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.
Lend-Lease Capitals: The first minimod created by fellow Interregnum player 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
Alternate Main Menu Music: For those wanting a retro Sins feel, this minimod will change the main menu music to the theme of the Original Sins of a Solar Empire. If you're looking to return it to the Rebellion theme, do not apply this mod and delete the the Rebellion Title.ogg file from the main mod's sound folder.
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. Note there is now an Interregnum specific version of this minimod.
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.
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. Can be used with any other minimod.
No Superweapons: Prevents you and the AI from building superweapons.
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.
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.