Sins of a Solar Empire

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Game - Sins Of A Solar Empire Rebellion V1.82
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Mod - Universe At War V1.4.4 With Titans (16 Ships)
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Patch - 4.4 With Titans (16 Ships)
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How To Install Patches
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Step 1 - First Install The Main Mod. The Big One Around 750 MB
Just Extract The "Universe At War" Folder From Mail File To Your Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82

Step 2 - Pick Up A Patch. Either With Titans(No.1) Or Without Titans(No.2)

Step 3 - Extract The "Universe At War" Folder From Your Patch To "Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82".
Replace The Files If Asked. And Your Done.

Step 4 - Now Pick A Compatible Addon. Do The Same Just Extract The "Universe At War" Folder From Your Addon To
"Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82". Replace The Files If Asked. And Your Done.

NOTE - You Can Use As Many Addons As You Like, Just See If They Are Compatible With One Another And Compatible With Your Main Patch. To See Your Currently Installed Addons, Just Read The Addons Read Me's.

NOTE - All Addons Are Interchangeable And Swappable With One Another. To Revert Back The Changes Just Use The Appropriate Addon. To Remove All Addons Just Repatch The Game With One Of The Main Patches.

Change Log At The Bottom Of The Read Me.


Universal Edits -
===============
Colony - 3x Antimatter Regen And 2x Antimatter, Armor Is Added As For Default Values Of Those Races (Example Default Number For Vasari Is 3 So Armor Is 3), 2x Linear Acceleration, 2x Linear Speed, slot count 5

Scouts - Race Specific Stats x 3

All Small Frigates - Refinary, Trade Yada Yada - Race Specific Stats

Important Buildings - 5x Current Stats

Orbital Cannons And Titan Factorys Costs 3x And 5x Respectively

Defence Platforms Damage Boosted Considerably

Range Of All Weapons - 2x

Titans, Carriers And Dreadnoughts Host Gunships

3x Phase jump Speed For All Races And 2x Multiplier When Jumping To Friendly Planets

Starbases - Race Specific Titan Stats, 6x Damage And Range(2x Weapons Range Only For Immobile Starbases) , Can Build All Modules Available (25 Modules), 2x Carrier Strike Craft Capacity Of Specific Races.

Defense Platforms - 4x HP, 3x Damage, 2x Banks

Titans - 4x Expensive Than Capital Ships 1.5x Damage, 25% Damage Increase, 20% Weapons Cooldown, 3x Antimatter And Antimatter Regen, 2x Linear Acceleration, 2x Linear Speed.

Capital Ships - 3x Linear Acceleration, 2x Linear Speed, 2x Antimatter And 2x Antimatter Per Level

Flagship - Race Specific Titan Stats (Example 4x Hull, 4x Shield, 4x Armor For Vasari) , 4x Antimatter, 10 Antimatter Regen per second, 5x Linear Acceleration, 3x Linear Speed, 2.5x Damage, 5x Shield And Hull Regen

Titans - 4 Targets Per Bank

Dreadnoughts And Battleships - 2 Targets Per Bank

Heavy Assault Ships - 3 Targets Per Bank

Special Ships
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Tech Special Ship = Dreadnought Weapon And Strike Craft Stats

Vasari Special Ship = Carrier Weapon And Strike Craft Stats

Advent Special Ship = Heavy Assault Weapon And Strike Craft Stats

Race Specifics -
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Gunship Names -
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TECH - Crusader Gunship

ADVENT - Banshee Gunship

VASARI - Anubis Gunship

PIRATS - Bloodhound Gunship

Strike craft -
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Vasari -
C - 340 HP, 93 Damage - 4 - 1360 HP, 372 Damage
B - 560 HP , 231 Damage - 2 - 1120 HP, 462 Damage
G - 1120 HP, 77 Anti Light And 62 Composite Damage

Tech -
C - 240 HP, 60 Damage - 6 - 1440 HP, 360 Damage
B - 400 HP, 135 Damage - 4 - 1600 HP, 540 Damage
G - 800 HP, 50 Antilight And 40 Composite Damage

Psi -
C - 160 HP, 48 Damage - 8 - 1280 HP, 384 Damage
B - 300 HP, 105 Damage - 6 - 1800 HP, 630 Damage
G - 600 HP, 40 Antidamage 32 Composite Damage


Logic - 4x HP For Bombers And Fighters And 8x Bomber HP For Gunships, 3x Damage For Fighters And Bombers, 2.5x Damage Of Fighters As Antilight Damage And 2x Damage Of Fighter Damage As Composite Damage For Gunships

Exp = Fighters =1, Bomber = 2, Gunship = 3

Armor Is Race Soecific - Tec Fighters Get 4 Armor, 6 For Bombers And 12 For Gunships

STRIKECRAFT - NEW EDITS (Light - Normilians, Advent, Pirate | Medium = Trade, Tech | Heavy - Replicators, Vasari)
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Fighters -
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Light - 8 Per Squad 4 Seconds Each = 32 Seconds Per Squad

Med - 6 Per Squad 6 Seconds Each = 36 Seconds Per Squad

Heavy - 4 Per Squad 8 Seconds Each = 32 Seconds Per Squad

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Bombers -
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Light - 6 Per Squad 6 Seconds Each = 36 Seconds Per Squad

Med - 4 Per Squad 9 Seconds Each = 36 Seconds Per Squad

Heavy - 3 Per Squad 12 Seconds Each = 36 Seconds Per Squad

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Gunships -
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Light - 4 Per Squad 12 Seconds Each = 48 Seconds Per Squad

Med - 3 Per Squad 18 Seconds Each = 54 Seconds Per Squad

Heavy - 2 Per Squad 24 Seconds Each = 48 Seconds Per Squad

Strikecraft -
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Heavy Assault Ships - 2 Squads

Battle Ships - 3 Squads

Support, Colony Ships And Dreadnoughts - 4 Squads

Titans - 5 Squads

Carrier - 7 Squads

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Race Stats
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Pirate Ships -
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Capital Ships
basePrice
credits 3000.000000
metal 600.000000
crystal 250.000000
Capital Ships - 3x hull, 4x armor, 2x shields

Pirates - 4x Hull, 5x Armor, 3x Shields

Vasari -
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Capital Ships
basePrice
credits 4000.000000
metal 600.000000
crystal 300.000000
Ships Costs 2x More Res Than Tec, 20% Starting Shield Mitigation

Capital Ships And Other Ships - 3x Hull, 3x Armor, 3x Shields

Titans - 4x Hull, 4x Armor, 4x Shields

75% Max Shield Mitigation

60 Hull/60 Shield Repair

Advent -
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Capital Ships
basePrice
credits 3000.000000
metal 600.000000
crystal 400.000000

25% Starting Shield Mitigation

Capital Ships And Other Ships - 2x Hull, 2x Armor, 5x Shields

Titans - 3x Hull, 3x Armor, 6x Shields

80% Max Shield Mitigation

40 Hull/80 Shield Repair

Tec -
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Capital Ships
basePrice
credits 2000.000000
metal 800.000000
crystal 200.000000

10% Starting Shield Mitigation

Capital Ships And Other Ships - 4x Hull, 4x Armor, 1x Shields

Titans - 5x Hull, 5x Armor, 2x Shields

70% Max Shield Mitigation (60%)

90 Hull/30 Shield Repair

SHIP SPACE
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Maximum Ship Spaces = 1950 Space

And 24 Capital Ship Slots

Starting Again
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Done -
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- Changed Shield Mitigation And Jump Speed And
- Removed UnnessarryFrigates And Removed Hanger Defenses And Added Dreadnought Factory In Player Entity
- Dreadnouht Factory Can Now Be Build In Tactical Session, Dreadnaughter Factory Antimatter Rate Increased From 1 ~ 3 And Culture Rate Decreased From 1.0 ~ 0.1
- Dreadnought Ability Cooldown Decreased, Dreadnought Slot Count Increased To 100
- Removed Extra Frigate Factory In GalaxyScenarioDef File.
- Done Making Gunships For All 7 Races
- Done Strike Craft For All Races
- Vanilla Race Capital Ships And Titans Done
- All Races Fleet Capacity Research Done
- All Capital Ship Stats Done (Damage/Fleet)
- Capital Ship And Titan Exp And Cost To Level Up Added
- All Races Capital Ships And Titans And Starbases Done
- All Race Defense Platforms Done
- Scouts, Envoys Done
- Important Tactical Structures 4x Hull (Jump Blockers And Repair Platforms)
- Done Upto Tech Support Restore Shields


Patch 2.0 -
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Super Weapon Building Cost And Time Increased, Now Super Weapons Are Awesome

Starbases Damage And Abilities Time Increase

Orbital Cannons Cost Increased

Buff Salvage Operations Nerfed From 15% To 9%

nerf ragnarov salvage from 9% to 3% and The Maw Salvage from 10% to 5%

the maw titan damage reduced from 20000 to 15000

Healing/Regeneration - 15 Seconds Gap

Coronata Titan Heal Move Nerfed

eradica no longer dies after going into invinsible ... user have 45 seconds to get it out of the battlefield

Super weapons Research Cost Increased

Cost Of Population Growth Researches Decreased

- Rapid Development For Tech

- Vasari - Artificial Longevity For Vasari

- Communal Labor (Changed To Unity's Nourishment)

Strike craft Production Duration Doubled (Cause They Were Being Replaced Too Fast)

==================================================
And Hence The Universe At War V1 Patch 2 Is Done
==================================================

Patch 3 - Change Log -
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Removed Fighters And Bombers From Carriers, Dreadnoughts And Titans Forcing Ai To Build Gunships Instead Of Fighters And Bombers Cause The AI Is Not Using Gunships Effectively

Changes Speed Modifiers.

Pirate Base Reinforced With Additional Gauss Cannons And 2x TItans

Pirate Gauss Cannons Damage And Range Increased 1.5x And Weapon Cooldown Decreased To 66% (/3)

A Few Changes (Replace Phase Loyal And Tech Rebal Pair With Psi Rebal And Tech Loyal Pair Cause There Were Very Few Of Them)

Scouts - Health, Shields, Health Regen, Shields Regen And Acceleration Increased - 2x

Patch 4 - Change Log -
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Change Gunships slot

Nerf Neutral Armies, No More Titans For Neutral Planets. Instead They Are Added To Pirate Base

Main Change - Made It Easier To Level Up
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Money Required To Level Up Capitals Reduced

Capital Ships Exp Required Reduced

Capital Ships Dead Exp Increased

Titan Exp Required Reduced

Titans Dead Exp Increased

Pirate Ships Speed Nerfed (Back TO Original Sins Speed, Or So I Think)

Removed Titans From Local Military And Add Them To Pirate Base

Reduce Scouts Health Back To Previous

Patch 4.1 Change Log -
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Increased Income Speed Multiplier

Fixed A Bug With Tech Boarding Party

Patch 4.2 Change Log -
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Nerfed Pirate Base. Removed All Capital Ships And Added More Repair Stations. Cause All The Strike craft Were Annoying.

Patch 4.3 Log -
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Repair Platforms Repair Ability Tweaked
Fixed Tech Loyalist Orbital Cannon Research Cost
Psi Dreadnought New Ability - Meteoroid Smash
Advent Titans Powers Tweaked A Little (Unyielding will and subjugating assault)

Patch 4.4 Log -
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Titans/CapitalShips Cannot Be Captured Anymore
Increased Ship Slots
Super Weapons Tweaked A Little. Now Phase Super Weapon Can Kill The Moderate population And Do Moderate Damage For Planet. Psi Super Weapon Can Heal Friendlies.
Increased Price Of Super Weapons And Capture Abilities Massively.
Tech Capture Ability Cooldown Decreased.

Patch 4.5 Log -
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- phaseout hull duration doubled
- phase out hull recharge increased (4x of duration)
- phase out hull range reduced from 6000 to 4500
- phase out hull antimatter cost increased from 60 to 120
- ceasefire ability duration reduced from 75 to 60
- ceasefire ability recharge increased from 180 to 240
- cease fire antimatter cost increased from 113 to 120
- ragnorak titan salvage % nerfed from 120% to 30%
- Ragnorak Titan Salvage Range Increased From 9000 To 12000
- ragnorak titan snipe damage increased from 1500 to 1800
- ragnorak titan snipe recharge duration increased from 10 to 15
- titans exp required to level up increased 4x
- vengence cool down increased from 40 to 45
- vengence damage reflect reduced from 450% to 75%
- buff taunt damage reflect reduced from 150% to 45%
- taunt targets increased from 45 to 75
- taunt also effects fighters and Corvette
- ability blackout duration reduced from 45 to 20
- ability blackout recharge increased from 15 to 60
- ability blackout antimatter cost increased from 75 to 120
- coronata titan regeneration rate More than doubled
- coronata titan invulnibility replaced with disable immune
- Ion Cannon recharge rate Increased From 10 to 40 seconds