The Alliance mod comes now to Sins of a Solar Empire games with all the space units which you can find in mod from the Star Wars Empire at War Force of Corruption.

RSS Reviews  (0 - 10 of 13)

I love what you've done. My only issue is that there are some bugs in the Tech Trees, mainly research subjects that require prerequisite research subjects that don't match items in a faction's tech tree. For example, I can't research missile upgrades for the Free Ones faction, because the subject Advanced Cruisers MKII doesn't exist. Other than that, the mod is solid, and I even like how the Rebel Alliance is set up. Having it so that most of the smaller ships trickle in to join the Alliance once summoned is a cool, and unique way to make the faction seem un-tethered to planetary holdings.

The work put into this, trying to port and balance ships from every corner of Star Wars is incredible. Unfortunately, it leaves a lot to be desired as to informing the player of what ship has even basic abilities like Colonize, and the New Republic envoys don't seem to work at all. There doesn't seem to be a way to get minor factions by your side.

The gameplay itself also escalates dramatically in early game. Imperial forces will throw Super Star Destroyers, and even an Eclipse within the first 10 minutes while you're still figuring out the controls.

The mod features hero units, yes, but there's no way to respawn them. The problem is that an Eclipse Star Destroyer can one-shot any enemy it chooses, and that superlaser is part of its STANDARD weaponry. Not an ability with actual cooldowns. I lost the Millennium Falcon, Home One and Lando without realizing they were gone. When I went to the "Homeworld Beacon" to check if I could respawn them, I couldn't. It's a one-use spawn, and the enemies shred them like paper.

One the same note, the balance of ship vs ship is completely broken when you consider that Boarding Parties work on ANY SHIP. I thought it was a bug when I saw I had command of Palpatine's own Star Destroyer, but no.

There's a lot, and I do mean a lot of POTENTIAL in this mod. Personally, I don't even mind most of the "quirky" aspects, like using low-poly models from Empire at War as player Avatars, but it really needs some serious revisions. At the very least better explanations of what each ship does, as most of them appear to have new abilities as you research other techs... and start spawning their own reinforcements.

The mod also has a few dozen minor bugs, like Mon Ramonda having all abilities unlocked from the start, so levelling up does nothing. Fleet formation pathing seems to be an issue that's worse than vanilla SOASE and sometimes ships will just stop moving when they're supposed to jump.

Homeboy just reskinned the factions and made some very arbitrary design choices. This genuinely isn't worth the download space.

Plenty of shipsand content added,

Amazing

adwwaf

Absolutely awesome

3

universet says

8

ConstantinoP. says

8

DanielDanBad says