Here a related example to what i just posted.. These SINS factions found out that their fighters were almost outgunned by Imperials as they have little means to counter Imperial TIE Interceptor & Defender which leads them to believe that they should work on new type of fighter units in order to counter them although only limited availability of deployment as it' still experimental units Also that their capital ships & titan can only weaken the Imperial with massive arm
Zero1989
Pardon my interruption for this but there's something i like to ask MrGoaFan77 & anyone directly involved with Interregnum Mod creations... Based on the SW Interregnum lore on SINS Factions part during long yet massive Interregnum War, does SINS factions stop running research on new, stronger units for their army like a new type of strike craft/frigates/cruisers??? Does each faction's Defense Structure, Star Base, Cap Ships & Titan gets a little modifications like adde
[quote who="badboysword" reply="238" id="3731647"] I want a new sins with new and old ships and new races with new weapons. I have quite a few ideas if ironclad wants to hear. WE NEED SINS 2. must have the race that I think it was advent that was running away from. [/quote] I agree with you but just one thing guys, does SINS 2 game have the possibility of having an inter-stellar faction collision.... I mean like these SIN factions stumbled upon other galactic
[quote who="Astax" reply="235" id="3731402"] So many questions unanswered... what is chasing the Vasari???? [/quote] Yeah.. i've been wondering what's actually Vasari's biggest threat for a long time... Hopefully we get to see at least a glimpse of what-is-it enemy which makes it sounds very scary and extremely dangerous... In my opinion, it might be something that similar to an ancient being that swallow anything on it's path & it operates almost similar to hive
I'll be waiting
In Normal SINS Game w/out using any mod, i would counter it differently although each factions i choose would suffer some loss if not a major loss.. I bring it's Titans first head on first which i concentrate all my firepower and abilities on destroying Hoshiko's 1st if i can't destroy Dunov first.. With Ragnarov Titan, i reserve Scattershot and aimed at it with really close range, say near 2000 range and blow it up.. It got stronger if Ragnarov are level 6 which gives O
If that's all done, go to option and then to mods... After that, choose which mod do you wanna play but remember, always check it whether the mod you're choosing are compatible with your current Rebellion version..
Depends on what kind of game mod do you like.. I would like to suggest this list of SINS mods but which one to choose are up to you.. Maelstrom Mod (Enhancement-type Mod) Star Wars Interregnum Mod + E4X Mod (Enhancement-type + Expansion-type Mod) Crazy Mod (Enhancement-type Mod) Star Trek Armada 3 Nemesis (Total Conversion Mod) Stargate Races (Expansion-type Mod) There's a few others mod but these mods mentioned above are my favorite choice of m
Sure thanks... BUT there's 1 more part that i wanna know which i send you a message via your SINS Forum Profile.. There, all that i wanna know at the moment and mostly are sent via message.. PLEASE READ THEM AT LEAST AND COME UP WITH SOME ANSWERS IF POSSIBLE
When the next update for Maelstrom?? What's new in this one??
MrGoaFan77, i wanna ask something about Interregnum.... Why there's no research slot of System Redesign in Imperial Warlords faction Enforcement Tree? Is that research already been auto-upgraded the instance i play this faction.. Note, i just start the game and haven't choose any Warlords sub-faction part yet??
This Dark Secret Beta still need some fixing.. But other than that, it's pretty good.. Keep It Up and hopefully i can see Skeledon's reformed army of ships ranging to ship model to special abilities especially Titans..
IF THERE'S ONE,, I MIGHT WANT TO TRY TAKING IT'S CRAZILY STRONG YET CHALLENGING GAME MOD UNLIKE ANY OTHER TO ONLINE MULTIPLAYER VERSION AFTER I PLAY IT OUT FOR A FEW MONTHS AT LEAST.. THAT'S MY HONEST EXPECTATION AND BIGGEST REASON TO WHY I'M STILL PLAYING SINS REBELLION ALTHOUGH I ONLY HAVE THIS SINS REBELLION INSTEAD OF FULL SINS GAME SET BECAUSE I FOUND OUT THAT THIS GAME IS THE ONLY ONE THAT ALLOWS ME TO FIGHT UP TO 9 AI PLAYER WHICH MAKES IT 10 TOTAL...
Is there someone who managed to create a Sins Rebellion mod which have more artifact, relic structure, specialized flagship, unique research, new tactical structures and units ranging from strike craft to capital ships than vanilla version, mini-sized titan or so-called Super capitalship-type Dreadnought Warship similar to Maelstrom and some new factions to play along with vanilla faction?.... In other words, one big mod that functions like combined E4X, Maelstrom and Crazy Mod but cr
Of course i want SINS 2.. But i can't say anything w/out even playing it's demo or trial first.. Even better, at least some skirmishes gameplay first would give me some good though of what comes next
Is there a Mod for Sins Rebellion where player can deploy a different titan for vanilla faction instead although only one can be deployed? Like prototype version or futuristic version of the faction's untold experimental warship thing?
That sound good to me but i hope upcoming SINS 2 doesn't become only playable online RTS game.. I'll figure it out sooner or later but basically at least there's also skirmishes gameplay like Sins of Solar Empire Rebellion.. Because if it becomes the game which can only be played online, that would be seriously sucks to me as i have limited time and access to internet due to my busy workdays ahead..
I hope in the upcoming Sins 2, they add campaign for each sub-faction that leads to their end of the story for vanilla game and story-related faction mod like Interregnum for example could make a different ending for Star Wars version of Sins which not related to in-canon original Star Wars Story, more like an alter version of ending on 1 part instead.. If possible, main objective version will give main cutscene on related mission and optional objective reveals an unseen part of the m
Do your best.. After i try the new update you guys add on Maelstrom, i'll consider try it, the Homeworld you guys are working on later as i'll be pretty busy with work for few months ahead.. FYI, Regarding Rebellion RTS Game i'm playing, Maelstrom are my top 5 favorite mod so far.. Hopefully in the near future update, i hope it makes top 3 next time new update comes out.. Thank you for listening to this message..
What's new in the next Maelstrom update? Care to tell us some of it...
Do as you guys think fit as i can only hope for better, different variation of gameplay in the next SINS game.. As for ideas relating to faction, units and e.t.c, some of it are better made non-playable to player or make it a minimod that only allowed limited numbers of playable faction... There's some of us who like to play all kinds of factions but also a few prefer playing only certain faction.. For me, I hope that in the upcoming SINS 2, even in skirmish game
Thank you.. I'll check it out soon..
In addition, 1 specialized pact gives one-way benefit for player itself or AI who propose it.. Like TEC's specialty is defense, so like this; Max Hull Point Bonus: 10 Damage Bonus: Armor Bonus: (Specialty gained when pact signed: 1 extra Star Base and 10 additional tactical slot) --- This special pact are only breakable when faction go to wars with related faction but not applicable when playing allied victory mode which it's gives certain t
Regarding E4X, i already tried it.. when it comes about pact agreement, the Crazy Mod made by TheyCallMeProphet make it far better in terms of pact details which gives obvious difference in most of it while E4X only makes minor increase and adds some extra feats which it's not available in vanilla game and other similar version mod.. What i'm hoping for is each faction at least have 1 specialized pact at the 6th or 7th pact slot relating to their faction's spec
Where i can find it's file? Is it in Moddb?