Creates a more faster and more fun experience for SOASE. It adds new ships for all races, better defenses and larger gravity wells(more mining roids). My mod includes MANSHOOTER's Volumetric Explosions&Damage Effects Mini-mod v0.8 MERGED with Bailknight's Effects Mod 1.3 and with my own tweaking of the graphic effects.
Outdated working to version.
Published on December 10, 2008 By Kiedjor In Sins Modding

 

5-2-09: Mod Outdated! Currently in process of applying the mod to the newest version and also change couple things. This will be for expansion only. Sorry for being gone for coupel of months but im back again and thanks shadow!

 

Epic Mod v1.1a

WORKS WITH V1.1 and V1.12 (newest patch)!

How to Install: Extract the Epic Mod v1.1a folder out of .rar folder and put it in your sins of a solar empire mod folder
located at: C:\Users\(your name)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods

12/15/08

Highlights in Epic Mod v1.1a

1.Universe At War gameplay: Independent worlds now fight each other and you for universe domination!(will post a vid

later today.)

 

2.Captials except the lght cruiser for each race needs to be unlocked by captial research in fleet logistics research section.
To unlock them you need to research Cap supply to get more captials to choose from. The last cap supply research is the titan.
Will you rush for the titan or get better technologies? You decide!
3.Reduced the cost of all vanilla captials (resources, credits, supply, and built time by half).

Fixes:

1.Reworked the rate of fire on most ships to reduce lag and boost performance.
2.Upped the supply for fighters that are jump capable to reduce lag.
3.Fixed the ability on city planet to remove antimatter and not make ship's Antimatter go negative.
4.Fixed Skirmished vessel to correct cost and build time.
5. Took out the rough fighter movement to be more tested(will be added in later).

Download here: http://files.filefront.com/Epic+War+v11arar/;12666055;/fileinfo.html

My previous mod was known as superminimod. But, due to problems I reworked my mod from scratch.

My mod includes destroyer class, battlecruiser class, and a titan class. New defences for each race: Advent can plant outposts on asteroids in their gravity wells and is also equipped with shield regenerating devices, for vasari they have hanger that can deploy gunships and also deploy fast acting fighters or bombers to protect the hanger, and the tech can create a huge battlestation that can destroy,disable and enhance ships in the gravity well.Gravity well has been increased as well as asteroids and capturable ones too. A rough fighter like movement for frigates and cruisers has been added its not perfect but it does add some more action to the battles. Captials also has been buffed and also the strikecraft they can carry.Research also has been expanded and for tech they dont have lasers but 4 research techs devoted into enhancing gauss type weapons.

My mod also includes:

MANSHOOTER's Volumetric Explosions&Damage Effects Mini-mod v1.0 MERGED with Bailknight's Effects Mod 1.3 (updated for newest patch by Annatar) and with my own tweaking.

The Sin's Plus Addon by UZII has been added the abilities are different to fit the Epic Mod style.

Future plans is adding ability trees that is connected to research. If you research one path a weapon of that path will be unlocked to use.

 

12/13/08:Just recently I added a way for independeent worlds to invade other independent worlds . Like a constant struggle within the scenario. The stations that are with these worlds can spawn 3 types of cruisers to also aid their quest. It looks really cool and solid. Plan to release this in next patch. Got some balancing stuff to do cause the ai seems to have some trouble repeling them off. More to come in the future!

11/30/08: Added a Wave System when you kill defenders protecting the planets (npcs) theres a chance it will spawn another wave to defend the planet.When you kill the last wave it will spawn a boss type unit(boss has not been implemented yet). When you kill, you will be given extra experience to your captials and resources.

 

Heres a preview of advent battlecruisers the ships with blue engine ball trails (comet) going against a tech battlestation and tech dread(dominator).


This was pic taken from 1.05 but it shows the battlcruiser unleashing upon a kol battleship. Love the screenshot

The Fusion of technologies has begun, the independent worlds put pieces of captials from all races to form their own vessels: The Inde Battleship

The Inde Carrier The Inde Battlecruiser The Planet Sieger The Inde Station

The anti spam ability aka Bright Fyre:

Advent Dreadnaught this model looks different from all advent ships, not sure if it fits them:

Lastly the Advent Titan:

Tech new captials:

The Tech Light BattleCruiser:

The Tech BattleCruiser:

The Tech Heavy BattleCruiser:

The Tech Titan:

Vasari Captials: Vasari Captial Raider:

Vasari Captial Planetary Sieger: Vasari Dread:

Vasari Titan:

Readme Details:

Last updated at: 12/15/08
Epic Mod v1.1a
Epic mod is made by kiedjor and graphic addon by MANSHOOTER's Volumetric Explosions&Damage Effects Mini-mod v1.0
MERGED with Bailknight's Effects Mod 1.3 (updated for newest patch by Annatar) and with my own tweaking.

Also, Partial of Sin's Plus by Uzii has been added the planet's abilities are different.
I redesigned the abilities on the sin's plus. Only Sin's Plus planets has this.
Each Sin's plus planet except paradise and oceanic has the same abiltiy and barren and swamp has the
same ability.
The vanilla planets has not been altered.

How to Install: Extract the .zip folder put it in your sins of a solar empire mod folder
located at: C:\Users\(your name)\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods

New stuff....

Universe At War gameplay: Independent worlds now fight each other and you for universe domination!

Captials except the lght cruiser for each race needs to be unlocked by captial research in fleet logistics research section.
To unlock them you need to research Cap supply to get more captials to choose from. The last cap supply research is the titan.
Will you rush for the titan or get better technologies? You decide!

Reduced the cost of all vanilla captials (resources, credits, supply, and built time by half).

Independent has been upgraded with fused captial parts, captial status
empowers them with abilities to enforced their terrority.

Pirates and Pirate base is now enhanced a titan can not solo the base alone.
Killing Pirate gauss defences (has abilities) will alert fleets nearby,
Consisting of nightingales and Dreads(boss) to defend the base.

New level threat system to indicate their strength ( this indicator will be in their name):

Vasari:
Contentious Mark-dangerous-CM
Inhibitory Mark-average-IM
Phlegmatic Mark-easy-PM
Advent:
Dormant Code-weak-DC
Progressive Code-medium-PC
Dynamic Code-strong-DYC
Tech:
Tier0-rookie-T0
Tier1-experienced-T1
Tier2-Veteran-T2

Fixes:
1.Reworked the rate of fire on most ships to reduce lag and boost performance.
2.Upped the supply for fighters that are jump capable to reduce lag.
3.Fixed the ability on city planet to remove antimatter and not make ship's Antimatter go negative.
4.Fixed Skirmished vessel to correct cost and build time.
5. Took out the rough fighter movement to be more tested(will be added in later).

Known issues:
1.Some icons are place holders and other images for zoomed out game play
this will be eventually added in.



Helpers/Testers:

ShadowMastiff2468-mod partner
Teal-tester
SpardaSon21-tester
Lord_Dark_Cloud-tester
EadTaes-tester


Thank you IronCrad for making a awesome game and Stardock for publishing it!

Waits for expansions!


Comments (Page 1)
11 Pages1 2 3  Last
on Dec 10, 2008

Look spretty awesome.

 

Good work guys!

on Dec 10, 2008

This Mod is Incredible You deserves aplause mate!!

 

Only a couple notices the bombers in most factions are the original ones not patched up ones?

Also is there something wrong with the meshes or texturing cause thec oloring is like way to much in almost every units or structure.

 

This is a badass mod you should consider merging with Danman and his seven deadly sins Mod you and them can benefit lol

 

PLease   

on Dec 10, 2008

I was thinking about it but my mod gameplay is different than DANMAN's 7DS it wouldnt fit right unless either me or DANMAN changed our mod's style.

on Dec 10, 2008

nice

on Dec 10, 2008

Thats what i believe the seven Deadly sins what made for to adapt and modify itself to a Better and Extreme Combat Realisim especially the story lines believe me anything can be made into Sins cause that is what the seven the Deadly sins mod to merge all basically Assimalate

 

 

on Dec 10, 2008

I'll chat with DANMAN about it see what we can do.

on Dec 10, 2008

 

Sweet!!!!!!

 

Lol

 

So do you plan on adding or making new factions later on?

on Dec 10, 2008

looks good mate, love the look of the tech titan

on Dec 10, 2008

Shadow is adding new race which will be a expansion to this mod.

on Dec 10, 2008

Textures could be much better.

on Dec 10, 2008

Ya im not a texture person, I reused stock ones for place holders atm.

on Dec 10, 2008

And I'm next in line ot add my own line of work ! Hope it'll turn out as good as Kiedjor's side of the mod

Time will predict, battles will tell See you on the battlefield Kiedjor..I'll let you taste my Battlefortresses Missiles !

BTW whats the max amount of different weapons you can give a ship? Since theirs 4 banks I would suspect you could put 4 different guns on each if you wanted..maybe more? Someone have answer please?

 

Lol! Thanks

Justin S.

on Dec 10, 2008

three is the max but you can add dummie points to make it seem like you have more than just three weapons.

on Dec 10, 2008

Ah damn...

on Dec 11, 2008

Looks great! Does it work with v1.11?

11 Pages1 2 3  Last