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: Dev Diary #11: Admiralty and Migration

About Star Wars: Ascendancy with 10 comments by .Corey. on Jul 22nd, 2014

...Migration...

There are two primary variables related to planet population: max population, and population growth rate. In Sins, this was all very standardized and not especially interactive. Each planet was sort of left to its own devices and either ended up with a high population or didn't, depending on tech. In Ascendancy, we're looking to give a bit more depth to planetary population. Each planet type has a different value for these levels. Some types, including the Ecumenopolis (ie Coruscant) and Temperate (ie Corellia) types have both high max population caps and growth rates. Others like Volcanic and Ice have both low caps and low growth rates. However, there are several types which have the capacity to support large populations, but require assistance to get there quickly, most prominently the Arboreal and Desert planets.

Dev Diary #11: Admiralty & Migration

In order to promote more interactivity here, we have given your dropships (The Sentinel, Gallofree and Consen) a set of new abilities to help transfer your populations as you see fit. The first ability (Migration: Load) is cast on the planet you want to take the migrants from, which increases your dropships' supply. The second ability (Migration: Unload) then drops this population off on the destination planet, increasing the population there. Just to clarify, this is used on planets you already own; it is not colonization. Each dropship starts being able to use the Unload ability once after being constructed before having to load up again. We're also toying with the idea of a new logistic structure which increases population capacity or growth rate on the planets, but that's less fleshed out.

...Fleet Commanders...

Once of the most common questions we're asked is if we're going to include heroes in the mod, and the answer to that is technically no, but also sort of yes. In the Flagship victory mode, your flagship will be a prominent ship from that faction; Ackbar in Home One, Thrawn in Chimaera, Kres'ten'tarthi in Battlehammer, Ivpikkis in the Shriwirr (or Keermak in the Errinung'ka, we haven't decided), Tenenial Djo in the Star Home, and Tsa- *Muffled noises.*

Imperial Fleet Adjustments

While regular heroes are possible to do in other game modes, we don't quite want to go that direction in Ascendancy. We have, however, added new types of supportive capital ships: fleet commander flagships. In combat, these flagships are essentially identical to their non-flagship varieties, though with slightly better defenses in order to ensure they don't always end up being focused too soon. Their main role is to be buff carriers. Each one has a set of four abilities, which, while varying slightly by faction, fall within similar categories and scale very well with levels: (numbers aren't real, just to give an idea)

Assault Command: Increases damage output of frigates and capital ships by 2/4/8/16%
Defense Command: Increases damage output of defensive structures by 2/4/8/16%
Fighter Command: Increases damage output of fighters by 2/4/8/16%
Supreme Commander/Grand Admiral: Requires level 8, effects vary by faction.

You cannot have two Commanders using Assault Command at the same time on the same fleet, and the flagship variants take roughly 1.5-2x as much supply as their regular versions, so while it's good to build a few to lead your fleets, they are certainly not meant to be mass-produced. Currently each faction gets three versions, based on three of their primary capital ships with one or two exceptions. The goal of this is to reward players for training their admirals with raids and different engagements, and to encourage maximizing your DPS by maintaining more than one main fleet in scenarios where that's feasible.

Kariek Cruiser Reskin

Once again, keep in mind everything we talk about in these dev diaries isn't set in stone and is still always being altered. If you have a suggestion or critique about this mechanic, feel free to leave a comment or post it in the Migration Discussion topic on our forums. We also have a topic for discussing fleet commanders. This is all still in alpha stage so there's a lot of ideation and testing going on on things that may ultimately not be kept if they're determined to not work, so feel free to suggest any changes or additions.

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Sins of the Prophets Rebellion Alpha v.0.56.41820
Sins of a Solar Empire: Rebellion

Sins of the Prophets Rebellion Alpha v.0.56.41820

Jul 20, 2014 Sins of the Prophets Demo 101 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 16 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 21 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.

SoGE 946392c release for SOASE Rebellion 1.82
Sins of a Solar Empire: Rebellion

SoGE 946392c release for SOASE Rebellion 1.82

Jul 2, 2014 Sins of a Galactic Empire Full Version 98 comments

Sins of a Galactic Empire (SoGE) 946392c release for Sins of a Solar Empire: Rebellion 1.82, a Star Wars total conversion mod for Sins of a Solar Empire

Wraith Temple of Hostility Fix
Sins of a Solar Empire: Rebellion

Wraith Temple of Hostility Fix

Jun 30, 2014 Stargate Invasion Sub-Mod Patch 5 comments

Wraith Temple of Hostility Fix, just place on top of the mod and overwrite. I didn't test the fix as I have been busy, but it should work, just comment...

Post comment Comments  (100 - 110 of 147)
DauntlessK
DauntlessK Sep 21 2012, 5:25pm says:

Anyone know of any plans to make a Battlefleet Gothic mod?? My favorite sci-fi universe needs to be represented. Nothing beats 40k ships.

+3 votes     reply to comment
Melik
Melik Oct 14 2012, 1:47pm replied:

here it is Forums.sinsofasolarempire.com
^^ have fun

+2 votes     reply to comment
DauntlessK
DauntlessK Oct 15 2012, 4:47pm replied:

No. For rebellion. I saw this before and it looks quite awesome. How much would could it be to convert it to rebellion?

+2 votes     reply to comment
GoaFan77
GoaFan77 Oct 23 2012, 1:47pm replied:

It would be a lot of work. The models could be converted easily but everything else might take quite a bit of time. And that's ignoring the permission issue.

+2 votes     reply to comment
Fabo
Fabo Aug 24 2012, 8:54pm says:

need soa2 for rebellion ;( post a donate link with release,count on my support!

+2 votes     reply to comment
Dallas8908
Dallas8908 Aug 24 2012, 11:33am says:

someone should do a conquest: frontier wars mod for rebellion. or for any soase really.

+2 votes     reply to comment
Dallas8908
Dallas8908 Sep 17 2012, 7:28pm replied:

or also taking he ships from soase: rebellion and putting them into starwars: EaW: FoC. although there might be some leagl issue with that. dont know. anyways just a thought.

+1 vote     reply to comment
Piemanlives
Piemanlives Oct 13 2012, 8:06pm replied: Online

if it's non-profit it should be fine, however Conquest would fun, yet ground battles between three different factions sound fun For EaW

+2 votes     reply to comment
Slornie
Slornie Aug 19 2012, 9:33am replied: +3 votes     reply to comment
Normon
Normon Aug 18 2012, 1:44pm replied:

Yes, there is, it's called Sins of a Galactic Empire, it's just not listed under Rebellion mods, it's in the Entrenchment mods section.

+1 vote     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
Sinsofasolarempire.com
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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