Stardock and Ironclad have been looking at what's next for Sins of a Solar Empire. One of the big things on our list is to implement a new memory model for the game. The reason this matters is that right now, it's hard to add more ships or structures into the game because of the infamous 2GB memory limit on 32-bit systems.
So in the coming couple of months, we're going to be working on a new update to Sins of a Solar Empire: Trinity that implements this. After that, we can evaluate new opportunities in the Sins of a Solar Empire universe.
It's funny how dual core or better is in the recommended requirements section, yet it's useless to have one in the game's current state.
I don't think that's necessarily true. When I play I set Firefox and some other things to Core #0 and Sins to Core #1 and give Sins high priority. I think it works better than allowing all programs to run on both cores. So, having a multicore system gives you the option of dedicating one of those cores to Sins. (Hopefully Windows is smart enough to run itself on the other cores.)
That made my day.
WOW.
And here I thought you guys abandoned us. Especially us modders out here who make mods bigger than the original game, that stretch the code to the limit.
This is a new horizon for Sins, and for Stardock and Ironclad, and all players and modders alike.
Way to Go! Can't wait for more news!
DANMAN
Thanks for all your help earlier in this thread. I did go out and buy Trinity and I got a friend to do the same. Another 2 friends bought Sins and we are twisting the arm of the fifth guy pretty hard. We are having fun learning it and it is running fine on our systems so far, except that it is keeping us up way too late.
Regarding the single-core, multi-core issue... I know several people have indicated that this game will only run on a single-core even if there are multiple cores available. This hasn't been my experience. I keep a running view of my processer up and it shows four cores being continuously used while others are used a little bit. I know that there are no other processes that are using the cpu (at least enough to register). Also, on the box the game says it is enhanced for mulit-core. It may not be effeciently using all the available cores but it does seem to be using several.
Is there a thread someone can refer to me to read more about the testing you all have done?
Have you noticed how much of each core is used? I have a dual core and Sins uses 50% of each. Maximum. Unless you set it a single core setting. It runs better that way.
I'll be playing this game for years. No patch is unappreciated.
This game can be played by lan or net, picked up at bargain prices and is moddable.
Woot!
So when is this patch out or where is the thread?
The processor is an I7 Quad-core with dual threading so it runs sort of like an 8 core. The four that are getting the most use (1,3,5,7) usually run about 30%. Sometiimes the others get bumped to 5-10% but that could just be another processes getting handled.
The problem I would have if I set SoaSE to run on a single core is that it would only be 1.6GHz. That is low enough that I would probably see some problems.
Also, I haven't run a large map with multiple opponents yet.
Yeah the speed would be an issue. Rarely do you need a quad-core with today's current programs. A dual core is sufficient. That is why I stuck with a speedy dual core vs a slower quad core. The speedy quad cores were too expensive when I updated.
I think turrets should be thrown in when ram limits are removed
And perhaps a real Z axis with wider populated planetary disks. Perhaps some grav wells having two planets.
I dearly want a cruiser class below capitals but above kodiaks in size. You should be able to group these and use them as capital hunter killer squadrons. More expensive to make but less population requirement than caps.
and orbiting dammit
They do have a Z axis, you just have to turn on the hot key for it. They once had orbiting in the game but it caused a lot of confusion with players.
Two planets in a gravwell would be interesting but I'm not sure how much that would change the gameplay.
No need for cruisers that are specialized cap hunters. Caps are already too weak.
Great!
What exactly does "new memory model" mean? Will it be conversion to fully 64bit engine, or just some optimalization of the current 32bit model?
New memory model means something different then using the load all resources at the start of the game method currently in use. Most likely optimization of the 32 bit model since rewriting the engine would be best served for a new game.
Maybe they will give modders a way to edit the horrendous AI. Nothing cooler than a map where they AI quits long before its defeated. Id sure love as a modder to control the AI a bit more. I could go on and on about the AI but im sure everyone gets the point.
Yeah, AI modding options would be nice.
Please
the rapture vertigo autocast will cast on any strikecraft squad that comes across it, wasting antimatter and recharge time, even if there are frigates in the same vicinity. imo it should only fire on strikecraft when they're in a certain number, say, 10. also, manual targeting on sc should be enabled (it currently isn't)
i would love to see a update that add all new features to the engine
like:
- rotating guns
- new graphical options
- able to add animations
- add new ships!
if this is possible? because they have the source code.
https://forums.sinsofasolarempire.com/399456 - here is a thread full of good suggestions.
right now we need the engine to run stably before adding more that will cause more issues
this would be better for Sins 2
I do love Sins as it is. It would be great to have a few more bells and whistles. Certainly running more smoothly would be a huge plus. The only thing I thought was missing from the game was additional Caps in the research tree. I was surprised that no additional Caps were released in any of the expansions. It is interesting how new cruiser designs need to be researched yet you have all the technology to build the most advanced ships in your fleet right from the beginning. I'm sure that this has been discussed ad nauseam elsewhere in the forums, but I wanted to add it as a suggestion to this particular thread as it relates to future development. Would also be cool to have a Super Cap. Some kind of Goliath class vessel. Again, there would have to be balance and such, but could be an interesting idea. Limit one per fleet, used for starbase offensive...that kind of thing.
Super cap flagship is a great idea. Something like Mamooth tank Mk.II in tiberian sun, you can build only one at a time.
I would go crazy if they add another race.....like a Hive-like/Tyranid/Zerg race.
I vote to scrap another expansion and make 64bit exe and multi core support
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