Space Wars

Space Wars

This is a small mod I made for Sins of a Solar Empire that greatly changes the game.

Here is the link to filefront to download it:

For 1.05

http://files.filefront.com/Magnuss+Space+wars+modrar/;12360665;/fileinfo.html

For 1.11

Version 2

http://files.filefront.com/Magnuss+Space+wars+mod+Ve2rar/;12439921;/fileinfo.html

Version 3

http://files.filefront.com/Magnuss+Space+wars+mod+Ve3rar/;12545688;/fileinfo.html

Readme:

Space Wars: A mod for Sins of Solar Empire

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Installation:

On Windows Vista, search for C:\users\username\appdata\local\ironclad games

On Window XP, search for C:\Documents and Settings\HP_Administrator\Local Settings\Application Data\Ironclad Games

Then copy and paste the Space Wars folder into the mod folder.

Next, start the game, go to options, go to mods, and enable the mod.

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Description:

I am not going to go into detail to what I have done to the game, but I will tell you the basic changes.

The radius is about three times greater around planets and about seven times greater around stars. The radius around asteroid field, space junk, etc. is the same as in the unmodified game to keep the feel of close in combat.

Hyperdrive speeds are about 24 times faster for players, and 48 times faster for pirates. I believe this makes for much better gameplay. This makes up for the large radii of planets and stars, which take a while to move through. Due to this, it is recommended that you play with the highest ship speed as well.

You can now build about 200 capital ships depending on which faction you choose. Unfortunately, the AI does not take advantage of this, due to the AI preference to only build one capital ship every now and then as in the unmodified game.

The main modification is that many of the weapons on ships now range much further and some do much more damage. Be very afraid of bombers as they can destroy ships very easily.

Due to the faction modifications, the pirates were underpowered. To balance this, they can now build bombers and fighters, and can also shoot ion bolts to disable ships.

I have also included the solarflair mod as a part of this mod. It uses all of their effects except for their hyperdrive effect. This is due to the normal game weapon effects being hard see at greater distances. If you do not want the solarflair mod, remove everything but the GameInfo folder from the Space Wars folder.

I have also included two maps that I made on the in-game galaxy creator.

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Changes for v1.11:

Light frigates are about 2.5 times faster.

There have also been some weapon changes, mainly to the Vasari.

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Changes in Version 3

Carriers now cost 3000

Captial Ship Carriers now cost 9000

many of the captial ships now cost different amouts

Cielo Command ship now costs 3000 but its target abitly range has been extended about 10 times further and now it also has a antimatter amount of 1000 instead of 350

Iconus Guardian now costs 3000 but now has 5000 shield points to start with

Thats realy about it for version 3

Gameplay I would say is improved alot

There is no longer fleets made of only carriers

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On another note is there a way you can code inaccaurcy into weapons make them to were they can miss

I would realy like to add this to my mod

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If you have any questions you can e-mail me at [email protected]

I hope you enjoy.

If you want more details about the mod, just say so. Sorry the previous spelling errors

11,663 views 15 replies
Reply #1 Top

Just a friendly tip: it's IMPORTANT to write what this mod change, NOT simply "It greatly changes the game".

Reply #3 Top

Seems like he made a "More Realism" mod basically.  Longer ranges, fear bombers, more supply/crews, SolarFlair, faster phase jumping, etc.

Reply #4 Top

Yeah, I'd like a thorough complete description of what you changed before I try it out.

Reply #5 Top

I will aim higher and say that I would like a decription written using english grammer rather than moonspeak.

Reply #6 Top

I will aim higher and say that I would like a decription written using english grammer rather than moonspeak. Furthermore, I will demand paragraphs (not a line then enter), sections, tables and possibly a title or two in order to easily navigate between general mod description, change log, lore... etc!

 

LOL XD

Justin S.

Reply #7 Top

Yes, that would be nice.  And from what I've sen while playing, you want capital ships.  They have enough range to pretty much win every battle, without even getting shot at at least the TEC ones do.

Reply #8 Top

Ok I will make a list of changes but it will be awhile. It will take a while to get thourgh all the code to do. Maybe next week I will have a list.

I guess in the mean time I can basicly say the big ships and base defences have some of the longest range.

I think for example the cutting beams for the Kol were set at a range of about 6000 in the normal game and are now have a range of 50000

and missle weapons are about at 58000 to 98000 depending on ship

anyway I will try to have a list made by next week

Reply #9 Top

sorry I still don't have a list of changes I instead made my mod now work with 1.11 there are some changes and the download does not inclued the maps I made still have to remake the anyway I hope you enjoy

Reply #10 Top

Take your time Heinz! Community prefers nice, refined work! Then quickly reworked mods with bunch of errors!

I can assure you...we'll still be here!:D   

 

Justin S.

Reply #11 Top

well I have a new version of my mod out it is version 3 it mainly makes carriers expensive anyway tell me what you guys think of it

Reply #12 Top

I was wondering if there was a way to code weapons to were they could miss ships

 

Reply #13 Top

and my version three mod should be compatiable with 1.16 of sins of solar empire

Reply #14 Top

Sweet ;)

Reply #15 Top

Quoting Heinz-Turptogn, reply 12
I was wondering if there was a way to code weapons to were they could miss ships
End of Heinz-Turptogn's quote

There are a few lines in gameplay.constants that cover inaccuracy.  They are under the "DamageData" heading.