This is a rework of the races for Sins of a Solar Empire. These are not just small changes either.
For instance the TEC now is ridiculously weak and extremely cheap.
Vasari now truly cannot afford to lose one of their powerful ships and the Advent have more and deadlier abilities.
Also adds new techs and planet modules.
1. Many small changes listed in the readme once the mod is installed.
2. Small bug as the Vasari; the phase jammer doesn't work correctly. It will only affect ships in gravity well instead of entire system.
3. Planned for future release: New race called: Coalition. All the races combined in a unique way. Will not just be mix-up either. All new tech-tree and abilities. However I am not a modeler so no new models. It will use a combination of current ships and modules.
OriginsHD Mod version 1.02
Requires Sins v1.04
Reasoning---------------------------------------------
This mod is intended to provide a unique feel to each of the game's races. I have used the storyline and background
information to assemble most of these changes. Overall you will notice that the Vasari have an early game advantage
and have the most powerful ships. This symbolizes the unexpected arrival and their ancient history. The Advent's
ships are now weaker and have more powerful abilities to show their focus on psionic power not physical. The TEC
have hundreds of weak ships. This shows the TEC's relative scrambling to revert to war. Included is bailknight's enhanced graphics mod.
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Installation:
As of version 1.3 this mod is now installed with a setup executable. If a message that says the directory doen't exist, do you want
to make one so you of course want to click yes.
If you do not have the 1.04 update run the executable in the Origins folder. (This will invalidate all previous saved games.)
When you start the game click options and then mods tab.
A list should appear and you should be able to select/highlight the OriginsHD option.
Click activate, wait a few seconds for the engine to restart.
To tell if it's activated, see if the disable mod is selectable or see if you can check the "start mod on startup" option.
*Note*-The enhanced graphics requires a better computer. If your computer is incapable of supporting this, then after installing
the mod go into the folder and delete all the smaller folders in there except GameInfo, String, ReadMe, and Sins Bonus Pack.
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Version 1.03
Overall Changes:
Fixed bug that caused game to crash when trying to select phase destabilizer ability.
Changed Telekinetic push to move ships farther.
Decreased the cost of all Supertechs.
Phase Jump Inhibitor has increased range and effectiveness.
All basic defense platforms have increased range and damage.
Vasari changes:
Abilities:
1. Volatile nanites slightly less powerful, now has multiple levels and replaces Disruptive Strikes.
2. Nanite Cascade replaces Volatile Nanite's spot and is included in the Nano weapon jammer.
Nanite cascade hits target and creates small phase holes completely wrecking the ship's integrity and causing it to detonate.
Advent Changes:
Abilites:
1. Detonate Antimatter and has been improved further.
Techs:
1. Black Crusade- Promotes hate towards the TEC and no quarter. Sacrificing some strategic penalties they gain an immense advantage
in tactical abilities.
2. Golden crusade- Overall this promotes forgiveness and focuses more on overall strategic bonuses and survivability. It has only one
unlockable ability.
TEC Changes:
Capital Ships:
1. Noticing the high success rates of the Marza dreadnought, TEC engineers have replaced the Dunov with the Marza II.
Techs:
1. Added a second level to refinement granting even more bonuses.
2. New tech to unlock Marza II.
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Version 1.02
Fixed bug that caused all AI chat to say "String Not Found"
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Version 1.0
Overall Changes:
All quests yield more happiness.
All quests yield less unhappiness.
AI will not offer destruction missions when you have less than 50% happiness.
Fleet Cap changed to about 5000.
CapShip Cap changed to 30.
Vasari Changes:
Capital Ships:
1. All stats increased.
2. Cost increased.
Frigates/Cruisers:
1. All stats increased.
2. Cost increased.
Research:
SuperTech:
1. Phase Subtleties. Unlocks Superweapon and Super Defense.
Abilities
1. Disintergrating nanites more powerful.
2. Subversion more potent, longer lasting.
3. Drain Planet available at level 3.
4. Jam Weapons affects all ships.
Supers
1. Weapon- New Kostura cannon shell that destroys everything in grav well.
2. Defense- Phase Jammer, blocks phase jumping within solar system.
Advent Changes:
Capital Ships:
1. More AntiMatter and faster regeneration.
2. Lower Stats slightly.
Frigates/Cruisers:
1. Lower Stats Slightly.
2. Utility cruisers increased antimatter.
Research:
SuperTech:
1. Future Unveiled- Unlocks Superweapon and Super Defense.
Abilities:
1. Steal/Transfer AntiMatter moved to Subjugator.
2. Disciple has more powerful version of martyrdom.
3. Detonate AntiMatter has further range, more damage, and longer duration.
4. Animosity replaced with more powerful steal AntiMatter.
5. Telekinetic Push affects frigates now.
SuperWeapon:
1. Force of Presence- Takes over any enemy ship for limited time.
Super Defense:
1. Shrine of Defiance- Noncombat structure with the ability to instantly detonate any ship in range.
TEC Changes:
Capital Ships:
1. Lower stats.
2. Lower build time.
3. Lower cost.
Frigates/Cruisers:
1. Lower stats.
2. Lower build time.
3. Lower cost.
Research:
SuperTech:
1. Refinement- Increases all weapon damage by 25% and max and shield points by 25%. Regen rates increased by 15%.
Abilities:
1. Rail gun requires less Antimatter to fire.
2. Weapon Cooldown and damage per level rate increases are now 25% for Capital Ships.
SuperWeapon:
1. Refinement- See supertech.
SuperDefense:
1. Rail Turret- Defense platform that does enormous damage.
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Credits:
Programmer
Alex Bartlett
Ideas Consultant
Noah Custer
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Acknowledgements:
Credit to Bailknight for enhanced graphics!
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