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.

Keep up with Sins news at www.sinsofasolarempire.com.


Comments (Page 5)
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on Mar 03, 2011

http://store.steampowered.com/hwsurvey/

37% polled using Win 7 64-bit, 56% using 2-cpu, 28% using 4GB Ram (no listing for more than 4GB of Ram).

how about get rid of the expansion poll and ask who uses 64-bit OS and 32-bit OS?  Would be interesting if StarClad let us upload our system specs.

 

on Mar 03, 2011

Yay!

on Mar 04, 2011

lets see - yeah preorder- DONE!~

 

wIN 7 64B-bit, 8 core, 9gb of ram, 2gb of video ram - my machine needs more sin

 

on Mar 04, 2011

Guys, the engine for Sins started up in 2004. In order to make a 64-bit version, it would basically have to be re-done from scratch. It's not going to happen. Be realistic here.

on Mar 04, 2011

Annatar11
Be realistic here.
Good luck with that.

 

on Mar 04, 2011

Let's have a look...

Half life 2 was released on November 16, 2004 as a 32 bit version, on December 22, 2005, Valve released a 64-bit version.

A lot of games were updated to use 64 bit after release. I don't see that as much as a problem as updating to use (S)MP, as multiprocessing would be a real rewrite.

on Mar 04, 2011

Yes, because SD has just as much money to throw at it as Valve does. Feel free to post a list of "a lot of games" that were updated, though.

on Mar 04, 2011

Annatar11
Guys, the engine for Sins started up in 2004. In order to make a 64-bit version, it would basically have to be re-done from scratch. It's not going to happen. Be realistic here.

That would depend upon how it is written. It is possible to write code where the process of making it possible of upgrade to 64-bits would be minimal. But I take it they did not do so.

on Mar 04, 2011

I just pre-ordered and got the discount!!  I really don't think it matters what you have because I have the original, then bought the expansions when they came out. 

Can't wait to play it...

Wolverines Revenge

on Mar 05, 2011

Fantastic! Although I hope you will still devote time to support Diplomacy to make it even better.

on Mar 05, 2011

Yes, because SD has just as much money to throw at it as Valve does. Feel free to post a list of "a lot of games" that were updated, though.

No need for sarcasm. Are you a developer? I am (not games though) and it is a design desicion how you program that defines how much effort it is later on to support 64 bit.

Some games (List from 2006!!):

http://fathersergio.wordpress.com/2006/01/21/the-64-bit-games-list/

 

I don't get why some of you try to defend design decisions of IC (and we all love IC) that were flat out wrong in the first place. Yes, it was sufficient for vanilla, even for entrenchment, but in Diplomacy you saw that it was no longer feasible. They implemented a new load-on-demand system now to keep mem usage down, but this will prohibit you still from adding very high res textures or many more models/effects/sounds... as you will get to the limit again sooner than you think. That might not be a concern for most of you users, but for us modders it is of utmost concern. We do want to create additional value for this game, but we need headroom. And I'm afraid that Rebellion is gonna ask for headroom itself, so there is less space left for us.

on Mar 05, 2011

Awesome!!! Hope this new version will be as good or better than Entrenchment.

on Mar 05, 2011

well, to put it simply, "Go 64-bit or go home." pretty much sums it up. 

Can anyone from IC explain why SOASE'R will or won't be 64bit and 32bit?  It's not 'SOASE II', it's 'SOASE I.v' I'd like to hear from them right up front if it's 32-bit so I can kiss off all hopes of having large-scale 5+ additional race mods for Rebellion or total conversions with 5+ races.

on Mar 06, 2011

SemazRalan
well, to put it simply, "Go 64-bit or go home." pretty much sums it up. 

Can anyone from IC explain why SOASE'R will or won't be 64bit and 32bit?  It's not 'SOASE II', it's 'SOASE I.v' I'd like to hear from them right up front if it's 32-bit so I can kiss off all hopes of having large-scale 5+ additional race mods for Rebellion or total conversions with 5+ races.
Cuz they'd like to release this some time this decade.

 

on Mar 07, 2011

It's not a "go 64 or go home", rather a recomendation that slowly becomes a requirement today. We have 2011 now. I got my first 64 bit machine 2004, that was 7 years ago.

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