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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Stargate Races r1.04 Released

It's been a few months since r1.03 was released and while some progress has been made, the changes to Sins: Remastered are what's really prompting this release right now rather than later. Still, I think you guys will find that there are several noteworthy changes and additions this time around.

LogoSinsRe small

Sins: Remastered v0.93 Beta now available!


Tweaks & Fixes

There aren't any huge changes to game play this update but there were a handful of fixes put in place for icons, zoom distances and a missing picture or two that slipped by in past releases. Just good old-fashioned house-cleaning type stuff.

For actual game play changes:

  • Gas Giants may now host 2 starbases.
  • The Asgard Heimdall has lost its spammy Pulse Gun ability in favor of a variant of the Emergency Shields ability. This puts them more in-line with other Asgard Caps and resolves some mobility issues.
  • The Consecration aura on the Ori Deliverance mothership has been tuned down a bit as it was arguably too harsh to shield reliant races. It's still strong of course, just not quite as devastating.

Art & 3D Assets

To begin with, you will find that a few of the custom skyboxes have changed a bit. They've had their brightness and intensities tweaked a bit and I think they are much better now. Specifically adjustments were made to the Nebula 4 & Nebula 5 skyboxes.

Secondly, tangent issues have been fixed on the up-sized planet models used in SGR. You may or may not have noticed that a line or seam was visible on planet models when facing the right direction. This was a side-effect of how I had scaled them up. For r1.04 I found a new (well actually old) method for doing so that avoids that issue. So I'm happy to say that the unsightly seams are now a thing of the past.

Finally, as with all good updates, this one comes with a fairly healthy dose of new art assets.

The Asgard received a handful of new custom planet module meshes with freshly made textures:

Asgard Capital Ship Factory Asgard Frigate Factory


Asgard Combat Lab Asgard Non-Combat Lab


Asgard Trade Port


The Asgard weren't the only ones to get new structures for r1.04 though. The Wraith also got a selection of all new models and textures as well:

Wraith Capital Ship Factory Wraith Frigate Factory


Wraith Plasma Defense Wraith Hangar Defense


There were also a few older assets brought over from Stargate Invasion and updated to work under PBR. The Wraith research labs were both generously lent to the mod as was a brand new model and textures for the Ancients Aeolus capital carrier:

Ancients Aeolus Carrier


Lastly, there is a little bit of bad news this time as well. With the addition of this latest content, SGR finally ran into the 32 bit memory limit. So as part of this update a large number of higher resolution textures were downsampled to lower resolutions. This of course means that you may notice some things being a bit more blurry or pixelated than they were previously, but it also cut about 600 MB from the texture load and leaves more space to grow yet. There are still a fair number of custom meshes and whatnot that need to be added yet so I'm afraid this sacrifice was necessary even if it was somewhat painful and disheartening to do.

Feedback

As always, I invite you to give feedback and share your thoughts on any of the changes and/or new content. It's always nice to hear what people think.

Stargate Races r1.04


Sins:  Remastered v0.93b Released

Sins: Remastered v0.93b Released

Sins: Remastered

The latest Sins: Remastered v0.93 Beta version is now available for Sins of a Solar Empire: Rebellion v1.94.

Sins:  Remastered v0.92 Beta Released

Sins: Remastered v0.92 Beta Released

Sins: Remastered

The latest Sins: Remastered v0.92 Beta has been released for Sins of a Solar Empire: Rebellion v0.194.

Ages of the Federation Beta Release!

Ages of the Federation Beta Release!

Ages of the Federation 19 comments

Yea, a beta was released unto the eager public. And there was much rejoicing...

We Have a Release Date!

We Have a Release Date!

Ages of the Federation 10 comments

We finally announce a release date for the Ages of the Federation open beta, and it's a lot closer than you might think.

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Stars 3.38.3

Stars 3.38.3

Stars Full Version 1 comment

IDEA: more realistic universe VERSION: 3.38.3 COMPATIBLE: Rebellion 1.94 ABOUT: reupload with minor changes due to server unavailability

Stars 3.38.2

Stars 3.38.2

Stars Full Version 2 comments

IDEA: more realistic universe VERSION: 3.38.2 COMPATIBLE: Rebellion 1.94 ABOUT: few additions.

Stars 3.38.1

Stars 3.38.1

Stars Full Version

IDEA: more realistic universe VERSION: 3.38.1 COMPATIBLE: Rebellion 1.94 ABOUT: hotfix.

Stars 3.38

Stars 3.38

Stars Full Version

IDEA: more realistic universe VERSION: 3.38 COMPATIBLE: Rebellion 1.94 ABOUT: militia nerfed, different changes and fixes. BALANCE: seems balance issues...

Stargate Races r1.04

Stargate Races r1.04

Stargate Races Full Version 4 comments

The full version of Stargate Races r1.04 for Sins of a Solar Empire: Rebellion v1.94. Requires Sins:  Remastered v0.93b or later for use.

Sins:  Remastered v0.93 Beta

Sins: Remastered v0.93 Beta

Sins: Remastered Full Version 2 comments

The full version of the Sins: Remastered v0.93 Beta mod for Sins of a Solar Empire: Rebellion v1.94.

Comments  (0 - 10 of 245)
jrjr1
jrjr1

Is it just me but I think a "the expanse" mod is perfect for this game.

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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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allenzack8
allenzack8

I rarely call anyone a fool, but this merits a special occasion:
the phase lanes would become distorted. you would no longer be able to effectively outmaneuver your opponent on the galactic scale because of these fluctuations. you'd be better off trying to fight off a starbase in a corvette than trying to deal with that ****.

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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

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

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