A little about the mod:

KOG's Law, originally Overthrow's Law was created during the first Sins of a Solar Empire game.
The mod was updated for Entrenchment and renamed Drison's Law after much work and tweaking, and again was updated for Rebellion and renamed KOG's Law, again with a lot of work put into it since early beta release to insure that it is as balanced as can be.

This mod has been around since the beginning of the game.  Drison and myself wanted to make some changes to reduce lag in the original game and make it more exciting.  Lag is no longer an issue with the updates and changes the game creators have made, but we have still left the changes in as it made the game a little more fun.  Here is a list of changes.

1.1 CHANGES:

~Reduced the time of Armistice 75 seconds to 30 seconds.

~Reduced the pirate strength by about 50%.

1.0 CHANGES:

~Hangar Defense have been removed as well as light carriers (This was originally done to cut down on lag but we found later that it made carriers worth something.)

~Pirates have been buffed quite a bit (I can tell you that larger waves of pirates will hurt.. even early waves.)

~Planets have been changed a little and asteroids received a buff of how many mineral asteroids they can have.

~TEC mines were removed. Advent still retain them but they may only be spawned off of carriers and stations (The AI still does not use them, but it makes it fun for the player. Vasari retain their mines for balancing purposes.)

~Super Weapons have been removed. (Mostly due to AI rushing them.)

~The amount of capitals you can build has been increased to a total of 24 at the final upgrade. Up from 16 in the original version of Rebellion

~TEC rebels can no longer make an alliance with pirates but can now build two stations. (With the changes to the pirates it made the TEC Rebels seem a little too overpowered)

~Stations now have 10 upgrade points. They can also shoot the entire gravity well, repair platforms and inhibitors can now also reach the entire gravity well. (This will NOT reach the entire gravity well on suns.. depending on the size of the sun, but will work on 99% of the planet gravity wells.)

~Capitals and titan experience per level has been reduced.

Before you start complaining about balance or other things, please try the mod, this is designed for friends to play against the AI or just face wave after wave of pirate ships. 

Enjoy. 

Thanks goes to Kog, Drison, Divercity and Cataire. 
Also, I would like to thank Cillian for the banner that he made for the mod
Thanks for your help guys.

Installation:
Install in the mod folder in Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion vx.xx
The maps go in the galaxy forge folder, these will be released at a later time.

The Mod can be used with pretty much any version of SotSE:R, if you find a version that it is not working on, please send either Overthrow or Drison a mail.

Please remember to vote also :)

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0 comments by overthrow on Nov 30th, 2013

if any of you would like to continue with this mod, update it and add to it be my guest, you have my full blessing, I just ask u use the mod name and I will delete this page so you the user can take over.  Cheers and happy holidays. oh, just shoot me a mail, the first person to come up with the working versions up to date with the new dlc will get to create the page for it, so send me your mails.  Thank you for all the mails I have received and support from the community, we had so few complaints and so many requests to keep it alive.  Thank you very much from all of you.King of Geeks (kog)

Downloads RSS Feed Latest Downloads
1.2a

1.2a

Sep 8, 2012 Full Version 11 comments

Full pirate version, fixed research issue with assari loyalist also fixed the pirates and many other things.

Version 1.2

Version 1.2

Sep 8, 2012 Full Version 0 comments

Nerfed pirate version, fixed research issue with assari loyalist also fixed the pirates and many other things.

KOG's Law v1.1a

KOG's Law v1.1a

Aug 22, 2012 Full Version 2 comments

Pretty much the same changes as v1.1 minus the pirate nerf for those of you who wish for them to remain a challenge.

KOG's Law v1.1

KOG's Law v1.1

Aug 15, 2012 Full Version 9 comments

1.1 CHANGES: ~Reduced the time of Armistice 75 seconds to 30 seconds. ~Reduced the pirate strength by about 50%.

Some maps

Some maps

Jun 20, 2012 Singleplayer Map 0 comments

Two maps we have been using for testing purposes.

Kog's Law 1.0

Kog's Law 1.0

Jun 19, 2012 Full Version 2 comments

The mod, enjoy. Any feedback would be appreciated after u played at least 2 full matches all the way threw on the hardest diffculty. Best to play against...

Post comment Comments  (40 - 50 of 62)
MassDownloader
MassDownloader Jun 30 2012, 9:18am says:

Hmm, playing a few more games, I think the pirates are too OP, they are unstoppable late game. A single kol of theirs had 6k hull, and a dunov had a laser attack of nearly 200 DPS, even only 7 of them could destroy a starbase, nothing can stop them. Even tho I am VR the "reduce pirate strength" tech doesn't matter anymore, since they still come with 30+ ships and with each having the strength of a lvl 10-13 capital, The fun is kinda gone ;/ Even my titan doesn't stand a chance even with nano leech...

Edit: I.imgur.com
A picture of a single one of their capitals...And since that pic ture they have gotten another boost of health and dps ;/

+2 votes     reply to comment
MassDownloader
MassDownloader Jun 30 2012, 9:20am replied:

I actually just changed a few files to make it possible to defend against the pirates...Meaning a starbase with weapons that instantly travel to the target, and have 1k dps with each weapon to have a chance...

+2 votes     reply to comment
MassDownloader
MassDownloader Jun 28 2012, 11:12pm says:

Btw, where should I put your "testing maps"? and read the reply I made to your reply to my reply to your reply to my reply to your reply to my comment. :)

+2 votes     reply to comment
overthrow
overthrow Jun 29 2012, 6:24am replied:

The maps go into the galaxy forge folder
It's located in;
Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\GalaxyForge

+2 votes     reply to comment
MassDownloader
MassDownloader Jun 29 2012, 11:49am replied:

Thanks ^.^ And in case you didn't see my other reply >

Could you maybe buff occupied planets? They are so easy to take over :/ It only takes like 4 capitals and a titan and a few support ships...I'd like it to be a challange to take like the pirate base now(Scouting it now and then to see if it got anymore troops than the last time I scouted it while I slowly get lvl 10 caps :P

Btw, I made a map in GF, gave the normal AI and me each 500k credits, 250k metal/crystal, and god, even the normal AI is putting on a challenge against my planets that got full defenses/2 starbases xD

+2 votes     reply to comment
MassDownloader
MassDownloader Jun 27 2012, 4:30pm replied:

Well if you can change the way autocast works, and make my repair platforms actually use their ability, I'd love you xD

+2 votes     reply to comment
overthrow
overthrow Jun 27 2012, 5:02pm replied:

the auto cast is working, if u hover over a unit that is damage u will see the hull repaired a second, it can only be affected by one repair platform at a time and since it fires the gravity well one will repair everything at once, so u only need 2-3 repair platforms at a time

+2 votes     reply to comment
MassDownloader
MassDownloader Jun 27 2012, 6:17pm replied:

Yeah I know that, but for some reason the repair platforms won't use their ability, I usually got 3/4 in a grav well(then 27 gauss 2 starbases) and none of them ever gets repped by the repair platforms, the starbase repair function works perfectly tho, altho it is rather weak.

+2 votes     reply to comment
overthrow
overthrow Jun 27 2012, 8:40pm replied:

alright, ill do some testing on tonight and see if i can duplicate the issue and hopefuly get something worked out by this weekend.

+2 votes     reply to comment
MassDownloader
MassDownloader Jun 28 2012, 5:28pm replied:

Could you maybe buff occupied planets? They are so easy to take over :/ It only takes like 4 capitals and a titan and a few support ships...I'd like it to be a challange to take like the pirate base now(Scouting it now and then to see if it got anymore troops than the last time I scouted it while I slowly get lvl 10 caps :P

Btw, I made a map in GF, gave the normal AI and me each 500k credits, 250k metal/crystal, and god, even the normal AI is putting on a challenge against my planets that got full defenses/2 starbases xD

+2 votes     reply to comment
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Released Jun 19, 2012
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