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 1.841Mod 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 (For those reading this today, use Alpha 3.321)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 8 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 1.841

Enhanced 4X Mod 1.841

Full Version 22 comments

The Enhanced 4X Mod version 1.841 for Rebellion version 1.92. Updates the mod to fully work with Rebellion 1.92 and a few minor bugfixes. Checksum is...

E4X & Interregnum Optional Minimods 1.84

E4X & Interregnum Optional Minimods 1.84

Script 15 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 1.84

Enhanced 4X Mod 1.84

Full Version 18 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 1.83

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...

Comments  (0 - 10 of 839)
azharnoordin38
azharnoordin38

I noticed that in the new DLC all the militia ships are faction based, So no more TEC ship for militia :)

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sillytrooper
sillytrooper

Hey man, excellent mod! Greatly enjoy it and thanks so much for making it go hand in hand with interregnum, just love it man! any way to help financially? :)

Quick question tho (not about the minor factions DLC, hue):
I read in one of the loading-screens that certain planets add bonuses to research, for which planets is that the case or did i misread that?

Thanks for the great work! cheerio

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GoaFan77 Creator
GoaFan77

I think you may have misread that. Research labs can give bonuses to your ships and planets though, and if you explore your planets there is an artifact that helps with research.

Reply Good karma+2 votes
Traveller800
Traveller800

Is there an ETA on the update for minor factions?

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GoaFan77 Creator
GoaFan77

There's a few difficulties with updating the mod that I've asked the Sins devs for clarification on. In the meantime I'm adding some new stuff and balance tweaks for the DLC minor factions.

Reply Good karma+1 vote
Orphanus
Orphanus

Hey there, i hope this is not a stupid question, but am i right that your mod comes with a polish of the graphics? I haven't play SoaSE for some time and i reinstalled it via Steam. I am not quite sure which mod i played before, but i remember that i was surprised by the clean graphics and it was definitely not Bailknight's mod, because there were nice changes to the other aspects of play style, namely diplomacy, and i am quite sure it was "4X". I am asking because i fell in love with the visuals of the TEC ships, especially the Capital with the glass dome on top, because that dome looked a lot better than in the original game.

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GoaFan77 Creator
GoaFan77

Honestly this mod does not change a lot of graphics. There's new planets, the shield effects are custom, and there are some custom shaders, but this is really a gameplay mod.

The next version will have a minimod to add Bailknight's, but you're pretty sure it was not that and I'm not sure if it would change how the ships look.

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azharnoordin38
azharnoordin38

Oh please do that. i've been using the one from Rick's and not all effect were change

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sarge945
sarge945

Hi, I just got into this mod recently, I am a TEC player of relatively low skill. I have some suggestions/criticism for you:

1. Why is there a "no superweapons" minimod, shouldn't it use the base game's no superweapons setting? Can you disable the research for them entirely if playing on "no superweapons"?

2. The "super starbase" capturable neutral things are really unbalanced, since you have to get lucky enough to find one AND get lucky enough to find the right relic. Are these in "competitive" mode games, because it could be an issue? Also they can't travel, they just sit there doing nothing when I tell them to move to an adjacent gravity well.

3. Please get rid of the "phase gates" entirely without the minimod (rather than a "requires minimod" in the tooltip.

4. Nowhere in the TEC description does it say they get a free starbase. Also the "3 minutes" rule is a bit arvitrary, and doesn't give you enough time to scout for placement. Maybe make it 10 minutes or remove the rule entirely? I don't see why it exists tbh.

5. The way capital ship upgrades is really janky and doesn't seem to work properly. Sometimes I get the added effects, sometimes not. Do they stack?

6. Please find a way to remove the autocast from the hero selection. I forget sometimes, and it wreaks havok on my game. It's a pretty big sign of jank already, tbh. I get there are AI issues, but maybe there is another way to solve the problem?

7. I don't understand Planetary Fortifications. Maybe it could be made more clear? Maybe I am just an idiot.

8. Phasic Communications doesn't make sense to me either.

9. Could you maybe look into making flagships less useless? It would be nice if taking some risk and being strategic with your game-ending ship would provide some incentives/rewards, rather than just parking it in the back of your base and forgetting about it.

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GoaFan77 Creator
GoaFan77

1. The no super weapons option was literally added less than 2 weeks ago. For years the minimod was needed. With Rebellion 1.93 it is now obsolete.

2. I believe artifacts do not spawn on competitive maps so the captureable ancient structures can never be used. They are meant to be powerful but rare rewards for exploration, so yes they can be quite powerful. To balance, it is intended to only be built on the planet it happened to spawn on.

3. Due to the arcane rules of mod stacking it is actually difficult to remove them and not break other minimods. If I "fixed" it that would require some minimods to be in a specific order, and I don't think the minor UI problem is worth that. Also it lets players know the minimod exists.

4. IIRC it does in the faction description at start and in the tech in the diplomacy tree. The auto build is for the AI. It can only be built at your home world so 3 minutes should be more than enough time.

5. I'm pretty sure they work, but sadly some don't show well in the UI. Just turn the upgrades on autocast if you want them. They do not stack and the factories will not autocast on a ship that already has an upgrade.

6. Sadly not, as a rule the AI won't use abilities if they are not on autocast by default. There are only a few hard coded exceptions.

7. IIRC there there is a post in the forums with detail (on mobile so it's hard to link), but in a nutshell planets build up defenses over time after you research the tech. New planets get it automatically, old need the colony frigate to start the process. A big icon of a Canon appears on planets with some form of offensive defense currently active.

8. Which one is that? The spy probe? It's basically a mine that keeps a planet revealed and can only be destroyed by scouts.

9. It's on the to do list some day. Currently reworking the new minor factions is priority #1.

Reply Good karma+3 votes
sarge945
sarge945

Wow thanks for the responses. I re-read my original comment and it came across as really demanding and mean. I apologize for that. I guess that's what I get for writing a comment at 1am while drunk.

Thanks for taking the time to answer a comment that didn't really deserve answering.

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GoaFan77 Creator
GoaFan77

Don't worry about it, I hope you are enjoying the mod despite all those things above. :)

Reply Good karma+4 votes
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