Sins Of A Solar Empire Moddb

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. Sins: Remastered v0.93 Beta now available!Tweaks & FixesThere aren't any huge changes to game play this update but there were a handful of fixes put in place for icons, zoom distances and a missing picture or two that slipped by in past releases. Just good old-fashioned house-cleaning type stuff.For actual game play changes:.

Gas Giants may now host 2 starbases. The Asgard Heimdall has lost its spammy Pulse Gun ability in favor of a variant of the Emergency Shields ability. This puts them more in-line with other Asgard Caps and resolves some mobility issues.

Best Sins Of A Solar Empire Mods

The Consecration aura on the Ori Deliverance mothership has been tuned down a bit as it was arguably too harsh to shield reliant races. It's still strong of course, just not quite as devastating.Art & 3D AssetsTo begin with, you will find that a few of the custom skyboxes have changed a bit. They've had their brightness and intensities tweaked a bit and I think they are much better now. Specifically adjustments were made to the Nebula 4 & Nebula 5 skyboxes.Secondly, tangent issues have been fixed on the up-sized planet models used in SGR.

You may or may not have noticed that a line or seam was visible on planet models when facing the right direction. This was a side-effect of how I had scaled them up. For r1.04 I found a new (well actually old) method for doing so that avoids that issue. So I'm happy to say that the unsightly seams are now a thing of the past.Finally, as with all good updates, this one comes with a fairly healthy dose of new art assets.The Asgard received a handful of new custom planet module meshes with freshly made textures.

Sins

Sins Of A Solar Empire Mods Mass Effect

Empire

Lastly, there is a little bit of bad news this time as well. With the addition of this latest content, SGR finally ran into the 32 bit memory limit. So as part of this update a large number of higher resolution textures were downsampled to lower resolutions. This of course means that you may notice some things being a bit more blurry or pixelated than they were previously, but it also cut about 600 MB from the texture load and leaves more space to grow yet. There are still a fair number of custom meshes and whatnot that need to be added yet so I'm afraid this sacrifice was necessary even if it was somewhat painful and disheartening to do.

FeedbackAs always, I invite you to give feedback and share your thoughts on any of the changes and/or new content. It's always nice to hear what people think.

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.+1 vote. 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.

Sins Of A Solar Empire Modding

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.+2 votes.

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