Mods of the month
Current month so far
September 2019
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- 1 Votes
No Carriers and No Mines - Performance Increase
Gain performance by putting all the Carrier ships and mines out to pasture.
- 14KB
- 40
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1No Carriers and No Mines - Performance Increase
Gain performance by putting all the Carrier ships and mines out to pasture.
November 2016
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- 1 Votes
This mod re-balance all the game: more capital ship 43, Evolve the capital ship into strong ones; Star bases improved to become R.I.P. 81 evolution total, colossal planets and economic boost; Rebalanced and improved Research tree weapon tree capped to (more/less) 900 evolution; Dramatically improve performance,new striker,turret
- 664KB
- 151
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1This mod re-balance all the game: more capital ship 43, Evolve the capital ship into strong ones; Star bases improved to become R.I.P. 81 evolution total, colossal planets and economic boost; Rebalanced and improved Research tree weapon tree capped to (more/less) 900 evolution; Dramatically improve performance,new striker,turret
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- 1 Votes
This Is A Combination Of Best Mods - Distant Stars - Maelstrom - Bailknight's Graphic Mod (Since Its Already Used In Distant Stars And Maelstrom) - Volumetric Explosions And Damage Effects (Since Its Already Used In Distant Stars And Maelstrom) - Gurkoz Sound Effects (Since Its Already Used In Distant Stars And Ma
- 708.7MB
- 18
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2This Is A Combination Of Best Mods - Distant Stars - Maelstrom - Bailknight's Graphic Mod (Since Its Already Used In Distant Stars And Maelstrom) - Volumetric Explosions And Damage Effects (Since Its Already Used In Distant Stars And Maelstrom) - Gurkoz Sound Effects (Since Its Already Used In Distant Stars And Ma
August 2015
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- 1 Votes
No Super Weapons 1.82 - Rebellion
Completely removes super weapons from the most up to date (March 2015) version of Sins of a Solar Empire, including those running Forbidden Worlds and Stellar Phenomena. Super weapons will not be visible on research tree; no-one, player or AI, can use them. For those of you who like to limit your campaigns to real battles minus any cheap shots.
- 52KB
- 96
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1No Super Weapons 1.82 - Rebellion
Completely removes super weapons from the most up to date (March 2015) version of Sins of a Solar Empire, including those running Forbidden Worlds and Stellar Phenomena. Super weapons will not be visible on research tree; no-one, player or AI, can use them. For those of you who like to limit your campaigns to real battles minus any cheap shots.
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2
MD Wolfe's fleet size increase
Doubles fleet size on all levels to a total of 4k
January 2015
August 2014
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- 2 Votes
Sins of the Prophets is a total conversion mod for the RTS game Sins of a Solar Empire: Rebellion based on the Halo universe of Xbox fame. The mod features the human United Nations Space Command and the alien hegemony The Covenant, along with some Forerunner flair here and there. Gameplay focuses on fast paced fleet combat utilizing sophisticated s
- 1.6GB
- 620
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1Sins of the Prophets is a total conversion mod for the RTS game Sins of a Solar Empire: Rebellion based on the Halo universe of Xbox fame. The mod features the human United Nations Space Command and the alien hegemony The Covenant, along with some Forerunner flair here and there. Gameplay focuses on fast paced fleet combat utilizing sophisticated s
June 2014
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- 1 Votes
SoGE is a Star Wars Total Conversion for SoaSE: Rebellion with it's roots in the Homeworld 2 mod Star Wars: Warlords which features the two primarily sides of the Galactic Civil War, the Clone Wars, and the Yuuzhan Vong War.
- 1.2GB
- 1.1k
- --
1SoGE is a Star Wars Total Conversion for SoaSE: Rebellion with it's roots in the Homeworld 2 mod Star Wars: Warlords which features the two primarily sides of the Galactic Civil War, the Clone Wars, and the Yuuzhan Vong War.
December 2013
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- 1 Votes
Sins of the Sirius Sector - For Rebellion
This mod is based on the Universe of Freelancer
- 149.3MB
- 49
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1Sins of the Sirius Sector - For Rebellion
This mod is based on the Universe of Freelancer