Sins Enhancement mod V1.7 3/23/08
Download Link:
http://files.filefront.com/Sins+Enhancement+Mod+v17rar/;9876004;/fileinfo.html
Works with 1.03 Sins Plus not yet incorporated
Since you guys can't wait. Here's my mod for 1.03. You'll have to wait a little longer to get it with sins plus cuz I've been having some CTD issues after combining them.
INSTALLATION:
Extract the .rar into your mods folder
For Vista users it should be located at:
C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods
Changelog:
Diplomacy:
-You now get an hour to complete AI missions. Now it's easier to make AI allies.
-Mission rewards increased to make them more worthwhile.
AI Players:
-Increased priority on building defenses. AI should build a lot more defenses now!
-Adjusted Aggressiveness
Constants:
-Hitpoints of pirate ships increased.
-Jump Angle reduced from 45 to 20. Much easier to blockade gravity wells. You better send a scout before sending your fleet into enemy territory now...
-Pirate bases can support double the population of normal asteroids and can have up to 12
logistics slots as well as 3 extremely rich metal asteroids and 3 extremely rich crystal
asteroids. Now pirate bases are VERY worthwhile to conquer.(beware the gauss cannons)
-Research speed back to default
-Tax income slightly increased
-Half hour between pirate raids
-Increased number of trade ships produced by trade ports.
-Lowest allegiance can get through distance is 35%
-Phase jumps no longer cost anti-matter. It didn't make sense to me that ships with less than 100 anti-matter could still jump.
Fleet Logistics:
-Maximum capital command points: 24
-Maximum Fleet Supply: 5800
-Reduced maneuverability and speed of many ships.
All Ships:
-Auto-join fleet default to off
-Auto focus fire default to off(except for squadrons). Now each ship in a fleet will target the type they are best against. Ships will also no longer focus fire thousands of points of damage on a single frigate. Fleet to fleet combat just became a lot more epic!
-Costs and build times back to default.
-Siege Ships - Siege attack looks more devastating. Now they look like planetary invasions. more work to be done on them soon.(Check out TEC's siege frigate attack!)
Tactical Structures:
-Cost of orbital defenses adjusted for better balance.
-Gauss/missile/beam structures will have damage tripled. Take up no tactical slots.
-Hangar defenses will support 4 squadrons, use less tactical slots.
-Phased Jump Inhibitors will have increase jump time by 2500% and have 1/2 the range. Now you have to place them at the edge of the build range limit as close to the phase lane you want to block in order for them to do their job. Now enemy ships trying to jump to your other worlds will have a MUCH longer jump charge time. I recommend not using it around the phase lanes the AI will use to retreat or you'll find the game to be too easy. Against human players though...
-Repair platform: repair rate doubled
Capital Ships:Now they're the big bad behemoths of the fleet that they're supposed to be.
-Damage,hitpoints,shields tripled
-More squadrons for carriers, start with 6
-resource cost doubled
-Take 7 minutes to build.
-Require more experience to level up.
Cruisers:
-Carriers will carry 2 squadrons
-Repair bots repair rate doubled
Frigates:
-Scout frigates automatically explore after being built.
- Anti-fighter frigates given shorter reload time to deal with the increased number of
fighters.(without focus fire, those turrets can now track multiple targets)
Fighters:
-No longer fly together in squadrons. Should make big fleet battles more epic.
Planets:
-Tax income for planet population raised. Now you'll need those terran worlds if you want to make real money.
-More extractors possible on worlds.
-Extractors can only support one refinery. Each refinery though has a bigger impact on resource rates than vanilla.
For Version 2
-new icons for individual fighters and bombers.
-Adjusted speeds of ships and weapons (I hate seeing a light frigate being chased by a
thousand missiles across a gravity well)
-Balance changes, especially for capital ship abilities to better go along with their new stats.
-Bug Fixes
-Pirates Playable
-New/more reasonable AI quests.
-Ability to toggle focus fire.
I only had time to test it for a couple hours on a 10 player map so let me know of any problems, things I forgot to change that are on this list, suggestions, etc.