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Outdated working to version.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5-2-09: Mod Outdated!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 6)
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on Dec 16, 2008

double post

on Dec 16, 2008

EternalDragon
Hmm I'm getting extreme lag too... and my computer is very high end... before this new patch the game ran smoothly

 

Well taking the fact that almost all the independent ships are fighting each other and pirates it adds to it. If you are playing on large maps it will lag.Best to go with medium maps.

 

columbian
hi, first thanks for the help with the mod directions

 

i can find it ingame and enable it now.

but here's the problem: somehow i dont see differences could anybody tell me one or two of the obiviously and first differences that i would see? got version 1.2 and the direction thing is fine too.

are there specific maps to play for the mod-differences or does it work with any map? random maps?

 

thanks, c u later

 

You see more captials in the captial yard. If you check the search is has been increased and graphic changes etc...

 

 

on Dec 16, 2008

Aha, it appears I've found the problem.

Playing the game on a Huge (Multi) causes the lag, I tried playing a new Large (Multi) and the game ran smoothly.

So I guess the main thing is to avoid the huge scenarios. Despite that, still a good mod imo.

on Dec 17, 2008

Hey Kiedjor, you need to update your mod with ManSh00ter's hotfix to his explosions.

on Dec 17, 2008

a few more notes, was the pirate base supose to have a ring of green skull flags around its build radius (its verry irratating to look at). as well, you may want to look at some of the weapon points, using developer, a lot of errors came up refering to them (altho, it could just be that developer does not love the newest patch as well). (a lot of them were for the pirates). also, the mesh for the PSI titan is larger than the shield, so parts of the ship stick out of it, may want to try to fix that.

 

A few images of one of the reworked engine exaust that i fooled around with, not the best look but i dont feel like creating anything fansy at the moment. just something that works.

Pics:

 

 

on Dec 17, 2008

I like.

on Dec 17, 2008

still not done tho, i pmed you my xfire and whatnot, i want to make the titans look as powerfull and unique as they perform, so i wouldnt mind talking about beam/weapon designs. also the right engine on the PSI titan is backwards. also the textures look a little riped on the middle engine. also need to have the actual engine point closer to the ship, because right now theres a gap between the model and the effect. (altho, if you fix the engins, this should not be a problem, i advise turning the left and middle engine in the opposite direction for the best looking results)

on Dec 17, 2008

cant seem to use the mod i used 7-zip for extraction. is their a specific way to extract?

 

on Dec 17, 2008

not really. should work. make sure you are all patched up. make sure its in the right directory.

 

as to the model of the PSI titan, if you fix the engine's and some other texture related problems, (engine is the main pain right now because its really irratating to look at), think you can release the file itself to me for testing purposes, because it drives me insane to test new engin trails when their reversed lol.

on Dec 17, 2008

StCobalt
not really. should work. make sure you are all patched up. make sure its in the right directory.

 

as to the model of the PSI titan, if you fix the engine's and some other texture related problems, (engine is the main pain right now because its really irratating to look at), think you can release the file itself to me for testing purposes, because it drives me insane to test new engin trails when their reversed lol.

 

Thanks cobalt.

 

My next patch for original sins v1.12 will come out January and my mod for Entrenchment should come out maybe month after the mod tools are released.

Next patch would be focusing fixing on more bugs relating to the graphic effects. Also, reworking the universe at war game play. Do some more performance enhancing and better balance between the races. Oh! I might do custom abilities if I have the time.

on Dec 18, 2008

Nice work Stcobalt!

 

This mod is turning out pretty good. This weekend I'll have to get Sins original installed so I can check this out. I'll be starting my mod this weekend too!

 

Cheers

on Dec 18, 2008

Guess that means Ill also be on to work on my mod (once I get names done on ships..Ill send it to you for preview and possibly help you A LOT LOOOL

on Dec 18, 2008

HAHAH sweet!!

 

Yup let's test out yours and see what we can get goin on for mine!

 

Maybe a 3 way match with Epic mod too?

 

Depends on how much my GF bugs me this weekend though.. ahahha

on Dec 20, 2008

this is a perfect mod.

 

Well, not quite perfect. I only have one request.

 

The names for all of the ships seem to have a problem. It seems that in all of the custom ships, all of the names have no spaces, or they are separated with something. This irratates me greatly. I think that the names for the Advent are ok, i havn't played the TEC yet with the mod.

 

The vesari, however, is incredibly irksome <i like that word>

The names are very strange, combinewiththefactthattherearenospacesinthediscriptionsoranythingalongwiththenamealsomakesforaveryhardreading.

 

Infactitskillingmerightnowtonotputspacesinmywords.

 

I can help ya if you want. I have no skills with a modeler, or the code, but i can play test for you if you want. You can catch me on xfire under Eboksba if you want.

Also, one more thing. I noticed that gas giants are no longer colonizable. I can see why this would be a problem with if you think about it, <mostly how not possible it is> but it would be nice to have, like i said earlier, it could cost a TON of money, and could still be very limited on other ways, but have a bigger gravity well.

 

Noted StColbalt's peeve about the pirate homeworlds green flag thing, and /signed.

 

And lastly, I would like to congratulate you on the excellent mod. I love Ironclad.

 

 

 

on Dec 21, 2008

Eboksba
this is a perfect mod.

 

Well, not quite perfect. I only have one request.

 

The names for all of the ships seem to have a problem. It seems that in all of the custom ships, all of the names have no spaces, or they are separated with something. This irratates me greatly. I think that the names for the Advent are ok, i havn't played the TEC yet with the mod.

 

The vesari, however, is incredibly irksome <i like that word>

The names are very strange, combinewiththefactthattherearenospacesinthediscriptionsoranythingalongwiththenamealsomakesforaveryhardreading.

 

Infactitskillingmerightnowtonotputspacesinmywords.

 

I can help ya if you want. I have no skills with a modeler, or the code, but i can play test for you if you want. You can catch me on xfire under Eboksba if you want.

Also, one more thing. I noticed that gas giants are no longer colonizable. I can see why this would be a problem with if you think about it, <mostly how not possible it is> but it would be nice to have, like i said earlier, it could cost a TON of money, and could still be very limited on other ways, but have a bigger gravity well.

 

Noted StColbalt's peeve about the pirate homeworlds green flag thing, and /signed.

 

And lastly, I would like to congratulate you on the excellent mod. I love Ironclad.

 

 

 

Reason I did this is because it goes pass the box. They are place holders for now so it will get unique names for each ships.

 

Ya a lot of people dont like the pireate effect so I will take it out next patch and maybe replace it with something else.

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