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Sins of a Solar Empire: Rebellion Game and Soundtrack Bundle

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PC Gamer
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title="Permanent Link to The Strategy Game of the Year 2012: XCOM: Enemy Unknown">XCOM GOTY







I knew the moment the tide had turned. It was 15 hours into my first XCOM: Enemy Unknown campaign, and I’d just outfitted my squad’s psychic soldier with psi armour. I’d only discovered Major Tom’s latent mindbending abilities a few missions before, but he’d already proved himself a devastating anti-alien defence in the field. Kitted out in this gear, he was near unstoppable.



Earlier in the game, I’d hung back. I’d waited it out, luring aliens into laser crossfire, overlapping vision cones and overwatch orders, patiently, eventually clearing out XCOM’s alien infestations. Now, I could sprint psychic Tom out into the open, call out those unknown enemies in droves, and melt their puny brains. I revelled in it. I started talking at the screen. “You think you can run, you horrible bug? I’ll make you eat your friends. I’ll make you stand in the open, rip your disgusting body open with hot plasma. I’ll make you die. I’ll make all of you die.” Then I’d start cackling.



I’d invented a fiction. My soldiers were my action figures, I’d made them run and hide and shoot and watch their friends die, and I imbued them with the heroism and pathos of those events. Graham Smith had been impetuous and aggressive. He died when he strayed too close to a burning – later exploding – car. Owen Hill, once carefree and cheerful, was calcified by his death. He became a dead-eye sniper, silent and stoic, and able to lance a Muton through the eyes with a snapshot from half a map away.



Marsh Davies was relentlessly helpful. My team medic never missed a mission, and reinvigorated everyone else when their resolve slipped or their blood drained out. He never once panicked. Richard Cobbett was insane: a close-range monster, he’d hurtle into combat, heavy alloy cannon acting as far-future shotgun and drawing enemies out for easy shooting. He somehow survived the entire campaign.



Until the turning point, I imagined my women and men daunted by the task of saving humanity. After, with the psychic in their midst, I imagined them standing in XCOM’s home base, grinning. They had it in the bag. They were too powerful, too well-equipped, knew too much about their enemy. Enemy known, now.



I’d led them all the way, but I didn’t feel like it was my victory. It was theirs as much as mine. These action figures were alive. XCOM: Enemy Unknown seduces players with attachment, making you know and care for your soldiers. When they die, a tiny part of me dies. Sometimes they live. I love it when they live.

Without that attachment, XCOM is merely a mechanically superb turn-based strategy game that I’d suggest everyone plays. With it, XCOM elevates itself even further, forging player memories that’ll live as long as you play and care about games.



Read More: XCOM review.



Runners Up: FTL, Sins of a Solar Empire.
PC Gamer
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title="Permanent Link to The PC Gamer 2012 Game of the Year nominees">PC Gamer GOTY Nominees







At the end of each year we hand out awards to honor the experiences that live in our best memories of the preceding months—the games that moved us with their ambition, quality, and pioneering spirit. None of the decisions are ever easy, and there's no secret formula: we pit opinion against opinion with straightforward, old-fashioned arguing until one winner is left standing in the GOTY battle cage. Look below for the first landmark of that exciting week-long debate: a list of our eligible winners in 11 categories, including Game of the Year.



Beyond recognizing what games we loved most this year, though, it’s crucial to call attention to a truth that connects them all: PC gaming is exploding. Our hobby is many-tentacled and unbridled—practically every niche, genre, and business model mutated in a meaningful way this year. Two shooters built on new, PC-only technology released (PlanetSide 2 and Natural Selection 2). Dota 2 grew into its adolescence. League of Legends’ Season 2 Championship drew an audience of 8.2 million—the most ever for an eSports event. Modders resurrected content that was thought to be lost. So many remakes and spiritual successors to old school PC games got crowdfunded that we're sure we’d miss some if we tried to list them all.



That said, the following list marks the peaks of this mountainous year, and you'll find out which games won in the next issue of PC Gamer, and here on the web soon.







Dota 2

Dishonored

Mass Effect 3

PlanetSide 2

The Walking Dead

Tribes: Ascend

XCOM: Enemy Unknown







Crusader Kings II

FTL: Faster Than Light

Sins of a Solar Empire: Rebellion

XCOM: Enemy Unknown







Guild Wars 2

PlanetSide 2

Rift: Storm Legion

World of Warcraft: Mists of Pandaria







Dark Souls: Prepare to Die Edition

Diablo III

Mass Effect 3

Torchlight II







Borderlands 2

Dishonored

Far Cry 3

Max Payne 3

Spec Ops: The Line







Hawken

Natural Selection 2

PlanetSide 2

Tribes: Ascend







Dota 2

League of Legends

StarCraft II









Black Mesa: Source

Crusader Kings II: A Game of Thrones

DayZ

The Sith Lords Restored Content Mod







Lone Survivor

The Walking Dead

Thirty Flights of Loving

Resonance









FTL: Faster Than Light

Hotline Miami

Legend of Grimrock

Thirty Flights of Loving







Euro Truck Simulator 2

aeroflyFS

XPlane

Football Manager 2013

PC Gamer
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title="Permanent Link to Sins of a Solar Empire Rebellion 1.1 patch adds 40 new maps">Sins of a Solar Empire - battlecruiser







Spaceborn mega-RTS Sins of a Solar Empire: Rebellion has just released its 1.1 patch. The update adds a massive amount of changes, including over forty new maps. No that was not a typo, I really meant forty, four-zero. Given the average length of a Sins game, I estimate the time it would take you to learn all these new maps as slightly longer than than the lifespan of the universe.



Many of the new maps are balanced for competitive play, meaning that resources and starting locations are mirrored, making sure no-one has an unfair advantage. Perhaps Sins is attempting to become the world's slowest e-sport? I can imagine it as the test match cricket of the internet world, where tournaments take two weeks to complete and the audience spends most of their time having a nice picnic.



There's also big changes to the role of corvettes, who had previously found themselves as a ship without a role. Now they're immune to many of the nasty effects that the enormous Titan class ships can deploy, turning them into the game's designated giant killers. Now instead of responding to a Titan with one of your own, you'll be able to send a fleet of plucky corvettes to pop a torpedo down its exhaust pipe, making guarding your biggest vessels far more important.



You can find the full patch notes on the Sins of a Solar Empire forums. If you don't yet own the game, you can find out why you should in our Sins of a Solar Empire: Rebellion review.



Thanks, PCGamesN.
Product Update - Valve
Stardock Entertainment and Ironclad Games are happy to announce v1.1 for Sins of a Solar Empire: Rebellion. This latest update adds dozens of new maps, balance changes and bug fixes as noted below. Version 1.1 is save game compatible with the previous v1.041.

[ Gameplay ]

New Maps! We've added dozens of new maps, including competitive multiplayer variants which normalize resources, militia and other factors (thanks to Pbhead and GoaFan77 for these). New maps include:
The Art of War Competitive
Battle Lines / Battle Lines Competitive
Blitz / Blitz Competitive
Close Encounters Competitive
Crystal Storm / Crystal Storm Competitive
Double Cross Competitive
Empires at War
Foreign Invasion Competitive
Fractured Lands / Fractured Lands Competitive
Gemini / Gemini Competitive
Hostile Orbits / Hostile Orbits Competitive
Kabel Competitive
Maelstrom Competitive
Melting Point Competitive
New Dawn / New Dawn Competitive
Pandemonium Competitive
Quick Strike Competitive
Random - Huge Multi-Star Competitive
Random - Huge Ring Competitive
Random - Huge Single-Star Competitive
Random - Large Multi-Star Competitive
Random - Large Single-Star Competitive
Random - Medium Competitive
Random - Mini / Random - Mini Competitive
Random - Small Competitive
Random - Vast / Random - Vast Competitive
Razor's Edge Competitive
Storm Front Competitive
Tempest Competitive
The Void
Triple Entente Competitive
Twin Empires Competitive
Typhoon Competitive
Unstable Alliance Competitive
Whirlwind Competitive
All corvettes are now unaffected by most harmful Titan abilitiesExceptions are Explosive Shot, which will still knockback corvettes in the AoE, and The Maw, which will still potentially draw in corvettes in the AoE (but won't specifically target them).
Ships should no longer try to use abilities on invulnerable targets.
Corvettes will no longer be explicitly targeted by Cleansing Brilliance or Reverie abilities (but may still be affected by them).
Corvettes are no longer affected by Magnetic Clouds.
Adjusted relationship bonuses per Pact with allies to grant a 0.2 Diplomatic Actions bonus per unique Pact (to a maximum of 2.4).
Adjusted relationship penalties per Pact with enemies to grant a -0.5 Diplomatic Actions penalty per unique Pact (to a maximum of -6.0).
TEC Loyalists
Titan: Can now cast Group Shield on itself.
Titan: Increased started HP from 5400 to 5500; increased starting Armor from 11 to 12.
TEC Rebels
Titan: AutoCannon damage increased from 110.5 to 121.52; Missile damage increased from 127.5 to 140.25.
Advent (General)
Deliverance Engine Balance Changes:
Cannonshell speed increased from 12000 to 36000 (moving at the speed of thought!).
Culture Spread effect increased from 5 to 15.
The 25% damage buff to Advent player owned ships will now affect incoming ships as well as those already in the gravity well when the shot hits.
Deliverance Engine shots will now reduce an enemy planet's Allegiance by 10% (stacks 3 times).
Advent Loyalists
Global Unity now adds a 5% bonus to max. planet allegiance in addition to its other effects.
Advent Rebels
Wail of the Sacrificed has been changed to affect all adjacent planets, ships and structures regardless of ownership.
Titan: Chastic Burst antimatter cost increased from 70 to 80; cooldown increased from 20 to 30.
Titan: Side Beam damage reduced from 130 to 117.
Fixed Expulsion tech to properly give its 20% culture spread bonus.
Vasari Loyalists
Titan: The Maw will no longer explicitly target corvettes (though they may still be affected if caught in the ability AoE).
Titan: Increased the cooldown on The Maw from 175 to 210.
Titan: Starting HP increased from 4802 to 5042; HP per level decreased from 459 to 436; starting Shields increased from 2567 to 2696; Shields per level decreased from 533 to 507.
Vasari Rebels
Titan: HP per level increased from 405 to 445; Shields per level increased from 529 to 582; Armor per level increased from 0.58 to 0.64.
Rebel Starbases will now suffer from additional debuffs after a phase jump: Passive shield regeneration is decreased by 50%, Armor is reduced by 1.5 and weapon damage received is increased by 25%. Negative effects after phase jumping a Starbase now stack 3 times; debuff duration of all effects increased to 600 seconds from 60.
Armor Restoration technology bonus reduced from +25% HP / +5 Armor to +15% HP / +3 Armor.
Pirates
Ships spawned from bounty raids made less random and weaker earlier in the game.
Pirate raids spawned via Diplomatic mission costs adjusted for revised raid levels above (i.e., much cheaper).
[ Misc. ]

Fixed reported null pointer crash related to buff spawning (thanks ezeltje299).
Fixed reported null check on first spawner buffs (thanks ateague1987).
Fixed broken Pirate Exterminator Steam Achievement.
Fixed broken Outstanding Resume Steam Achievement.
Steam Cloud Saves re-enabled and should now work as intended in multiplayer games.
Checksum detection added on multiplayer saves to validate that saves aren't corrupted.
Fixed Pact related crash that would occur if a player had more than six unique Pacts established.
Fixed null pointer crash related to Wail of the Sacrificed.
[ Modding ]

Added new icons to Galaxy Forge for competitive map types.

Community Announcements - Yarlen
Version 1.1 of Sins of a Solar Empire: Rebellion is now available via Steam. Take a look at the additions and changes at:

http://forums.sinsofasolarempire.com/436120
Community Announcements - Yarlen
GameSpy has published their 2012 Holiday Gift Guide, and for PC games, Sins of a Solar Empire: Rebellion is listed among many great PC games.

Sins of a Solar Empire: Rebellion is an outstanding and unique real-time strategy game that offers a welcome, slower alternative to StarCraft 2's intense pacing." -

http://pc.gamespy.com/articles/122/1226080p2.html
Community Announcements - Yarlen
Sins of a Solar Empire fans can now purchase exclusive Collectors' Edition items!

If you like to use your Collector's Edition items..
The Accessory Pack is for you, it includes Dog tags, a Mousepad and 2 18x26" Posters.

If you're into the music from the game...
You'll enjoy The Steelbook that includes the Game DVD and 2 Music CDs.

Looking to secretly fly your ship around the room when no one is looking?
The Kol Battleship is your best choice - measures 8" in length.

OR

If you want everything listed above, then get the Full Collector's Edition to save money.

Make your choice here: http://www.sinsofasolarempire.com/collectorsedition
Community Announcements - Yarlen
Gamasutra has a postmortem article up on Sins of a Solar Empire: Rebellion. This was written by Stardock’s Chris Bray and Blair Fraser from Ironclad.

“Even after two expansions, the teams felt the definitive version of the game had not yet been realized. With Ironclad Games working on the forthcoming Sins of a Dark Age, Stardock took a greater role in the development of the stand-alone expansion Sins of a Solar Empire: Rebellion to do just that.

Sins: Rebellion was developed with a small team over 13 months, including about a week of crunch (mostly individual late nights clustered around the various beta and final releases.) Stardock's staffing peaked at 11 developers, as shown below.”

http://gamasutra.com/view/feature/179030/postmortem_stardock_entertainment_.php
Product Update - Valve

Ironclad Games and Stardock Entertainment are pleased to present the 1.04 update notes for Sins of a Solar Empire: Rebellion to customers.




NOTE: VERSION 1.04 IS NOT SAVE GAME COMPATIBLE WITH PREVIOUS UPDATES.


 




Version 1.04 Change Log:


[ Graphics ]


  • Added new loading screen image.

  • Fixed some button highlight bugs in the create mission system.

  • Updated UI not to display game speed Infocards in multiplayer matches.

  • Updated texture on Advent Rebel Titan.

  • Updated texture on Vasari Loyalist Titan.

  • Fixed Resource Drain particle on Vasari Colony capital ship that would start past moon/asteroids.

[ Gameplay ]


  • Added five new maps:  Kabel, The Art of War, Triple Entente, Unstable Alliance and Random Huge - Ring. (Special thanks to Pbhead and Goafan77 for assisting with some of these.)

  • Added new Corvette weapon damage type which all corvettes now use for their fore/aft weapons.

  • Updated Corvette damage balance per new weapon damage type.

  • The maximum number of superweapons a faction can field is now based on the number of planets they own. By default a faction can field 1 superweapon for every 4 owned gravity wells.

  • The Frigate target filter will no longer improperly target Corvettes.

  • Fixed bug with aiUseTime - OnlyWhenAboutToDie that was causing it not to activate in some circumstances.

  • Changed all Flagships' Overload Engines ability aiUsetime to OnlyWhenMovingThresholdDistance; reduced cooldown from 300 to 120; increased duraction from 30 to 45.

  • Players may no longer contract Pirate missions (via Diplomacy) against TEC Rebel factions who have researched Truce Amongst Rogues.

  • Destroyed Titans now cost an additional 10% per level in resources and build time.

  • Steam Cloud saves are now fully functional in multiplayer.

  • Pirates -

    • Pirate raiders will no longer linger at the Pirate planet when their missions are complete. They will now despawn after returning to base.

  • TEC (All)

    • Corsev Battlecruiser: Capped the maximum number of targets on Demolition Teams to 25 from unlimited.

    • Corsev Battlecruiser: Updated Demolition Teams autocast to target Boarded vessels.

    • Updated Proximity Mines to have a small HP restore rate.

  • TEC Loyalists

    • Novalith Deregulation now allows TEC Loyalists to field 2 superweapons for every 4 owned gravity wells.

    • Fixed bug that caused the bonuses from Hardened Defenses to only be applied to Gauss Turrets.

    • Removed duplicate PlanetModule entry in Disruption Matrix target filter. This was replaced with a Titan entry.

  • TEC Rebels

    • Changed Snipe aiUseTime to IsCapitalShipOrStarbaseOrTitan.

  • Advent Loyalists

    • Changed Coward's Submission to no longer convert friendly ships, Flagships, starbase constructors or temporary/illusion ships.

    • The culture benefits of Global Unity will now properly dissipate if the player doesn't maintain enough research labs for the subject.

    • Fury of the Unity damage bonus increased from 10% to 20%.

    • Assimilated Populace updated to now provided 20 population every 60 seconds, three times.

    • Coronata Titan:  Unity Mass changes - aiUseTime changed to IsCapitalShipOrStarbaseOrTitan; antimatter cost changed from 65/70/75/80 to 80/75/70/65; base damage increased from 1000/1500/2000/2500 to 2500/3500/4500/5500; damagetype changed from Physical to Energy.

  • Advent Rebels

    • Expulsion now uses a new buff modifier and will only modify existing culture, not create new culture.

    • Eradica Titan:  Strength of the Fallen duration increased to 400 from 120.

    • Eradica Titan:  Unyielding Will re-designed - the effects now scale as the titan takes hull damage (75%/50%/25%), granting higher levels of ability cooldown, antimatter restoration and damage negation. When destroyed, the Eradica become invulnerable and may chase enemies down.

    • Updated string for Protection of the Unity to make it clear the effect only works within the player's culture.

  • Vasari (All)

    • Rankulas' Create Combat/Assault/Support Naintes and Reassemble abilities are now untargeted. The nano ship will appear adjacent to the caster.

    • Updated nanite swarm strings to indicate the ability is no longer targeted.

    • Changed Disintegration aiUseTime to IsCapitalShipOrStarbaseOrTitan.

  • Vasari Loyalists

    • Vorastra Titan: Fixed bug that caused the Maw's attract range to be slightly lower than its target range.

    • Vorastra Titan: Removed Corvettes from the Maw's target filter.

    • Stripped to the Core scuttle time is now dependent on the planet being stripped:  Asteroids/Dead Asteroids - 60 seconds; Desert - 240 seconds; Ice - 260 seconds; Volcanic - 280 seconds; Terran - 300 seconds; Home worlds - 400 seconds.

    • Stripped to the Core income is now affected by Fleet Upkeep penalties.

    • Shipboard Labs has been split into two research subjects:

      • Shipboard Labs (Tier 7) will grant 1 military lab per capital ship.

      • Empire Integration (Tier 7) will grant 1 civilian lab per capital ship.

    • Civilian Evacuations income bonus is now affected by the global Income Speed option.

    • The Capital Loss voiceover will no longer play if you haven't actually lost due to Mobile Rulership.

  • Vasari Rebels

    • Moved Starbase Mobilization from Defense to NonCombat tech tree with a pre-req. of Enhanced Tunneling.

    • Starbase Mobilization is now disabled if the player doesn't maintain enough labs for the research to remain active.

    • Vasari Rebel starbases now suffer a 25% weapon damage penalty for 60 seconds after exiting phase space.

    • Added an appropriate error message when a starbase fails to jump to a gravity well due to their already being a player starbase present.

    • Kultorask Titan:  Removed unintended 0 from AntiMatterRestoreRate passive upgrade.

 

[ Interface ]


  • Added new UI option: Empire Tree - Show Ships in Phase Space, which toggles whether ships phase jumping to other gravity wells are displayed in nods in the Empire Tree. (Helps prevent the Empire Tree from 'jumping' around.)




[ Sound & Music ]


  • Hooked up phase charge and travel sound effects for Vasari Rebel starbases.

  • The Capital Loss voiceover will no longer play if you haven't actually lost due to Mobile Rulership.
     


[ Modding ]


  • Added new Corvette ChanceToHitTargetType to gameplay.constants.

  • Added new Corvette weapon damage type to gameplay.constants.

    • DamagePercentBonus:CORVETTE:CapitalShip 0.65

    • DamagePercentBonus:CORVETTE:VeryLight 0.50

    • DamagePercentBonus:CORVETTE:Light 1.5

    • DamagePercentBonus:CORVETTE:Medium 0.6

    • DamagePercentBonus:CORVETTE:Heavy 0.5

    • DamagePercentBonus:CORVETTE:VeryHeavy 0.55

    • DamagePercentBonus:CORVETTE:Module 0.35

    • DamagePercentBonus:CORVETTE:Pirate 0.50

    • DamagePercentBonus:CORVETTE:Titan 0.7

  • Added cannonsPerGravityWellRatio to gameplay.constants.

  • Added cannonGravityWellRatioDenominator to gameplay.constants.

  • Added new buff modifier - CultureSpreadModifier.

  • New aiUseTargetCondition - HasBuff. Only autocasts on targets who have the specified buff.
    Form:
    aiUseTargetCondition "HasBuff"
    buffType "BuffMyBuff"

  • Increased iconBackdropDefs from 3 to 5.

  • New buffInstantActionType: ApplyBuffToFirstSpawnerNoFilterNoRange. Same usage as ApplyBuffToLastSpawnerNoFilterNoRange. 

  • Galaxy Forge Updates:

    • Added galaxy name to save file.

    • Updated GalaxyScenarioDef with planet bonuses and other additions for future maps.

    • Normalized some line endings.

 [ Misc ]


  • Fixed bug that caused some of the research achievements not to unlock.

  • Removed un-needed semicolon in gameplay.constants after enemyDPSInOrbitBodyISquadOwnerBuildRateScalar.

  • Fixed incorrect effect entry in PlanetAsteroidBelt.entity for Stripped to the Core particle.

  • Removed un-needed tilde from Effect_CoinDrop in SoundEffects.sounddata.

  • Truncated file locations from all particle files.

  • Various optimizations made to movement, IAttacker and rendering systems for improved performance.

  • Removed un-needed .mesh extension from Vasari Loyalist Titan Factory MeshNameInfo entry.

  • Removed un-needed .mesh extension from Vasari Rebel Titan Factory MeshNameInfo entry.

  • Minor string adjustments to clarify when a ship can't phase jump.

  • Increased formation distances between frigates and capital ships to prevent ships from clustering too closely during group phase jumps (which slowed things down while they waited for formation).

  • Potential fix for iHyperspace related crash bug - this was a major culprit of many crash reports.

  • Fixed AttackPlanet bug that caused the game to crash - this was a major culprit of many crash reports.

  • Fixed a Checksum crash bug - this was another major culprit of many crash reports.


Rock, Paper, Shotgun - contact@rockpapershotgun.com (Craig Pearson)

Do not construe the raised fist as solidarity. It's part of the logo! Rebellion are suing Stardock and Ironclad Games over the use of the term “Rebellion”. Ironclad’s standalone expansion pack for their strategy series was called Sins of a Solar Empire: Rebellion, and the trademark suit claims that the use of the word has “deprived [Rebellion] of substantial sales of its products”. Blimey.

(more…)

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