Sins of a Solar Empire: Rebellion

There’s no story-based campaign or anything that you’ve missed out on. There’s just an overall scenario of a human-controlled area of space with two other factions encroaching. Rebellion takes that to the next level by breaking out the three factions into subfactions, but there’s no grand plot twist you’ll miss by jumping in. You get all the functionality of Sins Trinity and more.

Cool, so I’m not missing units or races or anything? They really should have emphasized all other content is included in the description for uninformed idiots like me.

Had a lost weekend playing this. I forgot just how good of a game Sins is. The rebel/loyalist split was well done and really lends itself to picking a favorite race/faction combo and tailoring your playstyle around it. Vasari loyalists play significantly different in the late game than the Vasari rebels.

Small complaint. It seems, to me, to be a little too easy to get a Titan out and running around. I figured a Titan would be something for the late game, but it’s only a tier 4 tech plus the resources to build the shipyard and ship. I personally would rather the tech range from tier 3 - 6 instead of 1 - 4. It’s not a big deal in MP, but against the AI I tend to avoid an early Titan to avoid making the game too easy.

On a side note, I also forgot how good the Sins AI is and how well it scales itself with difficulty. On normal, the AI will put together nice fleet combos and will hit/withdrawl intelligently, but it doesn’t do too great with securing sectors. Once you rock it on its heels it has a hard time recovering. After blowing through a couple of games, I moved the AIs up to hard. I was surprised the first time I went to engage an AI system still early in the game and found a starbase and hangars waiting for me. Wasn’t seeing those kinds of defenses until much later in the game on normal.

That’s correct. Everything from Sins Trinity is included in Rebellion, plus all the new material.

I agree that Titans are too easy to get, especially for some of their powers (The Maw?!). Seems like a natural fit for a 7 tier tech. It’s also essentially mandatory to build one in every game.

Do any of the developers visit this thread? I’d like to BEG for a larger interface option for those of us that use high resolutions. I would like to run the game at native 2560x1600, but the icons and menu are so tiny you can’t make anything out.

Gaslight Games made this option with Dungeons of Dredmor and it made a huge difference us.

BlairFraser is at Ironclad and posts in the thread occasionally.

We don’t say much but most of Ironclad reads QT3 everyday.

Jpinard, we made the unfortunate mistake of relying on anchor points as the primary means of dealing with large scale resolutions and didn’t add in scaling as well. Back when this code was written (2004?) large resolutions like that were not common. Our new engine does this but that doesn’t help you much and retrofitting this into the old engine is a major task as the entire windows system would need to be rewritten.

However, as the modders have discovered you can work around this by creating a mod that changes up the .window files so that the areas are larger. They’ve done much more radical stuff so it wouldn’t be all that crazy to create a “LargeResolution” mod that you would enable every time you played. Its also possible that one already exists. I would check around Sins Modding Forum - Sins of a Solar Empire.

jpinard: If you find such a mod, post a link to it here. I still only own the old version (basic Sins) that I got on Impulse. I am hoping this comes up on the Steam Summer sale and then I can buy the whole package. I may need that mod then.

I must be playing a different game, as the only difference I note is in how much the AI cheats with research/resources/production. The actual intelligence behind it doesn’t seem to change much whether I play on Medium or Inhuman.

Balance patch 1 of 2:

Patch Notes

[ Interface ]

Weapon damage numbers on entity Infocards now take into account damage from All For One, Savage Thrill and Militia Weaponry (actual damage was always correct, it just wasn’t accurately displayed on the Infocard).
Fixed a mixup between the TEC and Advent flagship’s Infocard icons.

[ Gameplay ]

Increased chance on all Corvette passive abilities from 2.5% to 5% per shot.
Changed all Corvette forward/aft weapons from damage type Composite to AntiLight.
Removed the ability for Flagships to bomb planets. This was unbalancing Capital Victory with early rush sniping that players couldn’t recover from or defend adequately against.
Changed health on Desert/Terran Home Planets (i.e., starting planets) to 1875/3750/5600/7500 from 1500/3000/4500/6000 to help players better defend against early rush sniping.
Various tweaks to corvette movement (to make them turn a bit smoother).
Reduced Pirate Mission (via Diplomacy) costs to 3250/4775/6075/13525/25575 from 7500/11500/12500/19500/35000.
Increased number of potential upgrades per Pirate raid from 1 to 2.
Flagships will now behave more like capital ships for the purposes of fleet formations and cohesion.
Updated all Corvette research techs to not allow Corvettes to be built it there’s not enough labs for them.
TEC
Added NotInvulnerable constraint to TimedCharges ability target filter.
TEC Loyalist
Decreased max stacks on Disrupt Engines corvette passive from 5 to 4.
Added new autocast condition for Group Shield ability on the Ankylon titan.
TEC Rebel
Increased range on Snipe (Ragnarov titan) from 15000/16000/17000/18000 to 18000 at all levels.
Decreased antimatter cost of Snipe from 80/85/90/05 to 70 at all levels.
Decreased damage on Snipe from 2000/3000/4000/5000 to 1200/1600/2200/2600.
Changed Snipe Overcharged damage from 3000/4500/6000/7500 to 2400/3200/4400/5200.
Increased impulse on Explosive Shot to 2000000 from 1700000 (Ragnarov titan).
Increased damage on Explosive Shot Overcharge from 900/1500/1950/2400 to 1200/2000/2600/3200.
Increased Scattershot Overcharge damage (Ragnarov titan) from 375/750/1125/1500 to 500/1000/1500/2000.
Increased Ragnarov titan’s Gauss weapon cooldown from 6.0 to 6.5.
Increased Ragnarov titan’s Rail Gun damage from 975 to 1000.
Decreased max stacks on Cripple Defenses corvette passive from 10 to 5.
Advent
Fixed phase missile block on Advent culture techs to give proper (positive) buff.
Removed ‘minelayer’ role type from Advent carrier cruisers to prevent them from building squadrons of useless homing mines.
Advent Loyalist
Updated Subjugating Assault ability on Coronata titan to no longer fail if the player doesn’t have enough fleet supply.
Added target constraint to Domination and Subjugating Assault abilities to prevent Flagships and other non-controllable vessels from being affected.
Fixed a bug that caused Coward’s Submission research ability to always lose the chance roll to convert.
Advent Rebel
Purification ability (Eradica titan) antimatter cost reduced from 80/80/80/80 to 65/60/55/50.
Strength of the Fallen ability (Eradica titan) duration increased from 60 to 120; range increased from 2000/2500/3000/3500 to 3500/4000/4500/5000.
Increased conversion chance on Reanimation from max of 10% to max of 15%.
Increased conversion chance of Return of the Fallen from max of 10% to max of 15%.
Updated Protection of the Unity CultureShieldRegenAmount to a max of 150% at level 3. Note you will only get the full benefit if your ships are within a fully saturated region of your culture.
Advent Repair Bays should no longer have the Recharge Shields ability.
Recharge Shields should now have the correct HUD icon.
Flagships can no longer be Resurrected or Reanimated.
Vasari
Create Support Nanites (Rankulas capital ship) aiUseTime changed to OnlyInCombat from AnyTime; aiUseTargetCondition changed to Any.
Fixed incorrect weapon type on Assault Nanite armor reduction ability (Rankulas capital ship). Should now debuff structures as intended.
Updated wave cannon particle on the Kortul battleship to better match the model.
Replaced Returning Armada for Kostura Prototype on the Vasari race select screen.
Updated wave cannon particles on Jarrasul Evacuator and Vasari Flagship to better match their models.
Vasari Loyalists
Dark Capital Ship summon ability cost decreased from 3000/400/250 to 2010/270/170; cooldown reduced from 600 to 300.
Dark Combat Fleet summon ability cost decreased from 7200/960/600 to 3300/700/430; cooldown reduced from 600 to 240.
Dark Support Fleet summon ability cost changed from 7200/960/600 to 5000/1025/980; cooldown reduced from 600 to 240; fleet supply spawned range increased from 90 to 120.
Increased max stacks on Disable Hull Repair corvette passive from 5 to 10.
Change Suffusion damage on Vorastra titan from Physical to Energy.
Changed Vorastra titan PulseWave damage type to Wave; increased damage from 102 to 135; changed PhaseCannon damage type to PhaseMissile and increased damage from 148.75 to 165. Titan will still use newer weapon particle types.
Increased Vorastra titan’s max targets per bank from 2 to 3.
The Maw ability (Vorastra titan) will now properly award XP for consumed ships.
Reduced all resource bonuses from Stripped to the Core by 33% for Ice, Desert, Terran and Volcanic planet types.
Moved Civilian Evacuations from Tier 3 to Tier 4.
Moved Mobile Rulership from Tier 4 to Tier 5.
Moved Shipboard Labs from Tier 5 to Tier 7; reduced number of labs per capital ship from 2 to 1.
Moved Stripped to the Core from Tier 6 to Tier 8.
Fixed bug that was causing Solitary Path to not award bonus fleet supply in all cases.
Fixed a crash bug with Stripped to the Core that would occur if a planet changed ownership during the scuttle process.
Vasari Rebels
Increased max stacks on Disable Shield Emitters corvette passive from 5 to 10.
Decreased Nano Leech ability (Kultorask titan) restore hull amount from 5/10/15/20 to 2.5/5/7.5/10; decreased antimatter restore rate from 4/6/8/10 to 2/3/4/5; changed action count from 15/20/25/30 to 20; updated duration from 15/20/25/30 to 20; removed CapitalShip from targetfilter and added Corvette.
Changed Kultorask PhaseMissile damage from 125 to 150; changed PulseWave damage type to Wave and increased damage from 145 to 176; changed PhaseCannon damage type to PhaseMissile. Titan will still use newer particles.
Increased Kultorask’s side targets per bank from 1 to 2.
Fixed bug that would prevent Gravity Pulse ability (Kultorask titan) from autocasting.
Vasari Rebel starbases that can phase jump are now properly affected by phase destabilization debuffs.

[ Sound & Music ]

Added new music tracks for all players’ ‘neutral’ scores.
Fixed a bug that was causing Pirate taunts to loop if the target player researched Truce Amongst Rogues.
Fixed bug that prevented Loyalist players from hearing the new music tracks.
Hooked up missing AllyFlagshipDestroyed voice over for all players.
Fixed incorrect AllyTitanDestroyed voice over for all players.

[ Modding ]

Added latest version of Particle Forge to the game’s install directory.

[ Misc ]
Various string updates/fixes.
Updated manual with various typo fixes.

not sure if anyone saw, there is a CE box upgrade for Sins Rebellion being offered:

The model Kol is 8" by 5" by 2". So its pretty big. I was told the box and all, weighs in at 4.5 pounds.

Damn. That model is sweet.

I’m in just because of the model!!

Goddamnit, I’ll buy that. What material is the model? Lead? Plastic?

I just walked into a shop in Oz, and there on the shelf was a hard copy of Rebellion…

it’s only a model

I am pretty sure its gold, and they just paint over it. :)

Maybe they are retail pirates :)

this would be the preferred option: the other, that QT3 is wrong, is, of course, unthinkable