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-- Enhanced 4X Mod By GoaFan77 --
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-- Table of Context --
1. About
2. Installation
3. Feature List
4. Other Links
5. Credits
6. Changelog

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1. About

Sins of a Solar Empire is often described as a 4XRTS game, or a game that tried to merge the action and tactics packed gameplay of a Real time strategy game with the deep, complex, empire wide strategy of a 4X turn based game. Its up to debate whether Sins succeeded in this goal, but I think all can agree that of the 4Xs of "explore, expand, exploit, and exterminate", Sins is much more focused on the exterminate than on the other three.

This mod seeks to give more depth to the other 3Xs of the game by adding additional game elements or refining the existing ones to reward players who give more strategic thought to the non-combat side of the game. Combat will still be the center point of the game, but players will find that the non-combat options available will be much more rewarding and will need to put more thought into developing their economies. This mod will also attempt to address some other weaknesses of Vanilla Sins where possible, such as increasing race diversity or improving the AI.

Recommendation: Due to higher than average income levels with this mod, you may want to reduce your income level setting by one when using it.
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2. Installation

1. Put the mods ".zip" file you download in your current Rebellion mod folder. See http://forums.sinsofasolarempire.com/418631/get;3092772 for more information.

2. Extract the .zip file in the mod folder. You should get a new folder called "Enhanced 4X Mod vX.X".

3. Start the game and go to the main menu. Go to the mods tab, and select the main mod, "Enhanced 4X Mod vX.X", and enable it.

4. If you downloaded the optional add ons, see "http://www.moddb.com/mods/enhanced-4x-mod/forum/thread/enhanced-4x-optional-minimods-info" for the proper order to enable them.
	
5. Hit the Apply Changes button.

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3. Tips and features

See "http://www.moddb.com/mods/enhanced-4x-mod/forum/thread/enhanced-4x-mod-beginners-guide" for a list of major features and how to use them.

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4. Other Links

Help/Feedback/Future Information - http://forums.sinsofasolarempire.com/414639

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5. Credits

---Music---

The opening track is by Jaja (http://www.ektoplazm.com/free-music/jaja-oum). I do not claim to own any rights for this track and am using it for noncommercial use. If you don't like it just delete the RebellionTheme.ogg file in the sound folder to return it to normal.

---People---

Sinperium - For making the phase probe mesh and good feedback.
ZombieRus5 - For getting channeling abilities to work correctly (after we ironed out a few bugs) and for his many hours of "experimental" modding that lead the rest of us realizing more things are possible than we thought.
Axel Dude - For letting the community use his excellent planet textures even before he released a mod with them (his mod is now available here).
BigBantha - For contributing code fixes, new/updated GUI icons, and cleaning up spelling and grammar errors in the English text file.
Genocyber - For his great looking Repair Drone model!
IskatuMesk - For his awesome library of sound effects released to the community, a few of which are included in this mod.
Big Bantha - Excellent help proofing reading strings, polishing icons, and finding bugs.
Seleucia - For his thoughtful analysis and for allowing me to use some of his rebalanced abilities.
Ue_Carbon - Intelligent Feedback and for letting us use his teamspeak.
SZ0 - For letting his meshes be used by the community.
5th Horsemen - Very useful feedback.
In_dy - Detailed bug reports.
Axxo2 - Great Sins fan artist, some of his work is included in the mod.

---Mods---

Maelstrom - Awesome new planet module meshes
Infinite Space - Axel's fantastic planet mod.
Uzi's Sins Plus - Several planet textures and bonuses have been incorporated from it.
Project Equilibrium - For an awesome set of fun balance changes.

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6. Partial Changelog

--- Diplomacy---

v1.0	- Release version. See http://forums.sinsofasolarempire.com/414639 for a full list of features.

v1.1	- Diplomacy overhaul (Embassies, espionage, some rebalanced envoy abilities)
		- Pact changes
			*Relationship required for the trade (11) and efficiency (10) pacts switched.
			*Market pact now reduces resource and credit costs by a small amount.
			*Targeting pact now improves capitalship culture repel rate.
			*Tactical pact now increases max tactical slots on every planet.
			*Added extra antimatter regeneration to thruster pact.
			*Mass pact now also improves hull regeneration.
    	- AI improvements (Better at Researching priority techs like Phase Missiles or Mass Transcendence)
    	- Penalty per trade port increased to -7.5%, likewise refinery trade bonus increased to +7.5%
    	- Vasari Salvage ability bonus increased from 10% to 30%.
    	- TEC max hull from armor ability bonus increased from 100 to 150.

v1.2	- Many adjustments to ship abilities, most are just stat changes, but new effects are listed below.
    		* Gauss Rail Gun - Now slows target's rate of fire by 17/33/50%.
			* Adaptive Force Field - Now a passive ability with slightly reduced effects.
    		* Shield Restore - The Dunov can now use this ability to heal itself.
    		* Magnetize - Now has no target cap but will stop after a certain number of strikecraft are destroyed.
    		* Incendiary Shells - Now slightly reduces the armor of the target ship.
    		* Animosity - Now gives the Radiance a damage reduction bonus for its duration.
    		* Clairvoyance - Increases the damage the targeted planet takes from bombardment (doesn't appear on infocard).
    		* Guidance - Now reduces antimatter costs as well as cooldown times.
   			* Martyrdom - Now correctly stacks damage from multiple seeker vessels using the ability at the same time.
   			* Sabatoge Reactor - Now instantly removed 25 antimatter from target
   			* Interference - Now reduces antimatter regeneration rates by 25%
   			* Other abilities adjusted: Missile turrets, flak burst, finest hour, subversion, embolden, reverie, heavy fighters, incendiary shells, phase out hull, speed boost, vengeance.
   		- Fixed the autotargeting on the channeling abilities designate target, suppression, perseverance, and transfer antimatter.
   		- Made significant adjustments to the rarely used race specific tactical structures.
			* Shield Generator - Now has shields to make it much harder to destroy, in addition to a big buff to its main ability.
			  In addition, the shield generator and its improvement tech can now be acquired with 1 fewer research labs.
			* Antimatter Recharger - Now has a secondary passive ability that increase antimatter regeneration rates around it.
			* Nanoweapons Jammer - Increased the target count from 5 to 25-35, making it far better against large fleets.
		- Vasari repair platform now gives a +1 armor bonus for the duration of the repair.
		- Resource Pact now gives +15% to resource focus, to match the +15% refinery income the TEC/Vasari get.
		- TEC's racial ability now makes population upgrades 15% faster and 15% (from 10%) cheaper.
		- TEC Sanctions espionage ability now reduces trade income by 45% instead of 25%.
		- Envoy cruisers now have their abilities disabled after deploying an embassy until they leave the gravity well (so you can now leave autocast on).
		- Research Labs now give a minor race specific buff to the gravity well they are in.
			* TEC: Civic - +2.5% trade income, Military - +3.75% range bonus
			* Advent: Civic - +5% max population, Military - +10% shield regeneration
			* Vasari: Civic - +250 planet health, Military - +2.5% damage output.
		- New planet system with 8 new planet types, textures from Sins plus, Celestial Bodies, and Axel Dude.
		- Overhaul of planet exploration system. Now more logical and has a better chance of finding artifacts on all noncustom maps.
		- 8 New Artifacts and X new planet bonuses (some adapted from Sins Plus).
		- 5 New "Artifact Structure" Random Encounters. You may now find entities available to capture in random gravity wells, which while very powerful, only work after you've found certain artifacts.
		- The manifest dominion artifact now gives +1 to your relations with other factions.
		- The resistant metaloids artifact armor buff increased to +2.
		- Each faction's homeworld now starts with a faction unique bonus.
			*TEC: +4 Logistics Slots, +25% trade income, +1 constructor
			*Advent: +33% culture spread rate, +35 population, +25% growth rate
			*Vasari: +1 tax income, +750 planet health, +15% structure build rate
			
1.3 	- New Hero unit system. Each faction has 3 hero capitalships that can be called in after researching specific common technologies.
		  You can only control 1 of each hero at a time, are are spawned from a new Command Center structure at your home world (Thanks to the Maelstrom mod for module meshes).
		- New Artifact Sturucture: Fucanglong Hyperreactor. With the right artifacts it can generate resources and boost antimatter and abilities.
		- Rudra Assault Cannon orbital artifact will now also reduce extractor income by 75%.
		- The Styx Desolation engine's secondary effect has been replaced with a -200% trade and population growth penalty.
		- Increased Espionoge ability's duration and cooldown, so you won't need to use them as often.
		- Military lab bonuses now have a range of 12000 from 10000.
		- Fixed a bug where the oceanic planet would sometimes use a No Atmosphere texture.
		- Phase probes will now spy in star gravity wells.
		- Fixed a targeting error with the Rudra Assault Cannon, it should now fire correctly when you have the Kinetic Intensifier artifact.
		- Fixed a string bug where normal gas giants would be called "Colonizeable Gas Giants".
		- Colonizeable gas gaints will now always have 1 metal and crystal asteroid.
		- Cryo planets are now spelled correctly.
		- TEC Envoy Sactions ability now reduces trade by 75% buffed from 45%.
		- TEC Envoy Worker Revolt ability now makes the affected planet more vulnerable to bombardment (doesn't show on infocard).
		- Vasari racial ability now gives +15% Bombardment damage from +10%
		- TEC Homeworld bonus reduced to 20% from 25%
		- Vasari Homeworld structure build rate bonus increased to 25% from 15%


---Rebellion---


1.4		- Enhanced 4X Updated for Rebellion!
		- New: Subfaction abilities, with bonuses similar to racial abilities, but with unique new abilities and techs below.
		- TEC Loyalists:
			New
			- Planetary Defenses. After researching tech, every planet you colonize will slowly build up defenses, from more HP to plantary weapons. Your homeworld starts with maximum fortifications.
			- Novalith Supercharge. Increases Novalith rate of fire and antimatter regeneration, allowing you to fire Novaliths twice as quickly maxed out.
			Modified
			- Starbases start with the Resupply ability without using Starbase upgrade slots.
			- XP bonus in gravity wells increased to +15% maxed out.
			- Novalith Deregulation buffed.
			- Twin fortresses no longer has any prerequisites.
		- TEC Rebels:
			New
			- Frenzy. Each time a frigate destroys another entity, it gains a damage buff until it leaves the gravity well. 15% max.
			- Genocidal Indoctrination. After Research, your ships will be healed and buffed if they are in the gravity well of a planet you destroy.
			- Seige Mode. Low level ugprade that boosts your Siege frigates and Torpedo cruisers, though they'll be unable to move for a short time.
			Modified
			- Pirate mercenaries are now free, but removed from culture center. Now spawned from Pirate embassy structure on homeworld.
			- Credits from bombardment research now has two levels.
			- Krosov Siege Frigates and Orgrov Torpedo cruisers only use 10 fleet supply, and can be built without research.
			- Truce Amongst Rogues no longer gives you truces with neutral players. Instead, it gives you bonuses to bounty hunting, pirate raid strength, and allows you to assimulate neutral TEC militia with colony frigates.
		- Advent Loyalists:
			New
			- Psychic Possession. Can research the ability for culture centers to take over enemy ships when they are destroyed.
			- Holy Pilgrimage. Can research for culture centers to give bonus tax income.
			- Advent Loyalist Homeworlds will generate culture by itself at the start of the game until the first owner loses control of it.
			Modified
			- Advent Rebels cheaper culture center tech transfered to them.
			- Ancient Retribution is now a tier 8 tech, with a better range bonus.
			- Fury of the Unity now gives +10% damage in culture per level, no base. Moved to tier 5.
			- Can build Temples of Communion without research. All culture centers only cost 2 logistic slots.
			- Unity Mass no longer has a target cap for extra damage per nearby ships, but radius reduced at lower levels.
		- Advent Rebels
			New
			- Spirits of the Ascended ability. When most frigates die, all nearby ships get a damage reduction buff
			- Eternal Illumination Tech. +10% damage to Advent Energy Weapons
			- Ultimate Trancendence. Extra chance for Return of the Fallen and Reanimation to apply.
			- Shield Redistribution ability. Domina subjugators can absorb enemy shields and give them to allied ships.
			Modified
			- Start with a Temple of Renewal. Can build them without research.
			- Domina Subjugators do not require research to build.
			- Cleanse and Renew also gives a buff to healing abilities.
			- Protection of the Unity reduced back to 33% per level, but works all the time instead of in culture.
			- Unyielding Will no longer kills the Eradica titan of finish. Instead passive regeneration is disabled, and duration is reduced. The ability can only be used every 10 minutes.
		- Vasari Loyalists
			New
			- Despoil Planet Ability. Early tech access, allows colony frigates to make a neutral planet uncolonizeable for a long time.
			- Overcharged Disruptor Cannons. Greatly increases damage of the Okulus starbase disruptor weapons (will affect more units later).
			- New summon colony frigate ability on phase stabalizers. Colony frigates have been removed from the summon support fleet random spawn pool.
			Modified
			- Starts with a titan factory and colony frigate.
			- Colony frigates are faster, and have more antimatter.
			- Capitalship slot research price reduced by 50%.
			- Striped to the Core now spawns captureable resource extractors after the strip.
			- Microphase jump now gives bonuses to turn rate and hyperspace jump cooldown for a brief time after the jump.
			- Summon Dark fleet moved to military tree.
		- Vasari Rebels
			New
			- Phasic Immunity Research. Makes your ships immune to phase jump inhibitors for a while after entering a system.
			- Enhanced Embassies Research. All Embassy abilities give your allies greater bonuses and gives diplomatic points faster.
			- Forged Alliance Research. When one of your ships enters an allied gravity well, you get a rate of fire buff and your allies get a defense buff.
			- Request Allies. Replaces Returning Armada, allows you to summon TEC and Advent ships from phase jump inhibitors.
			Modified
			- Starbase Mobilization now requires Enhanced Tunneling and Phase Stabalizer Arrays as research prerequisites.
			- Armor Restoration reduced to a level 7 tech, split into two levels, and slightly nerfed.
			- Can build phase stabalizers without research.
			- Vasari Loyalists Jump Stabilization tech now for both factions.
		----------------------
		- Antimatter recharger now targets a specific ship, allowing you to choose which ship to get restored.
		- Deliverence engine will now damage and disable abilities of all culture centers in the gravity well in impacts.
		- Advent Military labs now buff both natural shield restoration and shield restore abilities.
		- Kostura Cannon moved to Civic tree, now requires two levels of phase tunneling to research. Now only TEC Loyalists have a super weapon with no Prerequisites.
		- Enhanced Tunneling now gives +10% between star phase jump speed bonus per level.
		- Phase Stabalizer Arrays now require one point of Enhanced Tunneling instead of phase stabalizers.
		- Embassies can now give up to 1.2 relationship points per planet up from 1.
		- Culture overthrow warning now appears at 25% alliegence.
		- Constructor ships will no longer try to deconstruct invincible structures like ancient structures and command centers.
		- Resurrection Level 2 will now permemently increase the target capitalship's shields by 500.
		- Scientist Vasul now has 4 levels of Assimulation. This ability now cannot be used on flagships.
		- Civic lab abilities, TEC planet shield generator, and Pilgrims of the Unity reworked internally to be more efficient and better handle changes in planet ownership.
		- Doubled the diplomatic penalties for having a treaty with a player a given player is enemies, to make it harder to ally with every player in the game.
		- Increased the max trade relations bonus from 2 to 3 to make getting the first cease fire easier.
		- The artifacts Hidden Academy, Research Archive, Kinetic Intensifier, and Impenetrable Fortress can now only be found on exploration levels 3 and 4.

1.45	- Compatibility with Rebellion version 1.04!
		- Pirate raid strength is now determined most by current bounty, rather than Empire size and trade.
		- Scientist Vasul's Assimulation ability can now be used on orbital structures, no longer requires weapons.
		- Second level of Despoil Planet research now correctly doubles the duration.
		- Faction Command Centers will no longer take up tactical slots.
		- Mines have been completely reworked. They no longer explode, instead damage and debuff hostile ships near them over time.
		- Number of mines per gravity well per player has been slashed, to 20 at stars, 15 at gas giants, occupied planet, and homeworlds, 10 everywhere else.
		- Scouts no longer passively reveal mines. They now target an individual mine, and after a certain amount of time it is destroyed. If the scout takes too much damage it will have to abort the ability however.
		- Advent Loyalist Mine control ability has been similarly reworked, and now gives half the XP the destroyed mines would have given.
		- Buffed all strikecraft by around 50% while increasing carrier cruiser costs and fleet supply by 50%, to try and reduce the number of squadrons while keeping their overall effectiveness.
		- Reduced starting strikecraft of carrier caps and Anima Kreia and slightly slowed the rate of fighter gain per level. They'll now have two less squads than they could before at level 10.
		- To further reduce fighter lag, the number of fighters per TEC and Advent squadron has been cut to improve game performance, with each individual fighter improved so that the squads have the same stats overall.
			- TEC Bombers per squadron reduced from 5 to 4
			- TEC Fighters per squadron reduced from 6 to 5
			- Advent Bomber per squadron reduced from 7 to 5
			- Advent Fighter per squadron reduced from 9 to 6.
		- Skirantra's Spawn Bombers ability changed to spawn 1/1/2/2 bomber squads with a 30/20/20/15 cooldown 60/40/40/30 antimatter cost.
		- Bomber damage to structures and starbases reduced by around 25%.
		- Antistructure cruisers now have a chance to debuff structures. Vasari factions can now spawn a special antistructure nanite swarm from minelayers.
		- Meteor Storm's range has been reduced to 10000 to allow antistructure cruisers to outrange it. Damage increased to 600/900.
		- Level 2 Safety Protocol Override range slightly lowered to 11500 to keep antistructure crusers just out of range.
		- Trade ship/Refinery ships numbers reduced to 3 per structure. Total income unchanged, but respawn much slower.
		- Doubled the amount of resources gained from destroying trade/refinery ships.
		- Most techs and research added in 1.4 now have custom icons.
		- Eternal Illumination has been compressed into 1 level giving 10% bonus instead of two 5% levels.
		- The nuclear missile (final level) of TEC Loyalist planetary defenses now only fires at one target, but does more damage.
		- Reduced the range of all planetary defense weapons.
		- Vasari Loyalist Vorastra titan now has a forward disintegrator cannon that is extra effective against structures.
		- Increased the cooldown of Overlord Nihovalus' Preservation by 60 seconds per level.
		- Got rid of the Vanilla capture structure ability and changed the capture ancient structure ability to capture resource extractors. Vasari scouts now have a delay when capturing like with colony frigates.
		- Reworked the Rudra Assault Cannon, Styx Desolation Engine and Phase Tunneler ancient structures so that autocast will work on them, meaning the AI will use them! They also now count toward the superweapon limit.
		- Slight change of Vanilla strip times. Tier 1 planets (Volcanic etc.) strip in 3 minutes, tier 2 (Ice etc.) in 4.5 minutes, and tier 3 (Terran etc.) 6 minutes.
		- New main menu music by Jaja.
		- New loading screen pictures thanks to Axxo, Siv Corp and the Rebellion Collectors edition.
		
1.49	-Added the Hero Units and the new Rebellion Capitalships to the GalaxyScenarioDef file, allowing you to use them in Galaxy Forge.
		-Completed the first phase of incorporating Axel Dude's Infinite Space mod, including 6 new skyboxes (some originally from Sacrifice of Angels 2 Mod) and more realistic stars, as well as improved planet shaders.
		-Asteroids, Asteroid Belts, and space junks now have the intended mine limit of 10, and pirate bases 15.
		-All defense turrets range increased to 9000.
		-Changed Pirate Mercinaries ability so that you can now spawn them at any owned planet. Also prevents this ability from being used by defeated players (at least those without planets).
		-Scientist Vasul's Seed Fighters ability now does 40/50/60 damage to nearby fighters while one of them is killed.
		-Kol's flak burst damage increased to 60/75/90/105.
		-Halcyon's Telekentic push damage increased to 40/50/60/70.
		-Reduced the starting culture spread from the Advent Loyalist homeworld to be equal to 1 normal culture center (from 1.5).
		-Default nonFair maps now have a chance to find planet bonuses of 65%, from 60%. Fair maps will of course still have 0%, though you may still get bonuses and artifacts from random encounters.
		
1.5		-Added the new Capitalship and Titan upgrade system! After research the tier 5 tech, your factories can now enhance the abilities of your caps and titan, for a cost.
		-Frigate factories can now heal ships and structures, but will stop construction on new frigates.
		-Integrated most of the Infinite Space mod planets into the existing planet system, with some changes.
			-Swamp planets have been converted into a Swamp/Forest planet catagory, a tier 1 planet with 3 metal extractors.
			-Cryo planets have been switched to tier 0, now have 4 crystal asteroids.
			-Igneous planets have been renamed to "Inhospitable" planets, but have identical stats.
			-New planet: Agricultural. A high population Tier 1 planet, it has few resources but can boost the population and growth rates of all planets that send trade ships to it.
			-New planet: Hydrocarbon. Another tier 1 planet, it will always have a trade boosting planet bonus.
			-33 of Axeldude's artifacts have been added, with minor changes to either diversify them or scale them better.
			-Default maps now have a 70% chance to find a planet bonus on each planet.
			-Green stars have been removed, and White Stars and Orange Stars added.
		-Hero units now cost 50 fleet supply and 1 command point like normal capitalships. However, there is a new tech, "Heroic Valor", that gives +150 supply and +3 command, so your max fleet size is no smaller than before.
			-The summon hero abilities will also not work unless you have the available command and fleet supply available, so they should no longer "misfire" or let you get negative command.
		-Competitive maps should now be mostly working as intended. If you see anything wrong with them (random encounters, artifacts, random planet bonuses) let me know.
		-Phase Jump Inhibitors now affect every target in the gravity well, instead of having a set range.
		-Advent Loyalists starting home world culture spread reduced by 25%.
		-Antimodule frigates now use heavy armor (countered by light frigates) instead of light armor.
		-All the subfactions have been renamed to get rid of the annoying Rebels/Loyalists designation.
			-The faction name is now displayed in the diplomacy details window, instead of merely "Rebels" and "Loyalists".
			
1.501 Hotfix	-Fixed a crash that would occur when Commander Deyrenov used his "Maruad" ability.
		-TEC Loyalist planetary defenses range for missiles/Gauss/nuclear weapons increased to 12000/15000/18000.
		-Ascended Advent's Eternal Illumination research now buffs all laser, beam, plasma weapons by 15%, from 10%.
		
1.6		-Updated E4X for Sins of a Solar Empire Rebellion 1.5. Implemented most of its changes.
		-TEC (Loyalist) Update
			-New Tech: Blast Resistant Armor, increases armor (more for defensive structures) while increasing mass.
			-TEC now start with a special starbase constructor on their homeworld that can build a free starbase with a max of 10 upgrades without research. This constructor may not phase jump.
			-Planetary Defense access tech moved to a teir 3 research, with a prerequisite of Highly Conductive Rails.
			-Planets with some sort of planetary weapon active now have a new particle effect above them.
			-The Ankylon titan's beam weapons can now fire in all direction. Damage values rearranged a bit, resulting in slightly higher total DPS.
			-The Ankylon titan is now 10% bigger (cosmetic change only).
			-TEC corvettes now have a chance to debuff the range of the enemy's weapons, instead of damaging the engines.
		-New Pirate Smuggler Random Encounter. Chance for a captureable pirate smuggling outpost and escorts to spawn at uncolonizeable gravity wells.
			-Pirate bases now also have a captureable trading outpost as well.
		-First of the new "Boss Fight" random encounters, the Cyber Fortress, added. A rare, powerful new planet type with defenses strong enough to repel medium sized fleets and a titan.
		-New optional minimod, Expanded Research. Doubles the number of research levels of most stat increasing research.
		-Vasari factions can now colonize volcanic and inhospitable planets without research.
		-Trader factions can colonize Ocenaic and Swamp planets without research, Oceanic population upgrades now affect Swamps and are 1 tier lower.
		-Techs that unlock a hero unit now have a special overlay to signify their significance.
			-TEC's Admiral Kol now requires two levels of the Civil Ship Safety Act research to recruit.
		-5 New "Fiefdom" series of random maps, with each player having their own solar system.
		-Highly Conductive Rails tech moved from a tier 3 to teir 2 tech.
		-Increased the Area of Effect of the TEC titan's flak upgrade to 1500.
		-Wormholes now have the proper mine limit of 10 per player.
		-HTS Genocidal Indoctrination bonuses and duration increased.
		-HTS Frenzy ability will now trigger properly, and Corvettes can now be counted towards the kill bonus (thanks Womble).
		-Ragnarov Titan's railgun upgrade no longer affects titans but now deals extra damage and gives a shield debuff to targets.
		-Slashed Cryo planet's odd 10 minute strip to the core time, now gives mostly crystal instead of metal resources.
		-Racial and Faction bonuses now start out researched (cosmetic change only, thanks Valephus).
		-Orthodox Advent starting homeworld culture spread reduced.
		-Vorastra Titan's stun shots upgrade no longer affects titans but can now affect Starbases.
		-The Advent's Fluxuating Shields capitalship upgrade now displays its proper description.
		-Desolate and Barren planets now use the new Barren planet research type.
		-Gas Gaints now require research to colonize, and can now have a max of 4 research asteroids.
		-Oceanic and Swamp planets now use the new Oceanic planet research type.
		-Ferrous planets no longer require research to colonize, but now are rarer and have slightly slower max population.
		-Vasari Ferrous planet population cap technologies now give their bonus to Aseroid and Moons as well.
		-Most planet related techs have been moved around and in some case brought down a few research teirs.
		-Replaced one of the Advent loadscreen pictures with a better one by Axxo.
		-Fixed an ice giant texture to not be rediculously reflective.
		
1.601	
		-New model for the repair drone in the Cybernetic planet random encounter by Genocyber!
		-TEC Colony frigates will now properly allow planetary weapons to be built on planets instead of itself.
		-Reset Desert planet max population back to 240 (somehow got reverted to 190).
		-Added the Rebellion 1.5 patch artifact buffs, with the following exceptions.
			-Releativistic factories does not add +4 logistic slots, but build rate bonus increased to 40% and added a 25% discount to Industry specializations.
			-Planetary shield artifact does not increase your bombing range by 45% but instead gives a 25% discount on infrustructure upgrades.
			-Buffed Hidden Archive's research rate bonus to +25%
			-Culture artifact keeps all its previous bonuses and now doubles the relationship reward from completing missions for other players.
			-Trade artifact does not benefit refineries, but reduces the cost of logistics upgrades by 25%.
			-Hidden Academy's experience bonus increased to 35%.
			-Mind control artifact now gives a 1% chance to capture enemy frigates jumping from your planets.
			-Shield artifact now also increases total shield points by 10%.
		-All antifighter frigates now have the buffed range of 4400.
		-Added the fix for the Void map.
		-Increased the chance of each planet having an artifact from 0.35 to 0.4.
		-Increased the ratio of planets to planet bonuses from 0.7 to 0.75.
		-Psintegrat Ayana now correctly has only one level of her Neuronic Possession ability.
		-All Envoy cruisers now correctly use 4 fleet supply like in Vanilla Rebellion.
		-Fixed a deleted decimal point that caused fully upgraded industry Hydrocarbon planets to give 600000% bonus to trade instead of 60%.
		-The planets named "Forest" in the Swamp/Forest planet type have been rename to "Rainforest".
		-Added another level to Swamp/Rainforest planet Social research, and slightly adjusted its values at all levels.
		-The Black Market planet bonus now has the additional effect of reducing planet allegiance by 5%.
		-Vasari Explosive mines hit points buffed to be close to the other factions' mines.
		
1.7
		-Pirate bases now have a captureable "Pirate Outpost" structure that allows any player to recruit pirate ships and the new Pirate Captain hero (1 per pirate base).
		-Pirate bases while owned by pirates are now more resistant to planetary and Novalith bombardment and have a defending "Pirate Captian" hero unit.
		-The most powerful pirate raids, whether they occur through bounty or player purchases, will now be lead by a Pirate Captain.
		-Pirate's should respond with stronger raids to high bounty. It took many more credits than intended to get them to send strong raids before.
		-Hero units are now unlocked by their own techs in the Diplomacy trees. They are free and instant research, but require a certain number of techs to unlock.
		-New "Non-Vasari Phase Gate" minimod allows the TEC and Advent to reverse engineer and build phase gates, but are much harder to get than the Vasari version. It is compatible with all other Minimods.
		-All new E4X techs, as well as Vanilla ones that recieved major changes, have an "E4X" overlay on them in the research tree.
		-Industrial planets now have a new guarenteed planet bonus that reduces ship costs by 10%, in addition to faster ship build speed.
		-The "secret" Cybernetic Planet has been buffed, with its guareented planet bonus/ability providing 33% cheaper ships and structures and 66% faster build speeds.
		-Adjusted all Forbidden World planet bonuses and added them to E4X planet types. Some bonuses have had their values and effects tweaked.
		-Player with the Forbidden Worlds DLC may now find the Trader Mining Colony random encounter on Ferrous Planets.
		-Capitalships in Random Encounters and the Titan on the Occupation planet will have gained a few levels!
		-It is now possible to "Abandon" neutral structures you capture, allowing players to get rid of ancient Superweapons they cannont use or give them to allies.
		-Uncolonizeable gravity wells (including those from Stellar Phenomena DLC) can now have planet bonuses, including some new ones unique to them.
		-Slightly upped the chance of getting a planet bonus due to all planets now having them.
		-Scientist Vasul's Assimulation ability now correctly has a 4th level available (thanks 5th Horsemen & Chaosmaster).
		-Matriarch Celestia should finally be more responsive to your orders! (Thanks 5th Horsemen)
		-VIR Starbases will now properly only jump to planets with phase nodes active, instead of any planet like the good old days! (thanks Mike)
		-Reduced the average number of frigates the Orthodox Advent's Psychic possession ability captures.
		-Stars now have a space mine limit of 30, instead of the Vanilla 500. :-o
		-The physical size of all Corvettes have been reduced to 60% their original size. Stats unchanged.
		-Hero Captain Aurelion's EMP Railgun ability can now target Corvettes and the autocast will now target titans.
		
1.701	-Fixed some crash bugs introduced with the Rebellion 1.8 hotfix.
		-Fixed some missing icons with Stellar Phenomenon DLC Stars and a few Random Events.
		-New DLC stars should now have proper mine counts. No mines may be deployed at a black hole however (they'd get destroyed before they were active anyways).
		-Vasari Central Command can once again research and build Phase Gates.
		-Reduced the passive AoE damage of all mines from 30 DPS to 25.
		
1.72	-Added a new Random Event, the Property Bubble. It occurs on a single planet and reduces planet upgrade cost and build times, but after a time the bubble will collapse, reducing tax income for several minutes.
		-Added new exiled Pirate Captain random event. He will flee to a planet at random and join whoever owns the planet in exchange for a share of the tax income.
		-Added Commodity Boom random event. Increasing resource extraction rates by 25% at all planets.
		-Added Immigrants random event. Permently increases the maximum population of a random planet and increases the population growth rate for a time.
		-Added Mining Rush random event. Greatly increases mining income on one planet and gives a 40% bonus to population growth for a time.
		-Added Phasic Anomaly random event. Lets a random player jump between all of their planets in a solar system for a time.
		-The Economic Upturn and Economic Downturn random events now give smaller bonuses and penalties.
		-The Hidden Academy Artifact now gives an extra command point and 50 fleet supply, in addition to its previous bonuses.
		-All ships move 50% faster in Star gravity wells, so that moving through them isn't such a pain.
		-All ships now jump between solar systems 50% faster, which might improve the AI on multistar maps.
		-Black Holes and Neutron Stars no longer reduce the phase jump speed of ships traveling from them.
		-TEC Shield Generator upgrade now only has one level, reducing the maximum shield protection from 90% to 70%. However, it is now easier to both get the shield generators and the upgrade.
		-Fixed a bug that caused the buttons in the fleet research window to be misaliegned with the background.
		-The Eradica Titan's unyielding will ability now only makes the titan invincible for 60/120 seconds. However, the titan will still stay alive after this effect finishes.
		
1.73 	-Black holes from the Stellar Phenomenon DLC have been reworked. They no longer deal periodic damage, but have a chance to suck in a random ships and destroy it!
		-Neutron Stars and Pulsars now grant Solar Regeneration like normal stars.
		-Gamma Ray Burst random event now reduces the target planet's max population by 25%, rather than always killing 240 population.
		-Random Events sound effects are now properly working!
		-Players starting homeworlds now generate a small amount of culture on their own until they are lost. The Orthodox Advent gets a lot higher culture rate.
		-Compatible with the new Star Wars: Interregnum add on mod.
		-Planetary Defenses will no longer attempt to attack invincible objects.
		-Minor tweaks to the AI priorites, let me know if you notice any change in difficulty.
		
1.74	-Fixed AI stalling issue (released as 1.731 Hotfix)
		-Added a new ship bloom shader courtesty of Star Trek Armada 3. You should now notice a difference with bloom on.
		-Readded Neutral Trading stations.
		-Advent Orthodox culture centers now require the normal 4 logistics slots.
		-Stellar Phenomenona Planets now have the proper mine limits.
		-Hero access research now indicates which hero it unlocks, and the AI should attempt to access heroes earlier.
		-Reduced the mod's RAM footprint by optimizing some textures.
		
1.75	-Added new Arena series of Random Maps.
		-Lots of tweaks to improve the AI.
		-Updated race homeworld bonus icons.
		-Minimod additions.
		-Radiance Battleship's Aminosity ability now has a greater range.
		-Increased the range of the Kol Battleship's Flak Burst, especially at lower levels.
		
1.8     - Readjusted resource balance to try to eliviate early game crystal shortage and make metal more useful.
			- Terran Homeworlds now have 2 crystal asteroids.
			- Reduced or elimated the crystal cost of the following unit types for all factions, while increasing the metal cost.
				- Antifighter, Carrier Cruiser, Heavy, Envoy, Siege.
		- New Planet Types Added.	
			- Contaminated. Low tier planet with the most Crystal Extractors in the mod. Requires Hazardous Colonization.
			- Alpine. Low tier planet with 5 metal extractors. Requires Ice Colonization.
			- Urban. High tier planet with no asteroids, but the highest population values.
		- Added four new skyboxes. All but three of the previous skyboxes have been removed. A new minimod will allow you to use all skyboxes, but this will increase RAM usage.		
		- Pirate ships now use standard armor types for their classes. This should make their expected counters work better, and make them easier overall.
		- Bombers now use the same armor type as Fighters. This means antifighter frigates deal much more damage to them.
		- Corvettes now have their own armor type. Antifighter frigates still deal the most to them, followed by capitalships, other corvettes and light frigates.	
		- Scouts now use the Medium (Light Frigate) Armor type, have increased acceleration and top speed, and increased hull/shield regeneration rates.
		- Mine armor type has been switched to Very Light. This will help the main anti-mine units like Scouts, Fighters and Flak destroy them faster.
		- Removed some of the uglier planet alternate textures to reduce memory usage.
		- Fixed a glitched Volcanic planet texture. 
		
1.801	-Updated the mod to Rebellion version 1.83. This will allow GOG.com players to use the mod.
		-The first hero unit for each faction has had their ship supply cost lowered.
		
1.81	-Updated to Rebellion version 1.84.
		-Increased antimodule damage to titans by 33% (unit must be able to attack non-structures).
		-Ships now use colored, directional shield effects.
		-Removed Reserve Squadrons ability from TEC Hero Admiral Kol and granted him a new one, Expert Instructor, which lets him give experience to other units.
		-Info cards now give more details about unit roles, in particular non-combat ships. E.g. units that can capture are now labeled in the counter description.
		-Fixed fleet supply usage of cruiser sized heroes.
		-Halved the costs of Starbase upgrades that prevent losing a planet to bombardment.
		-Added a new icon for the abandon structure ability on captureable entities.
		
1.811   -Updates to Rebellion 1.85.
		-Made several adjustments to the rampant militia's spawned by the outlaw sector DLC. In general they are slower to spawn so they don't impact the early game as much.
		-Adjusted the Smuggling Planet specialization on several planets.
		
1.82	-Starbase overhaul.
			-HTS's Resupply, Advent Mass Disorientation, and Vasari Phase Gate abilities no longer require Starbase upgrades to unlock. Only the research is required.
			-TEC Starbases already had Resupply by default, so an extra starbase upgrade slot was added.
			-Advent Induced Reverence upgrade was combined with the culture upgrade.
			-Vasari's planet protection ability merged with Colony Pods and renamed Lockdown Administration. Protects the planet it orbits from bombardment, colonization and grants tax income.
			-Adjusted the price of some non-combat starbase upgrades like the TEC's Factory upgrade. 		
			
1.83	-Update for Sins 1.90 String Changes.
		-Antimodule cruisers can now attack all units, not just structures. They are good against titans but deal much less damage against smaller targets.
		-The Vasari Sivuskras Ruiner minelayer now also doubles as an anti-structure cruiser. It now has a long range disruptor beam, but has no extra debuff for it like other factions have.
		-Tweaked AI priorities. Defensive AI will now explore planets, AI should develop planet population somewhat faster.
		-Added Infinite Research minimod.		
		
1.84	-Pirate scouts can now clear mines.
		-Fixed the "Advent Freeze" issue where the game could stall for 30+ seconds constantly. Major thanks to In_dy for sending the report that helped find it!
		-The VIR ability "Despoil Planet" can no longer be used to render the Occupation world uncolonizeable for a while.
		-The debuff from Despoil Planet now affects Corvettes.
		-Fixed a bug where non-Vasari AI could unlock phase gates without the non-Vasari Phase Gate minimod active.			
		-Fixed a number of minor text and icon issues (Thanks BigBantha)!
		-Titan and Fighters now use ANTIVERYLIGHT damage for anti-figther weapons, since all strikecraft now have very light armor.
		-The Vasari titan intense beam ship upgrade now correctly works in the Kultorask titan.
		-Fixed an issue that prevented the TEC homeworld from spreading culture like the others.
		-Ascended Advent Spirits of the Ascended now affects Corvettes.
		-Reduced the average number of ships captured by Orthodox Advent's Psychic Possession from 5 to 3-4.
		
1.841	-Update Strings for Rebellion version 1.92.
		-Corrected the number of mines that can be deployed at Comets.
		-Vasari Assault Nanites from the Rankulus Battleship can now target ships.
		-Fixed an issue where the Pirate Trading base random encounter would not always spawn at Space Junks.
		
1.85	-Update for Rebellion 1.94 / Minor factions DLC	
			-Mod now works with minor factions. Use embassies to capture them.
			-Added more Minor Faction starting forces.
		-Added new abilities to minor factions with limited utility.
			-Arankul Mercenaries now provide Nano Restoration, which you can purchase to increase your ships hull restore rate.
			-Danoba Free Miners can sell you Mining Equipment to increase metal and crystal mining rates until you lose control of the target planet.
			-Pranast United will now let you purchase TEC Planetary Defense Systems (Planetary Weapons) on a planet of your choice. The regular buildup time still applies.
			-Laesinda Dominion can now force an enemy planet to take increased damage for a time with their Scorn of the Unity.
		-Minor Faction abilities that trade resources now benefit from Minor Faction ability upgrade techs. Trade cooldown reduced by 1 minute per level.
		-Greatly increased embassy HP now that they are more of a target.
		-Envoy Diplomatic Immunity now no longer prevents abilities from being used, but duration reduced to 20 seconds.
		-Reduced antimodule damage against capitalships, heavy cruisers, light frigates, and corvettes.
		-Somewhat reduced chance of random encounters of NPC owned planets, to prevent crowding out areas for Minor Factions to spawn.
		-Fixed XP from killing Corvettes.
		-Fixed a vanilla Sins bug with the Triumvirate map's starting forces (thanks GulSurvives for always picking the worst maps!)

1.86	- Fixed a bug where Industrial Planet Specialization was cheaper than intended.
		- Corvette Balance Tweaks
			- Improved Flak/Fighter damage to strikecraft/corvettes and LRF/Siege frigates.
			- Reduced LRF/Heavy/Antistructure/Capitalship/Titan damage to Corvettes.
			- Increased Light Frigate damage to Corvettes.
			- Reduced Corvette Damage to Heavy Cruisers.
		- Buffed the TEC Shield Generator structure to now prevent 50%/70% of planet damage.
		- Colony Frigates can no longer be captured by other players. They will be destroyed instead.
		- Slightly decreased the build time of Advent Strikecraft to be more in line with other faction's squadrons.
		- Added a few extra civic structures to Minor Factions that did not have as many as the rest.
		- Reduced some of the Orthodox Advent's starting culture bonuses, as they already have a huge culture advantage in the early game.
		- Fixed a bug that caused Alpine and Swamp planet Metal Refinery income to be far too high.
		- Fixed the following Vanilla Sins bugs.
			- Junsurak Sentinel's Charged Missile ability is now deactivated when captured, allowing the new owner to move it.
			- The Vorastra Titan's Maw ability can no longer kill invincible units in its area of effect.
			- Fixed Shattered Moon UI icon.
		- Fixed a number of typos.
		- Psychic Possession no longer triggers when the culture center is scuttled. 
		
1.87	- Reworked Mad Vasari Titan Random Event
			- Without spoiling too much, the event is now more likely to happen, but at first only some scout ships spawn. The titan will spawn significantly later in the game, preventing un-fun games when it spawns way too early.
			- The Titan now has some special tricks that should help make it far more dangerous.
		- Increases Antimodule Cruiser XP values to be more in line with other combat frigates, as they can now attack ships.
		- Standardized capitalship level purchase costs. They are now set to cost 5 credits for every experience point needed to reach the next level.
		- Fixed a balance oversight that saw TEC and Advent squadrons rebuild faster than intended.
		- Reduce Ascended Advent faction resource reduction bonus from 15% to 7.5%.
		- Reduce Advent's initial crystal extraction bonus from 15% to 10%.
		- Reduce Orthodox Pilgrims of the Unity tax income buff from 15% to 10% per stack.
		- Advent's Shockwave of Ascension capitalship upgrade no longer disables engines. Duration reduced from 45s to 15s.
		- Iconus Guardians Repulse ability no longer affects Titans.
		- Kortul's Power Surge ability is now disrupted by Interrupt abilities.
		- Reduced cooldown time of Rankulas swarm deployment abilities. 
		- Change Combat Nanite Swarm to use capitalship damage type.

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