Due to character limits I've made a separate Credits section which details all the people who have contributed in some way as well as the list of great voice actors who have helped out.

Sins of a Solar Empire Forums Post is HERE

Facebook Group is HERE
The events in this mod occur 10 years after the story of Freelancer.

Not all of the Nomads were pulled through the Hyper Gate by Edison's
work, in fact those events led to another group being awakened and
consequently getting another shot at taking out the colonies. However
this group is larger and more experienced than the previous ones awoken
by Rheinland, and they're not happy about being separated from their brethren.

About 5 Years ago: all the trade lane and jump-gate
technology 'inexplicably' failed, however thanks to some breakthroughs
by Ageria Technologies, Cruise drive speed has been increased to fill
the gap left by the failure of the trade-lanes. They also developed a
system to allow a cruise drive to be 'super charged' in close proximity
to a star, allowing for long distance jumps between systems. While not
as fast as jump-gates it helped to keep the colonies in contact.

4 Years ago: the relative peace shared between the colonies since the
nomad infestation started to breakdown. The Kusari Empire annexed GMG and raised the
export taxes to Bretonian space, raising the cost of vital H-fuel.
Bretonia responded in kind cutting back on the raw resources they were
exporting to assist in Kusari rebuilding. Once Liberty de-regulated
Ageira Technologies' new cruise drive upgrades and shared the designs throughout
the colonies Rheinland was no longer held back, and started flexing
their muscle again. Focusing on moving their newly rebuilt fleet to gain
a foothold in contested space.

3 Years ago: the first Corsair
capital ships were seen. A large Bretonian military convoy carrying
supplies and materials were ambushed by a Corsair fleet led by a cruiser
of unknown design. The cruiser destroyed the escort gunboats with ease
and raided the transport ships. Corsair raids become more frequent and
daring requiring the houses to devote more resources into their military
and police.

2 Years ago: Secretive 'Nomad Cults' have been on the rise,
these Fanatics believe that the Nomads were the messengers of 'God' and
that Edison is the Devil Incarnate who tried to stop mankind hearing their message.
While they were thought to be a few harmless kooks at first,
they have recently become quite aggressive and militant;
and their insanity is quickly spreading.

Current day: relations between factions has
deteriorated even more. With increased military focus due to piracy and
border disputes and the political situation quickly turning sour,
all-out war could break out at any moment.

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Blog RSS Feed Post news Report abuse Latest News: Experimental Shield Techniques

3 comments by Wintercross on Aug 19th, 2015

Welcome to yet another news update!

This time I'm going to give you are rough idea of how the new shield system currently implemented on Bretonia, Liberty and soon Rheinland.

Basically, it came about while I was thinking of the differences between Sins and Freelancer... In Freelancer when your shields go down, they remain offline for a certain amount of time before they start regenerating themselves again.
Sins however has your shields constantly regenerating every second regardless of incoming fire or shields being down etc.

In my desire to make taking down a ships shields more serious, I devised a cunning plan!
Basically, I decided to make shield regeneration part of the 'shield' ability along with the factions unique shield ability. By doing this I was able to craft the ability to regenerate shields and provide it's unique ability while the shields are up, but when a shield becomes critical (a certain % into red) these effects cease until the next cycle of the passive ability.

This means depending on how long it was since the last cycle, your shields could be disabled for a random amount of time (up to the total cycle time, which is 30 seconds on a Light Fighter (slightly more on larger craft)
One the ability cycles, it is set to give a quick boost the shield strength, and then if the shield remains stable (ie: Doesn't get hit with damage knocking it out again) it will resume it's normal regen etc.

This means when a ships shields go down, it might be better to retreat rather than take lots of hull damage, especially on Capital Ships since they don't regenerate hull like Fighters do.

The numbers and times are subject to change as I balance the system, but so far it is working as desired.
Eventually I will also make tech upgrades which will level up the abilities for each shield class.

As a quick overview, since Sins can't have the strong and weak vs weapon types on shields like Freelancer has, I decided to give each shield type some special effects based on the idea of the shield technology.

Liberty has 'Graviton' shield technology, which wraps their shield in powerful spinning gravitational fields. This makes them effective against physical weapons like kinetic rounds, missiles and torpedoes as the field often slaps them aside reducing their accuracy and damage potential, represented by extra damage resistance to physical weapons.

Bretonia utilises 'Positron' shield technology, which encases the hulls of their ships with a layer of charged anti-electrons that atomise incoming fire. They are paired with special energy sinks that absorb a percent of the heat generated into their capacitors. Hence Bretonian ships absorb a % of damage as energy. (which combined with abilities like shield batteries will make for some tanky Brets.)

Rheinland has 'Molecular' shield technology, but as for their special effects I will get to that another time =P

Anyway, hope everyone is enjoying the latest Alpha build! I am currently working on a patch to fix a few bugs and oversights so I hope to have that ready soonish.

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GalaxyScenariodef fix for alpha v0.3

GalaxyScenariodef fix for alpha v0.3

Aug 12, 2015 Patch 1 comment

Just a quick fix for the issue with Liberty... turns out a few things got jumbled in the galaxyscenariodef file which was causing weird stuff to happen...

SotSS Alpha 0.3

SotSS Alpha 0.3

Aug 11, 2015 Demo 12 comments

NOTE: This is a full version, not a patch. Delete you're old SotSS folder before installing this one! ALSO REMEMBER TO DISABLE RANDOM EVENTS if you have...

SotSS Alpha 0.2

SotSS Alpha 0.2

Mar 5, 2014 Demo 42 comments

The latest version adds Rheinland as a playable faction. Also some other tweaks and additions to Liberty This is a Full Version, not a Patch!

SotSS Alpha Patch 0.12

SotSS Alpha Patch 0.12

Nov 16, 2013 Patch 6 comments

Just another small patch. This one contains the same changes as Alpha 0.11. Install over the main Alpha 0.1 mod.

SotSS Alpha  0.1

SotSS Alpha 0.1

Nov 14, 2013 Demo 10 comments

Alpha 0.1 featuring Liberty Most of Liberty's ships are added, but more will come in future updates. Research has not been worked on and only one or two...

Post comment Comments  (0 - 10 of 404)
Flutterstrom Aug 15 2015 says:

oh also what i wantet to ask: are battleships that have ben convertet to flagships supposed to be unable to jump? in the last version they still could jump.

+1 vote     reply to comment
Wintercross Creator
Wintercross Aug 15 2015 replied:

They should be able to jump... Which faction were you playing? Rheinland or Liberty?

+2 votes   reply to comment
Flutterstrom Aug 15 2015 replied:

both are unable, convertet them and then they where unable. i also didnt gave them any upgreads.

+1 vote     reply to comment
Wintercross Creator
Wintercross Aug 17 2015 replied:

must be a problem with the tech, will look into it!

+1 vote   reply to comment
Wintercross Creator
Wintercross Aug 15 2015 says:

Just to let everyone know, I've set up a forum here on ModDB for everyone to post bugs and suggestions etc.

It will make things easier for me to follow up on =D

+3 votes   reply to comment
Flutterstrom Aug 13 2015 says:

ok i have a bug to report, i was playing rheinland with a buddy in online mp.
after i researched the 4th fleet tech (fleet communion) i lost all of my mettal/material when it hits the 100 mark, went on for the rest of the game.
it also happend in a slightly lighter variant with credits, i lost a lot but not all. h-fuel was unafectet.

+2 votes     reply to comment
Flutterstrom Aug 14 2015 replied:

i feel stupid now... loadet up the save againe to see if restarting helps and accedently click on a heavy lifter... repairs frendly tartgets for the cost of 100 creds and metal. in my defense i normally never select them at all XD

+2 votes     reply to comment
Wintercross Creator
Wintercross Aug 14 2015 replied:

Yeah, I should have mentioned that repairs will cost you resources =P

+1 vote   reply to comment
Flutterstrom Aug 15 2015 replied:

i watched why those lifter drained so mutch and found out that after every hp increase research all structures and ships get more hp, but the "new" hp must be repaired first, what chrashes youre economy. but this applys strangely only for rheinland, when you increase hp for the other 2 factions they just get more hp without repair cost.

+1 vote     reply to comment
Wintercross Creator
Wintercross Aug 15 2015 replied:

Huh... That is odd. I shall have to investigate that.
Do you mean the repairs don't cost resources or that when they upgrade HP they don't need to repair?

+1 vote   reply to comment
Flutterstrom Aug 15 2015 replied:

if i reserch hp upgreades for liberty and bretonia the hp is instantly there, if i research it with rheinland it must be build/repaired first with a heavy lifter.

+1 vote     reply to comment
Flutterstrom Aug 15 2015 replied:

ok redownloadet the mod, and now every faction has to "upgread" there hp first on structures and ships after research, but only rheinland has the repair ability on the heavy lifter. guess something went wrong with my first dl^^

+1 vote     reply to comment
Wintercross Creator
Wintercross Aug 15 2015 replied:

ok... I'll look into the repair abilities... I think it's a technology issue.

+2 votes   reply to comment
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Released Nov 14, 2013
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