This mod adds custom races to the game based on races from the various Stargate television series . At present it includes the Ancients, Wraith, Goauld and Asguard.
For all you Star Wars fans, I've finished off the latest version of a mod which adds the Alliance and Empire as new races,.This is a playable versus the existing Tech/Advent/Vasari races, and balanced against them.2 new race; Alliance and Empire. 4 new strike craft; TIE Fighters, TIE Bombers, X-Wing and B-wings.7 new frigates; Nebulon B, Nebulon B2, Lancer Frigate, Tartan Patrol Craft, Carrack Gunship, Corellion Gunships, Corellion Corvettes, Siege Frigate Mk II, MC30b series and Galofree Transports, 8 new cruisers, Interdictor, Enforcer, Escort Carrier, Loronar Strike cruiser, MC40a light carriers, Nebulon B escorts, Bulk cruisers, Assault Frigate Mk I and Dreadnaughts , 8 new capital ships; Victory II-class Star Destroyer, Victory IIC-class carrier Star Destroyer, Imperator-class Star Destroyer, Imperial II-class Star Destroyer, Mon Calamari 80 and 80a, Mon Calamari Maria and Libery class, 3 new weapons; concussion missles, proton torpedos and ion cannons , 50 new ship names with Imperial star destroyer names (also used by Vasari race), 5 new music themes consisting of ambient and battle soundtracks, a modified Alliance and Imperial research tree, with unique abilities (Interdiction, Tractor Beam, Shield Focus, Boarding Party. Star Wars EU immersion through appropriate ship use, laser color replacement for all ships and text descriptions updated .
ClicThe mods listed on this page were not made by me. The creator of each mod is listed in the description for that mod. Any and all modders wishing to have their link removed from this page please leave me an email and it will be removed immediately. On the other hand if you would like to be listed here please email me with all the details..........
....... Thank You, rjhughes67
This release includes the Empire, Alliance, Republic, CIS, New Republic and Yuuzhon Vong . A Star Wars total conversion mod for Sins of a Solar Empire.
The concept of this feature is that a battle should tell a story - when hundreds of ships are pounding at each other with weapons of incredible power, I wanted to see that power reflected directly on the ships themselves. I wanted to see pieces breaking off, sparks flying into space, thick smoke and fire billowing out, atmosphere escaping from cracks and finally, a glorious detonation befitting something which has fought hard, and lost. In addition to glorious explosions and burning ships, you also get crewmembers doing the ol' "spacewalk without a suit" when ships go down or get a serious blow.
This mod enables fighter physics and behavior for larger ships, enabling ships handling characteristics to come into play beside their defense/attack values. Tactics such as tactical retreat, regrouping, fire groups, battle formations etc. now have a meaning as you want to prepare your fleet for the upcoming chaos of battle which quickly rages out of control. Superior numbers no longer guarantee victory as the large random factor of ships dogfighting comes into play. Ship roles have been further separated, with attack classes now playing the pivotal role in any fleet composition and support and fire support classes taking the back seat, as they should.
Now the Vasari have voices that sound like they were ripped from the legions of hell itself. Enjoy their new intimidating demeanor and strike fear into your foes!
(This mod is fully compatible with all versions, expansions, and other mods.)
This mod is intended to recreate the coming of the younger races, from the early spaceships progressing through time to the most recent vessels and technology. It should losely resemble the events from the series.This Mod contains the work of many people and is a community project.
Distant Stars is an enhancement mod that includes: music and sound effects, planetary abilities, double research, pirate capital ships starbases and structures, enhanced capital ships, additional skyboxes and more. The mod also includes :Celestial Bodies , Sins Plus, Bailknights, Gurkoz Sins Sounds, and Multiple Graphics Stars Mod.
Legend of the Galactic Heroes (LoGH) is based on the japanese animation series bearing the same name. LoGH is all about the epic battles between gigantic fleets of the Galactic Empire and the Free Planets Alliance. This mod will feature different political factions of the empire or the alliance. We aim to recreate the space opera feeling and the fleet tactics employed in the series. Research and economics will be reduced to a minimum and the main focus will be on tactics and fleet movements like in the series.
There is a download but I think all work has stopped on this mod.
This mod is for connoisseurs of multistar maps and interstellar military companies. Attempt to bring more realistic space.
This is a work in progress!! A conversion mod for Sins of a Solar Empire! Eve online content is owned by CCP with their permission we are creating a new mod for sins!
It started with a flash in the sky and a ripple through the clouds.The hunger is what brought it here, and feed it did, until there was no more.Any left were replaced by soulless monsters,driven only by an insatiable hunger for flesh and blood.With no food left in this system they set their sights on distant stars.And the universe was never the same again. Races include: Plague, Nephilim, Rogue, Hypercorp, Archailect, Vasari, Advent and Tec.
This graphics mod simply removes the spiral galaxy animation which appears when zoomed out on a multiple star maps. It replaces the animation with a single solitary star. This is not only more realistic, but it is also reduces the load on system resources when playing maps which contain many star systems. More than that however, it eliminates the glowing white globs of death' that can occur on maps with over fifteen star systems. Since this is a graphics mod it will not affect multiplayer matches. Everything will work fine and there will not be any problems.
A graphical mod I have been working on for a while. Mostly focuses on ability effects, (unlike Bailknight's which focuses on weapons and some abilities.)I am making an effort to replace every single particle effect in the game. I only have 15 left to replace, so hopefully those who use it are happy with the large amount of content.Credit to Bailknight, Zorodius, Soase-Maelstrom, and Mansh00ter(BKG mod and Dynamic explosions are mixed, so I dont know if I used any of his effects)
This mod is not about making cool new additions. This mod is about one thing and one thing only: balance. While some in the community feel that the game has intrinsic problems, I believe that without fundamental changes to the gameplay itself, this game can be balanced. The objective of this mod is to balance as objectively as possible the races, factions, ships, and abilities of the game.
TSOP was originally created to fix the very annoying 2 gig hard coded crash bug that plagued Trinity. IT WORKED. Without changing any game play aspects of Sins. Without changing the quality of the game itself. During the time we worked on TSOP we found many bugs, and errors that the Dev's missed over time, or that were created with the relentless Sins patches of the past, and new expansions. With the Diplomacy 1.32-1.34 series of patches some elements of TSOP: Trinity were incorporated into Diplomacy. Mainly the Errors, Typo's, and Particle fix's. We are all human, and we all make mistakes. A company as small as Ironclad was bound to make some mistakes. Especially on their first game. I want to make it clear once again that this project in no way is a disrespect of Ironclad, or Stardock. Quite the opposite. You guys made a great game!
Includes changes to all races, research, skyboxes, UI and more ...
Help keep this site going... Thanks!
This mod is a precursor for the SGU Mod, the new abilities will be used in SGU too. It will be updated regulary, your ideas can be included. Features you can read in the readme file. Also, the newest version (2.91, full version) is totally crashfree, you must simply activate it in the game, this happens very fast. The Mod Includes Bailknights Graphic Mod and SinsPlus......
It is 2385, fifty years after the appearance of the Shivans at Ross 128 and the beginning of the Great War and eighteen years following the Capella supernova and conclusion of the Second Shivan Incursion. Using Knossos-derived technology, the GTVA have finally completed the construction of a subspace portal, stabilising the subspace corridor linking Delta Serpentis to Sol, the birthplace of the Terrans. After sending numerous probes through the portal, the GTVA decides that the node had indeed stabilised, and proceeds to send in the real ambassadors.
THE YEAR IS 2543, nine years before the end of the Human-Covenant war. Humanity and the Covenant are in the thick of their conflict. The UNSC is constantly being pushed back deeper into their own territory. For now, the flood sleeps, the sentinels continue their age old work, and the genocide continues. Will you defend the remaining UNSC colonies to the death or guide the Covenant to certain victory?
Two fun additions for Rebellion while we finish out 2.5 for Entrenchment and prepare everything for Rebellion. Mods don't stack. Maps, whether made in GalaxyForge or MapDesigner, will have either racial militia present. All templates in the galaxyscenariodef file altered so the militias are advent and vasari -respective of the mod you download.
A Battlestar Galactica mod for Sins of the Solar Empire. This mod introduces the colonial and cylon factions to the Sins of the Fallen universe. Both races will be playable with any of the planets, addons, and races included in Sins of the Fallen including the stock races. Both the colonial and cylon's factions will be balanced against the stock factions to support this approach.
SoA 2 is a continuation, and tribute to the original Sacrifice of Angels mod for Homeworld. Much of the mods concept, and art came from SoA 1.
SoA 2 tells the story from your factions point of view about a non-canon "Second Dominion War" which escalates into an all out fight for survival when the Borg return in full force. You can control ether the United Federation of Planets, The Klingon Empire, The Romulan Star Empire, The Dominion, or The Borg Collective. The lore from our back story is still a WIP, but gives you a gereral idea on the direction we are taking this mod.
7 Deadly Sins is the ultimate combo mod, the "unoffical" expansion of Sins of a Solar Empire. 11 Brand new colonizable planet types, 5 Colonizable Stars , Over 80 brand new planetary bonuses , Black Holes , 3 Different Moons , 11 Playable Races , Completely new soundtrack New sound effects , All new weapons, engines, abilities, and explosion effects , New classes of ships , Hundreds of custom researches , Altered Artifacts , Dozens of custom ship models , New maps , New opening video and logos , and Many more features too numerous to name here.
Maelstrom for Sins of a Solar Empire brings you into the epic conflict between six unique races. The Trader Emergency Coalition, the mysterious and advanced Advent, and the ruthless Vasari. Entering the conflict are 3 highly capable races. The economic powerhouse of the Trade Alliance, the merciless machine race of the Replicators, and finally the technological marvels of the galaxy the Norlaminians. All strive to achieve absolute dominance over the galaxy, each bringing their own unique strengths, abilities and history that impact how you play the game.
This mod seeks to give more depth to the other 3Xs of the game by adding additional game elements or refining the existing ones to reward players who give more strategic thought to the non-combat side of the game. Combat will still be the center point of the game, but players will find that the non-combat options available will be much more rewarding and will need to put more thought into developing their economies. This mod will also attempt to address some other weaknesses of Vanilla Sins where possible, such as increasing race diversity or improving the AI. With version 1.1, the first step towards reworking the Diplomacy system has been released.
This is a sound replacement mod with the focus on weapons and explosions. It replaces just about all the sounds used ingame with new enhanced versions. Things that was left out where either voice acting or effects that already contained high quality.
Infinite Space is a mod for Sins of a Solar Empire: Rebellion! 5 new planet types will be Hydrocarbon, Carbon, Oceanic, Rock, and Forest. More textures for existing planets. More planets for existing planet types have been added including our own solar system.
= Out Dated download version
This page has links to mods for the game Sins of a Solar Empire.
This Stargate total conversion mod for Sins of a Solar Empire includes custom ships, stations, new loading screens, custom icons, new custom menus and in game dashboards, new starship class destroyer, new types of raids from the pirates to travelers, to a rogue branch of Wraith and Asurans.
Take command of the New Republic, Imperial Remnant and Empire of the Hand in order to gain control of the Star Wars galaxy after the fall of the Emperor at Endor. Each faction features its own unique new unit rosters, tech trees, advantages and disadvantages. Will you use diplomacy to spread your message of democracy and support your fleet with aid from other galactic powers as the New Republic, take advantage of the speed and vast information archives of the Empire of the Hand, or crush those who would oppose you with the superweapons of the Empire........
This mod is to be used with Sins of a Solar Empire: Rebellion (v1.5) in conjunction with the Forbidden Worlds DLC (compatibility for those without the DLC is not guaranteed). The Unofficial GFX Patch fixes many small graphical inconsistencies or oversights in the base game. Changes have only been made to graphics – there are no changes that affect gameplay. This mod (in its entirety or parts thereof) may be freely used by anyone without need for acknowledgement or permission.
For: Rebellion v1.82 & DLC's
Updated By: rjhughes67 ( Ricks Galaxy)
( Link to original post )
This mod adds a new faction to Sins of a Solar Empire: Rebellion and also enhances all weapon effects and sounds of the existing factions. The DkR faction was originally mechanically identical to the Advent Rebel faction, but it is now somewhere between being a new Advent sub-faction and a completely separate race.
This mod does NOT include new ships, factions or buildings. I only played arround with the ships and problems that are actually in Sins of a solar empire. This mods is a collection of things I felt unbalanced while playing, so not everyone may agree to them. Main Features/Changes/"Fixes" Titans need more labs to get unlocked, Increased Advent vs Vasari performance, Revelation gets a better choice for advent fleets, No Mines (better large game performance), Skarovas Enforcer gets more interesting by bringing in some long range weapon.
This is a total conversion mod, at the minute there are only two selectable races, but I plan to add two more.
-Unique Hyperspace travel for both races. Humans with consistent hyperspace speed but can improve through research. The Swarm are fast in gravity wells and between owned worlds but slow to enemy or unowned planets. -All new Abilities including - Nukes, Admiral on board, Mind control parasites and much more. -Massive map representing the Milky Way Galaxy with real star names and positions (well sort of!). -New Galactic wonders such as black holes, new stars, new worlds and worlds destroyed by a mysterious unknown force. Realistic SOL system with Earth, Mars etc. -Massive gravity wells. Space is a big place after all. -Completely new Planet modules and all new ships. The vast majority are from NEXUS -THE JUPITER INCIDENT (a great game, I highly recommend it). -New sounds and music. The Swarm have all new sounds to give them a real alien insect feel. -A universe without Shields! -Antimatter replaced by Tactical Weapons for Humans! Abilities drain tactical weapon count, and can only be replaced at specially built resupply stations...Completely new Research tree unique to each race. Humans can make vast technology jumps, while the Swarm improve and expand the Hive.
Star Wars: Interregnum is an upcoming mod for Sins of a Solar Empire: Rebellion that builds off of the highly successful Enhanced 4X Mod. Fleeing the unknown terror that is chasing the Vasari, the factions of Sins of a Solar Empire stumble on a temporary wormhole that takes them to a galaxy far, far away. The sudden arrival of armadas with trillions of refugees and thousands of warships between the events of Episodes 5 & 6 forever alters the Star Wars universe and plunges the galaxy into an unprecedented period of chaos and violence.
WARHAMMER 40K: TIME OF ENDING is a Sins Of The Solar Empires mod based on warhammer 40k universe. Command mighty space vessels of Imperial Navy to crush enemies of the Emperor , or take control of many aliens and heretics who oppose mankind. Destroy your enemies , and be the only one left in Time Of Ending!
An experimental mod to make exhaust colour depend on ship faction rather than player colour. No more green flames
Beginning around the time of the Dominion war the mod will progress on it's own timeline. Players will have access to four races initially on release: The Federation of Planets, The Klingon Empire, The Romulon Star Empire and the Borg.
As the name suggests, this mod is designed to allow testing of a number of different suggestions for improvement of the various abilities that are considered less useful in normal play. Please do test out the changes and report back comments, criticism or improvements here; we can't judge any of the improvements if there is no testing or feedback! More suggestions for balancing are always welcome, and given sufficient support/reasoning, should be no problem to add or change. I do not claim ownership of the ideas or concepts in any of the suggestions in this mod, although it is also not possible for me to attribute suggestions to specific people here either, so hopefully there are no hurt feelings!
From: "ST Armada 3 Dev Group"
Let's face it: we all know that Sins of a Solar Empire's AI is stupid. Unfortunately, their most fundamental parts are locked into an exe or dll file, their source code most likely never to be released for modders to examine, alter, and fix. However, there are still ways to push the AI, however dumb it may be, to still put up a fight without resorting to ludicrous resource or stat bonuses. This post contains the following: my attempt at an AI-improvement mod for vanilla Sins of a Solar Empire, observations for players and modders about various in-game AI settings, and observations for modders about various moddable settings and a trick or two that influence how the AI behaves.