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.
After a long period of non-activity due to programs shutting down, we're finally able to release the intended Alpha Version of our Mod! Our full focus will shift to Sins of a Solar Empire 2 when it releases later this year! Please enjoy this "Demo" of our Earth Factions!
Link to Download: Moddb.com
A smaller update that fixes a number of bugs, most notably making the Coalition functional again.
From the shadows they've watched, and learned, and prepared. Now, finally, the Romulans step forth from the shadows to re-assert their place as a true...
Other mods shall learn to fear our righteous vengeance!
I spent the past couple months struggling with Blender (my MacBook kept overheating on it lol) and finally managed to make some renders to bring into...
Full version for Rebellion Version 1.98. This version features expanded neutral factions, and numerous fixes, including resolution of known crashes.
Alpha release of the Sins 1 Five Years of Fire Mod!
EOW mod is currently in a position where at least it should be optimally playable, I wanted to get a new playable version out to y'all as quick as possible...
IDEA: more realistic universe VERSION: 3.119 COMPATIBLE: Rebellion 1.98
A series of optional minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Recommended to use our web based...
A series of optional graphics enhancement minimods for the Enhanced 4X Mod and Interregnum to allow the player to customize their experience. Use of the...
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...
I also have this problem but have not attempted to alter any values. did you manage to fix this?
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.
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
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.
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
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.
I have no idea how many of you are interested in massive graphic upgrades but if you are ^_^ Moddb.com Version 0.5.5 going to be released march 20th.
I think a Sins mod dedicated to just the Clone Wars era in Star Wars would be great, as there are mods for the Galactic Civil War and after that time (New Republic e.t.c.).
There is Sins of a Galactic Empire but, it has all 3 eras (Clone wars, Galactic Civil War and post Original movies(Legends)).
so booted up sins again and played the mod again and there is something that always bugged me. later in the game some ships don't work. as in the fleet has to be entirely that ship or not have it at all for the ship to remember to follow the given orders. like the corellian gunship (not that i mind having a fleet of gunships as a rapid response till larger ships arrive to back it up) a point defense fleet if you will.
(note this is for the intergen mod)
alot of the Ai units are wondering off map and my units want to follow them i figured it out how to stop my units from following them :) but i notice alot of AI out of bounds from the planet pathing
Not Long Before 1.86 patch comes out.
Would love a Star Trek Vs Star Wars Mod