A series of optional minimods to allow users to customize their Enhanced 4X Experience.
A series of optional minimods to allow users to customize their Enhanced 4X Experience. As it is not possible to add additional options in game, this system of minimods will allow users to customize the game settings to their specifications. To apply these mods, simply enable them ABOVE the main Enhanced 4X Mod (see picture, try to keep them in the same relative order). For detailed instructions, see the explanation thread.The minimods currently in the pack are as follows:
Alternate Main Menu Music: For those wanting a retro Sins feel, this minimod will change the main menu music to the theme of the Original Sins of a Solar Empire. If you're looking to return it to the Rebellion theme, do not apply this mod and delete the the Rebellion Title.ogg file from the main mod's sound folder.
Doubled Fleet Supply and Capitalships: Allows you to have twice as many ships and capitalships at any particular research level. Note that this will certainly make any performance issues worse, especially on maps with lots of players.
Faster Combat: Increases all weapon damage by 50%. Works well with Deathmatch, or if you just which Sins combat was faster like other RTS games.
Deathmatch: Increases the influence of the map fleet supply, income, build time, and research options. Usually slow is equal to the old normal, normal the old faster, and fast and faster are much higher than what was previously available. Best for small and medium sized maps, as this allows you to afford to use every weapon at your disposal. Note that this mod and Doubled Fleet Supply will combine to further increase your maximum fleet size. Cannot be used with the no Superweapons minimod.
Expanded Research: Inspired by mods like Mad Scientist and Distant Stars, the Expanded Research minimod doubles the amount of most stat increasing research available. For example, the TEC Laser research will go from having two techs with 2 levels each for a max 20% damage bonus to having 2 techs with 4 levels each for a max 40% damage bonus. Can be used with any other minimod.
No Superweapons: Prevents you and the AI from building superweapons. The research is still there but you'll never be able to use them. Cannot be used with the deathmatch minimod.
Resetting Titan Levels: It's a little hacked, but the result is titans will lose their levels on being destroyed, so they are always rebuilt at level 1. This was a major gripe of some who thought titans were too strong, and works especially well on larger maps.
Thanks
on the no super weapon mod.... does it not work with fleet size or the titan reset? An Ai built one with the mod on
It should work, but you need to have No Superweapons on the top of the mod order. If you put titan reset above it, that can happen. ;-)
thanks..
Just FYI, The expanded research has a significant problem with it. Each tier of research is only requiring half of what it should to advance up the tech tree. Like high intensity lasers and the health upgrades and everything else only need 2 of the previous research, so you as well as the AI can skip ahead quite quickly.
That's part of the design. I did not want to make the higher up techs harder to get to, otherwise factions like the Advent with a lot of long prerquisite lines would have a hard time getting say the Deliverance Engine or Guardians compared to the Vasari. This simply just doubles research, so you have more technology to research if you want to.
The expanded research has a significant problem when used standalone (not sure this happens when used with E4X) but when used standalone both Advent factions lose the ability to occupy Ferrous, Oceanic and Greenhouse planets.
I have not tested the expanded research to be used with the Vanilla. That is probably caused by E4X changing the positions of those techs so different takes have taken their place on the tech tree. In short, Expanded Research is not meant to be used Stand alone.
I figured it wasn't but even so it's a shame as it can really make the game interesting, would there possibly be an easy fix to apply here to make it work correctly or would it require too much?
I'm guessing what happened is that while the minimod doesn't change those researches, Enhanced 4X moved all the planet techs around, so different techs might be occupying their former positions in the tech tree preventing them from showing up. If so all you would have to do is convert the minimod to text format and then edit the tech tree placement.
That said may I ask why you don't want to use the Enhanced 4X main mod?
Oh i do use it it's simply to give the vanilla game a spin once in a while. On a different note would you happen to know why my titan (Eradica) exploded upon finishing construction? this was with E4X enabled mind you.
If you have the resetting titan levels minimod enabled it actually works by destroying the titan when it is complete then spawning in a level 1 titan a few seconds later. A little crude but that was the only that the AI could handle it. If a level 1 titan didn't then warp into the gravity well that would be a problem.
That is indeed very crude and truth be told i didn't actually notice if a new one spawned in as i was a bit annoyed about it simply exploding.
Is there an optimal order in which to enable the various mods, been searching the various comments around here and have only gotten a partial answer to my question.
Just try to stick with the relative order shown in the screenshot (I.e. always put no Superweapons above resetting titan levels). No Superweapons and Deathmatch are the only two totally not compatible with each other. Read the entire download description for all the details.