The time of Diplomacy is over. The length of the war and differing opinions on what should be done to bring the war to an end has led to a splintering of the groups involved. The controlling powers-that-be have depleted arsenals and seemed to have exhausted all efforts of diplomacy. Trapped in a stalemate, sub-factions have rebelled and broken off the main alignments. Rebellion is upon us.

The exciting next chapter in the awesome Sins of a Solar Empire universe has arrived. A full-fledged expansion to the original, Sins of a Solar Empire: Rebellion draws you even deeper into the galactic struggle for supremacy with appealing new factions, terrifyingly cool new ships of all sizes, enhanced lighting and particle effects for increased visual pleasure and all-new victory conditions.

“Rebellion is the first stand-alone expansion to the Sins of a Solar Empire universe,” said Brian Clair, director of publishing for Stardock. “Sins of a Solar Empire: Rebellion will add many new ships, refresh the visuals and integrate Impulse::Reactor features to support achievements, multiplayer leagues and much more.”

In the original award-winning Sins of a Solar Empire, developed by Ironclad Games, you are the leader of one of three civilizations embroiled in a galactic war, fighting for survival of your entire race against relentless foes. Your success will depend on your ability to manage your empire and command your vast fleets of starships to victory. Players will colonize new worlds, develop extensive trade networks, conduct research, fortify their empires with powerful starbases and fleets of ships, plus control the galaxy using the unique diplomacy system that reacts dynamically to the players’ actions.

New features of Sins of a Solar Empire: Rebellion include:

  • New Factions: Players decide whether to become Loyalists or Rebels, which unlocks a unique new tech tree granting them new technologies and ship variants.
  • New Titan-class ships:  Massive warships for each race that dwarf capital ships, these deadly new monsters are capable of wiping out entire enemy fleets single-handedly.
  • New Capital Ships:  A new capital ship class arrives, giving players new strategic options.
  • New Corvette-class ships:  Small, highly maneuverable light ships that are adept at a variety of tasks.
  • Loyalist and Rebel versions of some of the existing Sins’ frigates and cruisers, each with their own unique strengths and weaknesses.
  • Updated lighting and particle effects for enhanced visuals.
  • New Victory Conditions to allow for more variety, differing strategies and shorter game sessions.
  • Additional capital ship ability levels, for greater strategic choice.
  • Impulse::Reactor support for chat, friends, achievements and more.

For more information please visit: https://www.sinsofasolarempire.com

logo_Sins_Rebellion


Comments (Page 18)
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on Mar 07, 2011

DirtySanchezz

 Will a hackneed story and cheesey cutscenes really add that much to the Sins experience?

this is just petty, there hasn't been any test of the devs plot writing abilities, so there's no reason to complain that it MIGHT be implemented, unless you hate the very notion of stories in non-rpg games on principle, in which case there's no point in discussing it

That having been said, I am in favor of having a campaign and a moddable campaign editor since so many people have clamored for it.  However, I don't understand exactly what they are hoping to get out of it.  I guess I could see the value of having an enhanced and extended tutorial.

a campaign provides a single player option, regardless of how brief, as a break from repetitive single player matches and the ego filled environment of multiplayer

on Mar 08, 2011

OMG,OMG,OMG,OMG!!!!!!!!!!!!!!!! YES!!!!!!!!!! OH YES!!!!!!!!!! I LOVE YOU GUYS!!!!!!!!!! YOU GUYS AT IRON CLAD AND STAR DOCK HAVE JUST GIVEN ME THE BEST NEWS ALL YEAR!!!!!!!!!! THANK YOU!!!!!!! YES!!!!!!!!!!!

on Mar 08, 2011

I believe what Maxxedmk meant by the first question is "Do you split off into one of the loyalists/rebels mid-game through certain choices? (perhaps research choices), or do you choose which one you're going to be at the start?"

I assume that's how Yarlen understood it as well.

on Mar 08, 2011

You want story?  Read the DS lore thread from the beginning.  Play on the maps made for the lore.  Re-enact our one sided battles with a friend. 

on Mar 08, 2011

I dont understand where is the Story Problem with Factions.

I dont think that there are 3 big Races which are totaly united.

 

We are Humans and alot of Factions with different Goals and different Ways to think. So this is nothing new when u are an intelligent Lifeform.

 

And at the Balancing in Zero Hours - its not a Problem that they have Factions, its a Problem that they cant balance it, kudos to the Devs for this.

on Mar 08, 2011

I do have one questions that's been in my head.

 

Will Gas Giants be colonizeable with like orbital platforms or the such?

If yes, couldn't the gas in the giant be considers as a resource (if there are plans to add a resource)?

on Mar 08, 2011

I assume that's how Yarlen understood it as well.

Indeed, don't think there's a lot of room for interpretation tbh, but for clarity I would compare it to the "Revolution" ability in Age of Empires 3, though in Sins I would assume you wouldn't be as limited as you are in AoE3.

on Mar 08, 2011

Essentially at the start of Rebellion, you'll be presented with the original, loyalist and rebellion tech trees. From there you have a choice:  You can not pick a side (and miss out on a lot of the new techs/ships/pew pew) or you can choose to be a loyalist/rebel (by researching something in one of their tech trees). Once you start researching something in the loyalist/rebel tree, your choice is made for the rest of the game, which will have various repercussions.

on Mar 08, 2011

Yarlen, will there be any sorts of advantages to NOT choosing a path (other than having the option to choose later on)?  Are you guys thinking that it's a choice players would (and should) want to make at the very start of the game or later on in the game?  If it's something you'd want to do ASAP then it's having to choose between 1 of 6 races.  If not then it becomes much more interesting since your choice of race pre-game completely prevents you from ever picking any of the other 4 races and players will then need to make a strategic choice based on game conditions.

Are you guys thinking of dividing each race's two factions on economic/military grounds?  One faction would have a better economy while the other would have a better military?

on Mar 08, 2011

DirtySanchezz
Are you guys thinking of dividing each race's two factions on economic/military grounds?  One faction would have a better economy while the other would have a better military?
It better be more complex than that.

 

on Mar 08, 2011

Awesome so we get a larger tech tree to mod. Yay! (well hopefully more pages to mess around with if not more lvls.)

 

Also will you expand the interface just a tad? Like more buttons for planets so we can mod in more ship? Like a 3x5 instead of the current 2x5? (abilites/command button area) It would help out all the modders if we could play with that. Perticurally for planets.

on Mar 08, 2011

DirtySanchezz
If not then it becomes much more interesting since your choice of race pre-game completely prevents you from ever picking any of the other 4 races and players will then need to make a strategic choice based on game conditions.

This is what it sounds like. You start with the regular factions, but once you decide to research somethink restricted to Loyalists/Rebels, you can't do anything with the other. Sounds a bit like Governements from Rise of Nations, though I hope the choices won't be announced until your new super Kodiaks start tearing the enemy apart.

NovaCameron
Awesome so we get a larger tech tree to mod. Yay! (well hopefully more pages to mess around with if not more lvls.)

Not just a larger tech tree. This should finally make it possible to do exclusive techs (I.e. if you research tech A you can't get tech B ). Dawn of Victory managed to do this with a lot of work I hear, but now the AI should be able to handle this feature and it will be easier for the rest of us to implement. Plus any new bonuses they decide to add will be avaliable as well.

on Mar 08, 2011

When I had Sins of a Solar Empire I said it was a good game.


When I got the two expansions I said it was one of my favorite games.


Now I say it is the BEST GAME!


on Mar 08, 2011

Yarlen
Essentially at the start of Rebellion, you'll be presented with the original, loyalist and rebellion tech trees. From there you have a choice:  You can not pick a side (and miss out on a lot of the new techs/ships/pew pew) or you can choose to be a loyalist/rebel (by researching something in one of their tech trees). Once you start researching something in the loyalist/rebel tree, your choice is made for the rest of the game, which will have various repercussions.

So would that, by my count, bring the total factions up to nine? The 3 originals + 2 variations of each etc.

on Mar 08, 2011

This is the best news ever!  WoOoOooO!  I can't wait...  *drool*

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