Sins of a Solar Empire.
- theG57
- Posts: 156
- Joined: Wed Jun 09, 2010 4:54 am
- Location: Upstate South Carolina of USA.
- Contact:
Sins of a Solar Empire.
Anyone else have it out there? If your interested in checking it out go here. http://www.sinsofasolarempire.com and it has expansions, two of them. Diplomacy and Entrenchment. They are $9 each and you must have Entrenchment in order to get Diplomacy if you already have the Original Sins of a Solar Emprire game. If you don't then just get the Trinity Edition of the game and you'll get everything. There has been some rumor on the forums of a third expansion to the game. BTW, this game is very modable. Yep and it has lots of mods and yes I have a mod for it. More BANG for your BUCK!..
To check out my mod download here.
This mod has brand new ships planetary devices and new PLANETS! Sweet looking graphics that improves on the original game. Not to mention explosions of the Capital ships are just awesome to watch. New Planets from Distant Stars are Black holes, Paradise, Forrest, Toxic, Swampy, Relic worlds, Military, Nebulas, Graveyards and Industrial Planets. The planets also range in sizes from Moon/Dwarf to Huge in mass size. Distant stars adds all this and more research and NEW Planetary Defense. The Pirate fleet is insane! Behemoths, Dreads and supers not to mention Starbases! DO NOT GET on the other end of a Pirate raid!!!!!...
I combined my mod (G's Project) and Distant Stars Mod. I made the new ships, new ranges for planetary defenses. Made all starbases move around gravity wells of a planet. Starbases can now be upgraded even further if you have the resources to do it. Introducing the Behemoths and Dreadnaughts capital ships. The Behemoth is the most powerful ship out there. But is the slowest ship and resource cost hog, trades off speed for armor and weapon firepower. There is a counter force for these ships but comes at a cost. The Supers, Omegas and Megas Frigate/Cruisers ships. They have double the firepower and extra armor. How ever cost more and reduce your fleet capacity quickly. These ships in masses are almost unstopable or if you do survive it's under heavy losses...
To check out my mod download here.
This mod has brand new ships planetary devices and new PLANETS! Sweet looking graphics that improves on the original game. Not to mention explosions of the Capital ships are just awesome to watch. New Planets from Distant Stars are Black holes, Paradise, Forrest, Toxic, Swampy, Relic worlds, Military, Nebulas, Graveyards and Industrial Planets. The planets also range in sizes from Moon/Dwarf to Huge in mass size. Distant stars adds all this and more research and NEW Planetary Defense. The Pirate fleet is insane! Behemoths, Dreads and supers not to mention Starbases! DO NOT GET on the other end of a Pirate raid!!!!!...
I combined my mod (G's Project) and Distant Stars Mod. I made the new ships, new ranges for planetary defenses. Made all starbases move around gravity wells of a planet. Starbases can now be upgraded even further if you have the resources to do it. Introducing the Behemoths and Dreadnaughts capital ships. The Behemoth is the most powerful ship out there. But is the slowest ship and resource cost hog, trades off speed for armor and weapon firepower. There is a counter force for these ships but comes at a cost. The Supers, Omegas and Megas Frigate/Cruisers ships. They have double the firepower and extra armor. How ever cost more and reduce your fleet capacity quickly. These ships in masses are almost unstopable or if you do survive it's under heavy losses...
Last edited by theG57 on Sat Jan 22, 2011 5:45 am, edited 1 time in total.
G out.
Re: Sins of a Solar Empire.
G, I've recently acquired a copy of Sins (Trinity), and I'm working my way slowly through the tutorials. Would be up for some multi-player over the weekend if we're both around, or perhaps we can schedule a folk session for this next weekend? BTW, when you start out, within the first 10 minutes what kind fleet size should you be looking to have (and as a single swarm, or broken into squadrons)?
- theG57
- Posts: 156
- Joined: Wed Jun 09, 2010 4:54 am
- Location: Upstate South Carolina of USA.
- Contact:
Re: Sins of a Solar Empire.
Yeah sure a session would be great. Just give me time and I'll be there...
Well as far as starting up in the first ten minutes of the game. This is MHO, not everyone does it the same. Most maps you get a FREE, no taxes or down-payment Capital ship. Grab the most expensive, powerful one. Keep your fleet together! Attack the same target, move as a fleet. Splitting it up or holding back. Means loss of resources and time to make your fleet. Not unless you going after a Key Strategic planet. But you are taking a high risk and possible heavy loss. Later on in the game you can make a secondary fleet and have that one move out. Do not over extend yourself grabbing to many planets and upgrading them and or doing to much research at once. Then having a enemy fleet attack you and you can't build anything back or for your fleet after being blown to bits...
Watooce or Feesh would you care to add anything?..
BTW, here's a mod for sins. Trekkie's luv made this mod...
http://www.wkateam.com/geem/sins/pics/s ... rekmod.wmv
Well as far as starting up in the first ten minutes of the game. This is MHO, not everyone does it the same. Most maps you get a FREE, no taxes or down-payment Capital ship. Grab the most expensive, powerful one. Keep your fleet together! Attack the same target, move as a fleet. Splitting it up or holding back. Means loss of resources and time to make your fleet. Not unless you going after a Key Strategic planet. But you are taking a high risk and possible heavy loss. Later on in the game you can make a secondary fleet and have that one move out. Do not over extend yourself grabbing to many planets and upgrading them and or doing to much research at once. Then having a enemy fleet attack you and you can't build anything back or for your fleet after being blown to bits...
Watooce or Feesh would you care to add anything?..
BTW, here's a mod for sins. Trekkie's luv made this mod...

http://www.wkateam.com/geem/sins/pics/s ... rekmod.wmv
G out.
- WatooceTZW
- Posts: 12
- Joined: Thu Jun 10, 2010 1:51 am
Re: Sins of a Solar Empire.
Id say the same capital ship and 5 -6 of the light frigates you get with out doing research. I usually play as TEC the capital ship has colinize that's where i put my 1st point. share the love with research. 2 point in military 2 defense and 2 in in civ trade ports and broadcast centers or what you can afford. i tend to put a bit into my crystal and metal production research can always sell what you can't use. Novalith Cannons Rock!!! I usually wait till I get 5-6 planets to start reaserching it (really expensive).
Wielding a Mighty Tripod
- theG57
- Posts: 156
- Joined: Wed Jun 09, 2010 4:54 am
- Location: Upstate South Carolina of USA.
- Contact:
Re: Sins of a Solar Empire.
Karma to Watooce for that info.
Some pics of the new Pirate Ships in the mod...
Get the MOD!!!...

Some pics of the new Pirate Ships in the mod...
Get the MOD!!!...

G out.
Re: Sins of a Solar Empire.
Downloading the mod now!
I really enjoyed the MP sins last night with G. The last RTS that I really enjoyed was Dune II (which dates me), and TBH I'm still not convinced that I enjoy the genre as an SP experience. However, playing it MP was a totally different story. Having G's capital ship jump into a system surrounded by a cloud of frigates, so his ships could cover the withdrawal of my own (badly-mauled) flagship, was seriously epic. Took me right back to my late teens, watching epic space battles in episodes of Babylon 5.
How about an organised game sometime next weekend?

I really enjoyed the MP sins last night with G. The last RTS that I really enjoyed was Dune II (which dates me), and TBH I'm still not convinced that I enjoy the genre as an SP experience. However, playing it MP was a totally different story. Having G's capital ship jump into a system surrounded by a cloud of frigates, so his ships could cover the withdrawal of my own (badly-mauled) flagship, was seriously epic. Took me right back to my late teens, watching epic space battles in episodes of Babylon 5.
How about an organised game sometime next weekend?
- theG57
- Posts: 156
- Joined: Wed Jun 09, 2010 4:54 am
- Location: Upstate South Carolina of USA.
- Contact:
Re: Sins of a Solar Empire.
Sounds good, sure lets set it up...
BTW, how to install the mod and get it to work.
Download Mod HERE. If you already got it, then move on to 1.
1. Start Sins Diplomacy go into the "Options" menu. Click on the "Mods" button.
2. Then look on right hand side of screen and click on "Show mod Path" this has to be done. The game makes the folder after you click on this. Should show you this below, as my example is here. Whatever, is just example of what you named your PC. This is also for Win7 not XP or Vista they are different in placement.
C:\Users\WHATEVER\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011
3. Quit/Shut down Sins Diplomacy.
4. Now extract the mod into "Mods-Diplomacy v1.011" folder. Make sure the mod makes it's own folder.
5. Restart Sins Diplomacy. Go to "Options" and then "Mods".
6. Highlight the mod and click "Enable Mod" THEN click on "Apply Changes". This should take a little bit of time to apply changes. So don't freak out and think your PC has frozen.
7. After mod applies look at the "Enable Mod Checksum". Should be 7041 as the LAST four digits, of the checksum and your DONE!..
Any questions just ask here or email/PM me. That is all men enjoy the mod
BTW, how to install the mod and get it to work.
Download Mod HERE. If you already got it, then move on to 1.
1. Start Sins Diplomacy go into the "Options" menu. Click on the "Mods" button.
2. Then look on right hand side of screen and click on "Show mod Path" this has to be done. The game makes the folder after you click on this. Should show you this below, as my example is here. Whatever, is just example of what you named your PC. This is also for Win7 not XP or Vista they are different in placement.
C:\Users\WHATEVER\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.011
3. Quit/Shut down Sins Diplomacy.
4. Now extract the mod into "Mods-Diplomacy v1.011" folder. Make sure the mod makes it's own folder.
5. Restart Sins Diplomacy. Go to "Options" and then "Mods".
6. Highlight the mod and click "Enable Mod" THEN click on "Apply Changes". This should take a little bit of time to apply changes. So don't freak out and think your PC has frozen.
7. After mod applies look at the "Enable Mod Checksum". Should be 7041 as the LAST four digits, of the checksum and your DONE!..
Any questions just ask here or email/PM me. That is all men enjoy the mod

G out.
Re: Sins of a Solar Empire.
Installed, checksum OK. Is ... how you say? ... A piece of pie!
- WatooceTZW
- Posts: 12
- Joined: Thu Jun 10, 2010 1:51 am
Re: Sins of a Solar Empire.
Great Game Fer, After you left G and I waited for your AI to wipe out the Pirates then we declared war on him. After that we declared war on each other. we let our fleet fight it out at the pirate base and watched the star bases take eachother on at the rest of the planets . Total game time was 6 hours 16 mins.
. We did learn alot about the TEK starbases, Media centers and repair bays. and the Vassari star bases and Cannons. G won
My StarBases only beat him at 2 planets. He did lose a few planets do to my culture rate spread .


Wielding a Mighty Tripod
- theG57
- Posts: 156
- Joined: Wed Jun 09, 2010 4:54 am
- Location: Upstate South Carolina of USA.
- Contact:
Re: Sins of a Solar Empire.
What Watooce said is very true. Expect those damn TEC media centers are very powerful
. I lost planet control to 5 of my planets. His planet cannons wiped out the population to all of my planets
. Not until the very end did I start regaining population. Those poor people on our planets
. So it was a win but at a deadly sad cost
. Also found a little bug at the pirates base. You can't build any Logistic Structures. So expect a patch coming out, I'll fix this
...





G out.