1.2a
Sep 8, 2012 Full Version 10 commentsFull pirate version, fixed research issue with assari loyalist also fixed the pirates and many other things.
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.
Please remember to vote also :)
8 comments by overthrow on Nov 16th, 2012
honestly we can not think of what else to really change. We need feedback from the community to make this mod grow, otherwise, we only need to update if a patch breaks it.
So please speak your minds and let us know what changes you would like to see in SoaSE Reb's. Otherwise, why screw with something that works?
Full pirate version, fixed research issue with assari loyalist also fixed the pirates and many other things.
Nerfed pirate version, fixed research issue with assari loyalist also fixed the pirates and many other things.
Pretty much the same changes as v1.1 minus the pirate nerf for those of you who wish for them to remain a challenge.
1.1 CHANGES: ~Reduced the time of Armistice 75 seconds to 30 seconds. ~Reduced the pirate strength by about 50%.
Two maps we have been using for testing purposes.
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...
Enjoying most of what i'm seeing so far. I like particularly the changes to the starbase.
Not sure i like how fast captial ships level or not.
I will say i'd strongly reconsider some of the pirate changes. Any semblance of realism is just gone when they start sending fleet after fleet of capital ships. The odd Capital ship mixed in with a large number of smaller ships... THAT is a pirate fleet. Honestly dislike that mechanic so much i'm not sure i'd consider using the mod. Which is a shame because i like a lot of the other aspects.
lol, well the idea with the pirates was to make them super powerful to make up for the lack of the ai, its supposed to give u a challenge and my friends and I have been beating the snot out of them, i can even do it on solo, but i will consider changing the fleets around.
No your 100% correct and i certain enjoy the challenge. For what is indented the mod certainly succeeded.
lol give me a good rating then
Hey there, this mod sounded like a great idea since I only play skirmishes with the AI. The only problem is that I put the mod in the correct folder and enabled it in-game, but when I start a game up nothing has changed. Can still build superweapons, hanger defenses, etc. Is it because I'm using a map I made in galaxy forge or is it something else I'm missing? Thanks!
oh yea after enabling the mod do u make sure to hit the apply button?
Make sure u have it in the 1.02 mod folder, every thing should work fine from there. You can create your own maps and it will work with it.
Yup, totally forgot to hit the apply button. Thanks!
np man, enjoy it, make sure on ur map to give lots of starting resources, makes a huge diffrence in the mod.