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.



123,969 views 258 replies
Reply #151 Top
I really think you ought to try the mod before you pass judgement.

The buffed defense platforms and hangers dramatically improve your ability to defend your planets, particularly against nuke rushes. The cost may have gone up, but since the overall tactical slot limit hasn't increased, the total defensive power of any given planet is tripled.

The only ships that were buffed were the capital ships, with 3x the HP and damage across the board. The frigates were actually made cheaper, with no change to stats. One shot from a capital ship may not kill a frigate, but a Kol can take out a light frigate in about three.

Reply #152 Top
Here are some impressions from my last game with your mod. My machine is quite puwerfull, but ur mod showed my machine its limits hehe.
Here we go:











Well that was sick. It was Me + 1 CPU vs 3 allied CPU - all hard random - locked teams
They also got alot ships.. what a game! CPU was more agressive, but ran away as always :(
At the start money came in very fast and i never used the black market to BUY stuff but i sold ALOT.
It was nice to see that capitals now had alot more hull and cost more and they were worth the money. At the beginning i had only 1 capital and encountered the first comp with 2 caps. i lost badly, but after time... well u see the screens :D
Too bad it lagged too much, also crashed 1 time when alot ships moved.
Comp didnt build defence at all IMHO

Nice game and nice mod!
Reply #153 Top
The only real problem I have with this is that my Destra Crusaders cost almost 1k metal and crystal per, but with no power boost at all. I'd like either the price back down, or give them a HUGE power boost, espeically for that cost. Also, tone down the trade ships a tad, they get in the way of fleet movements, but I'm more concerned about the ships.
Reply #154 Top
The only real problem I have with this is that my Destra Crusaders cost almost 1k metal and crystal per, but with no power boost at all.
End of quote


That's actually a bug. It seems I added in an extra zero by mistake on the metal and crystal cost of that ship. Go into my mod in the gameinfo folder and look for "FrigatePsiHeavy"

Open that in notepad and look for where it says "base price"

Take a zero off both the metal and crystal cost.

Also, tone down the trade ships a tad, they get in the way of fleet movements, but I'm more concerned about the ships.
End of quote


I wanted to make it easier to do those "destroy enemy ships" missions.


@epyon83: Now that looks like the fleet of a solar empire.
Reply #155 Top
so how do i fix the pirate threat level bug? does anyone know? im not tryign to coem off like a helpless leach here, but it would be nice to be able to finish my game, lol
Reply #156 Top
I really think you ought to try the mod before you pass judgement. The buffed defense platforms and hangers dramatically improve your ability to defend your planets, particularly against nuke rushes. The cost may have gone up, but since the overall tactical slot limit hasn't increased, the total defensive power of any given planet is tripled.The only ships that were buffed were the capital ships, with 3x the HP and damage across the board. The frigates were actually made cheaper, with no change to stats. One shot from a capital ship may not kill a frigate, but a Kol can take out a light frigate in about three.
End of quote


I did try the mod, or how would I know that? I think it's an improvement overall, but it could be much better.

Reply #157 Top
so how do i fix the pirate threat level bug? does anyone know? im not tryign to coem off like a helpless leach here, but it would be nice to be able to finish my game, lol
End of quote


It's being worked on. Expect a fix this afternoon. You might have to start a new game for the fix to take effect though, sry.
Reply #158 Top
What are those green laser looking things connecting the fleets in the first and second pic?
Reply #159 Top
1.61 is up.

Fixed the crashbug and the error with shipcost.
Reply #161 Top
Are you planning to add Uzii's Sins Plus into the mod at some point?
End of quote


Please!!!

He is working on a new improved version, due out soon. A combination will be awesome.
Reply #162 Top
What are those green laser looking things connecting the fleets in the first and second pic?
End of quote


I think they are lasers of some ships which were enhanced in this mod (just visual). Im not sure if its this mod cause i mixed it with Sins_Texture_Pack_I_-_Stars_and_Planets.
Reply #163 Top
Are you planning to add Uzii's Sins Plus into the mod at some point?
End of quote


I'll ask for his permission.
Reply #165 Top
so how do i fix the pirate threat level bug? does anyone know? im not tryign to coem off like a helpless leach here, but it would be nice to be able to finish my game, lolIt's being worked on. Expect a fix this afternoon. You might have to start a new game for the fix to take effect though, sry.
End of quote

Thank you so much man, even if i have to start a new game it'll be awsome :) in addition is there any chance you could email or PM me the info on how you fixxed it? i've been running into some serius trouble with my own mod crashing and it would help if i knew a lil bit about mod fixing. heres my email: [email protected]
Reply #166 Top
1.61 is up.Fixed the crashbug and the error with shipcost.
End of quote


Thank you very much my kind sir. If I tried that myself, the mod would have been totaled, because god knows I suck with computers.
Reply #167 Top
About that crash bug:
The game I'm having trouble with was started and crashed with SEM 1.6. I now have removed 1.6 and installed 1.61 - that same game still crashes. It would take me, at least, several days to play a new one to that point, so I can't confirm, whether it still happens in 1.61 or it's just that save, at the moment.

With 1.6, the crash happened with these conditions:
- Pirate threat was already at 'High' for a long time and didn't seem to change before the crash.
- The crash occured at the moment of the pirate raid departure each time.
- There was a bounty still present on an already defeated player. Placing bounties on other [active] players made no difference. Placing a bounty on an active player, that would exceed the bounty on the defeated player, made no difference.
- I was sieging the pirate base. All pirate ships and defence platforms withing its gravity well were already destroyed (a few minutes before the pirate raid launch and the crash). At the moment of the crash, the pirate base was still at about 5000 health (only my 3 Vulkoras Desolators bombing it - and no siege platforms with them).
- The previous pirate raid was still out, harrasing another [active] player (the sword by their name was present).

That's all I can think of. Hope it helps.
Reply #168 Top
1.61 just tested it, still getting the same crash bug. this is on a new game, not on the previous. All symptoms line up with same bito's with the exception of the pirate base siege and the dead player, so i guess we can cut those out of the testing, if you need me to run any more tests or anything, just leme know icedude
Reply #169 Top
I havent tested 1.61 yet.

Is the research speed still the same (slow) or did you change it? Previously it was waay too slow in comparison to the amount of resources we gathered. Perpetual back log of at times of 20+ research techs.

This is at normal resources, normal speed, etc.
Reply #170 Top
erg well i've got the mod dled i hope he can fix the crash cuz i really wanna try this
Reply #171 Top
It's still crashing?

That's really odd cuz I played a full game and I even had the pirate raid level at high. You will still get crashes if you are playing a saved game from an older version of my mod. That's the unfortunate way it works. I'll try playtesting some more.

Are these games with more than one pirate base that are crashing?
Are these random maps being played? If not, which maps?
What exactly was the bounty amount (cuz I really decreased the effect bounty has on raid strength in 1.61)?
How many trade ports did you have?
How many worlds were under your control?

I really appreciate the feedback.


I havent tested 1.61 yet.

Is the research speed still the same (slow) or did you change it? Previously it was waay too slow in comparison to the amount of resources we gathered. Perpetual back log of at times of 20+ research techs.

This is at normal resources, normal speed, etc.
End of quote


Yes the research speed is still slow. Our playing styles must be different cuz I spend all my resources building reinforcements for these never-ending fleet battles. I never have enough resources to que up more then about 5 research items.
Reply #172 Top
[quote]It's still crashing?That's really odd cuz I played a full game and I even had the pirate raid level at high. You will still get crashes if you are playing a saved game from an older version of my mod. That's the unfortunate way it works. I'll try playtesting some more.
Heres a possible keystone as to why mine keeps dieing but yours is flying, im running windows pro 64 (lol n64 pun)
Are these games with more than one pirate base that are crashing? nope, just 1 pirate
Are these random maps being played? If not, which maps? small random, me 1 comp and pirates x1
What exactly was the bounty amount (cuz I really decreased the effect bounty has on raid strength in 1.61)? 4879 on me and 5178 on them
How many trade ports did you have?How many worlds were under your control? trade ports:7 Worlds: 7
I really appreciate the feedback. I really appreciate the mod :)
Reply #173 Top
Been having issues where game crashes when pirates on severe hope its fixed in 1.61 :)
Reply #174 Top
About that crash bug:The game I'm having trouble with was started and crashed with SEM 1.6. I now have removed 1.6 and installed 1.61 - that same game still crashes. It would take me, at least, several days to play a new one to that point, so I can't confirm, whether it still happens in 1.61 or it's just that save, at the moment.With 1.6, the crash happened with these conditions:- Pirate threat was already at 'High' for a long time and didn't seem to change before the crash.- The crash occured at the moment of the pirate raid departure each time.- There was a bounty still present on an already defeated player. Placing bounties on other [active] players made no difference. Placing a bounty on an active player, that would exceed the bounty on the defeated player, made no difference.- I was sieging the pirate base. All pirate ships and defence platforms withing its gravity well were already destroyed (a few minutes before the pirate raid launch and the crash). At the moment of the crash, the pirate base was still at about 5000 health (only my 3 Vulkoras Desolators bombing it - and no siege platforms with them).- The previous pirate raid was still out, harrasing another [active] player (the sword by their name was present).That's all I can think of. Hope it helps.
End of quote


been getting smae crash too when pirates meant to leave on old version will try new version tomorrow :)
Reply #175 Top
The Sins Plus mod would be a great addition, go for it!
End of quote


Most definatley if you can get both mods together this would be awesome..