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.

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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OrionSlaver


Greetings all,

OrionSlaver here with a brief update. Hopefully you all had a great New Years and 2017 has begun on a positive note. Personally I can't remember New Years, but I woke up on January 1 in a place I'd never been, slathered in pesto with someone else's undies on my head. Good times. Incidentally, if your initials are A.M and you're missing a pair of black Calvin Kleins, give me a call.

But on to talking about the mod! Tally-ho!

First of all, I've noticed a number of comments recently from people having trouble installing The Final Frontier. Not a problem - as always we're here to help you out, but it occurs to me that it's been a few posts since I provided a link to a proper installation tutorial. Here's one provided by the illustrious Gul-Dukat:

The Gul provides a step by step guide to TFF installation


I think you'll find that it's a relatively quick and simple process, provided you follow all the steps. Be sure to watch the video through and follow the directions carefully.

And now I'm sure many of you are wondering precisely what's going with the upcoming TFF 1.1 patch that's set to remedy the lingering issues with our recent release. As always we're reluctant to give a firm release date, especially with many of the team taking a well-deserved break, but work on the patch has indeed begun. Many of the smaller issues have already been remedied, such as the strange absence of certain icons, etc., and we're now focusing on ways to improve the overall stability of the mod. We're discussing ways in which to achieve this while preserving the great diversity that is TFF's hallmark, and at the moment our most likely route is to somewhat cull some of the types of moons (planet types being one of the more burdensome loads on the game engine). The Final Frontier is perhaps the most ambitious mod for Sins of a Solar Empire yet and it's possible we pushed the engine a little too far in some respects. Regardless of the path we take, this will all be remedied and 1.1 should be ready soon-ish. I can't be more specific than that, I'm afraid.

20161001023939 1

TFF 1.1 will reduce the bugs to the consistency of wet pasta


For now, bear with us and we'll get everything sorted out. Thanks for your ongoing support and we'll be back in the not too distant future, either with another update or with the patch itself.

Til next time, stay classy. Or don't.
- OrionSlaver

New Republic Preview (ft. Ssi-Ruuvi)

New Republic Preview (ft. Ssi-Ruuvi)

Star Wars: Thrawn's Revenge II: Ascendancy 2 comments

Corey's continuing his ongoing coverage of development in video form!

Pentastar Preview Playthrough

Pentastar Preview Playthrough

Star Wars: Thrawn's Revenge II: Ascendancy 9 comments

As thanks for the massive support in MotY, here's another full-length video preview of 1.1.

Star Wars Interregnum and Enhanced 4X December Updates

Star Wars Interregnum and Enhanced 4X December Updates

News 19 comments

A quick briefing of the changes to Star Wars Interregnum and the Enhanced 4X Mod this month. Warning: Includes Starbases and Mandalorians!

Rebuild Progress Update #4: Completion

Rebuild Progress Update #4: Completion

Sins of a Galactic Empire 21 comments

The SoGE rebuild is complete and we have officially released version 4.11.0 of Sins of a Galactic Empire!

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Sins Definition Viewer

Sins Definition Viewer

Sins of the Fallen Guides 11 comments

My Sins Entity Wiki has now died twice. I'm posting up a small application based on my much larger Eclipse application which will show in a tree view...

SinsModManager v1

SinsModManager v1

Sins of the Fallen Installer Tool 14 comments

Some tools should be simple. The Sins Mod Manager aims to be just that. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND...

Sins of The Fallen: Reb 1.87.45 (Beta)

Sins of The Fallen: Reb 1.87.45 (Beta)

Fall of Kobol Full Version 18 comments

Brain Dead Development and ZombiesRus5 proudly presents a new beta version for Rebellion 1.87 (compatible with 1.85- LAA enabled). This is a full version...

trivial_options_mods_pak_main_2017-01-31.zip

trivial_options_mods_pak_main_2017-01-31.zip

Trivial Options Mods Pak Full Version

This .zip contains all contents in the Trivial Options Mod Pak, including the Extra Random Maps. Updated for SOASE:R v1.86 and v1.87_beta.

trivial_options_component_mods_2017-01-31.zip

trivial_options_component_mods_2017-01-31.zip

Trivial Options Mods Pak Other

This .zip contains individual minimods that were merged into "Trivial Features" in the main download. Updated for SOASE:R v1.86 and v1.87_beta.

E4X & Interregnum Optional Minimods 1.82

E4X & Interregnum Optional Minimods 1.82

Enhanced 4X Mod Script 10 comments

A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Please read the entire description...

Comments  (0 - 10 of 232)
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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Guest
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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Sins of a Solar Empire: Rebellion
Platforms
Windows
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Ironclad Games
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Stardock
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Nov 14 2012 by ZombiesRus5

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