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Sins of a Solar Empire Downloads > Modifications > 1.05:
SINS PRO MOD (1.0)
Filename: sins_promod_by_albinus.zip


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916.21 KB
1.0
Peter Brobbey
1638
11-02-2008
Sins of a Solar Empire
Modifications > 1.05


Average User Rating: 7
Number of Votes: 4
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SINS PRO MOD (1.0) - File Description  


Description:
Author's description:
SINS Pro Mod is a mod for SINS 1.05 that is meant to enhance the game by increasing the speed and intensity while adding more micromanagement to units! There are a number of speed, pricing, and ability changes among all of the races. Pro Mod also adds a unique element to SINS, Racial Abilities. Each race is assigned a specific ability that fits the spirit of their race! These abilities are diverse and are useable in many situations.

Enjoy!



SINS PRO MOD (1.0) - Screenshots  
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SINS PRO MOD (1.0) - File Download Options  

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SINS PRO MOD (1.0) - Readme  
Readme File:
SINS [ProMod] created by Albinus aka Peter Brobbey
Anyone wishing to incorporate this mod into a compilation must contact the author at: trueultimo@yahoo.com

Installation Notes:

For Vista Users, copy the file 01-ProMod by Albinus to C:Users'Computername'AppDataLocalIronclad GamesSins of a Solar EmpireMods

For XP Users copy the file 01-ProMod by Albinus to C:Documents and SettingsusernameLocal SettingsApplication DataIronclad GamesSins of a Solar EmpireMods

The Mod is best played on all fastest server settings. It is also best played with pirates inactive.

Questions can be directed to: Albinus on SINS forums or trueultimo@yahoo.com


SINS PRO MOD (1.0) - User Comments  
The following comments are owned by the user that posted them. SolarEmpireFiles is not responsible for their content.

Total comments: 8 | Last comment: 11-28-2008 at 10:19

 #1 - 11-02-2008 at 21:56
TParis (Staff)
From:
Joined: January 1st, 2006
Posts: 229
Testing this, though I wish there were more info about the changes. cool

 #2 - 11-03-2008 at 09:55
TiberiousKirk
From:
Joined: November 1st, 2007
Posts: 323
Tell us what you find. I can't test mods until my computer is fully funtional again. frown

 #3 - Changes - 11-04-2008 at 03:37
trueultimo
From:
Joined: November 4th, 2008
Posts: 2
Well some specific changes I guess are the following:

Bombing Damage has Been increased on all siege vessels
Attack speed has been increased as well so you can now launch your projectiles or start your beams more quickly. Planet growth rate has been increased to 1. Neutral extractors play a much larger role as there are about 6 extractors on non-colonize able entities now. Everything is generally cheaper and costs less supply. The Utility ships' abilities are much stronger now. Most of them have been either changed to passive abilities or got some sort of buff to power. Research buildings are much cheaper as well.

Racial Abilities:
Resourceful Frenzy: Reduces Ship and Module Build speed but increases Credit income and lowers costs on your own planet

Lecherous Aura: An Embargo ability for all advent ships that is channeled. If you use it you cannot move or attack so watch out!

Destroyer's Aura: A Ruthlessness ability for all Advent ships however when using it you cannot move so again... watch out!

Final Stand: An ability that drastically increases the armor value of all TEC Ships, +20 armor, and increases their damage reduction by 15%. It disables engines however!

All of the defense platforms are stronger now and do more damage so they are more key!

This mod is best played without Pirates since they haven't been buffed and are in effect useless.

And I think that's it...

 #4 - 11-08-2008 at 10:13
Remis93
Joined: February 26th, 2008
Posts: 27
I donīt get it. But keep up your work.

 #5 - 11-14-2008 at 13:02
baboolaba
From: (wouldnt u like to know :P)
Joined: December 30th, 2007
Posts: 154
i cant seem to get it to work! i put the file into the mods file under sins but itas not working! when i checked the mod path in the options its going thru ironcladgames instead of stardock games which my sins file was installed under! can some one help me out here? if it helps im on vista im also having similar problems installing a map the battle of mazari map

 #6 - 11-18-2008 at 05:45
trueultimo
From:
Joined: November 4th, 2008
Posts: 2
So how are people liking the mod? Any feedback for what I should change?

 #7 - 11-27-2008 at 06:20
Aeoleth
Joined: February 13th, 2008
Posts: 134
Buff the pirates, and make capital ships more effective against defensive enforcements. (Look at that diction!) I like sending pirates after my enemies, too bad they are annhilated in a minute. There goes my 1,200 credits I spent on them =_=

 #8 - 11-28-2008 at 10:19
baboolaba
From: (wouldnt u like to know :P)
Joined: December 30th, 2007
Posts: 154
bleh pirates are just a minor nusence to thus who plan and defend right only thing they good for is free exp for ur ships and pestering newly founded astriod bases oh and there base makes a nice lil bullwark since its generaly near the sun of a system and has a choke point to and from it..........btw can any one help me with my problem installing the mod??? see my post above for issues



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