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Stardock releases new Outlaw Sectors DLC for Sins of a Solar Empire: Rebellion

Stardock releases new Outlaw Sectors DLC for Sins of a Solar Empire: Rebellion

Plymouth, MI. - June 21, 2016 - Stardock and Ironclad Games released the new Outlaw Sectors DLC for the popular Sins of a Solar Empire: Rebellion today. This DLC provides new gameplay and new maps fit for intimate skirmishes or large multiplayer brawls.

"We love Sins of a Solar Empire: Rebellion here at Stardock," said Brian Clair, Director of Publishing. "We have been looking forward to putting out this DLC for awhile now. We have an awesome community full of people who still actively play the game,so we know they'll be excited, too."

The new Outlaw Sectors gameplay option adds fresh strategic opportunities. Use the Smuggling Specialization planet upgrade to take a cut of global trade profits at the cost of corruption at that planet. Cooperate with autonomous planetary militias that rally to defend your worlds and raid adjacent ones. The pirates have a stranglehold on this sector and are fiercer than ever. Master the new bidding wars now that pirates can raid multiple players.

In addition to the new gameplay option, Outlaw Sectors contains a variety of maps for up to 10 players. Some are suited for fast 1v1 duels while others are meant for long, sprawling gameplay over a large amount of space against several opponents. Lead your allies into battle on the large "Dogfight" map or face off against an opponent in a duel on the smaller "Power Struggle" map, and much more.

The Outlaw Sectors DLC is now available through Steam or Stardock. For more information on Sins of a Solar Empire: Rebellion, please visit www.sinsofasolarempire.com.

Screenshots
Screenshot 1 | Screenshot 2 | Screenshot 3 | Screenshot 4 | Screenshot 5

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Media Contacts:
Kjell Vistad | Tom Price
ONE PR Studio [for Stardock]
[email protected]
510.893.3271

About Stardock: Stardock is a developer and publisher of PC games and desktop software founded in 1991 by nationally recognized technology expert Brad Wardell. Located in Plymouth, Michigan, Stardock is a powerful leader in the video gaming and software development world.  Its PC games include Sins of a Solar Empire, the critically acclaimed Galactic Civilizations series, and Ashes of the Singularity. Stardock puts the user experience first through software that enriches the Windows experience for everyone from casual computer users to highly technical professionals. Products offered by Stardock include Start8, Start10, Fences, WindowBlinds, Multiplicity, and more at www.stardock.com.

About Ironclad Games: Ironclad Games is the creator, owner and developer behind the top-selling and critically acclaimed Sins of a Solar Empire series. Learn more by visiting www.ironcladgames.com and www.sinsofasolarempire.com.

274,003 views 39 replies
Reply #26 Top

And could you please add a possibility to spawn random events via ability :D

thanks

Reply #27 Top

It is a wall of text, but an awesome wall of text. Thanks! You do bring up a good point about surrender behavior removal - I would be ok if it were somehow a toggle-able option in the game setup menu where you select fleet size, active pirates, etc etc. I too have peaked at the surrendering AI but have found more often that their situation isn't terrible; they just need to hunker down and play defense for a bit. But then again ,I play for fun and not for competition or speed. But I miss running into a grav well and seeing 5 different factions duking it out. I miss the LOLz.

 

In any case, I think Surrender Behavior is a worthy enough topic of itself and hasn't been discussed enough. That said, were you able to find a way to "cheese" it by building say, 1000 scouts or whatever?

 

Edit: That said, in the past surrendered players would generally park their fleets (in my experience) but now it seems liek they will still jump to their other holdings to defend. Up to a point. THIS may be dependant on the quality of AI. BUt this spawns to other questions for you:

 

1. Can you delay surrender behavior by improving an AI's difficulty level after a game has started/mid-game?

2. IS there a utility that can un-surrender a player? I think it could be neat if somehow surrendered AIs can spawn into a new player or something, this increasing the incentive to wipe them off the map. Nuke them form orbit, just to be sure. :P

Reply #28 Top

Quoting Aaron1138, reply 27
I too have peaked at the surrendering AI but have found more often that their situation isn't terrible; they just need to hunker down and play defense for a bit. But then again ,I play for fun and not for competition or speed.

Problem is that hunkering down doesn't actually help all that much in these situations, and in some ways actually makes things worse. Spending large sums on starbases and other defenses leaves you with little for your economy and military, meaning if you were already behind in these categories you're only going to fall further behind.

It's particularly annoying when the AI does this in a 1v1 situation. In a FFA there is at least the possibility that the strongest players might cripple each other and let the little guy catch up, but in a 1v1 situation it basically amounts to digging your own grave since there is no plausible way you will ever turn things around. To use a sports analogy, you can't play defense and ride out the clock if your team is behind!

That said, were you able to find a way to "cheese" it by building say, 1000 scouts or whatever?

Scouts are actually pretty expensive in terms of their credit cost, and are only notable for not costing metal or crystal. If you have reasonable resource income, Corvettes and Light Frigates are actually cheaper than scouts.

The bottom line, though, is that if you're in a position where you can actually get away with building 1000 scouts then your opponent is definitely beaten.

Edit: That said, in the past surrendered players would generally park their fleets (in my experience) but now it seems liek they will still jump to their other holdings to defend. Up to a point. THIS may be dependant on the quality of AI. BUt this spawns to other questions for you:

I'd guess this is something that was done for multiplayer, since a fleet sitting in the middle of nowhere can easily become titan-chow.

1. Can you delay surrender behavior by improving an AI's difficulty level after a game has started/mid-game?

The higher difficulty level will increase its income and allow it to build more units. It stands to reason that it should be less prone to surrender, yes.

2. IS there a utility that can un-surrender a player? I think it could be neat if somehow surrendered AIs can spawn into a new player or something, this increasing the incentive to wipe them off the map. Nuke them form orbit, just to be sure.

Not that I'm aware of.


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Reply #29 Top

I don't mean to ask a stupid question but is the dlc any fun at all? Does it make any difference in 5s games on ICO? If so please explain because i haven't yet purchased anything or is it free?

Reply #30 Top

Quoting Ohoh2, reply 29

I don't mean to ask a stupid question but is the dlc any fun at all? Does it make any difference in 5s games on ICO? If so please explain because i haven't yet purchased anything or is it free?

I've heard wippersnapper say the 5s MP community has decided to play with it off. Probably because it adds a bit too much chaos in the galaxy for their tastes.

As with all the other DLC though, you can play with people regardless of DLC ownership. The DLC the host has determines what will be used for the game. And this time there's a toggle in the options in game to disable the entire DLC for a particular match.

Reply #31 Top

Sacrificed a bacon double cheese burger king burger and bought the dlc anyway. I don't want the guys online to think I'm less cool being a host  without the latest updates.

Im really hesitant on these things because they really seem like distractions from an all out Sins 2 game. Either way I thank the devs for showing there still with us.

 

Reply #32 Top

Ai gives up so easily. I once had only 2 planets owned and managed to win just because other players gave up trying to get through defenses for hours and lost whole fleet on every attack. While AI gives up if you take its favourite unimportant colony or something...

 

Also this game needs actual hard AI, not easy AI with unfair advantages renamed into hard, hard as in intelligence.

Reply #33 Top

Quoting Ohoh2, reply 29
I don't mean to ask a stupid question but is the dlc any fun at all? Does it make any difference in 5s games on ICO? If so please explain because i haven't yet purchased anything or is it free?

The new DLC doesn't add anything for Team PvP games.  It just ends up feeding XP to capital ships and titans.

Reply #34 Top

I'd still really like for the hardcode limit on starbase jumping to be removed and instead restrict them jumping if the destination grav well has reach the starbase limit....

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Reply #35 Top

Quoting Blair, reply 5

The "yet" is not to suggest multi-core is coming but I'm not saying it isn't coming. All I can say we are actively working and looking at all the options to move the Sins franchise forward - technology and gameplay-wise. The memory management upgrade is just something I was able to easily integrate into the older code base and I had tested a fair bit. 


It's good that game is developing. Will there be new conten, like new ships, or better new race? This game is unique, because like in Warcraft 3 it has heroes and skills, other space strategies don't have that. Trader Emer Coalition (TEC) as people, Advent as elves, Vasari as orcs. You miss the undead, ice world should be their homeworld, because other three races already have three basic types of planets of earthlike, desert and volcanic types, only ice type remains. You don't have to devide race into factions, just add it. There are a lot of people who want to play Sins of Solar Empire with new content.

Reply #36 Top

Quoting Blair, reply 8

I'll look into splitting it up into 3 options. The cost of running militia shouldn't be too high as they are less complicated than other units (computationally) but some people want to be able to pick and choose different features for each match anyways so I'll see what I can do.
Quoting ZombiesRus5, reply 14

I've encountered a buglet with modding the Militia that can spawn via the Gameplay.constants.

If a frigate with strikecraft is added to the outlawSectorsData.spawnShips that unit will not create strikecraft if it's associated to a human player.

The AI Player outlaws appear to have the smarts to create strikecraft. 

I'm assuming their's some logic tied to how Players have to manually choose which strikecraft to build??? Is there any way to have outlaws associated with the player to automatically build strikecraft like AI player outlaws do?
Quoting Blair, reply 15

Good find. I'll see if its possible to add that for the next update. Added to my list.

An update on these?

Reply #37 Top

1. Fixed by optimization.

2. Fixed.

Both are in v1.86

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Reply #38 Top

When will the next patch be coming out! 

 

And just want to say, as a first time commenter on these forums. 

 

Sins of a Solar Empire, is hands down my favourite game of all time. 

I don't play it every day, I might even go a few months without playing it, but I can always come back to it and enjoy the game, from the day it came out to now. It has a staying power that no other game I've ever played has. 

My only biggest suggestion that I could give, in terms of story, is that it would be incredible to have a story mode to play out sections of the war with the Vasari and Advent. Or some other way to directly include more story. 

 

I always felt that the story/background in Sins was incredibly unique, interesting, fun and refreshing in today's sci-fi genre, but it also felt very underdeveloped. More canon story material would be awesome! 

 

But all in all, I love your game! I hope it keeps expanding and growing for years to come :D 

Reply #39 Top

Quoting Blair, reply 37

1. Fixed by optimization.

2. Fixed.

Both are in v1.86

Awesome, thanks again for the great game!