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.

Description

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 37267582. WARNING: Do not apply Large Address Aware to this mod. It is now enabled by default.

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Enhanced 4X Mod 1.841
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Guest
Guest - - 690,459 comments

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Guest
Guest - - 690,459 comments

No renamed factions. Still loyalist or similar.

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GoaFan77 Author
GoaFan77 - - 3,866 comments

It sounds like the mod may not have been installed correctly. Can you go to the mods tab of the options from the main menu and verify your checksum is 37267582.

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m_reaver
m_reaver - - 68 comments

If i'm not mistaken the earlier add-on mods wont work with this version?

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malvex-pavak17
malvex-pavak17 - - 196 comments

Goafan77 has said the minimods work, or at least mostly work. Deathmatch and Besker for Interregnum and presumably E4X (one is built on top of the other) has minor errors but are still playable.

I, myself, have tried the minimods expanded research, infinite research, enhanced AI, non vasari phase gate, doubled fleet suppy and cap, max starbase upgrades, more tactile slots and, of course, E4X 1.841 as my mod load order and I have noticed no problems so far.

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robotnotaslave
robotnotaslave - - 9 comments

What other mods do you consider MUST-HAVE mods to play SoSE: Rebellion, in addition to this mod?

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GoaFan77 Author
GoaFan77 - - 3,866 comments

Unlike many other games like say Skyrim, Sins doesn't really have "Must Have" mods. Sadly mods do not easily combine with each other, so Sins has a few large independent ecosystems of large, popular mods (many of them total conversions) that cannot be used with each other.

This mod has one of the larger and most customizeable "Ecosystems" however. You can greatly customize your gameplay experience/settings with over a dozen "minimods" that do things like disable superweapons, reset titan levels, or increase how much research you can do. Moddb.com

There is also Star Wars: Interregnum, a mod that adds new factions from a Galaxy Far, Far Away while keeping all the great improvements E4X makes. Moddb.com

Mods that might still work with these are going to probably be simple graphics or sound replacements. Bailknights Graphics mod I've heard has a mod friendly version if you want different weapon effects.

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dbmod11
dbmod11 - - 45 comments

I think events Propty Buble and Pirate Captain cause dumps through time, if work on neutral planet

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GoaFan77 Author
GoaFan77 - - 3,866 comments

They should work on neutral planets, and they should not occur at all on uncolonizeable planets.

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dbmod11
dbmod11 - - 45 comments

If spawn this events in Dev.exe, after time happen dump

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GoaFan77 Author
GoaFan77 - - 3,866 comments

I tried it a few times and it didn't happen. Do you have any idea what planet the events were happening on?

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dbmod11
dbmod11 - - 45 comments

Strangely, I tried that again too and no dumps. Sorry, false alarm

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Guest
Guest - - 690,459 comments

Plz tell me. Why the Advent Orthodocs planets are inviciable?!!!! They simplytake nodamage!

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GoaFan77 Author
GoaFan77 - - 3,866 comments

That doesn't sound right. Do you have a save of this issue?

The Orthodox do take reduced bombing damage, but they are definitely not invincible.

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Guest
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REDNOVASUN
REDNOVASUN - - 1 comments

Hi love the mod! cant play normal sins any more coz of it :) quick thing ive just started a new game and appears that the visary embassy does not spawn close enough to let it use abilities. This is the AI not myself in past versions it used to work fine is there a quick fix i could do to a particular file in order to remedy this? thank you in advance!

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asik99
asik99 - - 5 comments

i always crash when buying/placing nano weapon jammer [playing Vasari Loyalist]

mod :
enabledModName "E4X Disable Heroes"
enabledModName "E4X Disable Superweapons"
enabledModName "E4X Enhanced AI"
enabledModName "E4X Expanded Research"
enabledModName "E4X Exploding Mines"
enabledModName "E4X Infinite Research"
enabledModName "E4X Max Starbase Upgrades"
enabledModName "E4X More Tactical Slots"
enabledModName "E4X Resetting Titan Levels"
enabledModName "Enhanced 4X Mod 1.841"

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GoaFan77 Author
GoaFan77 - - 3,866 comments

Thanks, I'll take a look into this.

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Guest
Guest - - 690,459 comments

Does this work with 1.93?

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GoaFan77 Author
GoaFan77 - - 3,866 comments

Yes, though you should turn off minor factions in the game settings as it is not yet supported if you have the new DLC.

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PechSOG
PechSOG - - 38 comments

Does this and the minimod file work with 1.93?

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GoaFan77 Author
GoaFan77 - - 3,866 comments

Yes, though you should turn off minor factions in the game settings as it is not yet supported if you have the new DLC.

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Guest
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PechSOG
PechSOG - - 38 comments

Thank you! Hope it gets updated!

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