icedude94 icedude94

Sins Enhancement Mod v1.7 3/23/08 UPDATED

Sins Enhancement Mod v1.7 3/23/08 UPDATED

Sins Enhancement mod V1.7 3/23/08


Download Link:
http://files.filefront.com/Sins+Enhancement+Mod+v17rar/;9876004;/fileinfo.html
Works with 1.03 Sins Plus not yet incorporated

Since you guys can't wait. Here's my mod for 1.03. You'll have to wait a little longer to get it with sins plus cuz I've been having some CTD issues after combining them.
INSTALLATION:
Extract the .rar into your mods folder

For Vista users it should be located at:
C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods

Changelog:

Diplomacy:
-You now get an hour to complete AI missions. Now it's easier to make AI allies.

-Mission rewards increased to make them more worthwhile.

AI Players:

-Increased priority on building defenses. AI should build a lot more defenses now!

-Adjusted Aggressiveness

Constants:

-Hitpoints of pirate ships increased.

-Jump Angle reduced from 45 to 20. Much easier to blockade gravity wells. You better send a scout before sending your fleet into enemy territory now...

-Pirate bases can support double the population of normal asteroids and can have up to 12

logistics slots as well as 3 extremely rich metal asteroids and 3 extremely rich crystal

asteroids. Now pirate bases are VERY worthwhile to conquer.(beware the gauss cannons)

-Research speed back to default

-Tax income slightly increased

-Half hour between pirate raids

-Increased number of trade ships produced by trade ports.

-Lowest allegiance can get through distance is 35%

-Phase jumps no longer cost anti-matter. It didn't make sense to me that ships with less than 100 anti-matter could still jump.

Fleet Logistics:

-Maximum capital command points: 24

-Maximum Fleet Supply: 5800

-Reduced maneuverability and speed of many ships.

All Ships:

-Auto-join fleet default to off

-Auto focus fire default to off(except for squadrons). Now each ship in a fleet will target the type they are best against. Ships will also no longer focus fire thousands of points of damage on a single frigate. Fleet to fleet combat just became a lot more epic!

-Costs and build times back to default.

-Siege Ships - Siege attack looks more devastating. Now they look like planetary invasions. more work to be done on them soon.(Check out TEC's siege frigate attack!)

Tactical Structures:

-Cost of orbital defenses adjusted for better balance.

-Gauss/missile/beam structures will have damage tripled. Take up no tactical slots.

-Hangar defenses will support 4 squadrons, use less tactical slots.

-Phased Jump Inhibitors will have increase jump time by 2500% and have 1/2 the range. Now you have to place them at the edge of the build range limit as close to the phase lane you want to block in order for them to do their job. Now enemy ships trying to jump to your other worlds will have a MUCH longer jump charge time. I recommend not using it around the phase lanes the AI will use to retreat or you'll find the game to be too easy. Against human players though...

-Repair platform: repair rate doubled



Capital Ships:Now they're the big bad behemoths of the fleet that they're supposed to be.
-Damage,hitpoints,shields tripled

-More squadrons for carriers, start with 6

-resource cost doubled

-Take 7 minutes to build.

-Require more experience to level up.

Cruisers:

-Carriers will carry 2 squadrons

-Repair bots repair rate doubled

Frigates:

-Scout frigates automatically explore after being built.

- Anti-fighter frigates given shorter reload time to deal with the increased number of

fighters.(without focus fire, those turrets can now track multiple targets)


Fighters:

-No longer fly together in squadrons. Should make big fleet battles more epic.


Planets:

-Tax income for planet population raised. Now you'll need those terran worlds if you want to make real money.

-More extractors possible on worlds.

-Extractors can only support one refinery. Each refinery though has a bigger impact on resource rates than vanilla.

For Version 2

-new icons for individual fighters and bombers.

-Adjusted speeds of ships and weapons (I hate seeing a light frigate being chased by a
thousand missiles across a gravity well)

-Balance changes, especially for capital ship abilities to better go along with their new stats.

-Bug Fixes

-Pirates Playable

-New/more reasonable AI quests.

-Ability to toggle focus fire.

I only had time to test it for a couple hours on a 10 player map so let me know of any problems, things I forgot to change that are on this list, suggestions, etc.



124,018 views 258 replies
Reply #26 Top
It crashes, It happened twice when I tried to place bounty on someone, have another look on your pirate bounty/mission code I suggest
Reply #27 Top
I love your mod, i love your mod, i love your mod ! !

Reply #28 Top
Nice. Constructive comment!
End of quote


i hope ur not trying to see every single post i make *rolls eyes*

anyways this mod makes me crash to desktop. fix it, fix it now lol.
Reply #29 Top
There are a couple of very good ideas in there. Since I'm planning my own mod (basically what I always do is look through several gameplay mods and mix'n'match for my private mod), I have to ask:

What files did you edit to change the default focus fire? Is it entity based or is it a global constant?
Reply #30 Top
Is there anyway you will be able to make the ships more epic in size. It would pretty neat if the cruisers and the capital ships were much bigger.
Reply #31 Top
I'm looking at the pirate scripts now and trying to figure out what's wrong. I think the problem might be that the pirate raids are getting too big and the max supply for their ships isn't set high enough. I might release the default pirate raid files as a temporary fix. I'm having that pirate raid crashbug too.

To change the default focus fire, it's a line towards the top of every ship file. It's "PrefersToFocusFire" Just change from TRUE to FALSE. I'll try to have this pirate bug fixed by noon today.

I haven't experienced the black market crashbug yet. I'll try to replicate that.

Thanks for the bug reports guys!
Reply #32 Top

One thing that HAS bothered me about the game is that gravity wells just don't feel very big. Granted you'd have to change the build distances of everything, but especially around stars - the antimatter regen and central nature of stars makes me think they'd be the site of huge, epic, powerful battles. But the star gravity well is tiny indeed. I mean... ITS A STAR.

On another note, if you figure out how to stop the AI from being cowards all the time, go for it.
End of quote


That's pretty easy to change. I'll make them bigger for the 1.51 release as well with a fix to the crashbugs so far.


I'm getting a random crash to the desktop, no errors or anything, just a full dump to the desktop, never happened before installing the mod.

I'm thinking it's an exception in the changed scripting.

I'm going to take a look at the logs (if their are any.)

I'll get back to you with anything I notice.
End of quote


See if it's the pirate raids making you crash like everybody else. I need to know what was going on in-game when your game crashes if possible.
Reply #33 Top
Would it be possible to use a free format like ZIP or 7z instead of RAR? I'd love to try your mod out, but I don't use RAR.

--UNB
Reply #34 Top
You "dont use rar"? Why not just download winrar (it is free), and use it to extract EVERYTHING, including zip and 7z? Why do people complicate things by using different apps? :)

By the way, i agree that the stars gravity well needs to be as big in relation to their mesh size as the planets gravity wells are. In essence, mucho grande!
Also, i approve of halving every supply cost for ALL the ships ;) (will still keep the supply balance)
And a question, did you leave the damage and hull/shield points of all the ships and abilities at normal (latest patch)?
I'd not really like if this mod changed any basic balance things like that. I'm okay with making capital ships stronger like doubling or tripling the hitpoints and damage. And also with increasing fleet support and squad caps.
But i'd hate to see this mod that has so many superb changes, go overboard and change EVERYTHING :P

I think simplicity is the key here. Like your tripled Base Defence damage values. Very good! As long as the ships and abilities stay like they were intended, balance-wise.
As long as you just change the things annoying us at the moment, like the uselessness of the defences and the puny capital ships, its going to be an awesome mod.
Truly Enhancing the game, instead of wildly changing it in terms of every single hitpoint value of every ship :)
Reply #35 Top
Version 1.51 is up.

I reset all the pirate values to their defaults and it seems to have stopped the crashing when pirate raids are launched. For 1.52 I'll play around with the gravity well sizes for stars and maybe wormholes as well. I'll also try to make the changes to the pirate raids bug free.

1.51 should be stable and crash free.




And a question, did you leave the damage and hull/shield points of all the ships and abilities at normal (latest patch)?
I'd not really like if this mod changed any basic balance things like that. I'm okay with making capital ships stronger like doubling or tripling the hitpoints and damage. And also with increasing fleet support and squad caps.
But i'd hate to see this mod that has so many superb changes, go overboard and change EVERYTHING

I think simplicity is the key here. Like your tripled Base Defence damage values. Very good! As long as the ships and abilities stay like they were intended, balance-wise.
As long as you just change the things annoying us at the moment, like the uselessness of the defences and the puny capital ships, its going to be an awesome mod.
Truly Enhancing the game, instead of wildly changing it in terms of every single hitpoint value of every ship
End of quote


The hull,damage,and shield stats for frigates and cruisers are the same for now. I'll think about changing the supply costs for all ships because I only halved the supply cost for the capitals. I still have to change the abilities of some of the capital ship to better balance with their new stats because for example, the kol's gauss cannon ability is now weaker than its main attack.
Reply #36 Top
Hmm looks like cap will be overpowered with all those changes. Have you though about that at some point it doesnt make sens to have support ships -just build all caps if they are so powerefull.
Reply #37 Top

Hmm looks like cap will be overpowered with all those changes. Have you though about that at some point it doesnt make sens to have support ships -just build all caps if they are so powerefull.
End of quote


The capitals can still be taken down when you focus fire a lot of ships on them. It's hard to build all caps because their resource cost has been doubled. Even with 46 capital ships, you still won't have enough firepower to taken down the whole universe without the support ships. The increased number of squadrons for carriers and hangar defenses means that there's a lot more bombers now on the battlefield. Capitals still fall pretty quickly to those. Capitals also don't last very long when you get a few other capitals to focus fire on it. The changes I made to the economy are supposed to facilitate the mass production of support fleets for the capitals. In the games I play, I usually have specialized planets. For example, I'll put 4 frigate shipyards in one world to act as a fleet production hub. If you've tried sending a capital ship alone to say, a neutral terran world, the defenders will be able to get the capital's shields down half way and that's not a lot of ships.
Reply #39 Top
You "dont use rar"? Why not just download winrar (it is free), and use it to extract EVERYTHING, including zip and 7z? Why do people complicate things by using different apps?
End of quote


The free version of WinRAR is a time-limited trial last I checked. 7Zip on the other hand is free, period.
Reply #40 Top
There's also various freeware alternatives like IZArc and Tugzip that will decompress pretty much any archive format that's out there.
Reply #41 Top
It might be easier if you upload your mod to the downloads section.
End of quote


Agreed. Not a big fan of RapidShare, and I like that I can track updates on WinCustomize....
Reply #42 Top

You "dont use rar"? Why not just download winrar (it is free), and use it to extract EVERYTHING, including zip and 7z? Why do people complicate things by using different apps?


The free version of WinRAR is a time-limited trial last I checked. 7Zip on the other hand is free, period.


End of quote


Incorrect.
Go to Rarlab and download the latest version. The only thing you'll get is a promt saying "please purchase winrar" which you can close and then simply extract the files. The prompt is also small so it won't annoy you much.
Reply #43 Top
I downloaded WinRar 3.71 from the url posted and the install program says this is a time limited trial version. Are you saying that it never actualy expires?
Reply #44 Top
Hell with the RS...
It goes up to 99% and just freezes. Could you have picked a less annoying hosting place.

Reply #45 Top
would you like to use the pinkspaceponies.com fourm for posting this mod for download? also I can winzip it for you and send it back to you if you would like!
Reply #46 Top
Interesting Mod!

Fixes alot of beefs/concerns i have.

Couple questions..

1. where do i see where the AI mission objectives are at and the reward? I see the mission message pop up, but thats it.

2. What file do i DL this mod to for XP Pro?

3. Does the mod auto start when i play a game or do i need to activate it somewhere in game?

4. If i play online with a friend, does he need to have it also?


Again, thanks a bunch on the mod. Really look forward to the planetary defense increase and the capital ships. I LOVE capital ships.

One thing to consider, how about increasing teh logistics cap for the planet? I have problems building refineries and trade ports. Always destroying something in order make room. More of an issue on medium/small maps due to limited planets. Not saying increasing it alot, perhaps 4 - 8 points? To allow one or two more structures to be built.
Reply #47 Top
Anyone else notice that the ship data is incorrect, for damage at least?
Reply #48 Top
Good ideas... just keep up the goooood work:D
Reply #49 Top
Can you do something interesting and new to the Cap ships, they seem kinda weak and boring to me.
Reply #50 Top
Reference to the auto focus fire..

I had the changes on the focus fire made but when i sent 5 Light Frigs into battle they all focused on the same target still..is this right?