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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Blog RSS Feed Report abuse Latest News: STA3 CTA DEV DIARY 11

About Star Trek: Armada 3 with 8 comments by Bane(Dev) on Aug 19th, 2014

A little bit about the Klingons

The Klingons are a humanoid warrior species that originated from the planet Qo'noS (pronounced Kronos), an M-class planet. One of the major powers of the galaxy, the Klingons were a proud, tradition-bound people who valued honor and combat. The aggressive Klingon culture had made them an interstellar military power to be respected and feared. - Taken from Memory Alpha

The warrior ethos had been an important aspect of Klingon society since the time of Kahless, but the warrior aspects became much more dominant beginning in the early 22nd Century, Previously, Klingon society was regarded as socially balanced, but over time, the warrior caste gained greater prominence, to the point where the Klingons widely came to be regarded as a "warrior race."

Our vision for the Klingons in Armada 3

Our vision has always been to make the Klingon Ships feel tough, agile and versatile when engaging in combat, Klingon commanders prefer to dogfight with their vessels using their speed to make attack runs on vessels with disruptor canons blazing and torpedoes firing  in quick succession making passes again and again "strafing" a target until they could like a bird of prey move in for the final blow and the kill.

In a call to arms the Klingon forces remain (with exception of the dominion) at the pinnacle of manoeuvrable and versatile warships, culture stations and research in a way that they compliment speed and the ever growing need to taste combat, they may not be as tough however and scientifically powerful as some federation vessels but when it comes to fire-power the Klingon's nearly always have the upper hand in a first strike situation.

All Armada 3 vessels for the Klingon's for the most part have cloaks allowing you the player the choice of bypassing defensive measures to raid enemy systems and core worlds. However most ships inevitably have a weakness, they can dish out great amounts of damage for short durations but this nearly always involves overpowering guns and engines meaning sacrificing power to shields and structural integrity and you will see this within the mod when you play as them, there are some exceptions to this rule however such as the Bird of Preys themselves and the heavier K'Vort Class which more than offset their fire-power with tougher hull and armour values, however the K'vek represents the last word in fire-power itself however its commanders do tend to take more risks when dishing out this damage.

The Klingon Titans

So we listened to you guys the players in a bid to see what you wanted and while we can't and in some cases wont fulfil every request we did hear you about the titan situation, but we dont want to lose the shock-wave vessels so we've added a second titan to the Klingon vessels which means you get a choice in your deployment, and the way this is offset is that you the player will have to live with the decision you make because you can only have one titan available at any one time.

The Shock-wave vessel is capable now that it can level of taking out any current item within the mod as long as it is close enough to that target and we're not going to stamp the buff with a big bullseye leaving it up to you the player to click the button to explode at the right time.

More importantly the new titan the Sword of Kahless has some weaknesses you should consider for example it doesn't have any healing abilities so its reliant on support craft much like the Reman Scimitar to keep it alive, it also doesn't regenerate antimatter fast so its again reliant on support craft to keep it firing and equally keep it alive as its bastion shield consumes a great deal of energy and then again that is also a weakness due to the fact the bastion shield itself while powerful only directly reduces incoming damage from the front of the ship, a clever opponent just needs to get around your titan and attack you before you have time to turn. It also cant go toe to toe with a predator like the scimitar as it doesn't have the manoeuvrability, so your probably wondering what is it good for, well it carries two types of ordnance and is in a very Klingon way bristling to the teeth with guns but lets focus on the ordnance, we have a shock-wave torpedo capable of wrecking a target and surrounding ships, however more importantly it can split the fleet up as the shockwave knocks back surrounding vessels. The second ordnance was a shield flux torpedo capable of draining both enemy antimatter and draining shields in an explosive radius, more importantly when passing through the bastion shield field any energy particle was amplified by that field.

So there you have it a tradeoff powerful ordnance for anti fleet operations or a vessel that could in an instance tip the balance but you get one shot and one shot only.
 
Other sources of inspiration

While we have the chance many know that we are all massive Star Trek Super fans, if you have not yet seen the Prelude to Axanar program then please support this worthy project (it even has a kick starter) You can watch it below:

Finally for the full faction reveal of the Klingons and the main dev diary video check out the latest editions here at our Youtube Channel:

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Enhanced 4X Mod 1.731 and Interregnum Hotfix
Sins of a Solar Empire: Rebellion

Enhanced 4X Mod 1.731 and Interregnum Hotfix

Jul 29, 2014 Enhanced 4X Mod Patch 4 comments

An optional hotfix patch to correct an AI stalling issue in the Enhanced 4X Mod 1.73 and Star Wars Interregnum Alpha 1. See the instructions in the file...

BABYLON-5 THE LOST TALES MOD (alpha1.0)
Sins of a Solar Empire: Rebellion

BABYLON-5 THE LOST TALES MOD (alpha1.0)

Jul 29, 2014 BABYLON-5 THE LOST TALES MOD -ESP- Full Version 9 comments

Release and alpha1.0 mod babylon5 the lost tales.

Sins of the Prophets Rebellion Alpha v.0.56.1
Sins of a Solar Empire: Rebellion

Sins of the Prophets Rebellion Alpha v.0.56.1

Jul 20, 2014 Sins of the Prophets Demo 127 comments

FOR REBELLION ONLY - 20 July 2014 See Installation Instructions and Info.txt inside the download for installation instructions, info, and links to various...

Sins of a Galactic Empire - Addons Pack
Sins of a Solar Empire: Rebellion

Sins of a Galactic Empire - Addons Pack

Jul 16, 2014 Sins of a Galactic Empire Patch 22 comments

Welcome to the addons pack for Sins of a Galactic Empire. Unless otherwise stated, this is compatible with the latest version of SoGE.

SoGE Hotfix - 8a75ab7
Sins of a Solar Empire: Rebellion

SoGE Hotfix - 8a75ab7

Jul 15, 2014 Sins of a Galactic Empire Patch 29 comments

This hotfix fixes several issues in the prior public release. To install, extract to your mod directory and overwrite when prompted.

2.03
Sins of a Solar Empire: Rebellion

2.03

Jul 7, 2014 Rebalanced Races: Rebellion Full Version 0 comments

Fixes a fairly major layout bug for the TEC Loyalists in their research tree that prevented, among others, Twin Fortresses from being researched.

Post comment Comments  (0 - 10 of 151)
acexero2010
acexero2010 Aug 9 2014, 2:06am says:

we need a gundam mod or macross mod

+1 vote     reply to comment
LucianoStarKiller
LucianoStarKiller Aug 5 2014, 2:52pm says:

Is there any modder interested in doing a crossover mod for this game?
like sins vs star wars vs stargate.... kind of thing?

+1 vote     reply to comment
TimmehBoi92
TimmehBoi92 Aug 6 2014, 6:35am replied:

Well Star wars Interregnum is a cross over with the stock sins factions and the Empire (atm more to come soon like the New Republic.) which is excellent I would love to see a cross over of Star Trek Vs Star Wars

+2 votes     reply to comment
LucianoStarKiller
LucianoStarKiller Aug 6 2014, 11:46am replied:

there are crossovers like that in other games but I'd love to see one in sins

+1 vote     reply to comment
Guest
Guest Jun 30 2014, 10:58pm says:

they need some star blazers/ space battleship yamato mods

+2 votes     reply to comment
Nergal01
Nergal01 May 20 2014, 6:57am says:

Is there any working mod that disables superweapon and minefield?

+1 vote     reply to comment
GoaFan77
GoaFan77 May 25 2014, 7:10pm replied:

There is an optional add on for the Enhanced 4X mod and several other mods that disables superweapons, and E4X also changes how mines work so that their are much less of them.

+1 vote     reply to comment
Tomkilla
Tomkilla Apr 14 2014, 8:57pm buried:

(buried)

Is there a non-DRM version? Or is this game only available on STEAM?

-8 votes     reply to comment
GoaFan77
GoaFan77 Apr 23 2014, 4:19pm replied:

It is a steamworks game I'm afraid.

+2 votes     reply to comment
myfist0
myfist0 Feb 9 2014, 4:31am replied:

Moving the Mods Folder Tutorial Steamcommunity.com

+2 votes     reply to comment
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Sins of a Solar Empire: Rebellion
Platform
Windows
Developer
Ironclad Games
Publisher
Stardock
Engine
Iron Engine
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Official Page
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Release Date
Released Jun 12, 2012
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Highest Rated (9 agree) 10/10

Zombies like it, you should too!

Nov 14 2012, 10:17am by ZombiesRus5

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