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Outdated working to version.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5-2-09: Mod Outdated!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 4)
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on Dec 13, 2008

I played it with a friend today in a LAN. Besides the points made in regards of TEC, there's one bug I've noticed with Assailants once you researched Charged Missiles: They become immobile even if you disabled the ability. And I don't know what's up with Pirate bases, they seem to spam some ability (green skull flags all around) and it doesn't vanish once I capped it - or at least not immediately. Otherwise it's quite a fun mod to play.

on Dec 13, 2008

Ya im planning to do a lot of fixing which hopefully will be all in next patch.

on Dec 13, 2008

I have a question.

 

Why did you remove the gas giants as a colonizable planet?And i can't rember if this is something original from sins plus, but why can't the toxic planets be a capital?

 

Maybe since the gas giants are slightly off left base, you could increase the amount needed <like a level 7 civics research> and make it cost alot.

on Dec 13, 2008

Kiedjor, you are going to have to include the latest ManSh00ter's Explosions when he releases 1.0 either tomorrow or Monday.

on Dec 13, 2008

Eboksba
I have a question.

 

Why did you remove the gas giants as a colonizable planet?And i can't rember if this is something original from sins plus, but why can't the toxic planets be a capital?

 

Maybe since the gas giants are slightly off left base, you could increase the amount needed <like a level 7 civics research> and make it cost alot.

 

It had problems, but im planning to put it in next update.

 

SpardaSon21
Kiedjor, you are going to have to include the latest ManSh00ter's Explosions when he releases 1.0 either tomorrow or Monday.

 

If he lets me, I will.

on Dec 13, 2008

About when will your next update come?

on Dec 13, 2008

Well I have dozens of things I want to do.

Couple things on my mind:

Fix bugs that remain in this version.

Finish icons for all new ships.

Perfect the Universe At War game play (independent worlds fighting each other in epic fights).

Making more unique abilities for captials at first and later for frigates and cruisers.

Waiting for Shadow to finish his race so we can merge. Hes doing a fantastic job by the way!

Rework the dmg system and reducing lag by either limiting amount of particles spawn or upping cooldown in weapons.

Hopefully before entrenchment.

 

on Dec 13, 2008

GReat mod till it crashed... I keep getting a mini dump about 4 hours into the game which is fustrating

on Dec 14, 2008

this mod kick ass the best i playede so far

on Dec 14, 2008

Another thing I've noticed: Some planets have Plasma Storm "ability" which drains 5 antimatter per second effectively rendering colonization at least in early stages impossible, furthermore due to a gamebug the antimatter value can run into negative. I'd suggest either to do a percentual drain or take it out.

on Dec 14, 2008

watertown1978
GReat mod till it crashed... I keep getting a mini dump about 4 hours into the game which is fustrating

Were you or ai advent?

 

Snowraven
Another thing I've noticed: Some planets have Plasma Storm "ability" which drains 5 antimatter per second effectively rendering colonization at least in early stages impossible, furthermore due to a gamebug the antimatter value can run into negative. I'd suggest either to do a percentual drain or take it out.

 

Ya noticed that too. Might put it something else. But my intention was you needed to research some anti matter upgrades before being able to cap it.

on Dec 15, 2008

New version out it 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.

 

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

Build fast or be overunned!

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).

 

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).

 

Will post a video displaying the gameplay later.

Have fun!

 

 

 

 

on Dec 15, 2008

Good to hear!

on Dec 15, 2008

I haven't had as much time for sins as I'd like recently - EVE taking over my life again, halp halp - but I've given this one a go.

Not played enough for any detailed analysis, but I'd say the gameplay changes are good fun.

Also, good call on the merging of those popular effects and graphics mods, everyone likes the shiney.

Keep polishing it and balancing it, and you've got the potential to make it a classic

on Dec 15, 2008

Tkins
Good to hear!

 

Thanks!

I haven't had as much time for sins as I'd like recently - EVE taking over my life again, halp halp - but I've given this one a go.

Not played enough for any detailed analysis, but I'd say the gameplay changes are good fun.

Also, good call on the merging of those popular effects and graphics mods, everyone likes the shiney.

Keep polishing it and balancing it, and you've got the potential to make it a classic

 

I will try my best.

 

Video uploaded on Universe At War gameplay for Epic Mod v1.1a

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