Patch Update: Version 1

- Removed some of the Beta files and conditions that were not needed for testing.
- Removed all defense platforms updates, this will be part of another mod later on.
- All races Repair stations have been updated and will now become a greater part of your defense along with your star base.
- Costs have been modified and updated after Beta for better balancing.
- Repair Stations have had there Slot count increased up to 4 to balance buffing.

--- Tec ---
- All exp modified have been increased
- Hull Decreased 13500 --> 13000
- Hull Repair Rate Increased 6.75 --> 15
- Shield Decreased 7250 --> 7000
- Shield Restore Rate Decreased 13.5 --> 7
- Shield Mitigation Reduced .6 --> .4
- Armor Increased 16.5 --> 18
- Laser / Beam can attack fighters / bombers within range.
- Beam Weapon Range increased 6500 --> 15000
- Beam Weapon Damage / Burst Increased 256 / 1 --> 275 / 2
- Laser Weapon Range increased 8000 --> 10000
- Laser Weapon Damage / Burst Increased 146 / 5 --> 200 / 6
- Missile Weapon Range Increased 10500 --> 30000
- Missile Weapon Damage / Burst Increased 300 / 2 --> 350 / 2
- Star Base Banks decrease 4 --> 3
- Max upgrades increased 8 --> 12
- Trade Income increased
- Cargo Ship Increase 5 --> 10
- Cargo Ship Build Time Decreased 25 sec --> 10 Sec
- Star Base Fighters / Bombers have been upgraded.
- Reduced Max Fighters to 9
- Many of the costs have been reduced. Tech will use more Metal then the other two races.
- Tech will be the best at close range damage / trade / Hull defenses.

--- Advent ---
- All exp modified have been increased
- Hull Decreased 13500 --> 7000
- Hull Repair Rate Decreased 6.75 --> 6
- Shield Increased 7250 --> 13000
- Shield Restore Rate Increased 13.5 --> 15
- Shield Mitigation Increased .6 --> .7
- Armor Decreased 16.5 --> 10
- Laser can attack fighters / bombers within range.
- Laser Weapon Range increased 6500 --> 24000
- Laser Weapon Damage / Burst Decreased 192 / 2 --> 150 / 2
- Plasma Weapon Range increased 8000 --> 12000
- Plasma Weapon Damage / Burst Decreased 146 / 2 --> 100 / 6
- Missile Weapon Range Increased 10500 --> 48000
- Missile Weapon Damage / Burst Decreased 300 / 2 --> 200 / 1
- Star Base Banks increased 4 --> 5
- Max upgrades increased 8 --> 14
- Trade Income increased
- Cargo Ship Build Time Decreased 25 sec --> 20 Sec
- Star Base Fighters / Bombers have been upgraded.
- Reduced Max Fighters to 12
- Many of the costs have been reduced. Advent will use more Crystal then the other two races.
- Advent will be the best at range / shield defense / fighter & bomber support.

--- Vasari ---
- All exp modified have been increased
- Hull Decreased 16500 --> 10000
- Hull Repair Rate Decreased 8.25 --> 10
- Shield Increased 8750 --> 10000
- Shield Restore Rate Decreased 16.5 --> 10
- Shield Mitigation Decreased .6 --> .5
- Armor Decreased 19.5 --> 14
- Chaos Bolt Weapon Range increased 6000 --> 18000
- Chaos Bolt Weapon Damage / Burst increased 164 / 10 --> 200 / 10
- Pulse Gun Weapon Range increased 8000 --> 9000
- Pulse Gun Weapon Damage / Burst Decreased 186 / 3 --> 150 / 3
- Missile Weapon Range Increased 10500 --> 30000
- Missile Weapon Damage / Burst Decreased 325 / 2 --> 250 / 1
- Max upgrades increased 8 --> 10
- Trade Income increased
- Cargo Ships Increased 5 --> 7
- Star Base Fighters / Bombers have been upgraded.
- Reduced Max Fighters to 6
- Many of the costs have been reduced. Vasari will use a mix between Metal and Crystal
- Vasari are masters of nothing, but very versatile and powerful in many other regards.

** My own assessment on these changes is they may seem weak at first, but once you get the research in the military / defense tree going you will have some power houses guarding yourself. And for those who like to get max capital ships they are a great challenge with nice rewards on experience gains.

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0 comments by Losschris on May 22nd, 2013

Currently in testing is the TEC which might change how you have always viewed star bases:
- XP for star base kill is 1k now. (Defend them)
- Max weapons / defense upgrades. ( 2 main weapons / 1 AA weapon)
- Longer Build Times
- High armor but weaker shields.
- 4 New abilities planned 2 being worked out currently.
- Jobs - This ability will have 3 upgrades which will increase the population on the station by 50 per level.
- Trader Hub - This ability will replace the trade ship ability for the star base and increase trade by 2.0 per lvl 3 levels max.

The focus I have for TEC is going to be a credit producer and money maker. Star Bases will have more straight forward role without wasting credits, metal, crystal. They will have some upgrades that will cost way less to upgrade. The TEC will be a merchants dream as they will collect the credits quick and spend them as fast, but you will not want to rely on a TEC station for absolute defense.

The Vasari will be changed around a good bit as well. They will be quite offensive driven along with Metal champions. One idea is boosting metal gained from asteroids with an ability.

The Advent will be more defensive driven, with perhaps being able to collect crystal on an higher level then the other races.

-- As a test to make sure no star base will be OP compared to another, I have them blasting each other to see if a balance is created. I am more interested to hear your idea's of how big a fleet should be when taking out a star base?

Downloads RSS Feed Latest Downloads
Loss's Star Base Mod - Ver 1

Loss's Star Base Mod - Ver 1

Jan 16, 2013 Full Version 3 comments

The official release has happened I hope you all enjoy it. I hope you all enjoy it currently working on Loss's Capital Ships and Ver 2 of this Mod as...

Star Base Mod - Beta 3

Star Base Mod - Beta 3

Dec 31, 2012 Demo 0 comments

This patch has fixed a few credit, metal, crystal errors, and also added in the Defense package so look forward to having your repair platforms hitting...

Loss's Star Base Mod - Beta 2

Loss's Star Base Mod - Beta 2

Dec 29, 2012 Demo 0 comments

I have corrected some of the issues from the Beta, and I hope you all keep looking and enjoying the mod. Please let me know of any issues or things that...

Loss's Star Base Mod - Beta

Loss's Star Base Mod - Beta

Dec 28, 2012 Demo 0 comments

This is the current beta version of this mod for SOSE Rebellion ver 1.1

Post comment Comments  (0 - 10 of 14)
Guest
Guest Jun 22 2014, 2:57pm says:

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Dezeroth
Dezeroth Jun 6 2013, 6:59pm says:

only thing I might want added to this mod is having enough points to train all the tech for starbases

+2 votes     reply to comment
darnocslew
darnocslew May 23 2013, 6:46am says:

Well ive been playing with the latest and a level 10 Titan can solo 2 TEC stations fully upgraded with these specs: Max health, Max weapons, Max fightr bay, Level 2 trade, Level 1 boon, Level 1 ship bay. Which IMO without a fleet backing it up is abit OP. I mean during the time of the attack i also ahd 25 frigates also attacking it. So i feel that stations should get a buff so that 1v1 with a titan they would win, however they would be heavily damaged.

+2 votes     reply to comment
Losschris Creator
Losschris Feb 16 2013, 11:51pm says:

Sorry for no updates due to left hand being injured in an accident the project next release has been delayed. :/ I apologize for this guys, I am hoping that I can get this cast off soon because it sucks typing with one hand.

+3 votes   reply to comment
xbreed666
xbreed666 Mar 29 2013, 11:04pm replied:

ehh, these things happen.

+2 votes     reply to comment
moddlord1
moddlord1 Jan 16 2013, 9:29am says:

waz up! looking good

0 votes     reply to comment
Guest
Guest Jan 9 2013, 2:22pm says:

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Losschris Creator
Losschris Jan 16 2013, 9:20am replied:

Do you know if all the players had it installed also?

+2 votes   reply to comment
Guest
Guest Jan 9 2013, 2:07pm says:

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Losschris Creator
Losschris Jan 16 2013, 9:19am replied:

I will look into this.

+1 vote   reply to comment
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Released Jan 16, 2013
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