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.
Some kind of structure on colonised asteroids would be cool, like on planets and pirate bases. Now there is no visual difference between colonised and uncolonised roid.
Just make it so that everything except for example starbases id deconstucted when tradeing a planet. Problem solved. As a sidenote, there could be tech that allows X random planetary modules and/or planet upgrades to be converted to the new owners equivalent.
What is bad about player specialization in alliances, or players buying and using ships and structures from different races (even defenses and research labs, if they bought it with the planet)? In GalCiv 2, it happens all the time. How would it break balance, if everyone could do it?
"Problem there is research structures...players could essentially "share" research structures by constantly trading planets...put 8 labs on a desert world and trade that to anyone who needs to research something..."
How is that sharing? If you sell them, you can no longer use them. Investing in research, production or other infrastructure and then "renting" it to other players for profit, protection or diplomatic advantage would actually add very cool new dimension to the game.
You could do that...but that goes back to my original point, why would you ever trade planets? That is a ridiculous economic loss unless the planet had hardly any structures to begin with...
You sort of can already trade planets...you scuttle the planet, then allow someone else to colonize it...yes, you lose the investments made into planetary upgrades and the time it took to grow population...but that is likely comparable to the structures you would have lost if you traded the planet instead...either way, you lose a lot of money unless it is a very unique circumstance...
You are only looking at this from a SP perspective...in MP with human teams, I guarantee you people will abuse this...the vast majority of techs only require x number of labs to research the tech, but if you lose those labs, you still get the benefit....the only exceptions to this are prototype technologies (allow you to build structures, ships, and build/use superweapons)....techs like development mandate, allure of the unity, etc. don't have any prereq techs...so you could easily temporarily "trade" or "give" a planet with the appropriate research facilities to a player so they can quickly research that tech...then, once it's researched, they give the planet back to you or some other player...the AI may not give planets back but humans on a team will...
Very few players are actually researching in all the tech trees all the time in competitive MP games...this means that players could easily "pass around" the research labs, alternating between having a lot of civ labs and a lot of mil labs...you could put restrictions like, you can't make use of the traded facilities for x amount of time...but then why would you bother trading them if such an action penalizes both parties?
Your argument that it is balanced because everyone can do it only works in certain situations (mainly 2v2s)...in general, the map and starting positions dominate the course of the game and which/how many players go eco vs. frontliner...one team may easily be able to have 2 eco players while the other team can only safely have one player go eco...in this case, trading planets/research facilities gives the team with two eco-players a huge advantage...implementing this mechanic would not maintain game-balance, it would only accentuate the differences cause by map variability (which is entirely luck and gimps enough players already)...
Galactic Civilizations is a very poor example to use...in Dread Lords and Dark Avatar, all the factions have the same tech trees and improvements while in sins all 3 factions are very different...even if you are talking about ToA which does grant significant faction differences, that expansion is very unbalanced so I'd hardly use that as a good comparison...
GC II is a great SP game...but it's multiplayer doesn't compare well with that of Sins...
I wish that IC would just implement some of the Graphic mods and the Planet mods into the game permantly. I would save so much more time when you are making a mod and constantly having to update the mod with all the new changes and fixes. This would make modding the game 10 times faster.
As of a few minutes ago:
Edit: Mason is a dev, and Yarlen is a producer or some such important title thing.
I guess that just leaves TSOP .
TSOP team should get a free game out of the deal .
Homeworld 2 had some mechanics like this. It got to the point in multiplayer where you had to exploit it or you'd lose. Some people seemed to enjoy it because you could do things that were normally impossible, but I found the fun factor to be rather lacking.
I suppose some people could question officially implementing a graphics mod...maybe...but for planets, I don't think anyone would complain if it was purely aesthetic changes...seriously, they could just add planets that use the same techs as ice/volcanic and have the same odds of appearing...they simply have different names and look different...
Why TSOP isn't implemented is beyond me...that doesn't even change gameplay at all, it only makes things better...they should be paying you people for fixing their game...
Legal reasons.
I would rather see straight optimization over adding anything. Modders can do wonders if we had the room to work with. Open up the hard coded limits like 2 sounds total for the UI just sucks. I would like the option to add a voice or sound to each type of button. Research tears should also not be hard coded.
Make a brush for the large player picture so we don't have to use my work around that causes the second pic to be shown in the relationship screen and diplomacy screen.
I want to make a suggestion for Galaxy Forge...
I've used it for making maps I enjoy, but its missing a lot of things in my opinion.
First would be the placing of ships. When creating a new map and trying to make a 2 front war type deal it doesn't work... The ships just get randomly placed and that messes up the whole effect.
Same could go for structures, you can't make a map to go with a story you want to create if the starbases, refineries, etc. will be all over the place or just in one big clump that the enemy could just sit at and take them all out at the same time.
When placing ships or structures it would be nice to have control over the z-axis as well.
Another thing would be the spawning of ships, I know it is currently only as an ability to some specific ships. It would be nice if you could set up a trigger option so for ex. if a certain race attempts to colonize it and when searching the planet they find a fully working ship of another race, it will spawn the ship they found in the gravity well as a working ship.
Another thing would be for both Sins and Galaxy Forge... No need for Phase Lanes. You start off with your home planet and in the GF you can set how many other planet coordinates are known by you. When jumping, it requires a certain amount of Antimatter to open the hyperspace window, and a continuous usage of antimatter (can be researched to use less AM to open window and travel). When you have first colonized the planet, you get 1 set of coordinates to another planet. After you have explored more of the planet you can gain a certain amount of coordinates to other planets (again can be set from GF). I think this would add to the whole exploration feel and make more use of exploring your planet and the map.
Artifacts can be boosted too. Certain artifacts only boost 1 ship/structure/planet until research is done to mass manufacture them. More artifacts should be added for certain weapons, or even weapons none of the races have.
I can make a nice long list but that didn't quite work out so well.
I'll post more later.
Its technically been a couple of months...Still anxious for this update that is much needed.
Bailknights graphic mod should be included in vanilla Sins.
The 1.0 to 3.0 increase in relationship is quite useless to me. I never research it, even with unlocked teams.
Re-allow the Diplomatic victory in locked teams, but scale it so it's not just a set 300. More victory conditions is never a bad thing.
Possibly have culture to aid with increasing relationship with allies, with maybe a "mixed culture", which spreads both benefits from research from different culture research.
On smaller than Random Medium Large maps, I hardly use envoys at all. The benefits don't outweigh the cost and the time to trek to allied planets.
As an aside, there's more info being posted in this thread about the upcoming patch.
https://forums.sinsofasolarempire.com/403793
Thanks for the link Yarlen.
hello I am new here and i'm sorry if bad cute writing,but I ask you help me, Original has him the game(Sins of Solar Empire 1.05 version) I did not receive it key... a game is going and god cool but I do not know manners used.The Entrenchment here Hungary cannot be got,I did not find it.I downloaded one but a code asks for if launching...be beside code but not good.......
pls some one help me,i would like to play already ...
If you purchased the game, you only get the original. You have to purchase Entrenchment and Diplomacy online if you did not buy Trinity. When you purchase them online, you will be emailed a key to put in.
Absolutely fantastic, this game was AMAZING. I hope you guys add a lil sumtin sumtin!
RETURN RETURNING ARMADA !!!
Because Vasari need an even more powerfull endgame...
I do think that RA is a bit on the weak side... like maybe 50-100 crystal... but... vasari endgame is already almost unbeatable... how would you compensate? nerf the kostura? the hell youd do that? make it so it only stuns, and doenst do any damage?... (actually, that might work...) nerf... subverters? those things have been buffed and nerfed and buffed and nerfed to hell... i would sure hope we found somewhere nice for them already.
well the kostura got its nerf didnt it ?
as did the subverter (tho not as much)
so i say RETURN RETURNING ARMADA
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