Post news RSS The Future of the Enhanced 4X Mod

New features and a whole new mod is in store for E4X fans.

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Happy New Years everyone! The Enhanced 4X Mod just turned a year old a few days ago, and I would like to say thank you for all the support this project has received. With a new year ahead for all of us, it seems like a good time to outline what to expect in the coming year.

Enhanced 4X 1.5

First of all, Enhanced 4X 1.5 will be released as soon as I get a day to do some testing. The main feature will be the new upgrade system. After a new research is unlocked, you'll be able to upgrade your capitalships and titans with special upgrades. A few will be for free, but most will cost resources, and your factory and ship will be unusable for a while as the upgrade is installed. Examples include an "Emergency Phase Drive" that will allow TEC capitalships to escape phase jump inhibitors once every 10 minutes, an upgrade that allows the Coronata titan to reduce the target ship's defenses when it uses Unity Mass, to maintenance drones that will improve TEC Titans' rate of fire and hull restoration.

The second major feature is that Infinite Space is now mostly integrated with E4X, at least graphically. The vast majority of planet textures in that mod have been added or replaced the less attractive ones already in E4X, while the E4X planet system remains essentially unchanged (though some planets have been shifted around). Even better, there were so many planet textures that I decided to make two new planet types! Hydrocarbon planets are harsh, tier 1 planets with high underdevelopment costs, but they are guaranteed to have a planet bonus boosting trade income due to the abundant raw materials on the planet's surface. Agricultural planets are high population tier 1 planets that would be terran planets, but are so fertile that population size has been restrained so that the entire planet can be used for agriculture. Agricultural planets have a special ability that causes any trade ships that visit it to temporarily boost the population and growth of any other planet they visit, as the surplus food is distributed throughout your Empire. And of course, all the other planets you've seen before now look better than ever!

A third and hopefully not too confusing change is that most of the factions have been renamed. I thought that calling each faction "Rebels" or "Loyalists" was wearing thin, and would be confusing with future features I intend to implement. The TEC race is now known as the Traders, where the Loyalists are now just the TEC, while the Rebels have formed their own government now known as the Human Trader State (HTS). The Advent, being split among basically religious differences, have caused the Rebels to call themselves the "Ascended Advent", while the Loyalists have unofficially started to be called the "Orthodox Advent". And the Rebel Vasari have reformed themselves into the Vasari Independent Republic (VIR), while the loyalists are now known by the authority that has always governed the Vasari, the Vasari Central Command (VCC). For now these names remain cosmetic but maybe used to justify changes later.

Beyond 1.5

There's one other major feature I've been planning for months that will be released after 1.5. Based on the special Orion planet in Master of Orion, a new series of "Secret Random Encounters" will add a new layer of exploration even in the late game. These encounters are special planets guarded by special and unique "Guardians" that will challenge even a high level titan and a fleet. Defeating these guardians can be well worth it though, as the best planets in the game or special combat buffs can only be obtained by defeating them. These random encounters will be fairly rare though; there will at most only one per star systems where players spawn, and you might not find any at all!

The Next Mod - Star Wars: Interregnum

The Enhanced 4X Mod started as a little proof of concept in December of 2011. This came about while I was working on the Star Wars: Requiem mod, and noticed that there were all sorts of mechanisms in Sins that were not being taken advantage of in other mods. I couldn't incorporate most of them in Requiem as the goal of the mod was to stick as close to Vanilla Sins as possible. Since then E4X has grown to become my main mod project, and it really taught me how to mod creatively more than Requiem ever did. But I never really intended to leave the galaxy far far away permanently.

Now a year later, in seems fitting to announce my plans, if only to keep myself on schedule. I will soon begin working on a new Star Wars mod, Star Wars: Interregnum, that will use E4X as a base just like Requiem tried to stick to Vanilla Sins' gameplay. Those of you that like Star Wars or just want 4 more factions, with new research, units, heroes and strategies to play with, will be able to use this mod along with everything you love about E4X (heroes, embassies, random encounters etc.). Those who don't want the new factions and all that comes with being in the Star Wars universe, including new militia, random encounters and even pirates, can continue to use E4X like you always have. I can't give a time frame of when this will be ready, but let me say that much of it's content is already past the planning stage, and that I will create a separate mod page for it when it is ready. But here's a teaser of the basic plot.

Interregnum is in the Star Wars universe, which the Sins races arrived at via a wormhole while fleeing the Vasari's unknown enemy. Arriving right before the events of episode 6, the new comers and their armadas of ship and fleeing populations quickly alter the course of Star Wars history. Stumbling across Endor, the Triple Alliance of the TEC, Ascended Advent and VIR battle the surprised Imperial forces before the Rebel attack, destroying the Death Star II and killing Emperor Palpatine. With the sudden lose of its leader, Darth Vader rallies the Imperial Navy to become the new head of the Galactic Empire. However, he is unable to defeat the Triple Alliance quickly, and Vader's lack of political skills (and poor relations with many officials close to Palpatine) causes several ambitious Imperial leaders such as Warlord Zsinj and director of Imperial Intelligence Ysanne Isard to defect from the Empire and create their own fiefdoms, fragmenting the Empire during its first existential crisis. Encouraged by the weakening Empire, the Rebellion begins mounting increasing bold raids deep into Imperial territory, and when the Empire abandons the outer rim out of desperation, several worlds unite and start building the institutions of a New Republic. However, a decisive victory by the Empire at Thyferra against Triple Alliance and Rebel forces, along with the arrival of the HTS into the war as an ally of the Empire, halts the Imperial retreat, while the Orthodox Advent and VCC take over their own sectors of the galaxy, plotting their own agendas. Thus four years after the arrival, the galaxy in engulfed by total war on a scale even larger than the clone wars, with nearly a dozen factions competing for either galactic dominance, their own domains or other goals. With the battle lines static for now, it will take an exceptionally bold and competent commander to bring their side to victory, and end the Great Interregnum.

Comments
Shockmatter
Shockmatter

This all sounds amazing. You can't see it obviously, but I'm clapping.

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Cambridge
Cambridge

The news on this update kept getting better and better.

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Guest
Guest

Hey, Wingflier here from the forums.

So let me get this straight. Do you mean to say that your new Great Interregnum mod will include not only the two Star Wars factions, but the current Rebellion races as well?

If so, that is amazing, and really sets it apart from the other (9,000) Star Wars mods.

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GoaFan77 Author
GoaFan77

Yes, the Rebellion factions are just as much of the story in Interregnum as the Star Wars factions are. So you will totally be able to have a Super Star Destroyer fight it out with a Ragnarov. :p

That means there will be 10 playable factions total, each with their own unique play styles.

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mangomango999
mangomango999

Yeah!

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garsterj
garsterj

cool

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ENBarcelo
ENBarcelo

How's the progress of this going? I'm big fan of Requiem, and I enjoy the balance/planet changes of 4x.

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ENBarcelo
ENBarcelo

I think Imperial Remnants fleeing into the Sins Galaxy, with the New Republic on their tails would make a better storyline.

The New Empire, see the Sins galaxy as ripe place to rebuild the empire.

The Imperial Vanguard, only want to protect what systems/resources they've acquired in Sins Galaxy.

The Republic Vendetta, republic faction seeking destroy any imperial remnant forces, those factions that get into the way.

The Republic Expedition, wants to protect/establish new trades/alliances with newly discovered Sins Galaxy factions.

Imperial Remnants would be a mass production race with focus fire bonuses/debuffs, with the new empire with more oppressive cultural, faster rate of fire, and additional banks bonuses, and imperial vanguard more defensive, with better shields/regen/damage reduction for ships and structures.

The new republic forces would be a versatile faction, with specialized small fleets and sabotage, with various active abilities for any situation, with the Republic vendetta having shorter cool downs/better AM regen/proton torpedo specialization, and Republic Expedition having trade/cultural bonuses, better ION Damage.

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GoaFan77 Author
GoaFan77

Hi ENBarcelo. First of all let me say I want Interregnum to be in the Star Wars galaxy, and to have the Alliance and New Republic as separate factions. That was determined before I "wrote" the story, though I'd be curious why you do not like it. The Sins races are already fleeing at the end of Rebellion, and the Empire, even when they were reduced to just the deep core and half the Pentastar alignment did not take the step of leaving the galaxy.

As for progress, I'll be releasing some more information on it shortly. ;)

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ENBarcelo
ENBarcelo

I don't know, actually who cares about the story. I just want more factions. E4X is a very good mod, my only qualm with Sins modding is none of the mods are compatible.

I love Requiem by Jason, but now its not compatible with the new patch.

I like 4EX's general changes, and the expanded research add on.

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AdmiralAnkylon
AdmiralAnkylon

in the end..sins faction will retreat...from vasari unknown enemy, again...starwars faction (mainly the empire) cheers for their retreat.. but they did not know why.. or what hell coming for them...

just a suggestion on how the great interregnum end..

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