A little about the mod:

KOG's Law, originally Overthrow's Law was created during the first iteration of Sins of a Solar Empire. The mod was updated for Entrenchment and renamed Drison's Law after much work and tweaking, and again was updated for Rebellion and renamed KOG's Law, again with a lot of work put into it since early beta release to insure that it is as balanced as can be.

This mod has been around since the beginning of the game.  Drison and myself wanted to make some changes to reduce lag in the original game and make it more exciting.  Lag is no longer an issue with the updates and changes the game creators have made, but we have still left the changes in as it made the game a little more fun.  Here is a list of changes.

CHANGES:

~Hangar Defense have been removed as well as light carriers (This was originally done to cut down on lag but we found later that it made carriers worth something.)

~Pirates have been buffed quite a bit (I can tell you that larger waves of pirates will hurt.. even early waves.)

~Planets have been changed a little and asteroids received a buff of how many mineral asteroids they can have.

~TEC mines were removed. Advent still retain them but they may only be spawned off of carriers and stations (The AI still does not use them, but it makes it fun for the player. Vasari retain their mines for balancing purposes.)

~Super Weapons have been removed. (Mostly due to AI rushing them.)

~The amount of capitals you can build has been increased to a total of 24 at the final upgrade. Up from 16 in the original version of Rebellion

~TEC rebels can no longer make an alliance with pirates but can now build two stations. (With the changes to the pirates it made the TEC Rebels seem a little too overpowered)

~Stations now have 10 upgrade points. They can also shoot the entire gravity well, repair platforms and inhibitors can now also reach the entire gravity well. (This will NOT reach the entire gravity well on suns.. depending on the size of the sun, but will work on 99% of the planet gravity wells.)

~Capitals and titan experience per level has been reduced.

Before you start complaining about balance or other things, please try the mod, this is designed for friends to play against the AI or just face wave after wave of pirate ships. 

Enjoy. 

Thanks goes to Kog, Drison, Divercity and Cataire. Thanks for your help guys.

Installation: Install in the mod folder in Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.02 The maps go in the galaxy forge folder, these will be released at a later time.

 

DOWNLOAD: http://www.moddb.com/mods/kogs-law

5,277 views 4 replies
Reply #2 Top

(This will NOT reach the entire gravity well on suns.. depending on the size of the sun, but will work on 99% of the planet gravity wells.)
End of quote

Change the nature of how PJIs work...instead of having a radius, simply have them apply a buff to all targets at local orbit body...much cleaner...

Reply #3 Top

ty, was thinking about doing that was just lazy about it.  Any other suggestions or feedback would be nice that u have, trying to figure out how to top what we have done so far.

Reply #4 Top

I'm not saying these suggestions are good, but they are options that you may end up liking...

  • Have Advent spawn mines via an ability, just like the Vasari minelayer...GoaFan does this in his Enhanced 4x mod (though it's possible others do it as well), and reports that the AI will use it properly...no more useless minelayer squadrons...
  • You could change abilities on Starbases as follows:
    • Each ability is earned upon researching the technology...for example, researching the docking booms technology automatically gives all TEC SBs the resupply ability...
    • Each SB upgrade associated with an ability upgrades it (from lvl 1 to lvl 2, then from lvl 2 to lvl 3)...
    • For flavor, you can make SB abilities unique to factions (ie only TEC rebels get Red Button) or more accessible to certain factions (TEC rebels have 3 levels of Red Button, with the first level given automatically upon researching the tech)...
  • Give capital ships the ability to shoot strikecraft...whether it be all weapons or only some is up to you...