
A Single-Player
Overhaul for
Sins of a Solar
Empire
V 1.5
Contents
Introduction 3
Installation: 4
Special Thanks 5
Single-Player Changes: 6
More Impressive Firefights. 6
Ship Changes. 7
Capital Ship Balance. 7
Cruiser Tweaks. 7
Frigate Tweaks. 7
Fighter/Bomber Tweaks. 7
Defensive Changes. 7
General Gameplay Changes. 9
Diplomacy Tweaks. 9
Pirate Tweaks. 9
Planet Changes. 10
Changelog 13
15
When I first started playing Sins of a Solar Empire, I did what most
of you probably did, started off on a smaller map and played one or two easy AI
to introduce myself to the game. My
second time around on the single player, however, follows a trend that I’ve had
whenever I’ve played strategy and 4X games; I cranked out a “Huge Random” map,
threw in 10 AI, and set everything at its slowest.
Before I continue, let me reassert
that I love Sins of a Solar Empire. However, there were some aspects of the game
that simply did not work for me, especially on larger maps. The beauty of Sins, however, is that it allows a very large amount of editing,
and furthermore has easy access for those of us (such as myself) who are not as
talented at programming/modeling/etc. So
I began to tinker at various settings, and this is the product of my
experimentation: The Mars Effect.
The Mars Effect aims to do five things:
I.
Overhaul ship balance with a greater focus on
capital ships, and to provide a greater emphasis on fighter/bomber squadrons,
while simultaneously boosting the anti-fighter frigates’ power.
II.
Change the diplomacy and pirate aspects of the
game so that the penalties for not completing AI quests is lessened to various
degrees, and the time between pirate raids is greatly increased, as is the
maximum pirate raid strength.
III.
Greatly reinforce planet defenses to the point
where it requires an actual assault to take fortress worlds
IV.
Overhaul the capital ship and logistic point
system to allow for multiple fleets to better function on larger maps, while
balancing it such that this mod will still function on smaller maps due to
higher maintenance and research costs
V.
Make minor modifications to ships without
changing overall balance to both provide more visually stunning battles.
Note: Until v1.3 of Sins of a Solar Empire comes
out, the total size of this mod will be roughly 1.3GB, make sure you have that
much space on your HDD before installing this mod!
Disclaimer: I am
in no way, shape, or form responsible for any issue(s) that may arise from
using this mod, and additionally anyone who has not read this readme will not receive any help from me, regardless
of their issue. I will ignore any
issues that have been covered in the readme.
- Unzip
using either 7-Zip or WinRAR 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 - For XP
users, it should be located at:
C:\Documents
and settings\username\Local Settings\Application Data\Ironclad Games\Sins of a
Solar Empire\Mods
- You should
now have the folder “The Mars Effect” located within your “Mods”
folder. Within “The Mars Effect”,
you should have the following items:
- “GameInfo”
folder
- “String” folder
- “The Mars
Effect Mesh” folder
- “The Mars
Effect Textures” folder
- “Window”
folder
- The Mars
Effect README.doc
- VERY IMPORTANT! Navigate to your Sins of a Solar Empire installation directory, and copy the
entire “Textures” and “Mesh” folder and paste it into the
“The Mars Effect” folder within your “Mods” folder. Close the Sins of a Solar Empire installation directory window.
Your “The Mars Effect” folder should now contain:
- “GameInfo”
folder
- “Mesh” folder
- “String”
folder
- “The Mars
Effect Mesh” folder
- “The Mars
Effect Textures” folder
- “Textures” folder
- “Window”
folder
- The Mars
Effect README.doc
- VERY IMPORTANT! Copy the entire contents of “The Mars Effect Textures” folder
and paste them into the “Textures” folder; click
“overwrite”/“replace” to all.
- OPTIONAL.
Delete “The Mars Effect Textures”
folder.
- VERY IMPORTANT! Copy the entire contents of “The Mars Effect Mesh” folder and paste them into the “Mesh” folder; click
“overwrite”/“replace” to all.
- OPTIONAL. Delete “The Mars Effect Mesh” folder
- Start Sins of a Solar Empire.
- Select and
enable the mod through the Sins of a
Solar Empire Options menu (Options à
Mods)
- Enjoy!
- Feel free
to report any bugs/feedback to me on the official Sins of a Solar Empire
forums under the handle: xXAequitasXx
Many thanks go out to
Ironclad for making such a wonderful game, and to Stardock for not only going
beyond what a publisher will normally contribute, but also to their lasting
commitment of putting the customer first.
A gargantuan “Thank You”
to - Uzii - on the official forums for
helping me work through a couple of bugs as well as allowing me to incorporate
Sins Plus into my mod.
Everyone on the forums
for their willingness to be my guinea—erm…mod testers.
Finally, to end this
Oscar acceptance, I of course have to thank my fiancée, both for her patience
and her love.

·
·
Done via burstcount and burstdelay, etc. Damage untouched.
·
Some minor changes to weapon types (larger
emphasis on cannons for TEC, more beams on Advent battleship, Vasari stays the
same)
·
Removed default to focus fire in attempt to
liven up battles, with the idea being that each ship will now engage its proper
target; hopefully will further liven up battles
Ship
Changes
·
20% more HP to all capitals' starting HP, 20%
increased HP per/level;
·
Battleships gain an additional 0.1 armor
increase per level as compared to their old armor increase level
·
Carriers start off with an additional squadron,
gain more squadrons per/level
·
Colony ships gain additional command points
per/level
·
Siege capships have a 50% siege damage increase
·
Support capships (including Vasari scout)
have a 25% increased AM pool increase per level, and 10% increased AM regeneration
rate increase per level
·
Carriers now have two squadrons, but 20%
increased cost
·
Illuminator tweaked to have 5000 range, 15% shorter cooldown
·
Vasari assailant tweaked for longer (7000) range
·
Anti-Fighter frigates now have increased damage
[50%], increased range [10%], and decreased cooldown [20%] to better deal with
greater numbers of fighters/bombers
·
Squadron size increased by one for Vasari, 2 for
TEC, and 3 for Advent
·
Build time decreased by 50%
·
Individual damage decreased by 15% for Advent
·
Fighter HP reduced by 30%, Bomber HP reduced by
50%
·
“Point defense” (anti-strike craft) platforms
for all races
o
Does damage equal to three banks of anti-frigate
batteries (alternatively, 75% of the frigates total damage if all four banks
were firing simultaneously), but with a 50% decrease in cool down times
o
Increased turrets’ turn rate
o
Lower resource cost (300/100/50) as compared to
the more expensive defense platforms (375/112/75) and quicker build time (60
vs. 75)
o
Range of 3000
·
Introduced new prerequisite techs for the point
defense platforms
o
TEC:
“Rapid Fire Weaponry”
o
Vasari:
“Improved Vector Missiles”
o
Advent: “Anti-Fighter Lasers”
o
Research cost set to 400/0/25
·
Phase Inhibitor overhauled
o
Phase inhibitor now covers entire gravity well
o
Phase inhibitor has 30X increased effectiveness
o
Phase inhibitor has 50% increased HP
o
Phase inhibitor has 10X increased build time
·
Range on all defensive platforms increased,
Damage increased by 25%, HP increased by 50%, resource cost increased by 50%,
build time increased to 75
·
Defensive Hangars now host one additional
fighter/bomber squadron per/platform
·
TEC Planetary Shields module HP increased by 50%
·
Vasari Nano Weapon Inhibitor module HP increased
by 50%
·
Advent Anti-Matter recharger ability restore
rate increased by 50%, Max AM increased to 500, AM regen to 1.0
- Logistics techs changed
- More capital ships allowed (max 30 now); +10%, +
15%, +20% increase in cost of research for the last 3 techs, resp.
- Logistics points scale to a higher end level
(5000 max), but with a higher upkeep cost (90% at the highest; keeps it
feasible to large empire only)
- 15%, +17.5%, +20% increased cost of research for
the last three levels; Vasari costs increased by 15%, 20%, and 30% (due to tech
advantages of larger fleet)
- Vasari Dark Fleet cooldown increased by factor
of ten
- Anti-Fighter Frigate technology now requires the
point defense platform technology to be researched first
·
Increased time between quests to four minutes
(v1.5)
·
AI is more willing to negotiate cease-fires
·
Increased amount of time granted to complete a
quest (50%)
o
Exception of tribute quests, which were not
lengthened
·
Decreased happiness penalties for failure to
complete quest
o
Quests with higher rewards reduced less, i.e.
raid missions
o
"Maintain relationship" quests left
the same, i.e. +/- 10%
·
Increased pirate maximum raid strength to 350
units (v1.5)
·
Removed all other tweaks as of 1.5 in order to
try and solve CTD issues
Now includes the
excellent
Sins Plus mod by Uzii!
- Four
New Planets / Gas Giants Colonizable
- Oceanic
- Asteroids:
4 - 6 Crystal
- Max Pop:
70
- Max
Health: 4,500
- Max
Civilian Slots: 32
- Max
Tactical Slots: 35
- Explorable:
Yes
- Barren
- Asteroids:
4 - 6 Metal
- Max Pop:
40
- Max
Health: 9,000
- Max
Civilian Slots: 36
- Max
Tactical Slots: 35
- Explorable:
Yes
- Forest
- Asteroids:
1 - 2 Crystal | 1 - 2 Metal
- Max Pop:
140
- Max
Health: 6,000
- Max
Civilian Slots: 32
- Max
Tactical Slots: 35
- Explorable:
Yes
- Urban
- Asteroids:
1 Crystal | 1 Metal
- Max Pop:
1,000
- Max
Health: 10,000
- Max
Civilian Slots: 48
- Max
Tactical Slots: 40
- Explorable:
No
- Gas Giant
- Asteroids:
2 - 4 Crystal | 2 - 4 Metal
- Max Pop:
60
- Max
Health: 1,500
- Max
Civilian Slots: 48
- Max
Tactical Slots: 40
- Explorable:
No
- Three New Research Subjects
- Improved
Tunneling (Level 4)
Widespread tunneling with improved equipment increases the population on
Barren and Urban planets, as well as Asteroids. (Barren, Urban, and
Asteroid population max increase)
Level 1: 20%
Level 2: 40% - Gas Giant
Colonisation (Level 6)
Allows colonisation of Gas Giants. - Improved
Anti-Grav (Level 7)
Allows larger colony platforms above Gas Giants due to improved Anti-Grav
technology. (Gas Giant population max increase)
Level 1: 25%
Level 2: 50%
Capital Ship Crew
Research
Tech
|
Increase
|
Total
|
Support Points Used
|
Cap0
|
1
|
2
|
100
|
Cap1
|
1
|
3
|
150
|
Cap2
|
2
|
5
|
250
|
Cap3
|
3
|
8
|
400
|
Cap4
|
4
|
12
|
600
|
Cap5
|
5
|
17
|
850
|
Cap6
|
6
|
23
|
1150
|
Cap7
|
7
|
30
|
1500
|
Total
|
29
|
30
|
1500
|
Fleet Support Research
Tech
|
Increase
|
Total
|
Upkeep Increase
|
Upkeep Total
|
Ship0
|
150
|
250
|
9.375%
|
9.375%
|
Ship1
|
200
|
450
|
9.375%
|
18.75%
|
Ship2
|
300
|
750
|
9.375%
|
28.125%
|
Ship3
|
400
|
1150
|
9.375%
|
37.5%
|
Ship4
|
500
|
1650
|
9.375%
|
46.874%
|
Ship5
|
750
|
2400
|
9.425%
|
56.3%
|
Ship6
|
1000
|
3400
|
9.7%
|
66%
|
Ship7a
|
1550
|
4960
|
12%
|
78%
|
Ship7b
|
1550
|
6500
|
12%
|
90%
|
Total
|
6400
|
6500
|
90%
|
90%
|
V1.5 (Current Release)
-
Sins Plus (by Uzii) is now merged with The Mars
Effect as of 1.5 as is
-
Removed all pirate changes except for maximum
strength (now reduced to 350); hopefully will reduce/eliminate the pirate CTD
issue
-
Reduced time between quests to 4 minutes (game
default: 3 minutes); quest durations remain unchanged from previous versions
-
AI willing to negotiate cease-fires at 40%
happiness rather than 50%
-
PD Turret range reduced to 3000
-
Nifty new game-screen logo
V1.0
-
Introduced point defense (anti-strike craft) platforms
for all races
·
Does damage equal to three banks of anti-frigate
batteries, with 50% reduced cool down times
·
Increased turrets’ turn rate
·
Lower resource cost (300/100/50) as compared to
the more expensive defense platforms (375/112/75) and quicker build time (60
vs. 75)
-
Introduced new prerequisite techs for the point
defense platforms
·
Techs: TEC’s is “Rapid Fire Weaponry”; Vasari’s is “Improved Vector Missiles”, and
the Advent’s is now “Anti-Fighter Lasers”
·
Research cost set at 400/0/25, consistent with
other tier 1 research
-
Anti-Fighter
Frigate technology now requires the point defense platform technology to be
researched first
-
Phase Jump Inhibitor now 30X more effective than
vanilla
-
Further increased maximum pirate strength to 400
supply units
-
Decreased raid warning time (i.e. the amount of
time “playing” eBay); raids will be launched anywhere from 45 to 90 seconds
after the warning is first announced.
-
Removed focus fire in attempt to see if fleet
battles are more epic and fluid
-
FIXED Vasari Bomber squadron not having the
correct number of bombers (thanks go to bloodhawk32 on the forums)
V0.9A
-
All fighters now have 30% reduced HP
-
All bombers now have 50% reduced HP
V0.9
-
Original release
Download Links:
v1.5 (Current Release)
Filefront:
http://files.filefront.com/The+Mars+Effect+v157z/;9742948;/fileinfo.html
Rapidshare:
http://rapidshare.com/files/96560052/The_Mars_Effect_v1.5.7z.html
v1.0
Filefront:
http://files.filefront.com/The+Mars+Effect+v107z/;9710019;/fileinfo.html
Rapidshare:
http://rapidshare.com/files/95204131/The_Mars_Effect_v1.0.7z.html