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 21)
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on Mar 14, 2011
Most impressive, what game is that from or is that your design?
on Mar 14, 2011
That, I believe, is a Caldari Titan from Eve Online
on Mar 14, 2011

Yes, that is a Leviathan, the Caldari Titan from Eve.

on Mar 14, 2011

So like the intro to Diplomacy will you put on the website the intro movie to rebellion. If so will you have all three intros on the site so we the players who come to the site can look at how the game Univers has evolved in the storie.

on Mar 14, 2011

One other thing is there a date set for the beta to start

on Mar 15, 2011

I think the Titans in Sins would be look more massive like a giant moving Station but we will see (hopefully before the Beta starts).

on Mar 15, 2011

So, I'm reading this, and I'm trying not to have an orgasim...

Sounds awsome, already pre-ordered, can't wait. Don't let me down!

on Mar 15, 2011

I wonder if Entrenchment and Diplomacy will still be active when also having this new expansion on....I hope so!

on Mar 16, 2011

Must....have....

on Mar 16, 2011

Omega-Section-Alpha
I wonder if Entrenchment and Diplomacy will still be active when also having this new expansion on....I hope so!

Rebellion builds upon Entrenchment and Diplomacy, so it will have all the prior Sins content included.

on Mar 16, 2011
Yarlen, I must ask as this is more of a coding question than a balance or tweak to the current Trinity / Diplo builds. Would it be possible in Rebellion to have a feature that sets the map 'pre-explored' (minus player or AI built structure etc). Basically, you could see the name of the planet (not it's type or asteroids etc) and it's location (just a gray sphere grayed out when you zoom in) and the phase lanes between each. You would not know where the others homeworlds were or any structures etc etc etc. The reason I ask is that if this type of mechanic were available as either a Galaxy Forge option or an in game choice during match creation, it would open up quite a lot of map design approaches. For a lot of different map makers (myself included) it would be very helpful in essentially having this feature be a 'built-in' map. This would be helpful especially for player built scenarios or role-play based campaigns. Just an idea I know has been tossed around a few times in private discussion amongst some of the community.
on Mar 25, 2011

Broken spacebar... Lets see if I can go without many typos...

It may sound dumb... But with how many nukes and bombs you bombard planets with in the game, could this new expansion have the option to actually blow up a planet? For example they can only handle so much, or maybe the titan has a planet destroying weapon that can destroy a planet, but takes a while to prepare for and a huge cool down rate? Or the ability to self-destruct planets? As I said, it may sound stupid, but I can see it holding a whole new level of strategic advantage... However then there's the issue of phase lanes... New ones would have to be made or you would wind up with planets floating in space not attached to a star.

I have been a sins fanatic, and still play Sins to this day, have since it first came out, and that was a while ago. But 12-40 hours into a single game, things would get super laggy, because you would have run a single processor at 100% for way too long, etc. (I shouldn't have to go into detail, most who play should understand.)... Could the multi-processor support be re-thought? Or the x64 support?

I only ask this because, yes it is a bit costly, but it could be an update later released after the primary release of the stand-alone expansion, and I honestly dont know if there is a sins of a solar empire 2 on the horizon or not, but if not, with the evolving technology rates... Sins may be soon out-dated. I'm already struggling to play C&C, especially since I'm running a brand new gaming computer with a 8 core CPU and a x64 version of windows 7....

Well, to cut it out short, as I lost track already (in certification training, on break), will 64-bit OS' atleast be able to still run the game? If so, I'll buy it in April, but if not... I do not wish to go through the hastle of modifying files just to force a game to half-work on my PC...  But I would like to be able to take advantage of atleast more than just one core on my CPU, and bring them both to 100%, to atleast cut down the lagg invested in a basic long-run Sins game, and honestly, I dont know how the game could be expanded upon any further without such support.

But I would like to find out whats coming out, I'll probably get the game anyways, but it may be more in the future if it isn't as appealing as it seems . But if I buy it, I'm forcing my friends to buy it as well, lol, can do a LAN game over the net using Hamachi (for those of you who cant stand the lagg).

 

Typed allot... Kinda gibberish, but I'll make it more appealing, and turn the text bright magenta.

 

~Annarchy

on Mar 25, 2011

To your first paragraph, the answer is likely no since it's just an expansion and not an engine rebuild.  That in mind, the reason why it's a no is because the game, once loaded, cannot change the state of the gravity well.  (Read that as cannot change the type of planet in it.)  So, no planet one minute, asteroid debris field the next.

To paragraphs 2 and 3, again it's only an expansion and not an engine rebuild, so most likely no.  It's been stated that making the engine capable of being multicore or multithreading or running as an x64 application would add years of testing and development, which just isn't going to happen for a game that's as old as Sins already is from the time development first began, plus another year by the time Rebellion is released.

Paragraph 4, the answer is yes 64bit OSes can still run the game, many of us have been running it on 64bit machines for years without any hiccups, hang ups, issues, whatever, outside of what everybody experiences.

Net lag isn't really much of an issue as long as no one is blowing out their graphics settings and forcing everyone else to wait for them, though with this latest patch, memory usage has dropped off quite nicely leaving the CPU to be the primary bottleneck, so I assume turning the values up are just as okay for net play as it is for single player.

 

 

Your best bet to get all of these wishes is to support the current game and keep interest up and help convince Stardock/Ironclad to make a Sins 2 that's got an engine capable of taking advantage of what is now the average system.

on Mar 28, 2011

awesome cant wait for this

on Mar 30, 2011

I have read the forums and saw interesting concepts. Two new planet types hmmm. Large astroid and a comet style.

Moons from planets with very small gravity wells and short phase lanes. With only 1 or 2 astroids.

Also you should make the new titans more like the starbases and let us choose the abilities when they level up.

Example(Anti strike guns lvl 1-3) or (hanger sizes lvl 1-3 (2-10 fighters)

It will allow people to Personnalize their own ships as well as chooses it special abilities like you suggested.

The distruption matrix sounds good too.

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