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Outdated working to version.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5-2-09: Mod Outdated!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 7)
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on Dec 23, 2008

lol. well, the effect really did not cut it, and is really unrealistic. maybe something like asteroids with pirate banners or something but the flag thing is just an eyesore. as for other things, once you update again, and all, i wouldnt mind fooling around with effects and searching for smaller errors.

on Dec 28, 2008

What file do I edit to get rid of the research prequests for the capital ships?

on Dec 28, 2008

And what program do I need to edit it?

on Dec 28, 2008

In my opinion, this mod is kinda weird and unbalanced because:

 

1. Why am I attacked by massive fleets of powerful indie cruisers/capitals after about 1 minute in the game (maybe less).

2. Why are there about 12 asteroids at my home planet with about half of those being capturable mining facilities?

 

So yeah, those are my questions, the issue in question one really bothers me because I can't really do anything before getting zerged by over 20 very powerful cruisers (in comparison to the basic frigate of all three factions) with about 2 going for my planet and the rest just crushing my hastily assembled fleet and the other indie fleet that jumps in from another phase lane.

 

I would love to be able to give real feedback and also play the mod but as of now I get kinda "defeated" from the beginning (with defeated I mean getting my whole fleet crushed and planet bombed, haven't really played after my fleet got owned so I don't know if they'd go away later).

on Dec 28, 2008

that what make the game epic

on Dec 29, 2008

KingDeathGod
that what make the game epic

 

Well, I'd call it epic defeat.    

on Dec 29, 2008

First off,  Thank you.  Great mod.  Has everything I every wanted.  Bigger explossions, cooler weapons graphics, more planets options, nuetral colonies who don't just sit and wait to die, and a deeper tech tree.

I have 2 complaints however:

Playing TEC on a custom map using your mod, I'm getting random fighter spam.  The fighters materialize out of nowhere and take up supply slots.  I scuttle them as fast as possible, fill supply slots with ships I needed, as those ships die fighters come out of nowhere to fill the supply slots again.  WTF.  lol very very annoying.

2nd complaint... the nuetral colonies ships are way overpowered and slightly stupid... sending unescorted carriers and dreadnoughts to attack my systems...  Thank god for gause gun improvements otherwise I would need a standby fleet in every border system just to take out the random dreadnaught that likes to spawn in the next door system and come try to wtf pawn me.

 

Thanks again for mod.  Pretty pretty please fix the fighter spawn bug, it is a mod killer.

on Dec 29, 2008

 

When i play with the TEC in this mod something is not right, it builts automaticly fighters and bombers wich is killing my fleet supply. My fleets supply is dimminishing but without  building any ships. 

 

Can someone please help me with this problem. When i play this game for an hour or so i have a massive fleet of fighters and bombers but i`m not the one building them so were are they coming from.

 

Regards  Jorgen

on Dec 29, 2008

You can disable able this by disabling the missile frigate. Looks like a sub, this is the ship that spawns fighters. Just right click it and it wont spawn anymore. Theres two versions of thsi sub, the second one is what spawns the fighters. It has the return armda ability icon.

on Dec 29, 2008

Finish a first game on a huge multi sun map...

 

Crash after a few hours... so, i have quit win, restart with Linux and use a saved game... from there i was able to continue and use the very high graph setting...

 

The game is hard, very hard... it is why i like it...

 

One problem is these bunch of asteroid ( mining one )... there is so much of them that in some case, i was not able to place the huge defense station in my gravity wheel... or in some other case, i was only able to place it at the other side of the planet, very far from the incoming jump line, who make it not usefull...

 

So, maybe scale down the huge defense thing by 50% will allow us to place it more easily near the place we wish...

on Dec 30, 2008

Some little thing...

 

- in the Asteroid belt, cannot use the "crew extractor" on some crystal/metal asteroid...

- TEC, once the "basic crew training" is researched, all capitalship and titan can be upgraded to the lvl 9 with training... far too much... if i good remember, in the vanilla, you can purchase the 3 first level... with "basic crew training", one level more... now, with titan at lvl9, i am GOD in the Galaxy and all become too much easy ( and not interesting )...

 

Was my last report for these year... have a other mod to test and a timeline...

on Dec 30, 2008

I love this mod and the work you all are doing.

 

However, in each iteration I have tried something has made it impossible to actually play!  In your current version the NPC players are ALWAYS attacking.  I kill one group only for another larger better group to show up in my homeworld and destroy any ships or defenses.  I can't even move to another gravity well to try and take another planet.

 

I like the idea of NPC's fighting but is there any way to change how often they travel/show up and their strength?  IF so, make it so that they don't show up nearly so often.

Thanks,

 

Jason

on Dec 30, 2008

I really like this mod it really introduces some new ideas and lots of great effort in it.


But there is one flaw that put me off i can't even start a game! I start and then i get mobbed by independent fleets from all the surrouding planets same thing for the AI and the game ends before it started its nice for them to do that from time to time but as it is i can't even expand.

on Dec 31, 2008

Attila464
I really like this mod it really introduces some new ideas and lots of great effort in it.


But there is one flaw that put me off i can't even start a game! I start and then i get mobbed by independent fleets from all the surrouding planets same thing for the AI and the game ends before it started its nice for them to do that from time to time but as it is i can't even expand.

 

I know 2 min in and your crushed by endless amounts of ships that even if you wanted to you cant destroy.

 

 

FIX PLZ its a good mod accept for universe at war.

on Dec 31, 2008

Ya, I'll add progression in next update so they start off weak at first but get better as time goes on.

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