Solar Vengeance 5.1
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Note! We are currently
working on Solar Vengeance Silverlight (SV6)! Check out the progress by
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Solar Vengeance is a real-time strategy game of interstellar conflict and
conquest. You assume the role of a Star Lord, seeking to expand your
territory after the collapse of the Galactic Empire. The other Star Lords
(both human and computer Brain players) have the same goal.
To eliminate your enemies, you will build fleets of StarShips,
and capture independent and enemy StarSystems. Eventually you
will capture your enemy Star Lord's Capital StarSystem, eliminating them from
the game. Conquer all enemy Capitals and you are victorious!
One of the most important decisions in Solar Vengeance is which
StarShip types to select at the start of the game. There are 27 types to choose from, each with its
own distinct capabilities. But you can only choose 6 of the 27 StarShip
types, so think carefully before beginning the game.
The WarShip is the staple offensive unit of your fleet.
Each WarShip you build has its own Weapons and Engine ratings. Consider
this carefully when building up your fleet. When a WarShip encounters
an enemy WarShip in battle, the WarShip with the higher Weapons rating will
The location of the enemy Star Lords is unknown to you at the
start of the game. You can use ScanShips or SpyShips to scout the star
discover their location. When enemy StarShip come into range, you normally
only detect their presence, not the type of ship they represent. But you
can use SpyShips or InkSpots to reveal details of the enemy fleet.
Play against others over the Internet! SV5.1 has an
integrated Lobby that connects to our PrismServer. We even maintain an
Star Lord Ranking system, and
MultiPlayer game log.
In Solar Vengeance 5.1, you can program your own Scenarios and
computer Brain players in the Microsoft C# language. Use a full-fledged
development tool like Visual Studio or SharpDevelop to write the code.
When you are satisfied, just drop the source code file into the appropriate
folder. SV5.1 compiles and integrates your code automatically.
Silicon Commander maintains a
SV5.1 Brain Ranking page,
which includes Brains submitted by developers in the community. This adds
a whole other level of competition to the Solar Vengeance universe, as we see
which Brain becomes "King of the Cluster".
If you want to learn more about Solar Vengeance 5.1, you can
read the full
Release 5.1 Available!
||Version 5.1 includes the following:
- A brand new Scenario,
CaptureTheScientists. This is a "capture the flag" style
setting where you must locate the Scientists that are isolated in the central
nebula and return them to the dropoff zone near your Capital.
- Scenarios can now include
User-Defined Objects (UDOs).
Scenario designers can use any image or animation to represent a UDO, and can
also manipulate and move them dynamically during a game.
- PaintHooks allow
Scenario designers to render directly to the game map during the game's
animation cycle. You are passed the .NET Graphics object that represents
the map, and can use any of the .NET rendering methods to draw on the map
either before of after the game sprites are rendered.
- The Transport order has
been overhauled, so you can load Resources from any number of StarSystems or
BattleStations to any friendly StarSystem or BattleStation.
Solar Vengeance 5 screen shots - My fleet
charges into the Ring Nebula!
An assault on enemy
territories in the Double Cluster Scenario:
Solar Vengeance 5.1 comes with a number of computer opponents called Brains.
You can also program your own Brains in C# that are automatically compiled in
SV5.1! This scene depicts the Brain Juggernaut mounting a final offensive
against the Brain Defender.
StarShips that venture too close to Black Holes are pulled to
Release 22.214.171.124 17Mar2009
- Overhauled Dynamic Scenario Programming with the
DynamicEvents property. Also added a few new methods to the Scenario
- Added UDOs (User-DefinedObjects). These are objects
that you can create, assign an image or animation, and manipulate in Dynamic
- Scenarios can now use PaintHooks to render directly to the
.NET Graphics object that represents the game map.
- Improved the Transport order so Transports can get
Resources from multiple StarSystems and BattleStations and drop them off to a
destination StarSystem or BattleStation.
- New Scenario, CollectTheScientists, that showcases the new
features. There are a handful of Scientists scattered in the center of
the cluster. The Star Lord who collects the most Scientists into their
Dropoff Zone is the winner.
Build 11 28Jan2009
- Added new Dynamic Scenario method DS_AdjustStarSystemValues.
- Added new Scenarios, FarCapsClassic, ArmsRace and
Build 10 - 27Jun2008
- Director StarShip type added.
- RemoteViewer StarShip type added.
- Freighters can now load 10 Resources into each Cargo Bay.
- Integrated Help on StarShips during game play.
- Changed how StarShip images are stored and accessed, easier
to provide custom images for specific StarShip types now.
Build 9 - 23Jun2008
- Elite StarShip type added.
- ParalyShip StarShip type added.
Build 8 - 18Jun2008
- Interactive Tutorial Scenario, learn SV5 step by step!
- MirroredDoubleCluster Scenario.
- Optimized data transmission, reduces game lag when many
- Added many new Dynamic Scenario methods.
- Freighters can transport from BattleStations to
Build 7 - 11Jun2008
- Scenarios and Brains are now organized in folders by
- A new page in the PrismServer game lobby room allows you to
examine the Scenario and Brain source code that is downloaded from the server
for MultiPlayer games. This will be especially important when I release
the PrismServer and others start running servers.
- New and improved computer Brain player, AliceH2, that
uses HijackShips and WarShips.
- Improved mega-Brain Stratego4.
Build 6 - 7Jun2008
- Added Initialize method to Scenario class, so Scenarios can
display message boxes and perform other actions before a game starts.
- Added the ProcessImpulse method to the Scenario class, the
first step in enabling "Dynamic Scenarios" in Solar Vengeance. These are
Scenarios that can actually contain code that examines and changes the
internal game state.
- Included a new Scenario, "HighEnergy", that illustrates the
Dynamic Scenario concept. When you move StarShips into the central
Nebula, they slowly increase in power!
- Included beat2k's PL4 (Perfect Level 4) Scenario, which
contains numerous background images and many parameters that let you customize
the map before play.
- NukeMissiles and DoomMissiles are suddenly much more
attractive. They are no longer affected by StarTillery fire!
- Added the new and improved "LittleDragon2" computer Brain,
by Ugly Green Things.
Build 5 - 1Jun2008
- Added CreateTerrainImage that allows you to provide
background images to maps that optionally get converted to terrain elements.
- Deprecated the CreateNebula method in the Scenario API and
replaced it with a more general CreateTerrain method, anticipating more
terrain types in the future.
- Fixed bug in Scenario API's CreateStarShip method.
- Added new properties to the Scenario API,
CapitalElimination and AssignCapitals, to give more control.
- Provided a way to customize the color and styles of lines
representing StarShip orders and ranges (in SVSettings.txt file). See
Customizing SV5 Help item for details.
- Included a new Scenario, RingNebula, that features No
Capitals(!), a glorious Ring Nebula, and custom Victory Condition.
Build 4 - 30May2008
- Added Pulsars.
- Added "Sprawling" Scenario.
- Added "Stratego4" Brain by beat2k.
Build 3 - 26May2008
- Added new StarShip type MadBomb.
- Added Surrender option in MultiPlayer games.
- Added new approved Brains: Beginner, Little Dragon,
Stratego3, and TinyBoss.
- Added new approved Scenario: Extreme Duel.
- Enhanced visualizations in Brain Duel mode.
Build 2 - 22May2008
- Added Black Hole cosmic terrain type.
- Added Beginner Brain.
Build 1 - 22May2008
- Initial full release of Solar Vengeance Version 5.