The Enhanced 4X Mod version 1.84 for Rebellion version 1.91. Fixes a major performance issue that could cause freezing, a number of mod and vanilla game unofficial fixes by BigBantha, and some balance changes. Checksum is 37265276. WARNING: Do not apply Large Address Aware to this mod. It is now enabled by default.
What a unofficial fixes by BigBantha? You can link to please?
BigBantha did a few standard bug fixes mentioned in the readme file, as well as tons of minor UI/icon and text issues from the mod and in the original game. It is really too much to list out everything he fixed, best I can do is link to the github were you can look at all his commits. Github.com
Thanks you)
As usual, the minimods will be updated to the newest release hopefully sometime next week. Many of the old minimods may continue to work with the new version, but others may not. As always, use at your own risk.
Hi GoaFan, what are the minimods available for E4X? I go to the addons and there's only the more tactical slot minimod
Edit: ah i see now, they're in the files. Nevermind thanks
I'm having trouble, the files you said that was going to be Enhanced 4X Mod vX.X doesn't show up otherwise I'm not unzipping it right
So I got the mod enabled but the title has remained Sins Vanilla and not Enhanced 4X. Have I done something wrong??
So I understand "vX.X" so meant to be any version and not a particular one.
Nevermind I got it working it was just said like the forum. Double nested
One question though, i the mods you talk about in this mod as in all in one
Okay, I must have screwed up. There are a few pop-ups that happen when I start the game and now this one which stopped me from playing
This is the code it came up with for my problem, anyone please help!!!
There are more but this is the one that stopped my game, I'm not an expert on installing mods but just others also come up when starting the game.
Slot ACTION_CAPITALSHIP_OPENMANAGEINTERNALS can't be setup over ACTION_CAPITALSHIP_ABILITY_4.
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Here are the only two so far that come up when I start the game
Assert @ D:\SinsRebellion\main\CodeSource\Engine/Render/Texture/FileCubeTexture.cpp(77)
DirectXAssert: [!FAILED(dxVerifyHR)]
Context: D3DXCreateCubeTextureFromFile( g_Core.d3d9->GetDevice(), fullFileName, &d3dCubeTexture;)
HR: (E_FAIL)-An undetermined error occurred
Entity 'PLANETMODULE_E4X_CapturedPhaseGate' has a prereq that needs 1 levels of research subject 'RESEARCH_E4X_CapturePhaseGate' which has a max level of 0
Hey jakehawkins,
It looks like you are either running the game in the developer.exe, or your settings file is somehow set up to show warnings (neither of those things should have happened by default). Those popups should not appear in normal play.
If you are using the regular game and not the dev tool, please go to the "Setting" folder in the same folder as your mod folder. Then find the "rebellion.user.setting" file and open it in notepad. The find the line "ShowErrors" and make sure it says "ShowErrors FALSE".
Alternatively, you can delete the rebellion.user.setting file to reset the game to the default settings.
Right, thank you for the help. I couldn't access it through Notepad but just deleted the file all together and will see if that helps.
What I've done is going to do a clean start, reinstall deleted files, set up the game again. Then download your mod and put it in the folder for mods and then see if the problem has been fixed cause I tried what you said and didn't seem to work.
So saw my mistake, when you start the game for me there is a menu for Ironclad. Anyways I must have sometime ago clicked on the Dev which once turned off it was smoother than anything I played so thank you for your help and great mod!!!!
Also sorry for the spam
No problem, glad you got it figured out!
The dev mode should only really be used if you're testing or making a mod, not for playing. I'm not surprised you are noticing improved performance.
OK, who has ****** about with the OGROV torpedo cruisers?
Do you see that pic at the top of this forum, where those OGROV torpedo cruisers are firing the torpedos AT LONGISH RANGE at a target... well they aint firing them at long range in YOUR MOD.
They have an insisting fascination, to deliver their LONG RANGE torpedos, PERSONALLY, IE literally giving them to their target, as though they need to get a receipt signed for special delivery.
I move them into a cybernetic system, with one of those super powerful starbases in it, and the OGROVs have it on range big time.... do they stay at that range and fire their torpedos, DO THEY BOLLOCKS. They insist on moving right up to the target point blank range, its ridiculous, what is the frickin point of LONG RANGE torpedos that the cruiser insists on firing like a proverbial SHOTGUN.
They DO NOT behave this way in canon sins and they didnt behave this way in 1.83.
I should not have to micromanage ships designed to fire at long range who insist on CHOOSING TO DO CQB engagement. I would turn them around, and theyed instantly turn back around and move towards the target they are in acquisition range of....
Playing TEC Loyalists.
IIRC the AI in Sins has always not been great about keeping ships firing at maximumum range. Especially if you have them in fleets. I suppose the recent change to let them fire at ships could have done something behind the scenes, I'll try to look into it.