A rehaul of the Homeworld 2 Star Wars: Warlords mod that will take advantage of the Sins of a Solar Empire engine to provide a larger strategic theater and will adapt the gameplay to best fit the newer engine. The current public version works for Sins of a Solar Empire: Rebellion 1.1.
I have to give it a seven. While the mod most certainly looks nice, it's scale, both visually and gameplay-wise, doesn't work well in Sins. All costs have been increased and so has resource collection, but they feel harder to control as a result. As for the appearance, all the systems appear to have been scaled up in size and the ships scaled down. I would have preferred the game to have more of a vanilla Sins feel than it has now because it makes you feel more involved when you can see your ships without having to zoom in nearly all of the way. Also, ships feel too fast, at least from a game play perspective.
It seems like a lot of these elements were made to be more reflective of the scale of the Star Wars universe, but it ends up feeling like the elements of the game were stretched to their limit to get that effect. On the other hand, I still believe it to be a very playable mod and those issues I note are mostly able to be overlooked with a little effort.
Great mod visually but the scale is a bit off. The gravity wells feel too large for the ships and the ranges of ships doesn't allow the beauty of multiple models to be seen at once which significantly reduces my enjoyment.
Technically well done but as mentioned, personally, enjoyment is lacking which is what gaming is all about.
I have to rate this a six. While I have been waiting for a SOASE mod based in the Star Wars universe, this one fails in some fundamental ways, drawing away from the base economic structure of Sins, and for little to no reason.
-Asteroid and planetary populations are low, but the tax rates remain the same, meaning the more planets you have under your control, the less tax income you have. This does not translate well from the Sins system, as planetary populations should (at the very least), not handicap your credit income, and at most, give you a reason to hold onto systems, and their populations.
-Far, far too many asteroid mines. I've counted as much as 13 mining stations in some gravity wells, with the standard .6-.7 rates for each one, leading to a huge influx of resources early on, which in my opinion, stems your reasons for expansion, as you could keep a small, clustered group of systems and have all the resources you need.
-The scale of battles is not indicative of the star wars universe. Look at the Battle of Naboo, Yavin, Coruscant, any large 'naval' battle had precious few large ships, and mostly fighters, you will not find a battle with 48 star destroyers versus dozens of other ships. The scale of ship battles in vanilla rebellion (One titan, a dozen or less capitals, a few dozen corvettes) would be perfectly set for a 'realistic' Star Wars conflict.
The scale of the ships is, as some other reviewers have mentioned, also a problem. If we are willing to suspend the disbelief of the resource income, we can suspend the disbelief of the scale of a planetary system. I would have much rather liked to see large capital ships crusing slowly through a plantary system than small blips and icons floating around.
In closing, the ship models, visual effects, 'lore' based research text, and sound effects are very nice in this modification, but the fundamental lack of understanding of the game's basic resource, ship and economic mechanics leave much to be desired.
excellent mod, gets updated very fast.... very good thing too. stability is pretty great too. the 500+ planet map is awesome also. just so wish dumb 2G ram problem would go away, but i know we have to wait for the game to be written in 64 bit format as SINS 2
I had to give it a 6. While I really want to like this star wars mod I cant.
The cost of everything while increased and the speed at witch you get resources is increased I feel that it takes to much control from the player. Also when I finally got the resources to build an SSD it auto built and then I never did see it build it is building.
But for me the big glaring issue is that the mod crashes every hour on the hour. I have a fairly beefy machine and was only playing on a small map vs one ai and it would crash.
The game captures some of the Star Wars flavor, but fails to embrace the epic scale that we've come to love about Star Wars. There are unlikely to be any Battle of Endor moments where the game makes your jaw drop. Ship scale and planet scale are disappointing, and ships lack the detail that made me love the HW2 mod.
Balance is somewhat out of whack, both in resource cost and combat ability. The cost of ships and tech means that the early game is tedious. This also has the ancillary effect of screwing over factions that start with neighboring systems that have high numbers of militia ships; by the time they are overcome, they are too far behind to be a challenge. It also means that the pirate faction is incredibly overpowered, as a typical pirate raid has enough missile ships to one-volley a capital ship off the field.
There are some AI problems as well. It feels like it's difficult to get the AI to engage in a fight, and gravity well generators tend to break the AI; They can't flee, but they don't fight either. Instead they sit at the system's edge and die one-by-one.
Finally, the sense of scale is affected greatly by the Sins-style combat design, where ships trade blows from incredible ranges; this is in complete contradiction of the Star Wars universe where ships trade fire from fairly close range, even intermingling. All in all, the mod presents a functional Star Wars experience, but lacks the essential spirit of the universe that really brings it together: a sense of scale.