The time of Diplomacy is over. The length of the war and differing opinions on what should be done to bring the war to an end has led to a splintering of the groups involved. The controlling powers-that-be have depleted arsenals and seemed to have exhausted all efforts of diplomacy. Trapped in a stalemate, sub-factions have rebelled and broken off the main alignments. Rebellion is upon us.

A full-fledged expansion to the original, Sins of a Solar Empire: Rebellion draws you even deeper into the galactic struggle for supremacy with appealing new factions, terrifyingly cool new ships of all sizes, enhanced lighting and particle effects for increased visual pleasure and all-new victory conditions.

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Greetings all, and a belated Happy New Year!

We hope 2019 finds you well, and that your New Years celebrations were safe and memorable. Personally I don't remember much of my own New Years, except that I awoke later upside down, shaved from head to toe, suspended from the ceiling of an abandoned warehouse. I wasn't rescued for two days.

But enough about my shenanigans. What's been going on with Ages of the Federation?

The team took a bit of a break over the holiday period, but with the first month of 2019 now nearing an end the team is back at it and hitting the ground running - focusing their attention once again on the Klingon faction. Work on the Klingons has proceeded at a much faster rate, as much of the functionality can literally be copy/pasted over from the Federation faction.

204880 20190122204438 1

The Klingons are shaping up to be absolute beasts


How far along are you?
The mod is almost unrecognisable compared to how it was only a month or so ago. Every day more abilities are coded to functionality and given relevant particle effects. Those of you who follow our livestreams will hopefully have seen that the Klingons are getting closer and closer to completion with each stream - as someone who spends a fair bit of time in-game poking around in the mod, I can tell you that the Klingons are getting very close indeed to being in a functionally complete state, much like the Federation. We're still not in a position to give a clear release date (sorry), but honestly I don't see such an event as being far away at all. Stay tuned.

So what else have you been working on?
Max has been making graphical and particle updates throughout the mod - he's a perfectionist and honestly he's like a dog with a bone when it comes to visual details. His latest triumph has been revamping the shield flare and phaser impact effects. Now when a phaser beam strikes its target it looks like an actual impact is taking place.

204880 20190122204701 1

TNG-style shield flare

You can see the new effects in-game in our latest livestream


A lot of work has also been going into the Klingon research trees. For a time now the Klingon faction has been considered playable only for testing purposes, but as I say above the Klingons are getting closer and closer to a fully functional and genuinely playable faction. The majority of the Klingons' research options are now in place and most are functioning as intended. SovereignEcho and our other coders have been working harder than one-legged men in a butt kicking competition and the mod is really showing signs of their work.

204880 20190122202714 1

Research, Klingon-style


Okay, but what about the minor factions that you talked about last month?
Oh, we have plans for the minor factions, I assure you. I'm not going to give too much away right now (there have to be some surprises, after all), but here's a hint from Undying_Nephalim as to what we're working on at the moment:

SillySuliban


As you can see, the mod is really coming along. We're really looking forward to the day when we can share it with all of you. That day is coming soon.

That's all for now. We'll be back soon with another update.

'Til next time, stay classy. Or don't.
- OrionSlaver

Stargate Races v1.00 Release

Stargate Races v1.00 Release

Stargate Races

A few words concerning the latest r1.00 release of Stargate Races for Sins of a Solar Empire: Rebellion v1.93.

Help On The Way!

Help On The Way!

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What's this? A dedicated Armada 3 update? No, your eyes do not deceive you.

Year in Review & Year in Preview

Year in Review & Year in Preview

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2018 has been a pretty big year for Thrawn's Revenge, with the release of Imperial Civil War 2.2, the start of the Ascendancy beta, some early looks at...

Christmas 2018 with Stellar Parallax

Christmas 2018 with Stellar Parallax

Ages of the Federation 3 comments

Why not abandon your frankly overrated loved ones and spread some Christmas cheer with us, as we bring you a festive Stellar Parallax holiday news update...

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Full version release of Stargate Races v1.01 for Sins of a Solar Empire: Rebellion v1.93.

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Stargate Races r1.00

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Full version of the Stargate Races r1.00 mod for Sins of a Solar Empire Rebellion v1.93.

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The Maelstrom Mod for Rebellion. A epic battle between seven unique races ... TEC, Vasari, Advent, Norlamins, Replicators, Trade Alliance and the Pirates...

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SOASE Star Wars Alliance 1.93v

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This mod which it adds most of the space units from my Star Wars Empire at War Forces of Corruption Alliance for the Empire, Rebel Alliance and Black...

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Decent FreeSpace Into Chaos V25 1

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Corrected an issue causing a crash when using the Vasudans.

Wing Commander - Alliance - Rebellion 1.93

Wing Commander - Alliance - Rebellion 1.93

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Wing Commander - Alliance - Rebellion 1.93 for the game Sins of a Solar Empire Rebellion 1.93 + All DLC This mod is my second complete modification for...

Comments  (0 - 10 of 243)
Rishi_Raj_Jain
Rishi_Raj_Jain

Love the Mod, but Can u add just one thing that the planets sholud be in orbits around Sun rather that just being scattered, and if Possible if they may revolve around the sun, Poeple will die for it...

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kyubbi67
kyubbi67

Unfortunately it can't be done. Sins maps are coded to have the planets be stationary and scattered.

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jrjr1
jrjr1

Hi there can somebody help me... So I am new to this modding thing so just practiced it on the Dawn of the reapers mod. Did some tinkering to some of the values of the ships and it worked then I decided to put some of the existing skill on the game to some of the capital ship and it still worked after that I decide to make adjustments to the skills and make new ones based on already ingame skills and then when I open the game in Dev.exe it said *stringSrc == _T('"') and if I try to skip or break a bunch of other errors started to pop out, so decided to undo my changes to the skills and delete the new ones but still shows *stringSrc == _T('"') when I open. So decided to start anew deleted the folder of DOTR the reinstalled it with new one but it still pops out *stringSrc == _T('"'). What should I do? Please someone help...

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111duffy111
111duffy111

I also have this problem but have not attempted to alter any values. did you manage to fix this?

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Exakter
Exakter

This is not the place for that sort of help. Go to the modding forum for Sins of a Solar Empire (they have an official one). That said, sounds like you missed an entry in the strings file. Editing existing skills is one thing, but creating new ones means creating new entries in the requisite files.

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jrjr1
jrjr1

Thank you so much for replying. I will look at the strings file again and ask in the modding forums if anything else goes wrong

Reply Good karma Bad karma+1 vote
jawa105
jawa105

Is the Iron Engine, the engine I presume this game is running on, written in C? Either C++ or C#? I'm interested in helping another Mod that I heard lost their programmer.

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Hellstormer321
Hellstormer321

Hi, I gotta ask, how do u colonize planets moons? (IF ITS POSSIBLE) cuz I finished research that says I can colonize moons but I have no idea how

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Guest
Guest

What mod are you playing? Most mods that have moons require you to capture the moon by using the colonise ability found on colony frigates or one of the capital ships. If it isn't that route for that specific mod, then you must capture the planet, then the moon will shift to your control in a minute or two. Some mods only have "moons" in the form of 25% pop increases for gas giants, if thats what you mean, which don't include any visible moon on the gas giants themselves meaning there is nothing to colonise.

If it is none of these, which would make it rare, the instructions of said mod may give some info or the changelogs. Reply back with what mod(s) you are running, I've played most of them and am well versed so I could tell you with more accuracy if you do so.

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ToxicBlood
ToxicBlood

I have no idea how many of you are interested in massive graphic upgrades but if you are ^_^ Moddb.com Version 0.5.5 going to be released march 20th.

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Sins of a Solar Empire: Rebellion
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Windows
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Ironclad Games
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Stardock
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Nov 14 2012 by ZombiesRus5

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