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.
The exciting next chapter in the awesome Sins of a Solar Empire universe has arrived. 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.
“Rebellion is the first stand-alone expansion to the Sins of a Solar Empire universe,” said Brian Clair, director of publishing for Stardock. “Sins of a Solar Empire: Rebellion will add many new ships, refresh the visuals and integrate Impulse::Reactor features to support achievements, multiplayer leagues and much more.”
In the original award-winning Sins of a Solar Empire, developed by Ironclad Games, you are the leader of one of three civilizations embroiled in a galactic war, fighting for survival of your entire race against relentless foes. Your success will depend on your ability to manage your empire and command your vast fleets of starships to victory. Players will colonize new worlds, develop extensive trade networks, conduct research, fortify their empires with powerful starbases and fleets of ships, plus control the galaxy using the unique diplomacy system that reacts dynamically to the players’ actions.
New features of Sins of a Solar Empire: Rebellion include:
For more information please visit: https://www.sinsofasolarempire.com
Also, they've said nothing at all about high specialization like that in Reballion. Also, it's been said time and time again that things like multi-core support and AI scripting are completely unfeasible for Sins.
I'm going to say #1 is a yes, but I guess it depends on if I'm reading your question right. 2-5 are all no.
As Pbhead states, Rebellion will include all the previous content too.
Yeah that is pretty likely
this is just petty, there hasn't been any test of the devs plot writing abilities, so there's no reason to complain that it MIGHT be implemented, unless you hate the very notion of stories in non-rpg games on principle, in which case there's no point in discussing it
a campaign provides a single player option, regardless of how brief, as a break from repetitive single player matches and the ego filled environment of multiplayer
OMG,OMG,OMG,OMG!!!!!!!!!!!!!!!! YES!!!!!!!!!! OH YES!!!!!!!!!! I LOVE YOU GUYS!!!!!!!!!! YOU GUYS AT IRON CLAD AND STAR DOCK HAVE JUST GIVEN ME THE BEST NEWS ALL YEAR!!!!!!!!!! THANK YOU!!!!!!! YES!!!!!!!!!!!
I believe what Maxxedmk meant by the first question is "Do you split off into one of the loyalists/rebels mid-game through certain choices? (perhaps research choices), or do you choose which one you're going to be at the start?"
I assume that's how Yarlen understood it as well.
You want story? Read the DS lore thread from the beginning. Play on the maps made for the lore. Re-enact our one sided battles with a friend.
I dont understand where is the Story Problem with Factions.
I dont think that there are 3 big Races which are totaly united.
We are Humans and alot of Factions with different Goals and different Ways to think. So this is nothing new when u are an intelligent Lifeform.
And at the Balancing in Zero Hours - its not a Problem that they have Factions, its a Problem that they cant balance it, kudos to the Devs for this.
I do have one questions that's been in my head.
Will Gas Giants be colonizeable with like orbital platforms or the such?
If yes, couldn't the gas in the giant be considers as a resource (if there are plans to add a resource)?
Indeed, don't think there's a lot of room for interpretation tbh, but for clarity I would compare it to the "Revolution" ability in Age of Empires 3, though in Sins I would assume you wouldn't be as limited as you are in AoE3.
Essentially at the start of Rebellion, you'll be presented with the original, loyalist and rebellion tech trees. From there you have a choice: You can not pick a side (and miss out on a lot of the new techs/ships/pew pew) or you can choose to be a loyalist/rebel (by researching something in one of their tech trees). Once you start researching something in the loyalist/rebel tree, your choice is made for the rest of the game, which will have various repercussions.
Yarlen, will there be any sorts of advantages to NOT choosing a path (other than having the option to choose later on)? Are you guys thinking that it's a choice players would (and should) want to make at the very start of the game or later on in the game? If it's something you'd want to do ASAP then it's having to choose between 1 of 6 races. If not then it becomes much more interesting since your choice of race pre-game completely prevents you from ever picking any of the other 4 races and players will then need to make a strategic choice based on game conditions.
Are you guys thinking of dividing each race's two factions on economic/military grounds? One faction would have a better economy while the other would have a better military?
Awesome so we get a larger tech tree to mod. Yay! (well hopefully more pages to mess around with if not more lvls.)
Also will you expand the interface just a tad? Like more buttons for planets so we can mod in more ship? Like a 3x5 instead of the current 2x5? (abilites/command button area) It would help out all the modders if we could play with that. Perticurally for planets.
This is what it sounds like. You start with the regular factions, but once you decide to research somethink restricted to Loyalists/Rebels, you can't do anything with the other. Sounds a bit like Governements from Rise of Nations, though I hope the choices won't be announced until your new super Kodiaks start tearing the enemy apart.
Not just a larger tech tree. This should finally make it possible to do exclusive techs (I.e. if you research tech A you can't get tech B ). Dawn of Victory managed to do this with a lot of work I hear, but now the AI should be able to handle this feature and it will be easier for the rest of us to implement. Plus any new bonuses they decide to add will be avaliable as well.
When I had Sins of a Solar Empire I said it was a good game.
When I got the two expansions I said it was one of my favorite games.
Now I say it is the BEST GAME!
So would that, by my count, bring the total factions up to nine? The 3 originals + 2 variations of each etc.
This is the best news ever! WoOoOooO! I can't wait... *drool*
I know one of the things we're really looking to add are scenarios. While fun in SP, they could really enhance MP. For example, you could have a scenario where the first player to own three particular colonies wins the scenario. There's a lot of different interesting winning conditions that could be made for people who want shorter games or even more epic games (depending on the scenario).
^^^
IMO, a more flexable option would be to include or have directly on the side at the time of launch a sort of GalaxyForge, but include neutrals that can be captured/given instantly and AI that follows specific guidelines (no build, attack X planet at Y time with only Z ships) so users can create their own scenerios or download ones that others have created for story or challenge purposes. It would add depth and challenge those who want to sharpen skills or gather more user information about the Sins universe.
This sounds like a great idea--adding more game types. Any chance for a "Capital Ships only" mod similar to the one Annatar made?
I have an idea for a scenario type modeled after one of the games in Unreal Tournament. Domination. There is a planet with (say) 500 max hit points equidistant between all the other players in the map. The goal of the game is to maintain ownership of the planet longer than anyone else (or any other team). The game host could set the length of the game (stop after 30 minutes and add up the points) or it could be set to stop when a player or team reaches a set number of points. Let 1 point be generated for every 15 seconds of ownership, say. Maybe the host could also choose the amount of hit points on the target planets. This could be expanded to maps where two or three planets need to be dominated, etc.
A Domination game type might be wild and crazy fun or it could be a gasser. Only way is to try it. I suspect that it would be wild-and-crazy fun.
There are many great features available to you once you register, including:
Sign in or Create Account