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[Mod] Enhanced 4X Mod (for Diplomacy 1.37, Rebellion 1.1, updated 1/18/13)

Racial Abilities, Random Encounters, Heroes, Rebalanced Civic Mechanics and More!

By on December 26, 2011 11:53:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

GoaFan77

Join Date 10/2008
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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. Its 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 other three.

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 and will need to put more thought into developing their economies. This mod will also attempt to address some other weaknesses of Vanilla Sins where possible, such as increasing race diversity or improving the AI. With version 1.1, the first step towards reworking the Diplomacy system has been released.

Features

Faction Diversity - Exploit all new racial bonuses to crush your enemies.

Hero Units - Lead your race's champions into battle with their powerful new abilities to base your strategies off of.

Random Encounters - Keep your eyes peeled when scouting, new challenges and opportunities await you in the depths of space.

Embassies and Espionage - Friend or Foe, interacting with other Empires will never be the same again.

Ship Upgrades - Customize your capitalships and titans with unique upgrades (Rebellion).

New Planets - Your Empire will never look the same again. Meticulously balanced for competitive play.

New Skyboxes - 12 unique skyboxes provide a fantastic backdrop to your conquest of space (Rebellion).

New Artifacts and Bonuses - The fringes of your Empire hold great power if you know where to look...

Civics Matter - Almost all civic structures have an impact on your Empire. You must develop your planets wisely to get the most out of them.

Culture Matters - Don't underestimate the ugly stepchild of Sins anymore, its back with a vengeance!

Customization - Play the game the way you want it with a growing library of optional minimods and enhanced mapmaker support!

 

Download

WinCustomize (Diplomacy 1.34)

Moddb (Rebellion 1.1)

Enhanced 4X Mod

Credits

People

Axel Dude - For his wonderful planet textures in the Infinite Space mod, most of which is included in E4X.

IskatuMesk - For his awesome library of sound effects released to the community, a few of which are included in this mod.

Sinperium - For making the phase probe mesh and good feedback.

ZombieRus5 - For getting channeling abilities to work correctly (after we ironed out a few bugs) and for his many hours of "experimental" modding that lead the rest of us realizing more things are possible than we thought.

Seleucia - For his thoughtful analysis and for allowing me to use some of his rebalanced abilities.

Ue_Carbon - Intelligent Feedback.

Mods


Maelstrom - Awesome new planet module meshes

Infinite Space - Main source of planet textures and other astronomy related changes, as well as some planet bonuses.

Uzi's Sins Plus - Several planet textures and bonuses have been incorporated from it.

Celestial Bodies - For an additional source of planet textures.

Project Equilibrium - For an awesome set of fun balance changes.

 

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January 4, 2012 9:31:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
Good news, the AI is now using embassies as I intended. Now if I can stop finding more bugs with vanilla diplomacy to squash or rework version 1.1 should be done in time for the weekend.

Sounds like fun!

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January 5, 2012 3:27:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Very interesting sir.  We'll need evidence before we can accept your findings.

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January 5, 2012 5:43:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
Very interesting sir. We'll need evidence before we can accept your findings.

You modders and your evidence. Doesn't anyone remember when a man's word meant something around here?

I was actually thinking of making a little video for it but since its at most two days away from release I might just release it and let you guys see for yourselves.

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January 5, 2012 6:45:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I know what I'm doing Sunday!

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January 5, 2012 8:10:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Looks like I'll have to fully investigate this on Sunday. 

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January 6, 2012 12:19:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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January 6, 2012 2:54:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That is awesome Sinperium, except my name only has 1 f. Goa-Fan. What program did you use?

This was what I was going to change the picture to.

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January 6, 2012 3:17:56 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Cooler.  It's Photoshop.

Happy to make stuff for you--that was a five minute job while I waited for a program to install.

Which is what I am doing now--nearly 18 hours later...sigh.

 Pictures and videos are always cool.

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January 6, 2012 3:31:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah that's what I used too, guess you're just better with it than I am. What I really need to do is take 4 different screenshots showing each of the 4Xs and put them in one pic, but maybe some other day. Got to finish this first...

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January 6, 2012 12:12:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Need any voice acting for your new buildings? I've got some awesome sound files that make any voice sound epic. (mostly radio chatter / static etc)

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January 6, 2012 1:40:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting boshimi336,
Need any voice acting for your new buildings? I've got some awesome sound files that make any voice sound epic. (mostly radio chatter / static etc)

Just have the spy probes and the embassies... and the later I would guess would be pretty hard to do. But if you have something you think will sound good I'd love to hear it.

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January 7, 2012 2:37:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What exactly are you looking for? Just probe-ish lines? For those I would almost use 'technical' noises (similar to the probes in SC2). Worse comes to worse you can reuse the voices from the envoys for embassies.

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January 7, 2012 3:35:53 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting boshimi336,
What exactly are you looking for? Just probe-ish lines? For those I would almost use 'technical' noises (similar to the probes in SC2). Worse comes to worse you can reuse the voices from the envoys for embassies.

They're using the space mine noises currently, I think its a good fit. Maybe something sort of like the probe droid signal from Star Wars would be better, but it works.

Embassies are just making the standard research lab noises. Not ideal but it doesn't hurt anything and I don't think people pay much attention to just noises anyways.

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January 7, 2012 4:04:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

 I don't think people pay much attention to just noises anyways.

FYi--I actually am making the primary way to tell my Yggdrail eggling-spores apart is by listening to the sounds they make.  Otherwise you find out by shooting them or being shot by them and then finding out what happens.

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January 7, 2012 10:49:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
Otherwise you find out by shooting them or being shot by them and then finding out what happens.

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January 8, 2012 3:50:46 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The Diplomacy Update (version 1.1) is now live! Same link as before I think, the file should say version 1.1 in the .zip file name. I'll update the credits and features list tomorrow, but feel free to explore it for yourself.

The only thing I will say is to make sure you turn the build embassy ability autocast off (as you should with any ability that costs resources) and I have noticed the AI will rarely build a lot of embassies at a single planet, but I've only noticed it after the fact and have not seen what causes that. If you see it happen any information will be appreciated.

Edit: You may have to wait a little bit for the download to update.

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January 8, 2012 10:40:58 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nice!  Btw--you missed my joke above--the figure in that image is the Grammy Awards statue

 

FYI--I am not a fan of the accelerated resources but love the rest.

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January 8, 2012 12:06:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
FYI--I am not a fan of the accelerated resources but love the rest.

Its a bit unavoidable considering I didn't nerf much of anything. I actually like the mod with fast rather than vanilla with faster. Though wait, do you still use normal?

Quoting Sinperium,
Nice! Btw--you missed my joke above--the figure in that image is the Grammy Awards statue

Yeah, I wouldn't know an unmarked grammy award if it were sitting on my desk right now. Not much of a mainstream entertainment guy. Though if that's meant to imply this is mod of the year material I'm humbled.

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January 8, 2012 12:37:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes--your mod is goo-ood.

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January 8, 2012 1:15:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Im Carbon and I aprove of this man's work.

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January 9, 2012 1:34:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting -Ue_Carbon,
Im Carbon and I aprove of this man's work.

And it wouldn't have gotten anywhere without your "intelligent feedback" Carbon.

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January 9, 2012 2:43:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The "" and the make me wary of your comment.

 

With that said, Glad I could help. Didnt know I did but glad

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January 9, 2012 6:53:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I pulled your random encounters into my mod but set them up a little differently to make compatibility with my mod a little easier. Right now I support Random Encounters on new galaxy maps that are based off the current random maps. In this way I can guarantee a certain amount of random encounters to occur without worrying about random encounters showing up in maps when I don't really want them too with the typical sub template approach.

As the random encounters can now be specified explicitly I can make some variations of custom maps that are built around these events.

I'm also thinking this will fit with my planet packages by introducing different random encounters (as well as home planets) based on the system (planet package) being used.

Good stuff...

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January 10, 2012 1:55:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ZombiesRus5,
I pulled your random encounters into my mod but set them up a little differently to make compatibility with my mod a little easier. Right now I support Random Encounters on new galaxy maps that are based off the current random maps. In this way I can guarantee a certain amount of random encounters to occur without worrying about random encounters showing up in maps when I don't really want them too with the typical sub template approach.

I just turned off the default templates on maps I make where I don't want them to appear, but yeah there are actually a lot of ways to do it. If I really wanted to extend this feature I could theoretically make dozens of different encounters by using all of them.

Quoting ZombiesRus5,
As the random encounters can now be specified explicitly I can make some variations of custom maps that are built around these events.

You could always just place them manually in the galaxy forge (minus the missing bonuses/building in Vanilla), but I suppose the one click option is nicer .

Quoting ZombiesRus5,
Good stuff...

Indeed.

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January 11, 2012 2:32:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So, anyone able to tell me whether the new Diplomacy system is worth the time or does it still fall short of making diplomacy at least worthy of pursuing?

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