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.

Add file E4X & Interregnum Gameplay Minimods 1.86
Filename
E4XInterregnum_Gameplay_Minimods_1.86.zip
Category
Patch
Uploader
GoaFan77
Added
Size
2.4mb (2,513,125 bytes)
Downloads
1,689 (19 today)
MD5 Hash
c4243b010be49fcbc192fdba1ed573fb
Embed Button
Embed Widget
Description

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, and keep the minimods in the same relative mod order as the picture below. This update adds support for Interregnum Beta 1, and the New Republic faction.

Preview
E4X & Interregnum Gameplay Minimods 1.86
Comments
Norean
Norean

Well so much for getting any sleep tonight. Cheers!

Reply Good karma Bad karma+1 vote
pythagorex
pythagorex

Whelp, I was waiting for this update hoping it was gonna be fixed, but seems like INT Disable Vanilla Factions still messes up the Rebel Alliance/New Republic thing.

Reply Good karma Bad karma+1 vote
Donós_
Donós_

You can get around this by leveraging the individual faction disable minimods. Apologies for the error

Reply Good karma Bad karma+3 votes
pythagorex
pythagorex

Ah no problems, I just thought I'd mention it. Also, unless I'm mistaken, doesnt INT Disable Vanilla Factions also disables vanilla minor factions, unlike the faction disable minimods? It's main reason I used it.

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77

No, it doesn't actually touch minor factions.

With Beta 1 we reduced the amount of vanilla minor factions in the mod (unless you use all E4X Random Encounters), and eventually we may well disable all of them as the number of Star Wars minor factions increases, but we do not have a minimod that does this currently.

Reply Good karma+3 votes
darrenkoester1
darrenkoester1

Starbase full upgrades isn't working for the New Republic, and additional ship level is still at 1 instead of 2 with expanded research

Reply Good karma Bad karma+1 vote
darrenkoester1
darrenkoester1

New problem, after rearranging my mini mods the New Republic is no longer available

Reply Good karma Bad karma+1 vote
GoaFan77 Author
GoaFan77

Disable Vanilla Factions has a bug, you can use the individual faction disable mods for the time being.

Reply Good karma+2 votes
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Guest
Guest

Is the bomber armor mini mod still necessary?

Reply Good karma Bad karma0 votes
GoaFan77 Author
GoaFan77

It is not, it has been fixed in Beta 1.

Reply Good karma+2 votes
Guest
Guest

Great Mod collection. Wondering if a Beshkar - All Random encounters combined minimod is planned, since the 2 are exclusive...

Reply Good karma Bad karma0 votes
GoaFan77 Author
GoaFan77

If you put All Random Encounters above Beskar, they will work to some extent. You will get the stronger Mandalorian raids, but the bases will be defended with the normal amount of ships.

Reply Good karma+1 vote
accolyte1022
accolyte1022

Is there any way to make this mod work with E4X? I really like the idea of the Advent not spamming 50 Aeria drone hosts.

Moddb.com

It wipes out hero units from the research tree as well.

Reply Good karma Bad karma+1 vote
Förster44
Förster44

What happened to the "Disable Superweapons" Minimod?

Reply Good karma Bad karma+1 vote
Squirb
Squirb

It is no longer necessary as the base game includes an option to disable superweapons.

Reply Good karma Bad karma+1 vote
Mcgan
Mcgan

For some reason, if I hit the Alt key (either Alt key) during a game while "E4X Disable Heroes" is activated, the game crashes and makes a minidump.

In case you're wondering, yes I did check game files integrity, and yes the game works fine with the same load order minus "E4X Disable Heroes".

Judging by the readme I assume it hasn't been updated for the beta yet?

Reply Good karma Bad karma+1 vote
duneczan
duneczan

I'm curious what the load order should be because I have the current Enhanced 4x mod first, then 2x fleet/capship, expanded research, infinite research, max starbase upgrade, more tac slots, and non-vasari phase gate active in that order and I'm getting the vanilla factions instead of the 4x factions.

EDIT: Yes, I had it at the bottom of the list too.

EDIT 2: Doesn't seem to work even with just 4x mod itself active. Working on it!

EDIT 3: Don't mind me, I'm an idiot. I didn't take the 4x folder out of the 4x folder so the game was recognizing the wrong thing. Keeping this for future generations to learn from my mistake.

Reply Good karma Bad karma+2 votes
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Profile
Icon
Sins of a Solar Empire: Rebellion
Creator
GoaFan77
Contact
Send Message
Release date
Mod watch
Follow
File
Browse
Files
New
Add file
Share
Related Games
Related Groups
Interregcom
Interregcom Developer