This mod is based on a story i created to merge a new race into the universe of Sins of a Solar Empire. To get the full concept of the mod you need to watch the small load screen movie before you play it.........
New playable race the " Skeledon "
-Skeledon capital ships have 3 Tec and 1 Vasari ability each, and all Skeledon ships have unique names.(Skeledon use Pirate and Tec ships for now)
-All Skeledon ships have Vasari voices except the Typhon Hellfire which has the Grim Reaper Marza voice.
-Skeledon research tree has been reworked. (still more to come)
-Vampire Robotics cruiser can upgrade to the "Life Drain" ability. This ability is a self destruct that is 30% the damage and range of the starbase ability.
-All Tec beam weapons have been removed and replaced with wave weapons that are upgradeable. Ships include the Asmoday Bleeder (capital battle ship) and the Diablo Command Cruiser.
-Custom Skeledon player portraits exclusively made for this mod.
-Custom Event_Skeledon Voicings.
-Various music scores
-Move and auto attack in the gravity well.
-1st weapon upgrade is the chaos bolt.
-Phase gate node ability has been added.
-Starfish Prime ability
All Starbases: Now have 9 upgradeable levels
Starbases per planet list:
Homeworlds are allowed 2 all others 1
Space Mines per planet:
(50) only allowed on all planets except the Crystal planet which is 0 due to the Explosive Dust Particles planet ability. (You better use them wisely)
-This planet gets the Electric Atmosphere bonus that adds additional health to the planet. The concept of this planet is that the atmosphere is electrically charged causing particles in the atmosphere to glow creating no actual dark side to it.During the electric storms from this planet, hyper space engines run much hotter and more efficient.
-This planet gets the Massive Spice Deposits bonus with a chance at 2 new bonuses , Hostile Population or Receptive Population Depending on how the Fremen people of this world feel about your rule.The spice planet also comes with the "Navigator Protection" ability, the spice must flow!
-This planet is a crystal based planet so all upgrades to it do not cost any crystal resource because all needed is already on planet. Comes with the Super Pure Crystal planet bonus, but beware of the "Explosive Crystal Dust" planet ability. (Resource Dream World)
-This planet is a metal based planet so all upgrades to it do not cost any metal resource because all needed is already on planet. Comes with the Super Pure Metal planet bonus, but beware of the "Magnetic Field" planet ability. (Resource Dream World)
-These asteroids have prisons built on them and come with the prison planet bonus that generates a nice credit flow. (Credit Dream World)
"Ancient Planet Station"
-This planet was made by an ancient alien race and is guarded by an ancient defense system. Comes with the Robot planet bonus and some abandon ancient technology.
You can play this video to check out the
new planet textures.....................
The "Necromongers" :
-The pirates have been hunted down and made extinct from the Dark Secret Universe of Sins, but this has brought the comming of a terrible new sin. A race that bows to no one, and is on a quest to underverse and will extinguish every living thing in it's way.
-Necromongers use Advent ships (for now) and play the role of the pirates.
-Beware the Necromonger advanced scout ships patrolling
-Replaced all 3 "Event(Race)_Pirate" game voicings with actual Lord Marshall voicings from the movie, and these work for all races.
-If the Necromongers Defeat your planet they will colonize it. After colonization the Necros will spawn resource extractors, and some weapon defense.
-Lord Marshall character and game event pics.
The " Dark Secret " also includes:
-SINS PLUS from Uzii
-VOLUMETRIC EXPLOSIONS AND DAMAGE EFFECTS from ManShOOter
- Parts of the URBAN EXPANSION mod with permission from XselenS
- TEC Railgun Mod from Admiral Cobbs
- Bailknights Graphics Mod from Bailknight and updated by Moguta
The mod adds 3 new capital ships to the game that are accessed through diplomatic research, 1 for each race. Each ship has 2 new abilities.The aim of the mod is to just add to Sins a little without taking away the Sins aspects that make it a great game
Bailknight's Graphic Mod is undoubtedly the highest quality graphical makeover for Sins of a Solar Empire. Enable the bloom effect in the effects option menu before playing to get the full effect of this mod.
This mods main focus is about adding more celestial body types and extending the existing ones. Which means more size and effect variety, new bonuses and abilities. Also some new researches are included but only things that had to do with colonization or avoiding effects from planet/star abilities. Also this mod contains special scenarios some of them taking place in our own solar system.
This mod significantly strengthens all capital ships and increases the advantages of gaining experience. Ok, the ships cost twice as much now and take about 5 times longer to build, but Rome wasn't built in one day either... Also includes an extended research tree. That way its possible to reach real technological sovereignty over your pitiful opponents .
This mod adds 11 new Planets and 65 new Planetary Bonuses, as well as Ship Graveyards. Custom research is also included for some of the new planets, and there is the option to colonise Gas Giants, once you have acquired the technology. Max 50 mine count per planet, 40 per Asteroid.
This is a mod that makes the pirates a force to be dealt with. The pirates have some new ships and old ships with a little different design and each loaded with abilities. Pirates also have an unknown facility which holds secret abilities. Computer Control is a researchable ability for all races on LRM frigates and allows for capturing of enemy ships. Some planets have orbiting moons with the "Moon" planetary bonus.
This mod includes destroyer class, battlecruiser class, and a titan class. New defenses for each race: Advent can plant outposts on asteroids in their gravity wells and is also equipped with shield regenerating devices, for vasari they have hanger that can deploy gunships and also deploy fast acting fighters or bombers to protect the hanger, and the tech can create a huge battlestation that can destroy,disable and enhance ships in the gravity well.Gravity well has been increased as well as asteroids and capturable ones too. A rough fighter like movement for frigates and cruisers has been added its not perfect but it does add some more action to the battles. Captials also has been buffed and also the strikecraft they can carry.Research also has been expanded and for tech they dont have lasers but 4 research techs devoted into enhancing gauss type weapons.
Slight visual upgrades of all planet and star textures: brightened stars, reworked and darkened volcanic types, retexturized gas giants, etc. With the exception of starfield.dds and starcorona2.dds, there are no resolution changes.
All mods listed on this page are currently updated and maintained by Ricks Galaxy.
BGM-STACK is a stackable version of Bailknights Graphical Mod. This version should work with most mods as it does NOT include any Entity files or Skyboxes. No rate of fire changes, No Race specific explosions, No altered beam width's and so on. This is a scaled down version..
Warning : This mod has extensive errors in some of the ship models and suffers from extreme lag in game play.
This mod adds 6 new Capital Ships to the game that are accessed by diplomatic research. Each race gets 1 Capital ship thats unique to that race, and 2 that were jointly conceived by multiple races. The multi-race ships include weapons from both races, and all ships include 2 new abilities. Other than a few visuals nothing else has been changed so as to keep the game as stock as possible.