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Outdated working to version.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5-2-09: Mod Outdated!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 2)
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on Dec 11, 2008

Yes it does! It works with v1.1!

on Dec 11, 2008

great work, obviously you put a lot of effort into this mod and it really shows.  I'm looking forward to future revisions of this mod!

on Dec 11, 2008

strange... I downloaded the mod and I just keep getting the minidump... any ideas what might be wrong?

on Dec 11, 2008

rukiri
great work, obviously you put a lot of effort into this mod and it really shows.  I'm looking forward to future revisions of this mod!

Thanks man!

 

@Revan91 Did you extract the mod?

on Dec 11, 2008

yes I did, and I placed it on the mods folder as well

on Dec 11, 2008

Thats odd...I played a game with Kiedjor and Drak Cloud yesterday and we had NO ISSUEs whatsoever with the mod...strange but true

on Dec 11, 2008

Downloaded and played last night as tec.  Needs work...sad when a light frigate can take down a akkann(sp) bc and the lt frigate (colbolt cant take any hits??? they just go poof with a cple hits. For some reason as I bulit up fleet was getting hundreds of strikecraft which I didnt create any carriers? to point during a battle had a hard crash/blue screen crash.

awolf

on Dec 11, 2008

dude your ships look terrible!

on Dec 11, 2008

Terrible in a good way or bad way...Watch what you answer!!

*prepares a baseball bat* So which one is it?

on Dec 11, 2008

Easy shadow lol

 

awolfhk
Downloaded and played last night as tec.  Needs work...sad when a light frigate can take down a akkann(sp) bc and the lt frigate (colbolt cant take any hits??? they just go poof with a cple hits. For some reason as I bulit up fleet was getting hundreds of strikecraft which I didnt create any carriers? to point during a battle had a hard crash/blue screen crash.

awolf

 

If you were fighting npcs they got a major upgrade I didnt make their new icons yet so the one with light frigate icon has wide range of weapons and is type of captial ship.There are certain ships that can call for aid. For example there is a Vasari Unit and Tech unit in frigate section that uses a modified return aramda ability. To make it not overpowered I put fighters instead of frigates.Frigates are good if you build it in mass. They do die in couple hits and part of my gameplay build large fleet and see them pop. Like I said in my top post if your computer is slow. Put down all effects or buy a new computer. Cant really do much if your computer cant handle it.

 

milk mclane
dude your ships look terrible!

 

Well, I like them and to be honest im no MANSHOOTER. Lol, I hope to be some day but for now, I was aimming for gameplay. Thank you for your opinions.

on Dec 11, 2008

hmmm... i really like it... it needs only more balancing and... why is frigates are too powerfule 0,o

on Dec 11, 2008

i got a mini dump error when loading up the mod, also ther eis no instructions on installing the mod in the readme

on Dec 11, 2008

Neruthea
hmmm... i really like it... it needs only more balancing and... why is frigates are too powerfule 0,o

 

Which frigates?

 

ITTigerClawIK
i got a mini dump error when loading up the mod, also ther eis no instructions on installing the mod in the readme

Did you extract the mod from .rar?

Are you using v1.1?

 

Posted install instructions on top of my first post. Good luck!

on Dec 11, 2008

Hi.

I have tried your mod a bit, and I just wanted to say that i also like your models as well. There are some texture artifact issues with them, but I'm sure you'll polish that in time. I've also seen some 'uncolonizable' systems that have asteroids without the mining buildings on them. Normally those are already on the asteroids for the Capture ability. I wanted to make you aware of that, since I was not sure if it was a bug or a feature. Unless there is a new feature I have not seen yet, you still can't construct in uncolonizable areas to replace the missing mine buildings.

I look forward to your future work. Thanks!

on Dec 12, 2008

Those are mines that you can cap with the colony ship.

Add some more flavor to mining and also planting outposts for scouting or a area of interest.

 

Atm im learning how to texture. When thats pretty stable I will start working on putting new maps on the meshes.

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