Sins of a Solar Empire: Rebellion

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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.

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  • Technotron42 Technotron42

    I think a Sins mod dedicated to just the Clone Wars era in Star Wars would be great, as there are mods for the Galactic Civil War and after that time (New Republic e.t.c.).

    There is Sins of a Galactic Empire but, it has all 3 eras (Clone wars, Galactic Civil War and post Original movies(Legends)).

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  • BrokenHopes BrokenHopes

    so booted up sins again and played the mod again and there is something that always bugged me. later in the game some ships don't work. as in the fleet has to be entirely that ship or not have it at all for the ship to remember to follow the given orders. like the corellian gunship (not that i mind having a fleet of gunships as a rapid response till larger ships arrive to back it up) a point defense fleet if you will.

    (note this is for the intergen mod)

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  • Armada115 Armada115

    Not Long Before 1.86 patch comes out.

    Would love a Star Trek Vs Star Wars Mod

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  • crazyboule crazyboule

    Anyone planning of a mod of Star-War vs Star-Trek? Or some some kind of sub-mod merging two of already made mods.

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    • #0Guest Guest

      This is why Star Wars vs Star Trek isn't a good idea:
      stardestroyer.net/Empire/Essays/FiveMinutes.html

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      • crazyboule crazyboule

        Well it seem just a good reason for trekies to prove this guy is wrong. In fact federation limit there armement development a little like after WWI treaties for ship tonnages, but they have the knowledge for doing lot more. The only thing I think SW are better it the Hyperdrive, but Star-Trek have sub-space corridor. And the hyperdrive in SW it really dangerous to use on uncharted region. Even on the major trade route it not safe to use.
        Im watching ST NG and they make a sun go supernova with some modified torpedo.
        For the weapon range Idk his source but from what a see in movies SW are not accurate as ST and for the range SW look like old ranged navy battle with close-range canons. Again ST they can modify torpedo to make them long range. And Laser it like an old tech in ST, Phaser are far beyond.
        I dont really see majors advantage if we forgot time travel. Technology in SW dont grow as fast as in ST too and SW peak tech are the galaxy-guns.
        The plus of a mod like that it all factions available in the same mod to.

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      • Exakter Exakter

        I hate any argument about ST vs SW for one reason, it's pointless. They are both fictitious universes so arguing about the internal logic within either universe is a waste of time. Depending on your POV a Star Destroyer is either impossible for a Galaxy to destroy, or no work at all. If I were to ever make a mod of this you'd have to set your OWN rules and stick to them steadfast. Since people want to see it, I'd make Star Wars ships cheap and plentiful, but weak for their size (high hull points, weak armor and shields and able to target multiple vessels and focus fire) and make Star Trek ships very strong for their size but very expensive and rare (low hull points, high armor and high shields but only able to target individual vessels and not focus fire). For in-game reasons, I'd balance their ship sizes so that ST ships are about the size of corvettes. The SW factions would be well served to use SSDs, but will find that the ST factions better capital ships will absolutely wreck anything that isn't defended by a very large fleet or an SSD. Static defenses will mean nothing versus a faction that can torpedo them from out of range. I see battles in my mind of an Imperial SD going up against a Galaxy and being fairly equal. The logic I'd use is "parity through popularity" rather than attempting to use any form of science or lore (which is made up anyways).

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      • crazyboule crazyboule

        They are both fantasy world and science lore are something we can forget that I agree with you.
        The Executor-class are something federations dont have anything comparable, execept maybe some static Star-bases, but from what I read it consomune like an entire planet ressources when refuelling.

        Second I will not make any mod it was just a suggestion like the mod for Galactic Civ. 2, and I'm already working on a Mtw2 mods.
        If SW vs ST worked in Gal. Civ 2 or some others space games Idk why it can't work for Sin.

        For rules SW are maybe a little much to fantasy compared to ST, and sometime referring to tech from WW2 for example, turret of Millennieum falcon or ship fuel or Cannons battle of the revenge of the Sith begin.
        What of SW turbo-laser(it date from when lasers was someting big), I'm not even sure it will make a scratch on any ST ship, like I said laser it a 21 century weapon. And what of the SW torpedo, look more like old missiles.
        So this mod should be more for the eyes than for the lore, and make easier to play with all factions combined, without switching mods. It should not be to difficult for an expert, with already like 3 mods for Sw and 3 for ST, maybe more, so combining the most advanced 2 and make some tweak to balance the thing.Dont even need for any 3d modelling and factions rosters.

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  • BrokenHopes BrokenHopes

    was playing the game the other day in the hapes map for the ASSENDENCY mod. and in the early game a enitre "Mad Dark Fleet" showed up. crushed 5 worlds and the new republic happily moved in after them, end result. i was down to 7 planets and under assault by fleets 3 times what i could field every 5 minute. ended up surrendering after playing for 9 hours and dropping down to 4 planets.

    one thing went through my mind.

    "Well... Lets do that again."

    and this is why i love mods.

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