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Outdated working to version.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5-2-09: Mod Outdated!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 9)
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on Jan 16, 2009

OMFG!  This rocks.  I have the Freelancer Universe map for 7DS all mapped out and ... and...

I cannot imagine the delightful chaos of all the independent TEC, Advent, Vasari, and Empire militias that do colonize the world they spawn at setting their sights on the players.  -I can imagine the hell the heavy militias with their worlds fortified with structures and capital supported fleets roaming the universe.

Excellent work.  Please give Danman the OK to include your mod into 7 Deadly Sins 2.5 or 3.0.

Also, I've some experience with the English.str file for 7DS and done some editting of the descriptions.  PM me a link to your english.str file with a txt file giving me some background info to work with.  I'm still running 1.05 for 7DS 2.0 "prototype" testing so can't actually play your mod.

on Jan 17, 2009

Malanthor

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.

 

I did not say that he had done a terrible job, quite the contrary, he did better than I could ever do (as I beleive I said). all the same, it still doesn't work. (I also don't remember using near as much foul language as you did).

 

@Keidjor: One thing that may improve playability is to make the 'neutral' factions less powerful. They should not be able to over power the player mid-late game nor should they be so much of a threat so early on. If at all possible, I would sudgest having it so that they had to build up just as much as the player does, thus balancing everything out. Another thing you could do is make it so that only neutrally colonized worlds acted as factions, thus spacing them about a bit more. There is still yet another option in that you include a fairly sizable starting fleet to allow players to be able to defend their worlds

on Jan 17, 2009

 very nice

on Jan 17, 2009

For this sort of mod where there are definite threats early on, I'd suggest changing the default home template along these lines so players and NPC's can't rush you.  All players will have a sizeable fleet, strong home defenses and offenses.  This is a modified "HomeMixedFleetStart" template used in 7DS: (Psi and Phase omitted to keep the post short)

 

planetItemsTemplate      
  templateName "Template:UAWHomeStart"
  subTemplates 0    
  groups 3      
    group    
      condition  
        type "PlanetOwnerIsRace"
        param "Tech"
      owner "PlanetOwner"
      colonizeChance 1
      items 48  
        item "Tech:Module:FrigateFactory"
        item "Tech:Frigate:Constructor"
        item "Tech:Frigate:Constructor"
        item "Tech:Frigate:Scout"
        item "Tech:Frigate:Scout"
        item "Tech:Module:MetalExtractor"
        item "Tech:Module:CrystalExtractor"
        item "Tech:Module:NonCombatLab"
        item "Tech:Module:NonCombatLab"
        item "Tech:CapitalShip:BattleShip"
        item "Tech:CapitalShip:Colony"
        item "Tech:Frigate:Light"
        item "Tech:Frigate:Light"
        item "Tech:Frigate:Light"
        item "Tech:Frigate:Light"
        item "Tech:Frigate:LongRange"
        item "Tech:Frigate:LongRange"
        item "Tech:Frigate:LongRange"
        item "Tech:Frigate:Siege"
        item "Tech:Frigate:Siege"
        item "Tech:Frigate:Siege"
        item "Tech:Frigate:AntiFighter"
        item "Tech:Frigate:AntiFighter"
        item "Tech:Frigate:AntiFighter"
        item "Tech:Frigate:Carrier"
        item "Tech:Frigate:Carrier"
        item "Tech:Frigate:Utility1"
        item "Tech:Frigate:Utility1"
        item "Tech:Frigate:Utility0"
        item "Tech:Frigate:Utility0"
        item "Tech:Frigate:Heavy"
        item "Tech:Frigate:Heavy"
        item "Tech:Module:GaussDefense"
        item "Tech:Module:GaussDefense"
        item "Tech:Module:GaussDefense"
        item "Tech:Module:HangarDefense"
        item "Tech:Module:GaussDefense"
        item "Tech:Module:GaussDefense"
        item "Tech:Module:GaussDefense"
        item "Tech:Module:HangarDefense"
        item "Tech:Module:GaussDefense"
        item "Tech:Module:GaussDefense"
        item "Tech:Module:GaussDefense"
        item "Tech:Module:HangarDefense"
        item "Tech:Module:RepairPlatform"
        item "Tech:Module:RepairPlatform"
        item "Tech:Module:JumpBlocker"
        item "Tech:Module:ShieldGenerator"

 

(&%$#! cells

on Jan 20, 2009

  Looks very very Awesome Kiedjor!!!   I will have to download it again, had it before, but updated to the beta and now have to re-install it.

-Teal

 

on Jan 20, 2009

does anyone else have the problem where the game crashes after a few minutes after loading a game with the mod installed. I tried it with the mad scientist mod and it does the same thing. It doesn't seem to do this on vanilla so but sometimes it takes longer to crash than other times. 

edit: I just started a new game and it crashed after a few minutes too so its not just after loading. I also have vista if thats in anyway important.

on Jan 20, 2009

Make sure you have the right version of Sins installed on your computer.  The Epic Mod, as well as Mad Scientist Mod will only work in version 1.1 or 1.2, and not in version 1.05.

on Feb 04, 2009

i just played this mod online with a friend and tbh this mod is WAY to CPU intensive even with averything turned down or off to lowest settings, apart from that the general mod is pretty awesome but when we would like to go kill each other rather than struggling with NPC caps entering your systme in the first 5 seconds of the game, now the idea for the systems being at war all the time is good but the ratio of caps spawning and entering your system imho is very ott maybe a delay in the time before NPC send attacks off would be good and definately a reduction in numbers as to reduce the amount of lag issues.

as i see it you have the base for an awesome mod so i think you should work on what you have at the moment rather than adding in new content. you could start with some balance issues with the races and graduly work your way onto the ship textures.

 

all in all awesome potential but i think i will stick to the 1.1  version for now till some things are ironed out

on Feb 08, 2009

can you post the video somewhere else, youtube isn't known for it claity when you are posting on another website, perhaps allowing us to download the vid

on Feb 11, 2009

can you allow us to download vid? youtube screen is small, and when full screen, quality is bad

 

edit: ignore this post, it seems that I already posted on quality

on Feb 16, 2009

Is this coming to 7 Deadly Sins??? I so want this for my Freelancer Map (301 planets, 1 star).

Please Please   Please Please Please

on Feb 16, 2009

Dude Samaz, just send Kiedjor a PM asking for his code already so I don't have to keep wiping your e-jizz off my monitor.

on Feb 17, 2009

 it's the milk I  blow out of my nose from watching

on Feb 17, 2009

Anyways dude, just send him a damn PM already.  7DS could be so much more epic with this stuff going on in it...

on Apr 09, 2009

Any plans to bring this to Entrenchment?

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