I haven't posted here in a long time but I just wanted to say that this is hands down one of the best trek mods I have ever played. All the ships are amazing and highly detailed. Each race plays as you would expect them to. I really enjoy and have been playing this mod since the original sins adaptation. To all the modders I thank you truly for your diligence and hard work throughout the course of this project. Keep up the amazing work and never stop seeking perfection with this. Honestly, I know words are all the encouragement that you are allowed to have due to legal issues, I would pay 50 dollars for a game like this no questions asked. You have shown dedication beyond what any real game publisher or development team has ever in my 25 years of playing pc game has.
With great respect;
Treklover
Well I did everything under the read me.
I downloaded the Rebellion 1.1v 0.6R beta mod
Then I unzipped it and put into the Mods Rebellion 1.1v folder as instructed.
I opened the game went into options I saw the mod... I enabled the mod...clicked applied changes... the game restarted but nothing was changed.
I then closed the program, Re-opened it and went back under options the mod was still checked as *enabled* however, the game itself did not change in anyway.
I don't know what else I can tell you
You might have extracted it improperly. Is there a checksum of zero when you open the Mods menu with it installed?
Nope nothing sticks out as *weird* ... that's why I've pestering you guys lol
Oh in reference to what was said above.. I have had at least a dozen different people by Sins because of your mod alone ![]()
Third time is the charm I guess.. I uninstalled and did again.. and now it works.. I don't know why.. Computers are emotional beings I guess.. but thanks for your help ![]()
You had it inside an extra containing folder. When you extract an archive, it's often extracted inside a folder named based on the archive, this would fit your description of enabling the mod and not having any changes. It would essentially be an empty folder, as the game would ignore the main folder of the mod inside.
I haven't posted here in a long time but I just wanted to say that this is hands down one of the best trek mods I have ever played. All the ships are amazing and highly detailed. Each race plays as you would expect them to. I really enjoy and have been playing this mod since the original sins adaptation. To all the modders I by CouponDropDown">thank you truly for your diligence and hard work throughout the course of this project. Keep up the amazing work and never stop seeking perfection with this. Honestly, I know words are all the encouragement that you are allowed to have due to legal issues, I would pay 50 dollars for a game like this no questions asked. You have shown dedication beyond what any real game publisher or development team has ever in my 25 years of playing pc game has.
With great respect;
Treklover
This may sound cheesy but it's rekindled my interest in Star Trek.
Just a thought .. I don't know if this was talked about before... I know you said something about no Titans.. but what if you just Bumped up the End Teir Elites up to Titan... They don't need to be huge but just be amazing.. like the Sovereign, Neg'vhar, and etc... then you could bump up on of the frigates to the new elite spot? Ala Lakota Excelsior, Galor class etc?
Just my 2 cents..
We already thought of that. The issues for us are finding and/or making a new ship. Ether a frigate, or elite to fill in an empty slot that the move caused. We are very picky about what we use. The feds wouldn't be an issue, because there are still canon ships out there that we have not used. The rest of the factions would be problematic. Not only that we would have to make another shipyard structure, or use an existing vanilla structure till we got a model to replace it. That would set us back even more.
We decided that it was just better to leave things as they were. Some may disagree about us not using titans, but titans don't fit into the vision we have for this project. This is Star Trek. Not Sins.
Just noticed on the Romulans after researching the frontal deflector shield upgrade, there is no icon to click on in the starbase menu options.
Just realized it looks like the upgrade is done automatically.
I haven't really looked over the SB upgrades, but i am pretty sure none of them are supposed to have vanilla upgrades. Unless its a placeholder for something else.
Great mods get lots of attention.
Arlighty I understand that point about the titans... I am noticing some balance issues though as I've been playing... fore example if you start and have 2-3 systems you can colonize then you run into a choke point that happens to have 2 Ferengi cruisers in it.. it takes a very very long time to get enough resources and ships to be able to deal with them... granted they are hard as they should be... but sometimes running into them so early is really discouraging to say the least...
Also SHIELDS!!! .. I understand why they are so big and that makes sense ... however, the recharge on them is painfully slow when you start out... even after all the tech they take a while to recharge... but there have been games where the Ambassador my start with full shields but wont get full shields again when I use her till way late into the game if ever at all..
There are other things.. but I don't want to sit here and hammer stuff when I don't know what you are aware of and what are not aware of... Do you have a list of things you know about and are working on etc? Buried somewhere in this giant forum lol?
easy, leave the planet alone until you have a big enough fleet to deal with it. You will have to fight for prime planets.
An army may march great distances without distress, if it marches through country where the enemy is not.
Sun Tzu's Art of War

The Feds are probably the easiest to play.
Yeah...
You have four different ways to restore the shields on your ships, the resupply ability on Starbases that restores multiple targets over time, engineer teams from the Excelsior and Galaxy that increase regeneration rates on damaged ships, and a full restore from the Saber.
The highest technology level required to get rapid restoration is 5 combat labs for the Klingons. The Vo'Dleh has a fleet wide 500% shield regeneration boost ability available from level 1 that will allow you to keep in good repair between battles. All four sides have major stationary or out of combat shield regenerating capabilities, the Klingons, Romulans and Federation have both. Only the Dominion need to return to friendly territory, and they can easily gain 30 per second shield regeneration from a couple trade stations.
I am aware of that..and know these strategies but 30 per tick with 7000-8000 shields is a very long time...
Also the problem with that prime planet and fighting for it which I understand.. but if you're pigeon holed with only one or two systems... it is almost unbeatable for you.. I dont appreciate spending 3 hours building up resources to deal with one planet because it's the only option I have.. that's all I am saying..
When you are attacking the Ferengi Cap ships don't chase them. Or at least don't be behind them when they fire that weapon that looks like telescoping rings (blanking on the name). Micro your ships to be on the left or right of them.
I feel confident that you can take them out with a few Excelsior and Miranda. Two of them is a bit rough to tackle in the early game though. Losing some ships on the front line to deal with them could be annoying.
You can also do a suicide run with two ships. One to colonize the planet while the other one is leading the ships in a merry chase about the gravity well. Start building phaser platforms immediately. With those and a couple ships you can wear them down.
Or come in with a couple of Ambassador Class ships and do a number on them. I hate slugging it out though when finesse gets you what you want without all the mess.
You can do this Admiral.
Now get out there and show them what Non-Interference really means!
backs out of the room slowly...
It's a few minutes. The longest wait in the game will be recharging the shields on an Enslaver with no hull damage, at about 7 minutes.
Ah. Not too much more satisfying than destroying the Enterprise
Great mod as always!
There appears to be quite a few planets with an ability called TBA that scrolls off the screen so you can't read what its doing; what is going on there?
We could use this info for an optional add on. The mass of each ship was pretty specific. Don't want to see the canon zealots crying heresy. I was never a big fan of big ass ships zooming around like fighters. Though the ship speeds themselves are pretty reasonable.
Hi Major Stress,
First of all you made really good work with your friends. I don't know if you would like some changes but
I would like to show you some modifications. Maybe you can use it as add on if you would like. I can send you these files which I changed with email. But I will not publish it.
Changes I made:
- I liked scaling down ships. This is really good idea. But movements should be also reduced. That is why I changed the movement of starships. For me it looks more realistic.
- Constitution class cannot be a capital ship, but I think you cannot take it also as scout. It was explorer/cruiser or some sides write even heavy cruiser. That is why I changed ships for Federation. You can fight with it like light frigate and I changed also research tree and made it possible to refit the constitution class. This was the first ship which got any refits. Envoy - Oberth class I gave instead the ability to exlore and also some small change in research tree diplomacy it can get the ability to steal crystal.Constitution class got also the abilility to repair.
- Defiant was a small ship. 120 meters only. http://www.ufstarfleet.org/wiki/index.php?title=Defiant_Class_Starship
It was built to fight borg but I think it is not strong enough to put it as capital ship. That is why I changed defiant with Akira class. Akira was a heavy cruiser also nice to fight borg. It was also one of the bigger ships. I gave Akira class the ability AbilityBorgCounterAssault. When you fight against borg you can even loose all your ships with assimilation. For keeping the balance a little I put this ability to capital ship. I made also a little change with abilities of capital ship federation that every unit will be usefull to be in fleet.
- I changed also the role of other ships. Excelsior as heavy cruiser, Intrepid as Antimodule, saber as longrange etc. For this I read much about Star Treck webside about the role of the ships. I also compared the mass, speed, weapons, shuttles and tried to make most realistic.
- pirates are a little useless in this mod. But NPC tries to spend alot of money to pirate acitivities. This make the game for players a little easier. Also to keep here the balance a little I made pirates again stronger. Gave them again the ability to steal resources and put more different kind of ships in raids. Sometimes you could only see scout ships. I also gave them the ability to colonize planets. But they are not able much to build big defences there. Anyway they can make a little more troubles.
It looks like this
If you want to give a try I can send you the files which I changed. If not I can keep it for myseld.
Thanks for this mod. It is the best for Rebellion.
The movement I wouldn't mind tweaking as long as the forward speed stays the same or greater. I am to impatient to wait 5 minutes to cross a gravity well. I would say this is up for more discussion.
We are not changing 'pirates' anytime soon, they are the Orions and are supposed to be just a nuisance. We have added different factions to make up the NPC line-up which gives people plenty of trouble and we are still adding and tweaking. Discuss these in PM as they are spoilers.
I wouldn't mind changing the roles, I like to keep it close to canon and it sounds like you did your homework, but this would cause mass confusion to our long time players and myself, the ship roles are set and not likely to ever change.
We use Elites, not Capitals, as we have stated many times, this is NOT Sins, the Defiant stays where it is.
Don't get me wrong, I always like some new ideas, but others, like Defiant, have been brought up to many times to count, plus I am not the only team member, I'm sure stress and psy will weigh in soon.
Welcome Guest! Please take the time to register with us.
- Richer content, access to many features that are disabled for guests like commenting and posting on the forums.
- Access to a great community, with a massive database of many, many areas of interest.
- Access to contests & subscription offers like exclusive emails.
- It's simple, and FREE!


