The Enhanced 4X Mod version 1.86 for Rebellion version 1.94/1.95. Includes various tweaks and vanilla bug fixes. Checksum is 37339094. WARNING: Do not apply Large Address Aware to this mod. It is now enabled by default.
- Fixed a bug where Industrial Planet Specialization was cheaper than intended.
- Corvette Balance Tweaks
- Improved Flak/Fighter damage to strikecraft/corvettes and LRF/Siege frigates.
- Reduced LRF/Heavy/Antistructure/Capitalship/Titan damage to Corvettes.
- Increased Light Frigate damage to Corvettes.
- Reduced Corvette Damage to Heavy Cruisers.
- Buffed the TEC Shield Generator structure to now prevent 50%/70% of planet damage.
- Colony Frigates can no longer be captured by other players. They will be destroyed instead.
- Slightly decreased the build time of Advent Strikecraft to be more in line with other faction's squadrons.
- Added a few extra civic structures to Minor Factions that did not have as many as the rest.
- Reduced some of the Orthodox Advent's starting culture bonuses, as they already have a huge culture advantage in the early game.
- Fixed a bug that caused Alpine and Swamp planet Metal Refinery income to be far too high.
- Fixed the following Vanilla Sins bugs.
- Junsurak Sentinel's Charged Missile ability is now deactivated when captured, allowing the new owner to move it.
- The Vorastra Titan's Maw ability can no longer kill invincible units in its area of effect.
- Fixed Shattered Moon UI icon.
- Fixed a number of typos.
- Psychic Possession no longer triggers when the culture center is scuttled.
А версия 1.86 поддерживает дополнительные моды для E4X 1.85?
Not yet, there will be an update minimod download soon.
I had a crash when destroying the Vasari Rebel titan today in a game. I am currently running this version of E4x off a fresh download with the minimods below:
Enhanced AI
Expanded Research
Infinite Research
Max Starbase Upgrades
More tactical slots
Non-Vasari Phase gate
It was in the middle of a large fleet fighting a trio of my Tec Starbases. I have an autosave that works perfectly until I unpause and the vessel dies, after which the game hangs and then I have to alt+f4 the game to close it.
very good i like thiis mod thk
Glad you're enjoying it. :)
My Heros dont work, when i click on them a window on the top left appears
It sounds like you are running the game in the Dev.exe or with the ShowErrors option in the settings file turn on. Heroes do work, but for playing the mod, I recommend not using the Dev.exe, or turning ShowErrors to FALSE.
WTF is large adress aware....care to explain better for the neophyte that I am???
You don't need to worry about it now. It was a program that could let Sins use more RAM, many mods recommended it in the past. A game update means it is no longer needed, and may now be harmful to game stability.
If you don't know what it is, you've probably never used it and are fine. :)
Hi, really like the new additions to gameplay this mod has, I do however have a problem where I cannot capture the random encounters things like the invulnerable pirate trader base, using my colony frigate does use the ability and trigger a cooldown but the pirate base remains neutral. Any mistakes or fixes I need for this? I did use the mod manager to make my enabledmods folder
The capture ability takes a while to perform, at least 20 seconds. If you give the capture ship new orders or it takes too much damage, the capture is aborted.
Just let it do its thing in a safe location, and you should find yourself getting them no problem. :)
will there be updates for the latest game update?
As far as I can tell, the Mod is working fine on the 1.96 release.
Hmm. I have an issue, my Ankylon Titan is destroyed as soon as it's made. Reports it as destroyed and everything.
You're probably using to Resetting Titan levels minimod. As long as you don't have negative fleet supply when the titan is built, it should reappear momentarily.