Sins of a Solar Empire: Rebellion

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Sins of a Solar Empire: Rebellion

Unread postby X66WeeD666X » 18 Jun 12, 10:48 am

So...anyone played? Any good? Much of a multiplayer community?

I've been looking for a RTS like this for a while, but no point getting into it if the community is small.
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Re: Sins of a Solar Empire: Rebellion

Unread postby Capt.no0b » 7 Jul 12, 4:22 pm

Lol...just saw this one. I've got it and I think it's decent. It's quite versatile with it's gameplay as well as faction tech trees. It requires a fair bit of thinking ahead (almost like chess) otherwise you'll be chasing your opponents around without defeating them.

Large games can last anywhere upwards of 15 hours (in several hour blocks) but can be very entertaining as the harder AIs can pull off some heavy hitting ambushes and strikes.

IMO it's worth the $$ as each games different and you can get hours of entertainment out of it.
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Re: Sins of a Solar Empire: Rebellion

Unread postby DarkMellie » 7 Jul 12, 5:24 pm

This is one of those games I know I'd love if I'd just give it the time!

Furthest I've got is a game where I control 4 systems/planets... I keep having to re-muster my forces due to pirate invasions... I've even tried paying them to attack the other AI but they keep coming back to me.

Fascinating concept, certainly more interesting to me than standard RTS, just need to understand how to play better (and it runs really well on my laptop so I might make this my focus when I next travel for work).

There are skins for it aren't there? I saw a Sins Star Wars conversion once I thought?


EDIT: I'm so fleeting, I'm knee-deep in my newfound love of Dark Souls, I have GRFS to write-up by Monday, Dawnguard DLC locked and loaded on the Xbox and my best mate wants to co-op Vegas 2 as well as play Top Spin 4 and race Burnout Paradise... and here I am reading up on Sins: Rebellion and thinking about playing it.
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Re: Sins of a Solar Empire: Rebellion

Unread postby XViper » 26 Nov 12, 3:02 pm

STEAM sale made me buy this at 66% off.
I bought a 4 pack, with only 2 used for now, possibly with a 3rd.

So I might have a copy up for sale if anyone wants it for ~$12.
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Re: Sins of a Solar Empire: Rebellion

Unread postby RSOblivion » 8 Jan 13, 9:23 am

Great game, so needs multi-threading though. The poor old engine doesn't like me and my mate playing with the Distant Stars mod active...

No idea why though it's not like there's 20,000 ships or anything...
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Re: Sins of a Solar Empire: Rebellion

Unread postby XViper » 9 Jan 13, 12:57 pm

The game has some kind of weird 2gb memory limit or something too, which is a big cause of problems in epic games.
Reducing graphics/settings helps a HEAP with this, if you don't mind everything not being full on shiny/pretty.
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Re: Sins of a Solar Empire: Rebellion

Unread postby exe3 » 11 Jan 13, 7:45 am

2GB limit is common with 32-bit games isn't it? It was the cause of a lot of Skyrim strife in the early days I believe.
*Insert negative stuff here.*

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Re: Sins of a Solar Empire: Rebellion

Unread postby RSOblivion » 12 Jan 13, 7:31 am

Yeah Ironclad didn't have the dev time to make Rebellion into a full 64bit multi-threaded application. Understandable at the time in some ways but not in others. For instance the Moho engine behind SupCom 1&2 can handle 1000's of units without losing too much in performance, plus has a greater texture load than SoaSE. Something about the engine is inherently duff, but it's still a successful if niche game partially due to issues like this.

TBH I think if they pulled a kickstarter out the bag for a MT 64bit game with updated engine (new engine???) then I think they'd get all the funding they needed to complete the project. Just look at Star Citizen for proof of that. I'd actually rank them as more likely to get the support than Molyneux or Braben's projects did.
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