SotSS is a 4x/RTS mod based on the Universe of Freelancer/Starlancer

Report abuse SotSS Alpha 0.2
Filename
Sins_of_the_Sirius_Sector_-_Alpha_v0.2.7z
Type
Demo
Uploader
Wintercross
Date
Mar 5th, 2014
Size
126.65mb (132,799,052 bytes)
Downloads
2,087 (1 today)
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Description

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!


This version is changed quite a bit from the previous versions and will require a fresh folder.
Do NOT copy this version over an older version!!!
Install into your 'Mods-Rebellion v1.80 ' folder

a brief overview of the changes:

Rheinland (now playable):

Wraith Light Fighter (Scout)
Banshee Light Fighter (Interceptor)
Valkyrie Heavy Fighter (Main Combat Fighter)

Glaer Dropship (colony ship) note: the Glaer is a placeholder colony ship for the moment as I haven't finished the Westerwald troop ship yet.

Gepard Gunboat (Rapid Strike)
Emden Escort Cruiser (Anti-Fighter support)
Emden-B Cruiser (Siege ship)
Bismark Battleship

Veteran Valkyrie (ACE)
Ardent Fafnir (ACE)

Kiel class Shipyard

Rheinland is still far from complete, but there is enough here to have some fun.

Liberty:

LRM Rhino Combat Freighter (Artillery support)

The Starfire Patriot and Valiant Defender now have abilities
The LSF Partisan just has one at the moment

Liberator now has the Landing Operations ability which when used on an enemy planet inflicts damage, when used on a neutral world captures it.

Flagship Dreadnaughts are now made by converting regular Dreadnaughts.
They also have 2 new upgrades, one gives the Dreadnaught a powerful torpedo volley, the other gives it forward facing plasma cannons for chasing down enemies.

H-Fuel extractors are now in play as capturable structures. your homeworld will give you a small trickle of H-fuel, but if you don't want to rely on the Neural Net Market you will want to capture some extractors for a steady supply.

there is also now a Liberty AI faction. This is just a slightly modified Liberty for if you want to play vs AI. (the liberator ability doesn't play nice with AI players and so the ai version has an alternate Liberator)
Rheinland should work ok for an AI player (however there are still some Advent ships in there)

Preview Image
SotSS Alpha 0.2
Post comment Comments
Guest
Guest Mar 5 2014, 2:25pm says:

I'll take a punt at it. Is it a patch for previous versions or a brand new thing?

+2 votes     reply to comment
MagicalPaladin
MagicalPaladin Mar 5 2014, 4:15pm replied:

Not a patch, just download as a mod and put it in mod folder

+4 votes     reply to comment
bojnarlaci
bojnarlaci Mar 5 2014, 2:57pm buried:

(buried)

What is this???? This is ****! Micro capital ship?? 650 hull? ... -10/-10! sorry!

-7 votes     reply to comment
MagicalPaladin
MagicalPaladin Mar 5 2014, 4:11pm replied:

Play Freelancer, read the mod news and then go back there.

+7 votes     reply to comment
Wintercross Author
Wintercross Mar 5 2014, 7:14pm replied:

Yeah, this is not Sins of a Solar Empire.
This is the Sirius Sector, and leveling capital ships does not fit. That is why they are Ace Pilots instead. They can not operate solo, they are meant to lead a team of ships.

Also, keep in mind this is ALPHA!

+6 votes   reply to comment
malanthor
malanthor Mar 6 2014, 8:41am buried:

(buried)

What is this???? You are dumb! No intellect?? 75 IQ? ... -10/-10! sorry!

-8 votes     reply to comment
MagicalPaladin
MagicalPaladin Mar 7 2014, 9:38am replied:

Man, just play Freelancer and calm yourself

+6 votes     reply to comment
Soldier96
Soldier96 Mar 7 2014, 2:56pm replied:

what is this??? a troll,get a life,noob, -1000/1000!,sorry!

this was for malanthor :P

+4 votes     reply to comment
Guest
Guest Mar 5 2014, 8:11pm says:

Even if this is an Alpha, I'm having a lot of fun playing this! Thank you!

+5 votes     reply to comment
Wintercross Author
Wintercross Mar 5 2014, 8:21pm replied:

Glad you're having fun! Keep an eye on the mod, more stuff will be coming soon! =D

+2 votes   reply to comment
Rempy
Rempy Mar 5 2014, 8:41pm says:

This gave a whole new feel to the game Eli!
"Fighting over h-fuel intensifies"
I also like the new effects in the mod.
Well done!

+3 votes     reply to comment
Wintercross Author
Wintercross Mar 5 2014, 9:50pm replied:

Yeah, I really like the fighting over H-Fuel to field larger ships mechanic =D

Research will eventually get an overhaul as well, and only stuff that logically requires H-Fuel will have it as part of the cost (energy regen/total, engine speed etc.)

Plus once I start making custom maps it will really shine

+1 vote   reply to comment
Guest
Guest Mar 6 2014, 1:48am says:

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Wintercross Author
Wintercross Mar 6 2014, 2:37am replied:

Yeah, Rheinland 'Boxy' shields is intentional. I makes them look different and kind of goes with the boxy shape of their ships =P

As for the DLC issues, I'll have a look into it. I have Stellar Phenomena, and I did tweak some of it's settings for SotSS.
I didn't notice any bugs myself, but I usually turn random events off when testing so it could be one of those.

+1 vote   reply to comment
ipwndu
ipwndu Mar 8 2014, 9:09pm replied:

maybe if you smoothed the edges of the boxy shields a little bit so that they aren't perfect right angles but instead little rounded fillets. i dunno, imo that might look better but go with whatever you think is best ;) im loving the mod so far

+1 vote     reply to comment
TheSauro
TheSauro Mar 6 2014, 8:44am says:

Rheinland added? Hah, let the fun begin!

*plays*

Awesome! And dat main menu music... But I have an idea for the rendezvous point. What about giving it a Freelancer Waypoint icon?

And dat badass menu music.

After reading the news about this update, I didn't found enough units listed to cover all advent units present in the game. I guess that some of them are vanillia Advents that you mentioned there? Also, did I said about dat menu music?

And a bit odd question: what voices or sounds do you plan for Nomads?

+3 votes     reply to comment
Wintercross Author
Wintercross Mar 9 2014, 11:52pm replied:

I haven't thought too much about the Nomads just yet, I have a few vague ideas but nothing set in stone.

+1 vote   reply to comment
malanthor
malanthor Mar 6 2014, 8:47am says:

Very interesting concept you have going here.
I would say that if an elite pilot can get better then so could a ships captain and crew but hey.
If you don't want ships to gain stats when levelling up that can be set, and abilities could be tweaked too, expert gunnery crew, expert engineers, veteran crew, experienced captain bla bla could all be abilities that wouldent be over the top but just exemplify that ships crew actually got better over time making them more valuable to keep alive. Or simply no abilities just small stats increase.

Its hard to put a stat on the worth of experience, working well together and tactical innsight, but there should be something there I reckon. Just my opinion offcource hehe.

In any case cool mod, I will be following it closely and looking forward to the next version. :)

+1 vote     reply to comment
Rempy
Rempy Mar 6 2014, 1:07pm says:

does it really matter to have the dlc?

+1 vote     reply to comment
Wintercross Author
Wintercross Mar 7 2014, 2:20am replied:

Nope, you do not need the dlc.

+1 vote   reply to comment
ipwndu
ipwndu Mar 6 2014, 4:27pm says:

will you be changing ship icons at some point?

+1 vote     reply to comment
Wintercross Author
Wintercross Mar 7 2014, 2:21am replied:

Yes. I've already done a few, it's just time consuming and I had other priorities.
They will get done eventually.

+2 votes   reply to comment
ipwndu
ipwndu Mar 6 2014, 4:58pm says:

also, you should make the corsairs and outcasts playable factions and then instead of having the pirate bases being called corsair bases have them be rogue bases instead. otherwise, so far i really like the mod so far

+1 vote     reply to comment
Wintercross Author
Wintercross Mar 7 2014, 2:23am replied:

Corsair and Outcasts will be playable eventually. Like I've said before, the 4 houses come first.

+3 votes   reply to comment
Guest
Guest Mar 18 2014, 11:21am says:

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Guest
Guest Mar 18 2014, 4:17pm says:

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Wintercross Author
Wintercross Mar 18 2014, 10:50pm replied:

Check the 'Sin of the Sirius Sector - Alpha' mod folder, inside it should have 9 sub folders (Window, Textures, TextureAnimations, String, Sound, PipelineEffect, Particle, Mesh and GameInfo) It should also have 6 files (skyboxmanifest, playerThemes.manifest, playerPictures.manifest, galaxy.manifest, entity.manifest and brush.manifest)

+1 vote   reply to comment
Guest
Guest Mar 19 2014, 7:15am replied:

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Wintercross Author
Wintercross Mar 20 2014, 10:43pm replied:

Well, perhaps try to do a clean install?

+1 vote   reply to comment
Guest
Guest Mar 21 2014, 4:40am replied:

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ipwndu
ipwndu Mar 23 2014, 3:41am says:

so far from playing this mod it seems to be very nice. I have only played Rhineland so far but overall it seems pretty balanced and it feels like freelancer, but there are a few things that still need to be tweaked (of course that is to be expected from an alpha).

what i have noticed from playing Rhineland thus far is just some things that dont seem to make sense to me as far as producing ships goes. The Gepard gunboats are overpriced i think which doesnt seem to make sense to me because they are rather weak in combat. They cost more than the cruisers yet have less firepower, hp, and shields and they take up just as much fleet supply as emden escort cruisers. Only thing they have going for them is probably speed (only assuming that speed is, it isnt listed on the stat card like other ships though). The bismarks took me a while to figure out but once i found out that they had those VERY powerful and very short range plasma cannons you begin to develop a rather defensive role for them and just a simple anti cap ship role since they arent very effective at taking out fighters (i was trying to figure out where the 6000 on the stat card was coming from. at first i thought it was the red kinetic lasers but those werent doing all that much damage and it wasnt until i got in REAL close that i found out about those plasmas). If they moved a little closer to enemies before turning to shoot that would be great because otherwise you have to manually move them into place in order to get them to use the plasma cannons.

Other than that there isnt much else to say until more of the rhineland units are finished. I am excited to see what kind of abilities you will give their ships too.

+2 votes     reply to comment
Wintercross Author
Wintercross Mar 24 2014, 9:09pm replied:

Yeah, prices and stats haven't had much balancing yet. I'm still more focused on adding things.

Gepards need some tweaking, but they will be cheaper than Emden Cruisers.

The behavior of Battleships is set so they will stay at range. The reason for this is Battleships close range weapons are very powerful. If the default behavior was to get into close range, your enemy would always get the first shot.

That's why I decided moving into broadside range should be a player decision as it is high risk/reward

+2 votes   reply to comment
Guest
Guest Mar 27 2014, 10:11am says:

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Guest May 12 2014, 7:12am says:

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Wintercross Author
Wintercross May 19 2014, 7:42am replied:

It is partially compatible. At the moment there is a bug with random events, but if you turn the random events off it should work fine =D

+1 vote   reply to comment
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Guest Jun 30 2014, 4:15am says:

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Guest Aug 15 2014, 7:54am says:

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Guest
Guest Aug 15 2014, 9:11am says:

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Wintercross Author
Wintercross Aug 15 2014, 11:13am replied:

Check this out: Forums.sinsofasolarempire.com
Will help you work out how to install mods for Rebellion

+1 vote   reply to comment
Artiearies
Artiearies Dec 2 2014, 11:20am says:

I actually bought the game to try this xD

+1 vote     reply to comment
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Sins of a Solar Empire: Rebellion Icon
Platform
Windows
Developed By
Wintercross
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Official Page
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Release Date
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Sins of a Solar Empire: Rebellion Single & Multiplayer Real Time Strategy