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.



123,976 views 258 replies
Reply #251 Top
Hey Icedude94... have you updated your mod for SINS v1.04??? I love your mod, but it keeps crashing with the new sins update... please tell me you have updated it
Reply #252 Top
1 month since the release.. Any good news?
Reply #254 Top
Got a message from icedude yesterday, hes been too busy too update this mod for v1.04,he says he will take care of this early next month. Personally I can't wait!!
Reply #255 Top
I made some kind of...effect-experience.

I just tried out the mod an thought "Hey, how nice would it be to combine it with the SOLAR-FLAIR-Mod?"

First time I tried this with the normal method (SolarFlair in the original game folder, SinsEnha...in the Mod-Folder) I was not able to see any changes from the SolarFlair mod.

Then I just copied the files into the mod folder of this great mod!

And it just works! :)

Just an information from my side :)

Reply #256 Top
UpdatedPlease post any bugs you find or changes in the log I forgot to make in-game.
End of quote


When playin tec sometimes the tradeport is unable to build. You can select it and place it but your cons wont build it and when you manualy do it it says that its already built. But it remains transparent. its hps are o.oo and it doesnt spawn any trade ships...

Also was wondering where the files are that you changed for the amount of tact. slots used by the planetery defense cannons. (you changed it to zero) as i cant find it...

Reply #257 Top

I dowloaded your mod v 1.07 a few days ago and having been playing it with version 1.03 of sins. You state that the max fleet capcity has been changed to 5800 but when i do all my fleet logistics upgrades my actual fleet capicity is somewhere around 30000+ which is insane. i have quite a large feet with 24 caps, about 300 carriers and 300 frigates. im 4 and a half hours into a extremly large custom map and i keep crashing every time an emy fleet jumps to my planet and my 600 or so fighters swarm them then it crashes to desktop with no error message at all. is anyone else having this issue? and is this due to my insane fleet sizes?

any help would be much appreciated