The popular PC space strategy game, Sins of a Solar Empire: Rebellion from Ironclad Games and Stardock Entertainment, will be getting its first downloadable content on June 5th. "Forbidden Worlds" adds new planet types, planet specialization, technologies, planetary bonuses and additional Steam achievements all for $4.99.
The war between the loyalists and the rebels within the TEC, Advent and Vasari continues within the depths of Trader Space. Yet, this sector of the galaxy has far more worlds and history than any of the factions are aware. The need to survive forces each to expand into the unknown, discovering worlds of hazard, wealth, risk, and mystery. Most ominously, the Trader factions have been loathe to expand to these worlds due to the dark myths that surround them.
Feature List:
The Forbidden Worlds DLC will be available direct, as well as on Steam, GameStop, GamersGate and GameFly.
About Stardock Stardock is a leading developer and publisher of PC games and desktop software. Its PC games include Sins of a Solar Empire and the critically acclaimed Galactic Civilizations series. It’s desktop software includes Start8, Fences, WindowBlinds, ModernMix, and more. Visit www.stardock.com.
About Ironclad Ironclad Games is the creator, owner and developer behind the top selling and critically acclaimed Sins of a Solar Empire series. Learn more by visiting www.ironcladgames.com.
I think they will be able to describe it in the planet info card... They can solve the problem and nowhere else to put this text..
Many times developers expressed they are not interested in campaign, as they want this game to be free, enabling you to make up stories or some other stuff, focusing on skirmish mode (check the weak tutorials..).. And they said somewhere the game mechanics does not tolerate campaign, this is the cause of no mods adding campaigns or maps where your starting position is chosen by your faction... It would require intense development I think they will only want to do it in Sins2.. if they want.. small chance..
More lore and some explainings would be awesome and would not need a campaign to be made, maybe an extra feature in the game about lore that you can enable when you colonize something, build something, do something, and the info will be accessible? Like about the ship types, planet types, other stuff in the game? Only text and some nice pictures, it would be more than satisfying for me. Some kind of in-built encyclopedia?
Well, one year ago Rebellion was supposed to be the last game to this iteration of the series (up until Sins 2 of course), there was no word on any further addons, DLCs, etc... so i would not take what the devs "expressed many times" before as the gospel.
Anyway, as i said, i am not overly excited about the campaign myself. I just say that IMHO, if the wanted to add more content to the current game in the future, it would be one of the possibilities, which would make sense, as i think its what majority of SP guys want.
I wouldn't expect more than 1 DLC in the future besides Forbidden Worlds, and I don't think that will be a campaign-like stuff. They know (almost) everyone wants campaign, and they had some years to do it already..
Actually, if you select a planet and mouseover its Planet Exploration % (bottom left near the center window), you can read actual descriptions of all this stuff.
Maybe... They're working on it. Right now.
Oh my mistake, I meant that part, wasn't sure how is it called, put in the wrong expression, sorry
SHUT UP AND TAKE MY MONEY!!!!!!
In regard to possible future DLCs, if more of RAM intensive content like for example the minor factions, space monsters etc... are indeed out of question, then i would like to see an DLC concentrating on improving the differences between factions/subfactions and adding more to their characteristical traits. Most likely in form of some new unique technologies in their respective techtrees, say 5 new techs per subfaction. These additions could have a more of an abstract character, i mean being additions/changes to the code/gameplay mechanics rather to the actual content.
For example i could see more specific techs for the Advent Rebels, somehow i always felt they were the least profiled/differentiated subfaction of the lot. I mean the whole sci-fi variation on the "Undead" theme is fairly underdeveloped - as far as i am concerned, its only represented by the random ressurecting of dead vessels and then by Eradica´s abilities. The likes of TEC Rebels or Vasari Loyalists were IMHO designed better in this regard and their unique techs have more influence on actual gameplay.
But i could see more improvements even there. Like in case of Vas Loyalists and their Vorastra Titan. Dont get me wrong, i like it to the bits, its my fav titan of the lot and i dont want to see it changed one bit. Does not mean i would not like to see some additions to it, specifically to its role as a mobile base, as this is currently represented only by its ability to spawn phasegates and thats about it.
So how about new tech adding laboratory to Vorastra too? Or tech, which shortens the cooldown of the Dark Fleet reinforcements on the spawned phasegate, if Vorastra stays in the same gravity well, where the phasegate was spawned?
Or adding some some sensor scrambling ability via research to it, breaking enemy abilities like Advents Eyes of the Converted for the gravity well the Titan currently resides? In other words making itself more difficult to locate to the enemy sensors....
...so in short anything, what could build on this "mobile base" idea, make it more stand out in the actual gameplay and give the Titan more distinct feeling when compared to other Titans. You get the idea.
Additionally, in case of Vas Loyalists, i could see tech lowering numbers of planets you need in order to have Kostura cannon, as 4 planets in case of wannale planetless faction does not really makes sense. Or how about special tech making Kostura buildable from the Migrator in the same manner the Orkulus is? Obviously only one cannon per gravity well then, but without requirement to be in possesion of that gravity well. Just an idea, which crossed my mind right now. did not think about consequences regarding balance - but thats not a point anyway, as its meant just as an example.
These are all ideas for Vasari Loyalists as they are the faction i played most, so i kinda have better understanding of them than of Advent or TEC factions...but i am sure TEC/Advent players/lovers have their own ideas when it comes to thos factions....
Discuss!
an excellent idea, even the races are not that much different in my opinion.. almost every tech is the same, most ship types work the same way..
VL ideas, I only agree with the idea their titan should be more like a base, but I think giving it a smaller population, culture spreading, trade income and even a minor metal-crystal income, like it is a mini empire of its own the capital of the loyalist Vasari empire, it would be awesome, though ability effectiveness and firepower should be lowered if this is going to happen.. AND VORASTRA SHOULD HAVE DISINTEGRATORS, they look awesome
Kostura, bad idea I think, even the current way an OP weapon as you can instakill any homeworld in any moment.. noone reaches there in time if he is not vasari..
TEC is good this way i think, maybe economy could be changed a bit.. maybe remove the insurgency from TEC loyalist if its still there, doesn't fit the faction theme.. maybe replace it with something, like if you have a starbase somewhere it gives a bonus of some kind, maybe 10 percent trade income? capping at 20 percent with the double fortresses. Their trade ships could get +2000 extra hull and 20 extra armor, because why not? Would fit the defensive faction and not a gamechanger stuff. TEC rebel trade ships could get some weapons or maybe an ability like the advent rapture battlecruiser, so if the ship is attacked, it attacks back xx percent of the incoming damage, maybe 50-100% retaliation would be enough, with 2 research. Again not an I win button but would be an interesting stuff, don't harass my trade ships or you will pay for doing so
Advent. Well lot to do to make them different. First of all, ONE OF THEIR TITANS SHOULD USE THE PSIONIC SURGE AS MAIN WEAPONS!!!!!!!! Why beam for both, very lame and boring..? And psionic surge looks awesome, fav weapon type of me. Naturally there would be a damage increase needed, like for the TEC beam. One faction should get a resource bonus, maybe the AR, give them a unique tech that increases crystal income rate by 20 percent, this would make up for the Advent Loyalist extra 10% allegiance I think.. Or give one faction a real trade income bonus and compensate the other with some good but different kind of economic stuff?
AL should go more hull than AR, and more armor I think, that would make a real difference, like give all their ships like 10-15% more hull and +1armor (even if after research, so in the beginning the values could be the same for both factions, only when maxed out would be a difference) than they currently have and reduce shields by10 percent(or give AR 10 percent more research for shields). AR could have increased BASE mitigation, 20% instead of 15% and more research for increasing it, highest level capital ships and titans reaching 85% or so mitigation (for compensation of their low hull and armor). Both factions need overall PM block as Vasari only laughs at their capital ships and titans.. Advent Rebels should have more things related to afterlife, maybe one could be that their capital ships and titans get XP if allied ships are destroyed in the gravity well, maybe 5 percent of the XP cost of the ship, and some context can be made up easily, like the dead crew before going into the light shares their experience of death with the highest rank Advent matriarchs or something..
VR should really be able to build 1-1 TEC and Advent ship type, maybe buy them from their allies? to say VR asks TEC ally to sell them the concept of the xy ship, and for the rest of the game while this treaty is going Vasari can build that ship type, but TEC could decide to end it by repaying the cost or ending the alliance..
You know, before the game was released, i imagined based on the available info at the time, that VL Titan would actually not be armed at all, or just very lightly and would work along the line as you suggest. Given the fact, you can lose entire game, if it goes down, it did not make much sense for it to be the warship in mould of Ragnarov for example, or in other words take the titan into battle at all (and risk losing it).
But the way the titans were designed in the end, that they level their abilities by engaging in combat, i guess it had to be done this way, Vorastra had to be the same warship as the othe titans. Otherwise the VL faction would be at major disadvantage, if you take into account how important the titans are in combat, they basically decide battles - if you bring one into battle while your opponent does not, who is more likely to win?
So i dont think those suggestions on giving it its own credit and resource income, while severing its combat capabilities are very real. The titan needs to stay the powerhouse in combat for the faction to remain competitive. Additionally giving it its own credit income would be basically doubling the role of capital ships, so i cant see it happening - and its own resource income is just BS, that does not make sense at all.
Still i believe there is a room for some more subtle additions to it to make its mobile base role more prominent. Like the one i suggested. And i quite like the culture spreading idea you mentioned, i would however imagine it only to affect the gravity well the titan currently resides and not spread any further along the phase-lanes. In other words, it would be just about giving the VL ships in the same gravwell as the Vorastra that 15 percent damage bonus associated with Vasari culture, so technically it would not need to be a cultural bonus at all, just pretending to be one.
Regarding Kostura, i fail to see how would it be any more OP. It wouldnt be any easier to get, the tech level would stay the same. You just would either require less planets per one Kostura, or no owned planets at all (the Migrator idea). Given the fact, Kostura is not like Novalith, that you basically fine with just one cannon, as its main purpose is occasionally bypassing enemy frontlines, not continually bombarding enemy planets like with Novaliths, it would not IMHO make that much of a difference.
Additionally you could perhaps counter-balance it by higher price than usual.
As far as your Advent related ideas go, those are more or less balance changes, bigger armor and shield mitigation and whatnot. While these could differentiate the factions, i had something else in mind, differentiate them more according to lore, as in give them more of a mind control related/necromancy stuff, rather than better shields.
Finally random thought about Vasari Rebels. How about a tech letting them sharing the effect of acquired artifacts with allied factions and vice versa?
Kostura, no way to defend against it.. And your homeworld will be stripped by the time you reach there even in a medium map, and even if you get there, just try to defeat the full capitalship VL armada..
HM I think VL could have a different type of titan, like double hull, half damage (why the hell should it be your capital and your frontline workhorse at once?? and anyway, it has splash damage, why should its frontal damage be higher than the Ragnarov's??? or are Vasari a suicidal race lol?) and a minor income of every kind, maybe a population on it that gets killed when shields go down? this way not an OP economic bonus. Oh and btw Vasari has the best bombers, even if they didnt have a titan they could kill one easily.. I suggest you try sometimes to play without a titan, it can be challenging but possible to win.. there are good capitalships for it..
Splash damage gives Vorastra advantage over Ragnarov only if the Titan fights fleet of smaller ships clumped together. In other words, its situational and Ragnarov has certainly upper hand as a warship anyway, thanks to its offensive direct-damaging abilities.
Like Vasari cares, add 2 kortuls and Ragnarov has no antimatter in 2 seconds..
2 seconds? And you wonder why i think you exaggerate quite a bit?
Not to mention TEC and Advent have abilities to deplete antimatter as well.
ok, maybe in half minute, but the Kortul ability is passive, and cripples ability cooldown as well.
And the Dunov's anti-matter depleter removes shields and Radiance's causes abilities to be disable plus suffer damage over time.
ya. Kinda hard for tech and advent to deplete am with a Kortul hitting them.
Nah man, that "Advanced Maneuvering" will help you stay away from the Kortul, no worries...
I also forgot about adverts tch that reduces am lretreating phase jumping.
[quote who="ZombiesRus5" reply="121" id="3363601"] Quoting ZombiesRus5, reply 120 Quoting Seleuceia, reply 119 Nah man, that "Advanced Maneuvering" will help you stay away from the Kortul, no worries...[/qoute]I also forgot about advent's tech that reduces am when phase jumping.
Quadruple post on number 5 ZombiesRus, 10 yard penalty, first down.
gawd damn iPhone. I finally gave up trying to fix it.
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