Sins of a Solar Empire is often described as a 4XRTS game, or a game that tried to merge the action and tactics packed gameplay of a Real time strategy game with the deep, complex, empire wide strategy of a 4X turn based game. It's up to debate whether Sins succeeded in this goal, but I think all can agree that of the 4Xs of "explore, expand, exploit, and exterminate", Sins is much more focused on the exterminate than on the others. This mod seeks to give more depth to the other 3Xs of the game by adding additional game elements or refining the existing ones to reward players who give more strategic thought to the non-combat side of the game. Combat will still be the center point of the game, but players will find that the non-combat options available will be much more rewarding. Spying, exploring, sabotage, diplomacy, culture, and economic development have all been added or changed in innovative new ways. Regardless of what you think Sins is, this is the 4XRTS it should have been.

Features

  • Faction Diversity - Exploit all new racial and subfaction bonuses and techs to crush your enemies.
  • Hero Units - Lead your race's champions into battle with their powerful new abilities to base your strategies off of.
  • Random Encounters - Keep your eyes peeled when scouting, new challenges and opportunities await you in the distant parts of space.
  • Embassies and Espionage - Adds more depth when dealing with other Empires, and removes some of the annoyances of the old system at the same time.
  • Ship Upgrades - Customize your capitalships and titans with unique upgrades.
  • New Planets - Your Empire will never look the same again with 10 new colonizeable planets. Meticulously balanced for competitive play.
  • New Skyboxes - 12 unique skyboxes provide a fantastic backdrop to your conquest of space.
  • New Artifacts and Bonuses - Your Empire contains great secrets to be found, if you take the time to look...
  • Civics Matter - Almost all civic structures have an impact on your Empire. You must develop your planets wisely to get the most out of them.
  • Culture Matters - The hearts and minds of the galaxy can now assist you greatly in your quest for victory.
  • Customization - Play the game the way you want it with a growing library of optional minimods and enhanced mapmaker support!

For those new to the mod or wanting more details on the features, check out the Beginners Guide.

Details about installing the mod or technical problems can be found here.

Enhanced 4X Mod 1.84Mod of the Year 2015 Top 100

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Hello all,

It has been a while, but I'm please to announce today that version 1.84 of the Enhanced 4X Mod and Star Wars Interregnum Alpha 3.32 have been released today. While both focus bug fixes, one of them, the infamous "Advent Freeze" bug, was slowing development on new features because of how game breaking it was, as well as how difficult it was to solve. Despite this, Interregnum features one exciting new piece of content, the mining colony of Kessel, as recently seen in Solo: A Star Wars Story.

We also have some good improvements to the mod's public infrastructure. Most importantly, we have a new community discord for players of E4X and Interregnum to meet each other and hopefully arrange some multiplayer games! If you're reading this article from the Interregnum page, you may also have noticed the new design of the mod page.

Enhanced 4X Mod 1.84 - End of the Freeze Bug

The reason a mod update is happening now is pretty much for a single reason, the dreaded "Advent Freeze" bug has finally been figured out and solved. If you have not experienced this bug yourself, this was a somewhat uncommon bug that could cause the game to almost completely lock up. In some cases the game would be unresponsive for 30 seconds or more before finally progressing a few seconds, only to be locked up again. In effect, this bug was preventing games from being completed as completely as any crash, yet unlike crashes all my debugging tools and methods were having no success in tracking down the cause.

That all changed thanks to a single user, In_dy, who sent in a save and observation that killing the Advent hero unit Anima Kreia resolved the freeze. With this critical bit of information, it was determined that the reflect damage part of the Reflective Aura ability was somehow bringing the game to its knees. I am guessing that deep down in Sins' code, this function is not optimized very well and was overwhelming the CPU, causing the freeze. This ability has now been reworked and should ensure E4X runs even better than unmodded Sins, as is one of its goals.

This update also includes many smaller bug fixes reported by users, as well as an abundance of minor fixes to the vanilla game by user BigBantha. It is no exaggeration to say he has made hundreds of icon and text fixes that should make your game experience more polished than it has ever been, even if you never noticed the deficiencies in the first place.

Star Wars Interregnum 3.32 - Making the Kessel Run

The main purpose of this July release for Interregnum is the same as for E4X, to get the Advent Freeze bug fix out as soon as possible. However, we do have a bit of exciting new content to add this release, though the New Republic is not yet ready for the public to use. However, with our last and greatest game breaking bug out of the way, I can how focus the entirety of my modding time on finishing Interregnum's final faction, which will speed things up tremendously (seriously, many weeks the only thing I did was try to figure out this bug).

With that out of the way, the biggest feature of Interregnum 3.32 is the addition of the planet Kessel. While often mentioned in passing, Kessel had not been seen in a Star Wars film before until Solo: A Star Wars story, and the new Disney canon made some significant changes to the planet. For the most part Interregnum follows the old Legends canon, by which Kessel is normally an asteroid, however I thought the planet and the new Nebula/Maelstrom surrounding it was so well done, it was too cool not to do it this way.

In the mod, Kessel is potentially the richest planet with a massive +500% bonus to trade income. However, the Nebula surrounding it reduces the speed and weapon range of larger ships fighting in it, making it a difficult battleground to fight in. And fight you will - with the Empire's withdrawal from the outer rim, Kessel is now operated by the crime cartels of the Star Wars universe, and they have sizeable defenses around their investment, including Providence class Destroyers and Venator Star Destroyers.

A number of balance changes have also been made to the Rebel Alliance faction, focusing on improving their lacking offense while reducing their excessive late game defense. In particular, the intended main strength of the Rebels, their Star Fighters, have received several buffs. Nebulon-B Hospital Frigates can now carry X-wings into battle, and a new research has been added to give X-wing and A-wing starfighters access to Proton Torpedoes, giving them greater damage against a wider variety of ship types.

The Mandalorians will also get a bit of an update with a new warship, the Vengeance class frigate, which will make their higher level raids much more effective against well defended planets.

Enhanced 4X Mod and Interregnum Community Discord

While Sins remains a remarkably successfully RTS game, finding games to play with other people has always been a challenge, and especially so if you prefer to play with mods. To attempt to fix that, we have created a new discord channel, where you can arrange games, discuss strategies, or perhaps even chat with us, the devs! I hope to chat with some of you there soon.

Interregnum Mod Page Redesign

Last but not least, Interregnum finally has its own custom Moddb page design. A few of the details are still a work in progress, so please leave your thoughts in the comments, but it should add a layer of immersion to the page and help attract new players.

That's it for this month. The next bit of content will be the updated set of minimods, which will include several new additions to help customize exactly what you want in your game. Heroes, titans, and even specific factions will be able to be turned on and off. The Beskar minimod will also be revised to resolve issues encountered in the first release, mainly that the AI sucks at attacking the strengthened Mandalorians.

The three types of Sins mods

The three types of Sins mods

News 7 comments

GoaFan77 shares his thoughts on the three different types of Sins mods.

Star Wars Interregnum and Enhanced 4X Mod Updates for Sins 1.90

Star Wars Interregnum and Enhanced 4X Mod Updates for Sins 1.90

News 14 comments

The Enhanced 4X Mod and Star Wars Interregnum have been updated again for the Sins of a Solar Empire Rebellion 1.90 update. Major new changes to balance...

Star Wars Interregnum and Enhanced 4X December Updates

Star Wars Interregnum and Enhanced 4X December Updates

News 19 comments

A quick briefing of the changes to Star Wars Interregnum and the Enhanced 4X Mod this month. Warning: Includes Starbases and Mandalorians!

A quick E4X and Interregnum update for Rebellion 1.83

A quick E4X and Interregnum update for Rebellion 1.83

News 11 comments

A news article announcing small updates to Enhanced 4X and Interregnum for Rebellion patch 1.83. Read here to find out who should download them and when.

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Enhanced 4X Mod 1.84

Enhanced 4X Mod 1.84

Full Version 17 comments

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...

E4X & Interregnum Optional Minimods 1.84

E4X & Interregnum Optional Minimods 1.84

Script 5 comments

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...

E4X & Interregnum Optional Minimods 1.83

E4X & Interregnum Optional Minimods 1.83

Script 42 comments

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...

Enhanced 4X Mod 1.83

Enhanced 4X Mod 1.83

Full Version 47 comments

The Enhanced 4X Mod version 1.83 for Rebellion version 1.90. Fix missing strings, rebalances Antistructure cruisers, minor AI improvements, and added...

E4X & Interregnum Optional Minimods 1.82

E4X & Interregnum Optional Minimods 1.82

Script 13 comments

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...

Enhanced 4X Mod 1.82

Enhanced 4X Mod 1.82

Full Version 14 comments

The Enhanced 4X Mod version 1.82 for Rebellion version 1.86. Features a rebalance of Starbases. Checksum is 36992638.

Comments  (0 - 10 of 801)
Guest
Guest

being a David Weber's Honorverse fan(Honor Harrington series) I would like to see a game mod with ships from those factions introduced (Manticore, Haven, Solarian, Andermani, ect...). I think the E4X mod platform would be a perfect fit for them.

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GoaFan77 Creator
GoaFan77

I'm afraid I've never read them, but I am open to other developers using E4X as a base for their work under certain conditions.

Reply Good karma+1 vote
m_reaver
m_reaver

I've got a few question about trade income. (I've double checked and confirmed that the -8% to trade income each trade port has was added by the mod and is not in the vanilla game just to be sure :)

1. Is this slight reduction only for normal trade ports? So a starbase with a trade upgrade doesn't have this -8%.

2. Are starbases' trade income affected by the reduction of one or more trade ports? Say a planet has an overall reduction of 40%, will a starbase be making 40% less then when it's alone?

(another thing it seems the penalty decreases with each trade port as I had a desert planet with 10 trade ports equate to 75% reduction I'm assuming the actual reduction is 7.5% and this was just rounded off)

3. Lastly about refineries. I've read in the forums that establishing trade routes is more important then stressing over refineries, but now a refinery can cancel out the income penalty of a trade port and can even increase trade income. I know it's not much I was just wondering if refineries should be given more thought in E4X like should I balance out trade ports and refineries or should I build at least one on each planet in a trade route

Sorry if this was a bit long, I'd appreciate any thoughts

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GoaFan77 Creator
GoaFan77

1. That is correct. The problem was that unlike culture and refineries, there was no diminishing returns to building trade ports in vanilla Sins. Since you cannot spam starbase quite like you do trade ports, they did not need to be affected to adjust this problem.

2. The trade reduction applies to all trade income from the planet, so normal trade ports will slightly reduce the starbase trade income. The idea is that no matter how many trade ports you have, the planet only has so many goods to trade, so multiple trade ports will have lower profits from increased competition.

That situation is exactly what the trade penalty was meant to address. In vanilla Sins you have no reason not to spam 10 trade ports at a desert planet, as long as you have your research labs and shipbuilding centers safe else where. In E4X you have to put a bit more thought into where you build your civic structures.

The penalty is small enough that each trade port will increase your overall trade income, but each one you build will also reduce how efficient each trade port is.

3. The initial goal of the Enhanced 4X Mod was to improve the non-combat mechanics of the game. That meant making culture and refineries as relevant as trade ports for your economy. The trade bonus to refineries was one step to buff them, the idea that refineries would create more manufactured goods that your trade ports can then sell at other planets. E4X also gave a global increase of 25% to refinery income, so they are much better at producing resource income than vanilla as well.

So yes unlike vanilla since you should think about using trade ports and learn when best to use them. Normally that's at planets that have a lot of resource asteroids in them and in adjacent planets.

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m_reaver
m_reaver

I see Thanks GoaFan, it's a pretty small change but it really mixes things up and it does make sense

On a personal note this is my favorite mod that's not a total conversion of vanilla sins. I used to go for Maelstrom but the mashed up ship models and textures kinda puts me off, not to mention the economy was a bit broken in that mod too

Anyway thanks again

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Legionary_119
Legionary_119

Question, just how cheaty is vanilla Sins AI? I've been getting back into playing Sins lately and I feel like the AI has much more resources at it's disposal then it really should. Although it might also be that I'm just that bad :P

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turtle225
turtle225

Sinsofasolarempire.wikia.com

What difficulty are you on? The ai gets huge economic bonuses on the higher difficulties. I've found that the ai is more difficult on small maps where you (the player) can't get a good economy going easily and they get carried by their bonuses.

On bigger maps with more distance you can take advantage of your ability as a human to colonize a lot more efficiently than the ai and get an economy up so you can compete.

Micromanaging combat can make a big difference too. Doesn't have to be every little thing, but deciding to control a few capital ship abilities instead of leaving everything on autocast can be impactful.

The ai is also really suicidal when it comes to starbases and defenses. They will attack into 45 tac slot advent planets with a fully upgraded star base. Don't neglect repair station tech for too long. You should be putting them up on your frontline planets as soon as you bump into your neighbors.

For perspective I usually play on hard but I've beaten unfair before. Never beaten cruel.

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turtle225
turtle225

Hello Goa. I love your mod, can't play Sins without it now. Truly great work overall.

I was wondering though, is there an easy way to remove the diplomacy tech for "free" 3 command and 150 supply? Is there just a file in the mod that you can pluck and it just disappears or something? I just don't like easy access to no upkeep supply is all.

Cheers.

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GoaFan77 Creator
GoaFan77

Hi turtle,

That tech is just meant to ensure you can have a fleet just as big as you could in Vanilla Sins, plus the hero units. In theory some people might be upset they can't have 16 Kol battleships and their hero units. :-)

There is no easy way to do this short of editing the mod files in the player.entity files. It's not a hard edit per say bit it is a bit more than just changing one line in plain text file.

Soon we will release a new update that will have a new minimod that can remove heroes entirely, including that research. But they you lose the heroes as well.

FYI, the Vasari get a tech that gives them extra fleet supply without an upkeep increase, so it's not entirely unprecedented.

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turtle225
turtle225

Thanks for the reply, I can look forward to the update.

I know the tech was meant for the heroes and I admit it is nice for that but I suffer from that hero freeze/lock issue that's been mentioned before. Game runs fine as long as I don't deploy them so it isn't really a problem.

But yeah since I can't use it for heroes I end up using it for my Titan and it feels.. "cheaty" I guess. Idk, call me weird. The Vasari tech is a lot weaker so it doesn't really bother me.

Overall it isn't a big deal, I just thought maybe there was a quick fix. I can wait for the update. Thanks again for replying, it's really cool that you pay attention to your community.

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GoaFan77 Creator
GoaFan77

Well you're in luck, we have finally found and fixed that bug and an update should be out soon (possibly today) that will fix it. :-D

Reply Good karma+2 votes
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