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 23)
30 PagesFirst 21 22 23 24 25  Last
on Apr 05, 2011

Nah, last week, I say.

 

on Apr 05, 2011

I say we be grateful for what we have and live with it...

on Apr 05, 2011

Chaddersman, it includes everything from the original game and both expansions.  Think of it as a large third expansion.  It's similar to a Sins-2 in that you can purchase it without ever having owned any previous Sins content and hopefully it will go on store shelves and receive fresh marketing and attention.  But, it's basically the same game as the Diplomacy expansion but with new content.

on Apr 06, 2011

DirtySanchezz
Chaddersman, it includes everything from the original game and both expansions.  Think of it as a large third expansion.  It's similar to a Sins-2 in that you can purchase it without ever having owned any previous Sins content and hopefully it will go on store shelves and receive fresh marketing and attention.  But, it's basically the same game as the Diplomacy expansion but with new content.

Therein lies the problem

Sins diplomacy lags terribly on multi star 10 planets. True, since 1.2 it runs smoother for longer but it still becomes unplayable after 2 h or so.

With adding even more context and same limitations Diplomacy has, game will become unplayable sooner and on smaller maps. This is the reason why I will wait for first beta reports before deciding to order.... 

If they decide to remove trade ships that will help massively .....

on Apr 06, 2011

Greg, you are aware that you can remove trade ships yourself? And still get the trade income?

on Apr 06, 2011

I play multi player so if i mess with files my mesh will differ.

But yeah i know. Killing trade ships is part of the game. It reduces owners income for a while and it gives credits to person who kills them. By removing them you take that part out of the game. Thats why i said if they take them out.

TSOP trade ships ad on reduces them greatly but gives more per killing trade ship. It helps a lot but again all players on ICO need same files. That is why it has to be official from Stardock.

on Apr 06, 2011

JA_394
Greg, you are aware that you can remove trade ships yourself? And still get the trade income?

No, I think he means you can turn the graphic for trade ships off, especially in late game if it starts to lag....

on Apr 07, 2011

Titans eh... Is this Sins of the Capsuleers or something? lol Eve Online reference ftw.

on Apr 07, 2011

Decim8tor
Titans eh... Is this Sins of the Capsuleers or something? lol Eve Online reference ftw.

I doubt it's an EVE Online reference. EVE was most definitely not the first to call large and extremely powerful warships "titans".

Also, there's no "Sins of the Capsuleers" mod. But there is a "Sins of New Eden" mod.

on Apr 07, 2011

As I said, I say we be grateful for what we have and live with it...

Although, I would like to know how to reduce the lag my game gets after an hour or so of play...

 

 

on Apr 08, 2011

JA_394
As I said, I say we be grateful for what we have and live with it...

Although, I would like to know how to reduce the lag my game gets after an hour or so of play...

 

 

So now you know what I mean with previous post. And yes I knew how to take out space elevators and trade ships in game but game will still calculates positions of them just not render them. If you zoom in close enough you will see them again.

What TSOP trade ship mod does is reduce the number of trade ships that each trade  port spawns. Less trade ships less calculations of their positions and calculations to render them. 

What you can try is to play on lower resolution if not already on minimum and if you mostly play single player get yourself TSOP. It doesn't change gameplay at all. Only graphic (reduces texture sizes ....).

There are 2 optional add ons.

First as mentioned before reduces number of trade ships.

Second reduces number of strike craft per squadron but accounts for them so damage and hull of whole squadron is the same as before reduction.

TSOP and add-on download website

http://soase.weebly.com/tsop-downloads.html#Addons 

There two other add ons i myself have not tried ......  

 

You can also try to shut down all unnecessary services that OS runs.

Thomusin posts some worth reading suggestions IMO

https://forums.sinsofasolarempire.com/306277/page/166

Besides talking about 7DS mod in general (mod pushes SINS limits right on the edge and more often than we would like it over it) he gives some very good suggestions or links to threads for how to optimize OS for SINS sessions. 

on Apr 08, 2011

Greg30007
What TSOP trade ship mod does is reduce the number of trade ships that each trade  port spawns. Less trade ships less calculations of their positions and calculations to render them. 

FYI - This will likely reduce the relationship trade bonus you receive in Diplomacy from trade agreements, since it's based on the number of successful trade ship voyages.

on Apr 08, 2011

Yarlen


FYI - This will likely reduce the relationship trade bonus you receive in Diplomacy from trade agreements, since it's based on the number of successful trade ship voyages.

 

Thanks for letting me/us know. I thought Diplomacy pacts just add 20% on total trade income. but I guess total trade income depends on number of complete voyages since if trade ship is destroyed income is less.

A question then

If you build 2 trade ports simultaneously in 2 different gravity wells trade income doesn't really kick in until trade ships complete their voyage or is it as soon as trade ports are build. From observation I would say its later but can you confirm this. 

 

on Apr 08, 2011

Yarlen
FYI - This will likely reduce the relationship trade bonus you receive in Diplomacy from trade agreements, since it's based on the number of successful trade ship voyages.

 

I think he is solely referring to the AI Relationship value.  E.g. the initial 10.0 points of relationship that include everything aside from envoy cruisers.

on Apr 08, 2011

You don't really notice it much. Distant Stars as the trade ships reduced to a fourth of the amount. We have no issues with the Relationship factor.

30 PagesFirst 21 22 23 24 25  Last