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Outdated working to version.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5-2-09: Mod Outdated!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 8)
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on Dec 31, 2008

i like the mod, but to me the textures look a little off ingame

on Dec 31, 2008

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

 

 

Thankyou

 

 

Also would it be possible for you to take the files for the new ships you added aswell as the base for tec and put them into a seperate folder  so it just becomes a mod that adds new ships.

on Dec 31, 2008

thanks for your reply Kiedjor its ovbious you put lots of work into this mod and it shows. What i as thinking was that at first they don't attack at all;  because its hard enough to get a sbale economy up and running do,  some research to get the planets next door,  establish those etc. So if at first until you had something like 2-3 planets they didn't attack that would be very usefu lor the ability to turn them off.

on Dec 31, 2008

Attila464
thanks for your reply Kiedjor its ovbious you put lots of work into this mod and it shows. What i as thinking that at first they don't attack at all because its hard enough to get a sbale economy up and running do wome research to get the planets next door establish those etc. So if at first until you had something like 2-3 planets they didn't attack that would be very usefu lor the ability to turn them off.

 

In short get rid of the universe at war part.

on Dec 31, 2008

Soverign22,

 

I don't think attila means get rid of the universe at war, just delay the war until we have a fighting chance in hell to survive.

 

If we take it that when we start a new game we are esstentially starting a new universe.  how can all these other "civs" have these massive armies?  It would make sense that they would be trying to establish an economy and infrastructure on their on planets and not waging war immediately.

 

Think of it as a "no rush" period from Warcraft or Starcraft multiplayer games.  After all single player is actually multiplayer with all AI players.  I tried going through the game files to see if I could see anything I could change quickly to make it more playable, but didn't, so I just deleted the research requirement on the Titan Cap ship which allowed me to have an actual defense (for maybe 5-10 minutes ).

 

Great mod, but unless we are getting a major army to start out with or a change in how the NPC's behave one of the two best mods is unplayable.

 

 

on Jan 08, 2009

I find that the only way to overcome the massive advantage the npcs have is to build a defence that reproduces itself. So try this.

1. As soon as you start don't build any ships at all, not even scouts. Build a weapons lab. This allows access to gun platform and hangar tech. Then build them as fast as you can. At least 2 gun platforms and 2 or 3 hangars. They will beat off attacks and will spawn fighters/bombers as long as they don't get destroyed. The AI appears to ignore the construction ships and attacks the planet and installations instead.

Although really, as much as I appreciate the efforts modders go to, (I wouldn't even know where to begin to do this kind of thing) I would have thought giving the npcs such a massive advantage would be off putting for a lot of players. Remember AI's never get tired or bored but humans do, and having to beat off repeated attacks is both tiresome and boring. There's more to Sins than just constantly fighting.

Besides why do the npcs attack so incessantly anyway? Do they intend to build their own empires or just stop you from building yours?

on Jan 10, 2009

They dont build they call for help instead.

on Jan 11, 2009

thought id pop in and say i like the mod. Its has a lot of potential. With that said however, i still get a LOT of crashdumps, which makes the game unplayable. Its either the pirates or something about the volumetric explosion mod, but im not 100% on that so dont get all upset and all the other forum stuff that happens here. Ill run a few tests, without pirates and see if this helps any. 

As for the strategy part, ive had some trouble in defending my home at first. But so far, i have yet to loose a colony to the "neutral war machines" Just have to plan out a bit. Do not waste any time on mining, use the black market for materials at first. Slow going but a few good turrets and a figher bay or two will even the odds enough to build up your empire.

Edit: nevermind, i think i found the problem. Had the AA turned on full and disabled in my nvidia control panel, that might have been the issue.

on Jan 13, 2009

Well I'm sorry but I've been playing this mod for over a week and I have to say that unless you are prepared to dedicate the next 10 years of your life to it it is almost unplayable. The NPCs are relentless. They don't appear to be interested in planets. They don't research techs, and apparently they get their ships for free. So while I have to buy everything they have no expenses at all.

Also the NPCs have a much greater range of ships. Caps, cruisers, destroyers, frigates, all with massive defenses and firepower. Yet my ship choice is Battleships or pea shooter frigates. and they are very expensive and it costs a fortune for my empire to sustain even a measly four or five of them. Fleets are impossible to build bacause the NPCs destroy my ships faster than I can build them.

The NPCs also appear to be uninterested in attacking the other AI races and dedicate themselves to attacking me alone. The other AI's can't get past 1 planet and just spend their time demanding credits, metals, and crystals.

Now maybe it's just me. Maybe I'm missing something or doing something wrong. If I am please tell me because i would certainly like to know.

All in all the mod needs serious rebalancing. at least give the human player the same range of ships the NPCs have. and make them earn their crust and not get everything for free.

on Jan 13, 2009

I agree, I went alittle overboard on the indies. I might decrease their stats by 50%.

on Jan 13, 2009

KIEDJORRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR!!!!!!!!1

 

HAPPY NEW YEAR MAN!!!!!!! BEEN SOOOOOOOOOOOOOOO LONG!

on Jan 14, 2009

lol i just modifyed the time it takes for the indy nations to have their backup arive to their planets, so i get 10 min of peace before they start massing            only problem is that there are several other bugs, some which cause mini dumps (although im not 100% sure where they are as i dont mod extreamly often)

on Jan 14, 2009

Kiedjor
I agree, I went alittle overboard on the indies. I might decrease their stats by 50%.

You might want to consider doing something about credits. You appear to have created a bottleneck. You've increased the supply of metal and crystals considerably but tax revenues is still the same. So all you end up with is tons of metal and crystals but no credits to buy anything with.

Consider the cheapest cap is 1500 credits but the next one is 7000! That gap is too big especially since there are no intermediate ships to fill the gap. Not to mention it's difficult to save up 7000 credits and still invest in techs, planet developement, and various installations, guns labs, hangars etc.

on Jan 14, 2009

I mean no offence, you have done better than I ever could do. That said.

 

This mod sucks.

 

Its a struggle just to keep your FIRST world, let alone take any other ones. The new models need to haave a serious rework, mostly on their textures. And the way you have suply set up is quite useless to those of us with computers that can't handle all that much.

But like I said, Better than I could ever do

on Jan 16, 2009

First i just want to say: Thank you for this great mod, it really adds alot of fun stuff to the game.

Then to the rude, ungratefull brats with foul mouths: if you dont like it, make your own or shut the fuck up. Give mature feedback or nothing at all.

A few suggestions/ideas/observations:Seems like some ship names and descriptions are somewhat halfway done. A little more work there would be nice imho. Besides a good name the ships should have a descroption free from "strong shield. strong laser. strong missiles" imo. just make a general descroptin like: The xxx has been the workhorse of xxx since the beginning. It boosts massive missile banks and a rail cannon which can make short work of smaller vessels FOR INSTANCE. now this sucked and im sure you can do much better, but just take a little time to clot down some good descriptions. would be very nice. This helps with making the ships come alive in my oppinion.

The starbase is HUGE. It could definitly be toned down atleast 50%, take into consideration that the titan is pretty much as strong as it and he also need to have room for engines so it shouldent be much bigger than the titan unless it serves some other function than a battlestation/orbital defence station. The size also makes it hard to place it and maneuver around it. Also maybe it would be an idea to give the tec starbase shields, beeing that size it would be only logical eh?

Sure there are some issues like weapons firing through your textures, but im sure youll get to that in time. I dont find the agressiveness of the independents too hard, i play on hard and use from 1-3 opponents usually so i doubt anyone else have it that much harder than me, im a gimp player too so if i can do it nobody else should have a problem, just need to change the way you play.

I like your models alot, ive always pictured the TEC with ships mounting huge cannons like you portrayed them, so hmm i dont know what else to say. Im VERY HAPPY with the mod, keep up the good work. Oh yeah and when can we expect the next version?

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