Sins Of The Solar Empire Patch Download

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  1. Browse Sins of a Solar Empire: Rebellion files to download full releases, installer, sdk, patches, mods, demos, and media.
  2. Sins of a Solar Empire: Rebellion by Developer IronClad Games is a strategy game, with the agenda of Rebellion striking upon the players. Frostwire 4.21 connection patch download download. As the period of diplomacy is over and the controlling powers have exhausted, the sub factions who are trapped in a stalemate start the rebellion.

Developer's Commentary

With Its Recent European shelf release, the previously online and American storebound Sins of a Solar Empire is set to once again unsettle the sleeping patterns of many RTS fans. At a glance, this is game that appeared to have come from nowhere from a team of unknowns, but closer scrutiny reveals the people behind Sins show themselves to be none other than a grinning conglomerate of ex-Rockstar developers and roving, but extremely talented, vagabonds.

A game of exploration, expansion, exploitation and extermination, set across a galaxy of immense scale, Sins of a Solar Empire pits three races against one another in a desperate bid to occupy every inch of everything. Yeah, it's typical strategy stuff, but the scope and depth of Sins make it alluring enough to prompt some investigation. Here goes...

Anonymity:

'We're a new company with a new property in a new genre, and in the games industry this is usually considered a strike out So we were very fortunate to get the attention we did from publishers, and most importantly Stardock. Although Ironclad is very young, our team did have a lot of previous experience - half of our original team are from Rockstar Vancouver, which was previously Barking Dog studios.So some of our developers have worked on Homeworld: Cataclysm, Disney's Treasure Planet: Battle at Procyon, and Bully.

'I would definitely categorise Sins as a sleeper hit Fortunately we had marketing and financial experience as well, so I think some of our decisions were more calculated than you might expect for a start-up developer.'

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Stardock:

'We originally saw Starclock as a competitor, as they were working on Galactic Civilisations and our game had some features that were leaning towards that sort of RTS game. Brian Claire at Stardock convinced us our games would be complementary and that we could corner that part of the space strategy market -and he was right. And after we met them, their anti-DRM stance appealed to us. They have a great track record with the community, great customer service and when I went to see them they seemed genuinely passionate about the game. It's really good that we got a lot of creative flexibility - we didn't feel stifled in that sense. I think we'll beat our own sales expectations too. We had a huge party when we hit number one in the US, we had Rock Band going in the studio and real instruments downstairs - yeah, we had a big party.'

Anti-Drm:

'We think all of the current DRM methods obstruct the rights of paying customers. When we say we're anti-DRM some interpret this to mean that piracy doesn't bother us, which really isn't the case. What we should be saying is that we're pro-customer - doing all we can to reward those who pay. Our stance has resonated very well with gamers, who feel betrayed by the industry. There were many self-confessed pirates who bought our game simply to support our policy - even those who had no initial interest in Sins. The Stardock and Ironclad team has become somewhat of a poster boy for gamer rights. I'm not going to complain about that.

'We also strove to keep Sins playable on a wide range of hardware. There was a heavy backlash from frustrated gamers in 2007 - many people made it clear that they would not upgrade to a 'god box' simply to enjoy a few games with unreasonably high requirements. Our goal was to build a healthy community of gamers, not an elitist club.'

Micro-Management:

'The first thing we wanted was to have massive scale, we wanted to have far more units on screen than your typical RTS. The next biggest thing was we wanted to have less micro-intensive gameplay, we really wanted to put the strategy back into the genre and stay away from twitch obsessed gameplay. We had a vision of being able to play as both the Emperor and the Commander. Typically in a game of this scale you have some kind of separate map mode where you plan your higher level strategic decisions and the game can be paused while you plan it out, while the combat happens in real time, but we found that by doing that we lost the seamless transition between the two though. The main thing we wanted to follow was our vision of having large empires and epic space battles.'

Single-Player Campaign:

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'The standard for 4X (explore, expand, exploit, and exterminate) strategy games, like the Total War series, is a non-linear sandbox style setup. At the same time, the tradition for RTS games is to have a full campaign. So we were caught in the middle. At one point in development we talked about it a lot, but we eventually turned it down because of our limited resources. We felt it was more important to focus on strong gameplay, a solid engine and great replay value.

'We still have archives of the stories of the origins of the TEC, Advent and Vasari, and we really want to get that out at some point. Quite a bit of work was put into creating the backstory. I mean, it's sad not to see it all in there, but we did try to squeeze some in with the opening cinematic. We got the look and feel of the races through their abilities, the research topics and all that, but it wasn't as much as we wanted to get out there.'

Scrapped Ideas:

'There are far too many to list here, but I can share a large one - creating a realistic solar system. We initially modelled the galaxy generator, the art and many of the game mechanics on real solar system attributes. Rare planets, elliptical orbits, real gravity, black skyboxes, moons, accurate planet sizes, accurate inter-stellar distances and so on. A lot of the code to support these systems is still in the game.

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'The reason these features were taken out is actually pretty simple, Sins is a game, not a simulation. As much as we wanted these elements, they just weren't any fun. Extra-large planets meant excessively long travel times to get around a planet and textures that are just too large for most people's computers. Black skyboxes made it much too difficult to see. Dynamic orbits became ridiculously disorientating, and so on. In the end the fun factor trumps all.'

Religion And Lasers:

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'Discussion of a religion model did come up when we were exploring allegiance and culture. The current implementation of culture was chosen because it was the most universal influence model that fit with the lore for each race. The TEC are an atheist society dominated by consumerism, while the Vasari expand their influence through propaganda and suppression. Really only the Advent could be thought of as spreading influence in a spiritual sense with their temples and unity indoctrination.

'As for our lasers, most of the effects were made by using stock sounds as a base and twisting and bending them into shape by using effects, then layering them to produce something that sounds appropriate. The alien voices were simply performed by talented voice actors - they have had less trickery gave into them than the human-sounding voices.'

Pirates:

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'We felt the gameplay would be more interesting if there was a common threat to all players, and the space pirate raid fit perfectly. We were able to create tension throughout the game by placing the threat on a timer and allowing players to bid against one another, to see who'd get attacked. This pirate threat increases through the game as players earn more credits to spend on the bids. The pirate model performs as a balancing tool as well, as players typically bid against the strongest opponent. It also serves as a combat aid for players who wanted to focus on an economic game. Alxive all, the most compelling reason for including the pirates was the ability to backstab your allies' The pirate system was inspired by the invading pirates from the Settlers of Catan: Cities board game.'