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.



123,996 views 258 replies
Reply #202 Top
hopefully you can finish it today:) wife is away at work.. with nothing to do but play Sins...
Reply #203 Top
Sry Kreyson I can't get it out today. I'll stay up late and finish it tonight so you can play in the morning. It's saturday and I'm a chef. You know what that means...
Reply #204 Top
Just letting you know what I've been doing. I finished carrying over all my changes from 1.61 to 1.7 which will be compatible with 1.03. I've started working on combining Uzii's mod with my own.
End of quote


Awsome so you're going to merge with the latest SINS PLUS?

Can't wait to play it soon! :D
Reply #208 Top
Here's a pic of the AI's defenses with the changes I made o_o



The AI homeworld. They even have a planetary shield. That's 43 Gauss defenses and 10 hangar defenses, PLUS 2 PJI's...

Reply #209 Top
Hey, thx the update....testing rounds ahead :CONGRAT:
Reply #210 Top
Uzzi is working on a pretty substantial update to his mod. May want to wait for the new release before doing a merge.

Thanks for the great work, Icedude. Will test it out tonight.
Reply #211 Top
""The AI homeworld. They even have a planetary shield. That's 43 Gauss defenses and 10 hangar defenses, PLUS 2 PJI's...""

Damned skippy!

Taking over the home world should have an epic feel to it:):)
Reply #212 Top
Sins Plus 1.3 is a way off yet. ETA 2 weeks, maybe less, maybe more, but definitely not worth waiting for. It 'should' be easy to merge, and should only take a maximum of an hour really, not many files need to be merged, just added.

Very nice looking defences, good to see the AI will be a challenge. Keep it up :D
Reply #213 Top
Is it possible for the user to merge the mods in one game at present? Or do i have to choose. I really don't want to make that kind of terrible choice. I love both mods equally.

:SNIFF!:
Reply #214 Top
Overall very good mod, I like how the captials can hold their own ground but, for me the ships move way too slow for my taste. But other than that good work!
Reply #215 Top
Any way to add more levels to the technology tree like in the distant stars mod?

Since, this mod is more ofr hte medium to larger maps, we research through the entire tech tree pretty fast.
Reply #216 Top
Hey guys, I may have to change the AI a bit. I played against 3 hard AI and yes, they did seriously fortify their worlds, BUT they don't build a lot of ships. The biggest I encountered was a medium-sized fleet. The AI tends to spread its forces out a lot more but I think I set the defense priority too high. Let me know what your observations are. This may just be the 1.03 AI. In that case, I'll start adjusting the cost of everything to get the AI to build bigger fleets.
Reply #217 Top
I think you over did it with the experience required for a capital ship to go up a level. 2000 experience points for level 2 is a bit to much.
Reply #218 Top
I think you over did it with the experience required for a capital ship to go up a level. 2000 experience points for level 2 is a bit to much.
Reply #219 Top
Since one of the focuses of this mod is to beef up capital ships to become the super star destroyers they should be. Any thought about increasing the ship bonuses with the higher ship levels?

Going from L9 to L10 which requires a shit load of XP should have a monsterous bonus increase versus going from L2 to L3.

One idea is to Double the capital ships hit points and damage instead of triple and give more hit point/damage bonuses to the cap ships for each level and with higher bonuses at the L5 to L10 range.

Like to see a L10 cap ship be notably tougher than a L8 cap ship...

In my opinion... i view the higher cap ships as being legendary ships to be very afraid of.. like the USS Nimitz or the Yamota or the Bismark OORRRR the Battle Star Galactica!!

my two cents worth...
Reply #220 Top
I think cutting the XP per level should be about half of what it is now.. say 1,000 instead of two thousand.. this puts it roughly double or triple normal XP progression.
Reply #221 Top
Alright good ideas guys. I didn't really get the chance to really play around with the levels but I agree. I'll try some testing with initially double the stats and maybe make each level up make the ship 10% stronger in all stats so a level 10 ship would be twice as powerful as a level one. How does that sound?
Reply #222 Top
I don't know if its related to this mod but its too easy to build massive strike-craft and bomber squads and the game constantly crashes if 2 large fleets collide...

right now i'm attacking a fortified AI with 50 gauss-cannons, about 20 ships and 44 squadrons.
my fleet has 4 capital ships, about 80 mixed ships of any type and 64 fighter squadrons.

as soon as I arrive at the planet and my fighters launch the game will just exit - no crashdump or any error message at all :(

*EDIT* when disabling the mod it doesn't crash anymore - I can reproduce the error when loading my savegame. Tried on other machines also.


also the ships speeds are way too slow in my opinion.
on larger maps it takes ages to move fleets.
any fight will be long lost (or won) before backup can reach the place.
Reply #223 Top
The 10% increase per level could work, just make it so that the final L10 ship will have similar stats as your standard L10 one from your latest build.

With this, the XP leveling curve should be a bit tuned down.
Reply #224 Top
I noticed that the Akkan Class Battlecruiser has better stats than the Marza Class Dreadnought. Battlecruisers usaly are weaker then dreadnougts...
Reply #225 Top
Icedude, are you planning on merging your mod with Sins Plus? Uzzi's mod.