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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There has not been any news from me for a while - this is because I’ve been neck deep in the code of the mod.

The Rebuild:

After the Discord Beta release on the first of September, Lord_Set and I had a chat about the state of the mod. We quickly came to the realisation that the file structure and code was simply getting too old and convoluted, with many files still using stock names and quite a few abilities and maps dating back many years, some as old as the inception of the mod back in Sins Trinity days.

And so, rather than labor under the ever-growing weight of lists to tell us what everything did, we decided to hit the reset button and start again. This is what is known as a ‘Rebuild.’

But why not just rename things? Why start again? Won't that take a long time? I hear you all say.

Well, figuring all of the renaming out would’ve taken just as long as Rebuilding, but would not have eliminated any of the many errors that were piling up in the mod. In the Beta build, these errors only slowed loading speeds. But it was only a matter of time until things got much worse as we continued to add more weight onto the already shaky foundation. Eventually, these errors would pile up into minidumps that would be near impossible to track down. We didn’t want to wait for that to happen.

The more exciting and less grim reason for the Rebuild, is that it lets me rip out old, unsatisfactory systems and replace them with new, much better ones. In particular, the planet types and the militia are getting total reworks.

Blood Pack Dread

Planet Type Rework:

For a long time, we relied on Infinite Space custom planets by Axeldude. While they were good at the time, Lord_Set has since come up with his own way to make far more Mass Effect-y custom planets, and from my perspective keeping track of what was what by the Infinite Space file names was a pain. So in the next build, we will have many new custom planet types with new, drastically altered stats.

Toxic Planet

Who doesn't love a bit of Chlorine in their atmosphere? Or a lot of Chlorine?

Militia Rework:

There were a lot of very strange things going on with the Militia in the old build. Tiny Garden world militias and huge armadas guarding airless rocks. With the Rebuild, I have gained far more control over this, and strange militia dispositions are a thing of the past. But more than that, we decided that militias made up of a bunch of random Merc ships working together for no apparent reason were silly. So instead, we have significantly widened the variety of Merc ships so that each different Merc group can form its own, unique militia fleet. This means that some planets will be guarded by Blue Suns, while others may be guarded by Cat6 or the Talons. All of the major Merc groups will be represented to some extent here.

Cat6 Everest

It seems Cat6 found a Dreadnought. Cat6 skins have become an instant favorite in the Dev team.

New Factions!

The part everyone is most excited about though, is that the Rebuild brings us not one, but TWO brand new playable factions! And it is my great pleasure to announce to you today, what one of those factions is.

REDACTED

That’s right. Not only will the Mercs be featuring as fleshed out Militia’s they will also be a playable faction! The Merc faction will be a highly aggressive, cruiser focused faction with a credit based economy and a whole host of very unusual mechanics. I cannot talk about them in any more detail at this time, but rest assured they will receive all the focus they deserve in further articles as we get closer to our next release.

Talon Vahrdona

Until then, I highly encourage people interested in DotR to join our official Discord. You will be able to access the 0.6.1 Discord Beta, as well as talk to me and the rest of the team. Sometimes we even give spoilers or mechanics breakdowns!

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

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