Sins of a Solar Empire

File information

Last updated

Original upload

Created by

Septimus Raven

Uploaded by

SeptimusRaven

Virus scan

Safe to use

17 comments

  1. Desel83
    Desel83
    • member
    • 1 kudos
    is there a way to change the amount of crystal/ metal sold/ bought, i cant find anything (yet)? 
    500 base sold/ bought and 2500 with shift would be nice. 
    if anyone knows what file to change, pls let me know
    1. SeptimusRaven
      SeptimusRaven
      • member
      • 1 kudos
      The amount that's being sold is hardcoded into the game afaik. Was only able to modify the starting amount per player position at gamestart by modifying the amount provided for each individual player in the map file (be it a custom map or default game map). Please note that modifying default game maps renders them non eligible for achievements. Custom maps are already recognized by the game as custom so they don't share this issue.

      TLDR: Resource buy/sell amount seems to be hardcoded into the game. "Gameplay.constants" may contain the respective setting but i've tried my best not to modify unfamiliar file formats. Only used the bin converter provided by Ironclad dev.
  2. Desel83
    Desel83
    • member
    • 1 kudos
    how can i edit this mod? i want to lower the damage from titans and starbases.
    a titan should be able to hold its own against a fleet of 6 enemy capital ships without destroying them in 2 seconds, i want a real fight, not a slaughter (and maybe a second titan?!?).
    same for the starbases and some more: 7-10 starbases are too much, ai never builds more than one. 4-6 starbases that can move around in a gravity field would be perfect. 
    1. SeptimusRaven
      SeptimusRaven
      • member
      • 1 kudos
      Sorry that i didn't reply up to this point but i haven't checked on new mods n stuff for sins for a long time and i only saw this post right now therefore sorry.

      Anyways, to edit various entity files you need to copy them from the 'GameInfo' folder into the 'ConvertEntity' folder and then run the '_Entity_BIN-2-TXT' batch file to basically convert them into a text file which you can then edit at your leisure. The data is more or less intuitive. When you're done editing you need to run '_Entity_TXT-2-BIN' to convert them back into bin format and copy them back into the 'GameInfo' folder to apply the changes.

      As for lowering the damage i kinda get where that's coming from but as i mentioned in the description, the titan damage was meant to be high as to effectively make titans their own counter (and stats were inspired from eve and they get pretty mental amounts of dps there). Also starbases to be a second counter to titans but individual starbases can still be taken out with a massive fleet. It just felt wrong that the vanilla titans were so weak they were effectively larger, slightly better and much more expensive capital ships. It was ridiculous. As for the starbases, the low range coupled with the meager dps and limited functionality made them laughable by comparison. Barring special circumstances the AI would just ignore them most of the time and focus on the planet or orbiting fleets first. Also i'm aware that the AI only builds a handful of starbases and only one per gravity well but perhaps this is a good thing. I mostly play on cruel or vicious with multiple AI teamed up against me and they always manage to field impressive amounts of ships in relatively short spans of time so the multiple starbase feature is intended to counter that particular scenario and others like it.

      And if we get down to it and look at things in perspective, i ain't the only one that did this with titans and starbases. Behemoths from Endless Space 2 are also insane when in the field and they get even more insane when deployed as a starbase. They shoot from outside of the map, are untouchable and can effectively delete smaller targets in a single volley. They also couple as planetary shields. Talk about balance.
    2. SeptimusRaven
      SeptimusRaven
      • member
      • 1 kudos
      Btw, you can edit any map using the GalaxyForge tool (available on the game website) to add items at the beginning of the game. This is just about the only way i figured out how you can have multiple titans as i was unable to locate anywhere the stat that dictates the maximum amount of titans that can be built.

      As for moving starbases, at first this was a feature i implemented for every faction's starbase but i quickly found out it was a bad idea because they tended to move around the place even when they were within weapon range and often they would cluster in weird places and clutter up areas or the gravity well or even attempt to leave it whilst chasing targets that were located in a different gravity well. As you can imagine, it was a total clusterf#ck so i disabled the ability to move for all starbases. You can re-enable it by editing each starbase entity file and adding angular and linear velocity.
    3. Sammy86254
      Sammy86254
      • member
      • 0 kudos
      Can you help me edit the star base so at least my aliens star base can move again. RESEARCHSUBJECT_STARBASE_MOBILIZATION.entity is this the file I have to change to fix it?
    4. SeptimusRaven
      SeptimusRaven
      • member
      • 1 kudos
      Modified Starbase  here you go. It's a modded vasari starbase that will now be able to move within gravity wells and also perform phase jumps with the appropriate tech research. Paste the file in your "GameInfo" folder.

      Ps: sorry it took so long to reply, i hardly check up on sins if at all these days.
  3. amirfoox
    amirfoox
    • member
    • 0 kudos
    Logged in to say that you ROCK - fixing the AI's carrier/strike craft spamming alone is great, but all of your changes are a refreshing change of pace as well, thank you very much!

    Looks like this mod works even in 1.94, hopefully it stays that way.
    1. SeptimusRaven
      SeptimusRaven
      • member
      • 1 kudos
      Well thanks, but i'm not the only person that made fixes like this. Other people did too, and while their fixes are a bit unorthodox (removing the carrier cruisers entirely from the build order) they do provide an increased amount of stability and fluidity to the game.

      Also, sorry i made the titans too op. While admittedly it is kinda cool to have a one-ship-fleet and the ability to perform rapid surgical strikes into enemy controlled territory (useful when playing last capital standing mode), they can only be countered by 1 titan + full fleet or 8+ starbases. I admit i took inspiration from eve when i decided to give titans the ability to nearly one-shot almost anything, but the AI seems to be aware of this as well. As a direct consequence, whenever you hear the "An enemy has constructed a new type of warship" phrase and you didn't finish building at least 4 starbases at certain chokepoints, the game is more or less over. I have to apologize about turning almost every game into a defense rush. But, on the upside, playing with AI allies and using them as cannon fodder to hold certain points while you move in and flank the enemy has never been more satisfying than it is now.
  4. faomyd
    faomyd
    • supporter
    • 1 kudos
    My first colony capital ship cleared two systems (5 enemy frigates) and has gained so much xp that it is level 10 already.
    Is this intended ?
    1. SeptimusRaven
      SeptimusRaven
      • member
      • 1 kudos
      You mean the greatly reduced levelup xp requirements? Yes, that's intended. And the reason for that is quite simple. The AI cheats something fierce. Both economy wise; they trade resources on the market at a premium (50% profits per transaction or more) even when they shouldn't be able to (locked teams, only one AI player on the map and the human player doesn't use the market at all, etc) and make a ton of credits because of it. And also xp wise. Like... with my mod on, you can actually see it happening in real time. All you have to do is siege an enemy planet with a capital ship factory in orbit and watch the AI pump out capital ships that level up to level 7 like nobody's business (even tho level 4 is maximum purchasable and there's no combat going around that could provide them with xp; they shouldn't be getting any xp and levels past lvl 4, plain and simple). As for the economy test, i made a closed map (only one way out) with another AI and then sieged the only planet it had, cutting off the opportunity to capture any other source of income aside from the home planet. Barely made any ships at all, have to admit that, but after the game was over and i checked the stats, i noticed excessive amounts of resources in the resource pool (maximum credits/metal/crystal) in spite of the lack of income. This effect multiplies exponentially if more AI's are present. Idk if this is a bug or Stardock knowingly boosts the AI economy to aid an underperforming financial AI but still... this is not okay.

      So yea, the xp thing is intended and it affects all capital ships and titans in the game, both player and AI controlled ones. Simply got tired of the AI bullsh1tting it's way through the levels and now all ships leveling is simplified to the point that it became trivial.
  5. ofthemessenger
    ofthemessenger
    • member
    • 0 kudos
    Hey! I'm looking forward to using this mod. The changes you mentioned makes sense and I think this would make the game feel more balanced/realistic. And I'm sorry to ask this, but do you have a complete list of the changes you made? It's a little hard to utilize this mod fully without one. For example: I just started a new game with your mod enabled (and only your mod) and in the research tree for the Vasari, it says only one owned starbase can be in a friendly gravity well, but according to what you mentioned as well as a picture you uploaded, I can have multiple starbases. That's the thing though, I don't know how many I can have and if only the TEC are able to have multiple starbases in a gravity well. Then in another picture you seem to have multiple titans, so it would be awesome to have a complete list so we could plan ahead. Thanks!
    1. SeptimusRaven
      SeptimusRaven
      • member
      • 1 kudos
      A complete list with all the changes will be... long. Very.

      Well first, the mod itself is a complete replacer of the retail "GameInfo" folder, wich means you have to make a back-up of the afore mentioned folder (usually located in D:\Games\Sins of a Solar Empire ; it's in the game's main folder ) and replace it with this mod. The reason i didn't do a mod like everyone else is because tbh i've never tried it, and it just seems easier to replace the files rather than have the game engine look at 2 folders at the same time: the default "GameFolder" and the "Mods" folder, all the while trying to script what's happening with 10000 things and what's taking damage and where and so on... it's nuts. Replacing files seems easier to me, you just have to keep a copy of the original "GameInfo" just in case you want to revert to the original.
      Btw, that goes without saying, don't try to play online with modded games; needless to say that it may not work at all, but if it does, depending on the game you could get banned, so yea...

      Right, first thing's first. To give you an idea, i've touched every aspect of the game, every faction, everything that seemed out of place. And made balanced changes in between the factions. So yea, every faction can construct the same amount of starbases except tec loyalist faction that have more (that was already in the game, i didn't make the faction op or anything ) ,every faction titan has about the same amount of dps (and that took a lot of time to figure out, and the changes came in waves), titan skills were modified here and there in an attempt to make them properly fit the respective titan and it's intended playstyle but not too much to make them too out of place... also i changed squadron composition and setup (all factions have now 2 fighters per fighter squadron and one bomber, build speeds and health were slightly improved to compensate) but most of the changes done with the fighters were an attempt to improve game responsiveness and the gameplay makeup (before, bot would just swarm you with blobs of basically free fighters and obviously reaped all the benefits; all you could do is try and mitigate the damage as much as humanly possible... at 5 fps or less during late game... and i'm not having that )

      As for the multiple titans, believe me, i tried hard looking around to see if i can find the stat or piece of code that describes how many of them can be built... no luck. If you want to have multiple titans around the only way to do that is to have the map spawn them for you at the beginning of the game. Wich means you have to be careful not to loose them once you have them. Should all of them be destroyed, one of them can be rebuilt again just like retail. But if you want to have more you need a custom map that says at the beginning what the player gets and things like that (there's a custom map available for download that does just that if you're interested)

      Bottom line, bots are now manageable because they don't bog down your game to a crawl with thousands of fighters like they did before; multiple starbases can be built in the same location ( and let's be honest, if you have the money and want to defend a place no matter what then why not? ); titans are way more resilient and effective than before ( cuz before ~300 fighters took one down in 3 min tops, i mean yea... fun...); what else... oh, i also seem to remember doing something about the capital ship classes, balancing battleships with the battleships, carriers with the carriers, for all factions, so yea, there's that too...
      I donno.. just a lot.

      All i can do is hope you enjoy the mod and wish you happy gameplay.
      If you need any further info or anything, i'll try my best to tell you. Peace.

      Ps: now that i carefully read and understood your post, i get the distinct feeling that...
      That research option "Advanced Fire Control", the one you see in the picture; you need
      to research that in order to unlock the multiple starbase thing. It's available for every
      faction. The reason i did it like that is because i wanted to have the bots research
      the friggin' upgrades, not just spam an endless wave of cannon fodder (i saw a mod
      around, quite recently uploaded, that did something with the capital ship count and
      fleet sizes and stuff like that. While making upkeep 0. And the mod was pretty insane
      too, something along the line of having 1000 caps and 10k fleet sizes. You can't do
      that... the game will just freeze up...) Instead have the bots research the dam thing
      first, then they unlock it, and then the script decides if the bots use the benefits or
      not. If i'm to be honest i don't think i saw them build above 2 starbases per grav well
      more than 20% of the time. And that's okay. The alternative is them spamming the
      dam things until there's no more room left... for anyone. Player included. I know this
      seems a bit of a nerf in comparison with other mods that promise thousands of things
      but we have to accept that the game engine is severely limited (just recently, they've
      upgraded it to a maximum of 2 cores used, after years of complaints from the players)
  6. SeptimusRaven
    SeptimusRaven
    • member
    • 1 kudos
    Right... so, the latest update was long overdue, but with me being 12% more lazy than usual and having other things to worry about with other games... i'm just glad that i finally got to do this. Took about 2 days to sort everything out and i still can't edit planets

    Changes included with this update are mostly just general gameplay and quality-of-life improvements and i'll explain what i mean by that in a moment. But first i would like, if i may, to ask of you (the player) this question. What do you think it's best in a general strategic and tactical situation? Cheaper, mass produced blobs of units, but undeniably less effective overall.. or fewer, better built, consistently efficient and effective units that no doubt are worth the investment?

    With that in mind, here are the changes made with this update:

    Fighters: -fewer per squad (3 fighters and 2 bombers for all races). But they were given more health and are more effective overall. More EFFECTIVE... Have you ever wondered where did your framerate and game responsiveness went after the first 30 min of playing? I'll give you three guesses...

    Troll ability "PhaseOutHull" : -it still does what it used to to before, but now it can only be used against enemies. Also changed the cooldown. It just didn't seem fair. Or logical. If used against enemies, it phases out the hull and does some shield damage and disables all the subsystems. If used against an ally, again, it phases out the hull, heals some shield and again, disables all the subsystems. Make up your mind stardock! What's it gonna be used for, friend or foe? From where i'm standing it has too few benefits to actually be a positive buff skill so i disabled that. Foe only now. As for the cd, well i increased that because i felt partly entertained, but mostly annoyed at the fact that just one skill, can make a battle that should last 2 min, actually last 15... i mean c'mon...

    Starbase weapon balance: -finally... i've tried time and time again to tweak the cooldown, damage and target count, to have them do at least closely similar amounts of dps. But to no avail. Then i've given up trying and decided to have them all fire similar burst counts and the same amount of cooldowns and target counts. The result is that all three starbase classes now have the primary weapon fire once every 7 s (spiritblade, chaosbolt, beamlasers) and the other weapons fire once every 5 s. The dps is now more balanced than ever.

    Titan weapons: -so yea, i get it, stardock tried to make the titans be as unique and diversified as possible. But why have some that have 5 weapons and the rest only 4. That's blasphemy, son... No more. Now all titans have one weapon type that deals a proportionally large amount of damage BUT only forward, two weapon types that deal medium damage forward and on the sides, one more medium damage dealer but omnidirectional (on all sides) and last but not least, a lightweight damage dealer intended to be used against fighters. Don't be too scared by the average dps it displays in the infocard; that damage is high because the weapon cooldown is very short, only 1 s. Also the weapon has a short range, so as long as you don't try to ram the titan off the map with hordes of frigates, you should be fine. And on that note (i mean titan weapons and titans in general) i've always seen titans as a long range, almost artillery like platform with sniper skills, intended to be used from as far away as possible. Think titans from eve. You'll never see an Erebus attacking anything closer than 30 km... the dam turrets will miss all the time. And the doomsday weapons fitted on these titans are universally intended to be used against capital ships and dreadnoughts only and from very far far far away. So yea... idk why stardock insists on having it's titans headbutting starbases and fistfighting walls of capital ships, when it's so much easier to just lazer them from as far away as possible...

    Other ability changes: -lastly i also made some changes to some abilities here and there, some seemed too OP, others felt underwhelming and so on... minor changes but changes nonetheless.


    Guess that's it for now. Until i can edit planets again, this could be how things will look like for a while. Feel free to comment about how do you think some of the changes impact the gameplay (500 fighters per gravity well... sure is fun taking them one by one at 2-3 fps. thanks for that stardock) Also feel free to tell me how insane i am and how dare i to mess with the meta and change titan weapons and make them too overpowered and what have you..

    It's a titan. You get what you pay for... now if you want to kill one you have to either wait for it to come into a gravity well where you've purposefully built 8-10 starbases and watch it go pooh... or you could build the largest fleet the galaxy has ever seen and flip a coin (do i attack, do i hold back)...
  7. SeptimusRaven
    SeptimusRaven
    • member
    • 1 kudos
    Latest change: nerfed " Desperation" by alot; previous setting had it go all the way up to 1275% weapon cooldown and that's just insane.
    I've changed it to 90% now and it seems more than reasonable and fair. The reason why it went up so high is because i previously changed
    it to 85% per increment, only i didn't know it's stackable; and since i don't play vasari so much i didn't notice until just now. But it's okay
    now, and i hope i don't find any other surprises hidden away somewhere or anything, but to my own defence, i'm trying okay?
    Yea i know "Unyielding Will" set to active is more or less useless unless the ship took damage, and utterly useless if it's just upgraded
    to lvl 1, but at lvl 2 it will make the ship invulnerable and decrease ability cooldown just like retail, with the added benefit of Not
    killing your ship after use. I also made it so that the ship will only autocast if damage exceeds 80% hull so it won't be used needlessly.
    What other choice do i have? If i leave it passive, then it's gonna become a god skill, since it has no cooldown, basically the ship turns
    invulnerable every time it's about to be destroyed... anyway that's just that one skill, and the others i've changed seem to be working
    just fine with the changes i made.
    A quick re-download and replacing of "GameInfo" folder will apply the changes i made.
    That's all i guess. Enjoy.
  8. SeptimusRaven
    SeptimusRaven
    • member
    • 1 kudos
    Yea, so i managed to do something about the abilities too. Titan abilities mostly. Managed to do some changes,
    tweaks and general improvements (up the damage and range mostly) but not all of them came out quite right...
    Like Unyielding Will for example. I tried to leave it as it is, but a skill that kills you after you use it.. that's just
    not my cup of tea. So i removed the "kills you" part and tried to give it a cooldown; except it's a passive skill,
    and the game went "WUT?!... WTF?!?!"... anyway, long story short, after the game decided to delete the skill
    strings (for whatever reason), i changed my mind and made it an active skill. It uses antimatter and has a
    cooldown (8 min sounds reasonable, for a skill that makes your ship invulnerable for 120s) just like any other...

    I know what you're thinking.. it's nuts. But i just don't agree with certain things, and the way i change them to,
    they just sound or feel kinda less infuriatingly unrealistic. But i do try to make them as real as possible, within
    reason ofc (i could try to make snipe nearly 1-shot a capital ship or "The Maw" to eat your entire fleet like i did
    in 1.8 version, but let's be honest, that's no fun for anybody)

    Anyway, that's all for now. Lemme know if you think some other things need changing or if something else is
    bothering you about the things i changed. Cheers.
  9. SeptimusRaven
    SeptimusRaven
    • member
    • 1 kudos
    Apparently, if you upload a self-extracting archive it will be treated like the highest
    threat possible to humanity. Took note of that and changed them to normal archive.
    Sry about that, my bad.

    Lemme know in the comments what you think about the mod sofar.
    Cheers.