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.



124,098 views 258 replies
Reply #51 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.




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.
End of quote



Exactly.
Reply #52 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?
End of quote


Yes. I downloaded winrar several months ago when I last formatted, so unless it's a loooooooong trial (which would be pointless since I can just download it again), I'd say it does not expire :D
Reply #53 Top
i hope ur not trying to see every single post i make *rolls eyes*
End of quote

lol sorry mate; didn't mean to intrude :P
Reply #54 Top
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?

End of quote


1.It's the quest files in the gameinfo folder.
2. I dunno, hopefully someone with xp will know.
3.You have to go into options, last tab is mods, select my mod and click enable.
4. Yes he needs to have it also.

Anyone else notice that the ship data is incorrect, for damage at least?
End of quote


Which ships specifically? I only modified the stats for capital ships.

Can you do something interesting and new to the Cap ships, they seem kinda weak and boring to me.
End of quote


Did you read my changelog? Is this a specific capital ship? Are you sure you enabled the mod?

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?
End of quote


Without focus fire, the light frigates should resort to their default targeting priorities. They all have the same priorities so light frigates will likely fire on the same target. Try it with a fleet of multiple types of ships against another fleet of multiple types of ships to see real results.

Since a lot of people don't like winrar, I'll make the next version a zip. I use rapidshare since it makes it very easy for me to upload and to take down incase there's a fatal bug like that pirate crashbug. I'll submit the mod to the download section once I'm sure there are no more crashes. It would definitely help if people tell me how the changes are working out for them.

BTW, anybody have a crash since i reset the pirate raids to their defaults?

Has anyone been playing a 10 player FFA? How are the new fleet caps working out? Are the AI building more defenses? Any new bugs people have discovered?

I'm sorry I have to ask these questions but I don't have enough time to fully test the mod out on my own since I work from 12 to 10 in a restaurant.
Reply #55 Top
whoops double post
Reply #56 Top
I'm intrigued by the bit about turning off auto-focus-fire, since I didn't even know there was such a thing.

Can this be toggled manually, in-game?

Does the AI always have it on?
Reply #57 Top
I'm intrigued by the bit about turning off auto-focus-fire, since I didn't even know there was such a thing.

Can this be toggled manually, in-game?

Does the AI always have it on?
End of quote


It can't be toggled in-game(yet...)
It's in the entity files for every ship. The line is I think PreferstoFocusFire. By default it was set to TRUE for all ships. I simply changed the value to FALSE.However your question does add another thing to my to-do list for V2. I think the AI players will still have their ships focus fire at times when appropriate like to take down a capital ship.
Reply #58 Top


Which ships specifically? I only modified the stats for capital ships.
End of quote


The Kol comes to mind.
Reply #59 Top

It can't be toggled in-game(yet...)
It's in the entity files for every ship. The line is I think PreferstoFocusFire. By default it was set to TRUE for all ships. I simply changed the value to FALSE.However your question does add another thing to my to-do list for V2. I think the AI players will still have their ships focus fire at times when appropriate like to take down a capital ship.
End of quote


Thanks for the info!

Reply #60 Top
Which ships specifically? I only modified the stats for capital ships.


The Kol comes to mind.


End of quote


Then the problem isn't on my end, it's yours. That ship has had its base hitpoints, shields, and weapon damage tripled and cost doubled. You must have the mod in the wrong folder or you didn't enable it. The only damage I didn't change for any of the capitals is their planetary bombardment damage. Generally a frigate can only take 2 or 3 volleys of the kol's beam cannon before blowing up.
Reply #61 Top
Since there don't seem to be any new bug reports or posts about how the gameplay is since I posted 1.51 this morning, I guess everybody is enjoying the mod.
Reply #62 Top
Auto focus fire is only change the individual ships behavior, not battlegroups. The other thing is, the Light Frigates got only 2 forward facing cannons. without a wide arc. the multiple Frigates also got the same priority list, for engaging the enemy vessels so, it is more obvious that ships just picked up the highest priority target and engaged, unfortunate, that is the same for every frigs.
Reply #63 Top

Then the problem isn't on my end, it's yours. That ship has had its base hitpoints, shields, and weapon damage tripled and cost doubled. You must have the mod in the wrong folder or you didn't enable it.
End of quote


I enabled it -- the Kol did huge damage to the enemy units! -- but its infocard wasn't updated with the new damage numbers.

I think I misphrased myself earlier: the ship data in the infocard is inaccurate, not the actual data files.
Reply #64 Top
"just download winrar (it is free)"

I think the developers of WinRAR would be surprised to find out it is free. Shareware, yes, freeware--no.

http://www.rarlab.com/

Reply #65 Top
Since there don't seem to be any new bug reports or posts about how the gameplay is since I posted 1.51 this morning, I guess everybody is enjoying the mod.
End of quote

you bet i am anyway thx for the awesome job
Reply #66 Top
the data on kol battleship is updated but the gauss gun data is the same. Think The modder forgot to triple the damage of the gauss gun. The mod is cool, but u need to either set the fleet supply to around 60-75 on capitolships, or 1/2 the supply on all other ships. 46 capitolship points is to much i think maby around 30. Played 10 AI(HARD) maps before and it was hard really hard. Now its just to easy. I build nothing but capitolships, and just rolled over everthing. But all the rest in this mod is great , so keep up the good work :)



Reply #67 Top

Since there don't seem to be any new bug reports or posts about how the gameplay is since I posted 1.51 this morning, I guess everybody is enjoying the mod.
End of quote


Yep, I just tried it out (the first Sins mod I've played) and it's a lot of fun. Played a 3 player FFA game on a medium random map against the AI and it was great. Seemed quite a bit more balanced, or at least more suited to my tastes than stock Sins (which I love as well).

Just one quick question: I noticed that several times when I ordered a fleet to jump to a planet, let's say 2 jumps away, some ships got separated from the main fleet and took a different route. Even with formation phase jumps disabled, I didn't encounter that particular behavior before. Could it somehow be related to the mod itself?
Reply #68 Top
So, how's the auto focus fire being set to false worked out? I mean, I'm sure it looks better in game, but does it drastically change the way battle play out?
Reply #69 Top
Tried a 1v1 against hard AI today. I didn't notice them building anymore defenses than before. Just one or two in each system.
Reply #70 Top
Please ignore my comment... I forgot the info card shows average damage, rather than damage per shot. So the infocard was updated, just not to the amount of damage I was expecting.
Reply #71 Top
Personally,i think the cap ships may be slightly overpowered.. not much but just a hair. I think it will well balanced, to keep them X2 the cost but have the stats times 2.5 instead of 3. I think we are close to a solid balance on them.

I noticed lack of serious defenses on AI planets. Oddly enough, i played a FFA against 4 medium AI's I did not see a cowardly AI once through out the game.

I commented earlier about increasing the logistics on planets... ignore that. Logistics are just fine as they are.

Pirate threats were just toooooo weak, build up planetary defenses half way and i repulsed easily every pirate attack. Have more pirates in the raid? Heavier ships? Dont change the stats on the ships.. just add some larger ships.

For the pirate home base, I can not build any logistical structures or planetary upgrades. Not sure why, no xtal or metal mines or other structures. I can build tatical structures just fine.

Keep up the great work!

Really loving the capital ships. Yeah, they may be strong,but i have seen the AI send up to 6 of them at me at once... some serious fights!
Reply #72 Top


For the pirate home base, I can not build any logistical structures or planetary upgrades. Not sure why, no xtal or metal mines or other structures. I can build tatical structures just fine.
End of quote


Thats normal for a pirate base -- which is basically a dead asteroid with a lot of extra HPs. (Oh, and a tendancy to have very good explore bonuses)
Reply #74 Top
Heya Your mod is nice, i just finished playing a LAN game with it. A 4 vs 6 AI game (all hard). Its fun, but very imbalanced. * The tradeports and refinary's already made to much income, you even increased it, i can have a nearly unlimited income without even trying. 200 gold/s is fun, but it should take you effort to get there, i just get it. * Capitals overpowered, you dont need the other ships anymore, they are useless. I had 46 capitals in my game and owned the AI, i never used another type of ships cept for 2 colony ships and 2 scouts. Those are the 2 most imbalanced options in your mod
Reply #75 Top

Test reply