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.



123,973 views 258 replies
Reply #176 Top
Thanks so much for the info isladorian.

What I'm going to have to do to fix the crashbug is to revert to the vanilla raid settings, then change one setting, play a game, change another setting, play a game...to figure out what is causing the crash. Basically, it will take me some time to do it unless you want me to release a hotfix reverting all the pirate values to vanilla right now so that you can enjoy the rest of the features of the mod?

Sunday is usually my only day to work on the mod, unfortunately, tomorrow is the International Restaurant and Food Service Show of NY and I have to be there during the next few days.
Reply #177 Top
aight then, i'de love to help if your in the mood,my AIM sn is the same as this sn, so if you want some help, or some immediate testing, leme know. Also that hotfix you mentioned would be rather useful, and thus appreciated.
Reply #178 Top
Hi i am getting crashes as my mates are too! when pirates are supposed to be selecting after bid and leaving.

anyone else get this issue or know a fix please
Reply #179 Top
i think if the hot fix comes out i can play on my almost beaten terran game and pwn the pirates some more...w00t lol anyways this is a great mod altho my poor 5500 FX has problems during epic fleet wars :-( anyone got a old PCI card they wanna float my way lol j/k but as i said great mod bro keep it up  :CONGRAT: 
Reply #180 Top
Thanks for the update. Played v1.61 yesterday for 5 hours and it worked great. A little slow down in some of the very large battles, but not game stopping at all. I like the changes you have made.
Reply #182 Top
Uh, good news bad news time.

Good news, it doesn't crash.

Bad news, I have the new version, and my crusaders still cost 875 metal ang 675 crystal :(
Reply #183 Top
Im on vista, and am getting a ton of crashes, though what i noticed is it occurs when pirate raids are about to begin, i dont think its crashed during normal times, but as soon as the pirate raid is supposed to launch it crashes about 25% on the time..... :(
any ideas how to fix this?
Reply #184 Top
Right now I'm upgrading the mod to work with 1.03. Still dissecting this pirate raid crash...
Reply #186 Top
It looks like I'll need to wait for the devs to release the 1.03 mod files until I can upgrade the mod because they changed stuff in the files that I modified.
Reply #187 Top
argh curses my favortie mod will be unplayable til then  :SNIFF!: /sigh maybe itll be sometime soon or i could revert to a basic install...nah too lazy lol
Reply #188 Top
argh curses my favortie mod will be unplayable til then  :SNIFF!: /sigh maybe itll be sometime soon or i could revert to a basic install...nah too lazy lol
Reply #190 Top
Is there any reason that I cannot play anything other than small maps with this mod?
Reply #192 Top
Is there any reason that I cannot play anything other than small maps with this mod?
End of quote


This mod isn't compatible with 1.03, only with 1.02 installed. You may have to do a fresh install and try googling the 1.02 bonus pack. Maybe filefront or 3dgamers has it.

Until the devs release the mod files for 1.03 I can't do anything to fix this sry.
Reply #193 Top
Now that the 1.03 mod files are out. Expect a new version of the mod VERY soon;)
Reply #194 Top
Hi all!

I need some help, i may have posted it in the wrong topic but i didn't know where to post it. So, I would like to add a new ship to the game. I downloaded one from scifimeshes , then opened it in 3ds max 2008. I don't know how to put this model in to the game. Can someone explain it to me step by step?
here's a pic about the ship:


Thanks in advance!
Reply #195 Top
Are you going to include Sins Plus by Uzzi and Bail Knights graphic mod?


With there permission of course....
Reply #196 Top
i'll try. Once I transfer all my changes over to 1.03, I'll ask their permission to add their mods to mine. Hopefully they're hard at work now too updating their mods.

Akos, I really can't help you. If I had the time to learn to add new ships to the game, believe me I would.
Reply #197 Top
Now that the 1.03 mod files are out. Expect a new version of the mod VERY soon;)
End of quote


How soon is that? I have 1.03 and I would really like to play this mod.
Reply #198 Top
I got permission from Uzii to use his mod but bailknight wants to hold off until he can write up a merging guide.
Reply #199 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.
Reply #200 Top
sweet!!!!