Mod Recommendations for galactic n00b:-)

Hi,

I'm new to Sins of a Solar Empire - just finished my first medium game in Entrenchment yesterday.  I have a question about modding.  Can you guys recommend some must-try mods?  I like Star Wars and Star Trek.

Do mods support campaigns of sorts?

Thank you.

7,354 views 16 replies
Reply #1 Top

Can you guys recommend some must-try mods? I like Star Wars and Star Trek.
End of quote

http://ricksgalaxy.homestead.com/ Go here as this guy keeps a nice list of what still works. I believe there is a Star Wars and Star Trek mod in there somewhere.

Do mods support campaigns of sorts?
End of quote

Nope

 

Reply #2 Top

If you like Star Wars there's Requiem and Sins of a Galactic Empire. The former adds the Alliance and Empire while keeping vanilla gameplay and factions, while the latter is a total conversion (i.e. gets rid of the stock factions). There's also 7 Deadly Sins, which has the Empire along with several new factions and features. For Star Trek there's Sacrifice of the Angels 2, which is a total conversion, like SoGE.

The link Ryat posted is also a good one to look at.

Reply #3 Top

Quoting Ryat, reply 1
Can you guys recommend some must-try mods? I like Star Wars and Star Trek.

http://ricksgalaxy.homestead.com/ Go here as this guy keeps a nice list of what still works. I believe there is a Star Wars and Star Trek mod in there somewhere.

Do mods support campaigns of sorts?

Nope

 
End of Ryat's quote

 

Thanks, that looks great.  Any personal favorites?

Reply #4 Top

Quoting Lavo_2, reply 2
If you like Star Wars there's Requiem and Sins of a Galactic Empire. The former adds the Alliance and Empire while keeping vanilla gameplay and factions, while the latter is a total conversion (i.e. gets rid of the stock factions). There's also 7 Deadly Sins, which has the Empire along with several new factions and features. For Star Trek there's Sacrifice of the Angels 2, which is a total conversion, like SoGE.

The link Ryat posted is also a good one to look at.
End of Lavo_2's quote

 

Yeah, I did notice that there were 2 Star Wars mods.  Thanks for explaining the differences.

Does installing a total conversion mod affect the way the normal game plays?

Reply #5 Top

Quoting pallikari, reply 4
Does installing a total conversion mod affect the way the normal game plays?
End of pallikari's quote

The core game mechanics are still the same (i.e things we can't mod)... But the game can be balanced much differently so the answer is more of a yes and no.

Reply #6 Top

Quoting pallikari, reply 4
Does installing a total conversion mod affect the way the normal game plays?
End of pallikari's quote

 

If you mean in the context of the vanilla game, e.g. if you can play vanilla independently, then no mods do not effect the vanilla files and you can turn them on/off at a whim. If you mean the game's gameplay then yes, to an extent. Things like computer AI are very hardcoded and far beyond the reach of modders, and thus cannot be changed.

Reply #7 Top

Quoting IskatuMesk, reply 6
If you mean in the context of the vanilla game, e.g. if you can play vanilla independently, then no mods do not effect the vanilla files and you can turn them on/off at a whim.
End of IskatuMesk's quote

Good point... I did not consider his question from this point of view as there is no reason to modify the core installation.

If you need help on how to install a mod look here.

http://soase.weebly.com/placing-mods.html

Reply #8 Top

Quoting pallikari, reply 4
Does installing a total conversion mod affect the way the normal game plays?
End of pallikari's quote

Quoting ZombiesRus5, reply 5
The core game mechanics are still the same (i.e things we can't mod)... But the game can be balanced much differently so the answer is more of a yes and no.
End of ZombiesRus5's quote

Yes, depending on the mod I'd say there are some pretty radical changes Zombie. The warhammer 40k mod got rid of shield mitigation, SoGE uses weapon ranges to completely rewrite the tactics book, it looks like Dawn of Victory is trying to implement a supply system among other things. We may not be able to completely overhaul culture but it doesn't take much for a Total Conversion to radically alter how the game plays.

Thus, if you like your standard Sins gameplay Requiem is probably the best Star Wars mod, if you want something really different that tries to fit the sometimes illogical mess of Star Wars cannon as best as possible, try SoGE. Or both of course. ;)

Reply #9 Top

Don't get this confused with my mod

Totaleffects Complete Graphical Conversion Mod

which only alters a few ships and replaces every single effect with custom-made ones.

It's not in working order ATM...

Something about the shaders or something really killed my mod.

Reply #10 Top

Quoting GoaFan77, reply 8
Yes, depending on the mod I'd say there are some pretty radical changes Zombie. The warhammer 40k mod got rid of shield mitigation, SoGE uses weapon ranges to completely rewrite the tactics book, it looks like Dawn of Victory is trying to implement a supply system among other things. We may not be able to completely overhaul culture but it doesn't take much for a Total Conversion to radically alter how the game plays.
End of GoaFan77's quote

To me those are all balance changes to the game and may or may not be construed as radical but I get what your saying. Basically all I'm saying is the total conversions may completely rebalance the game which in some cases even allows for different tactics as you noted but they still have the same core components of research labs, extractors, 3 resources named however (credits, metal, crystal), research mechanics, weapon and damage mechanics, etc. This in turn makes the mods easy to pickup and play because they all have a common core to them.

And from what I understand Dawn of Victory is only renaming core game components and balancing them differently from the core game which is cool and nothing I'm opposed to. Manpower=credit, Material=Metal, Depot=Extractor, Supply Base=Refinery. I think these changes will be pretty interesting to help differentiate the mod from it's siblings but doesn't really change the mechanics they are implemented on.

 

Reply #11 Top

I'd really recommend that you get the basics of the original game down well first before you start experimenting with mods, but it's your choice! :)

Reply #12 Top

Quoting ZombiesRus5, reply 10

And from what I understand Dawn of Victory is only renaming core game components and balancing them differently from the core game which is cool and nothing I'm opposed to. Manpower=credit, Material=Metal, Depot=Extractor, Supply Base=Refinery. I think these changes will be pretty interesting to help differentiate the mod from it's siblings but doesn't really change the mechanics they are implemented on.
End of ZombiesRus5's quote

No, but IMO presentation and how you are encouraged to use those mechanics are far more important than the mechanics themselves. I do think some of these total conversions are sufficiently different to have a learning curve of their own, even if they are constructed from the same materials. After all, the vast majority of RTS games have research, a population cap, many have hero units, trade structures etc., but that doesn't mean you can pick up Sins and immediately know what you are doing after playing homeworld or starcraft.

Reply #13 Top

[quote who="ZombiesRus5" reply="7" id="3026415"]Quoting IskatuMesk, reply 6If you mean in the context of the vanilla game, e.g. if you can play vanilla independently, then no mods do not effect the vanilla files and you can turn them on/off at a whim.

Good point... I did not consider his question from this point of view as there is no reason to modify the core installation.

If you need help on how to install a mod look here.

http://soase.weebly.com/placing-mods.html[/quote]

 

Yes, I was afraid that the mod would supplant the normal game but apparently they don't.

 

I downloaded the SW Requiem and installed it - the instructions were good but the whole process was far from seamless:-)

 

I launched it and I noticed that the technology tree icons were all dark.  Is that a known issue with that mod?  Other than that, it rocks!!!  I love Han Solo's picture and the music.

Reply #14 Top

Quoting Wrath89, reply 11
I'd really recommend that you get the basics of the original game down well first before you start experimenting with mods, but it's your choice!
End of Wrath89's quote

 

A wise recommendation:-)

Reply #15 Top

Quoting pallikari, reply 13
I launched it and I noticed that the technology tree icons were all dark. Is that a known issue with that mod? Other than that, it rocks!!! I love Han Solo's picture and the music.
End of pallikari's quote

No, it isn't. Some mods maybe like that because of the two recent patches that came out in the last week; some mods seem to have been barely affected at all while others are completely broken.

Edit: BTW, do you only have original/Entrenchment or do you have Trinity and are only playing on Entrenchment.

Reply #16 Top

Quoting ZombiesRus5, reply 10

And from what I understand Dawn of Victory is only renaming core game components and balancing them differently from the core game which is cool and nothing I'm opposed to. Manpower=credit, Material=Metal, Depot=Extractor, Supply Base=Refinery. I think these changes will be pretty interesting to help differentiate the mod from it's siblings but doesn't really change the mechanics they are implemented on.
 
End of ZombiesRus5's quote

As the person who implemented nearly the entirety of the resource model (and the damage model, and the research model...) I'd disagree. The system in DoV may have the same underpinnings, but its effect on gameplay is significantly different, for a variety of reasons:

- Resources serve entirely different roles. Resource collection in Sins revolved around pushing for specific planet types to fill the holes in your economy. DoV invasion is focused on territory control and to a lesser extent disrupting supply lines. For example, one of our maps has three players starting out in the middle on moon home planets, who then can take branching paths outward with a series of small moons with depots and a large defensible colonizable moon every 4 or so in. This means that if a player busts through the large moon's defenses, they can then shoot all the way up through to the next large moon and have effectively gained a significant production advantage.

- The black market has been entirely removed.

- Different resources drive different production. Industry is passive and allows you upgrades and basic frigate production, but materials are required for new ship production, first very little but later on much more significantly. The resource model punishes players who turtle, because depots are so prevalent and accessible, vs. having to colonize a planet and build extractors. Depots can also be stolen from enemy gravity wells - wiping out the local PDB and light shipyard and stationing a frigate or two around an enemy depot is a significant difference in time investment than bringing in siege vessels to bomb the shit out of it in vanilla.

We have no research labs or planet-based extractors and the 2-resource system + doctrine points, research mechanics, weapon and damage mechanics are unquestionably foreign vs. their Sins counterparts. I haven't played the LOGH mod but I've heard it's pretty different as well.