Sins Rebellion x10 mod

So back in the original SoaSE I LOVED the X10 mod, I'm one of those people who just want epicly massive space battles.

Then Trinity came around and I got that for the expansions and me and a friend would X10 fleet war after I managed to modify it for Diplomacy.

But now Rebellion has come out, the list of files seem to be useless to use since they aren't just easily editable *.txt files but *.entity seem to be taking their place and when I open it in Notepad++ it just has NULL in a black bubble in between every letter while normal Notepad shows every letter with 1 space inbetween.

 

So my question is this. How can I convert the old or more likely recreate X10 mod for Rebellion since I figure due to the 6 factions a simple convert wont work.

Anyone who doesn't know or remember what X10 mod did is basically what the name says. Multiplies everything by 10 barring cost, research speed and (possibly) damage. So logistic and tactical slots, construction ships, metal and crystal rocks, fleet size and capital ships.

unless someone's already created it, in which case I'd love a link

5,922 views 6 replies
Reply #1 Top

But now Rebellion has come out, the list of files seem to be useless to use since they aren't just easily editable *.txt files but *.entity seem to be taking their place and when I open it in Notepad++ it just has NULL in a black bubble in between every letter while normal Notepad shows every letter with 1 space inbetween.
End of quote

The base files have always been like that. What you had/want are the reference files, which are the game files translated to a readable format. Harpo is a cool guy who maintains a set and has a GUI conversion tool.

Reply #3 Top

ah, sweet. thanks so much.

GLORIOUS SPACE OPERA AHOY!

Reply #4 Top

Why do you want to lag out the game that much sooner with 10x the fleet supply?  Isn't the idea to enjoy it for as long as possible?

Reply #5 Top

I remember this mod it was absolutely epic would love to see it make a come back in rebellion,

and to XATHOS the thing is the AI has so many resources at its disposal that the entire game becomes one big tug-of-war and the AI tends to be quiet resilient in both offence and defence like a cockroach that just won't die.

in the end the mod is a lot of fun if someone does get it running on rebellion you should give it a try.

Reply #6 Top

Quoting Wake_2234, reply 6
I remember this mod it was absolutely epic would love to see it make a come back in rebellion,

and to XATHOS the thing is the AI has so many resources at its disposal that the entire game becomes one big tug-of-war and the AI tends to be quiet resilient in both offence and defence like a cockroach that just won't die.

in the end the mod is a lot of fun if someone does get it running on rebellion you should give it a try.
End of Wake_2234's quote


No, the AI will still build up to the fleet cap as much/soon as possible.  They've done this in all of the games, Rebellion is no different.  The more sides and planets you have, the more lag you will get.  Sure, the engine is better, but the problem still persists.  The idea is to balance out the fleet breakup/cost, number of planets, and lag (by proxy, fun factor).  Speeding up as many things as they do is just overkill and lags it that much quicker.  It's nifty for a scenario or two, but I wouldn't use it in any regular game.  If you wanted more, you could always just adjust the prestock game options to better values, and make it more customizable.