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.

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Problems with envoys in 1.75 (Games : Sins of a Solar Empire: Rebellion : Mods : Enhanced 4X Mod : Forum : Bugs : Problems with envoys in 1.75) Locked
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Jul 12 2015 Anchor

Hello, i seem to have an issue with the latest 4x version(1.75 which i installed with SW Interregnum alpha 3) in which envoys from Vasari Loyalist, both Advent Rebel and Loyalist have the "Good Will" passive instead of the ability to establish an embassy. I'm using the following collection of mods in this mod order:

Int Resetting Titan Levels

Int Lend-Lease Capitals

E4X expanded research

E4X exploding mines

Star Wars Interregnum alpha 3

E4X 1.75

Thanks for the awesome mod, cheers!



GoaFan77
GoaFan77 Master Modder
Jul 15 2015 Anchor

Hi Tunasteak,

Are you using any mods besides Interregnum and E4X? I'll double check the next time I get, but that is a common cause of vanilla ships not having the correct abilities.

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Enhanced 4X Mod

Jul 16 2015 Anchor

Hello, Yes I was using Balknight's on top of your mods. after seeing your reply I tried without it and it seems it was what was causing the problem. Thanks for the reply and for the great great mod.

GoaFan77
GoaFan77 Master Modder
Jul 18 2015 Anchor
Tunasteak wrote:

Hello, Yes I was using Balknight's on top of your mods. after seeing your reply I tried without it and it seems it was what was causing the problem. Thanks for the reply and for the great great mod.

You can have Bailknights on the bottom and it should work fine as well. Unfortunately the person who updated Bailknights did not do it in a way that was very friendly with other mods. But having it on the bottom will allow you to have any graphics improvements that can be made without interfering from E4X content from doing so. You won't get everything, but it is something. :p

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Enhanced 4X Mod

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