The Enhanced 4X Mod version 1.85 for Rebellion version 1.94. Updates the mod to fully work with Rebellion 1.94 and the Minor Factions DLC. Checksum is 37322920. WARNING: Do not apply Large Address Aware to this mod. It is now enabled by default.
Changelog
○ Update for Rebellion 1.94 / Minor factions DLC
- Mod now works with minor factions. Use embassies to capture them.
- Added more Minor Faction starting forces.
○ Added new abilities to minor factions with limited utility.
- -Arankul Mercenaries now provide Nano Restoration, which you can purchase to increase your ships hull restore rate.
- -Danoba Free Miners can sell you Mining Equipment to increase metal and crystal mining rates until you lose control of the target planet.
- -Pranast United will now let you purchase TEC Planetary Defense Systems (Planetary Weapons) on a planet of your choice. The regular buildup time still applies.
- -Laesinda Dominion can now force an enemy planet to take increased damage for a time with their Scorn of the Unity.
○ Minor Faction abilities that trade resources now benefit from Minor Faction ability upgrade techs. Trade cooldown reduced by 1 minute per level.
○ Greatly increased embassy HP now that they are more of a target.
○ Envoy Diplomatic Immunity now no longer prevents abilities from being used, but duration reduced to 20 seconds.
○ Reduced antimodule damage against capitalships, heavy cruisers, light frigates, and corvettes.
○ Somewhat reduced chance of random encounters of NPC owned planets, to prevent crowding out areas for Minor Factions to spawn.
○ Fixed (increased) XP from killing Corvettes.
○ Fixed a vanilla Sins bug with the Triumvirate map's starting forces (thanks GulSurvives for always picking the worst maps!)
Wooo thanks!
Thanks for the good work! :-)
Are the old minimods compatible to this version?
If not, when they will be updated?
There seems to be a little problem, when i select no superweapons in the game options there are still the techs to research them present, and also is the build button displayed in planet defenses.
So it seems the mod override the game selection if i don't want superweapons.
The old minimod "no superweapons" didn't help also, same as when i simply dont use it. ( And yes i noticed that the minimod name now is "disable superweapons", tried both names, no change.
The older versions of the minimods may not be compatible with this release of E4X; some of them need to be updated as well.
The game setting to turn off superweapons simply disallows you from researching or building them, but the tech/build options do still appear in the menus. You will not be able to select them.
I'm in heaven.
Ok, you can still research the superweapon techs, you only cant build them.
So it's a clear advantage for human players as the didn't research them but the ai will do research them for sure.
Would be better to prevent them from research instead to prevent them to build.
I'm afraid I have no control over what the in game no superweapon mode does. Unless I'm missing something that's what it does in vanilla Sins too?
As far as i know the superweapons can be researched but will not function. If you disabled them in game.
I actually have reported that earlier if you got the latest update, they should not be able to use any superweapons.
I am not sure if they are capable to remove this research optional.
That the AI maybe do the research is not important.
Fantastic to play this mod again! One thing to note for everyone curious about it; for me several minimods work fine with this version:
-Doubled Fleet Supply and Capitalships
-Expanded Research
-Exploding Mines
-Infinite Research
-Max Starbase Upgrades
-non-Vasari Phase Gate
-More Tactical Slots
I assume that most other will work as well; obviously the no superweapons minimod is useless now.
No, the "no superweapon" mod is not useless, it should remove the techs from research as this are useless techs when you disable superweapons.
The player and the ai should not be able to research them to not waste resources and research time.
And btw. i don't have much fun in playind the standard races.
I hope the interregnum mod will be updated soon as i miss my empire....
thats a good Point,thanks xD
i dont think About that because i usually Play with them enabled anyways so the fact that you cant build them either way was all i thought About in that Moment xD
This is compatible whit interregnum??
Interregnum requires E4X to run, but Interregnum has not yet been updated to run with this version of E4X. When Interregnum is updated it will include this version of E4X with it.
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hey, am trying to build a ragnarov but it keeps telling me that i need to be part of the rebel faction. is it only me?