Sins of a Solar Empire (edit march 12: WOOT 1.03 IS OUT) - Page 2

Sins of a Solar Empire (edit march 12: WOOT 1.03 IS OUT)

Post just about everything that isn't directly related to Spring here!

Moderator: Moderators

User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: Sins of a Solar Empire

Post by Caydr »

No! Don't get employed! Stay at home as long as you can...... It's safe there.....

Sins' biggest selling point IMO, is its association with Stardock. That is a guarantee of world-class game support. Just look at how they worked on Galciv 1+2 after they were released - there must have been a million patches, and not things like "3% increase to shields", but things like "rewrote AI engine, added 300 new features, improves your sex appeal".
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Sins of a Solar Empire

Post by rattle »

Good thing about Ironclad is that they actually listen to what people want, in a good way that is. Like the more challenging AI. Still it's pretty predictable, like pirates going for civilian ships, trade centers or refineries running straight into your turrets.

Still, I want shipdesign and huge tech trees. That wouldn't work out for multiplayer RTS games though.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: Sins of a Solar Empire

Post by Caydr »

Ship design, more research, a campaign, etc will probably be added in an expansion, I'd guess. That's the sort of thing Stardock would do, they don't screw around when it comes to expansions...

Here's a video described as being "awesome"... it's a Sins battle. It's actually very small-scale and kinda weak but you can see what the fighting's like:

link

I'm installing fraps at the moment, will try to make a proper video of a real battle. Makes this one look like a joke...
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Re: Sins of a Solar Empire

Post by Zoombie »

Use the record feature in the game, then turn on cinematic mode, then playback. THEN film the battle.

It'll be cooler, I swear.
User avatar
Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Re: Sins of a Solar Empire

Post by Relative »

This looks pretty good. Any idea on an EU release date?
User avatar
Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Re: Sins of a Solar Empire

Post by Comp1337 »

Oh god this sounds so awesome
And a LAN coming up on friday
Life's good
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Re: Sins of a Solar Empire

Post by Zoombie »

Life is good, I agree. I managed to push back the enemy forces and took two planets today.

Yay for me!
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Re: Sins of a Solar Empire

Post by Zpock »

This reminds me of supcom in so many ways. The units looks supcomish, the races are supcomish and it plays in a supcomish way, the weapons are supcomish, with the same "hey it's not all the same, got subtle differences like different colored weapons".

The bland really boring units come off even worse then supcom since a spaceship is just another spaceship while with supcom you have at least planes/boats/walkers/tanks.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Re: Sins of a Solar Empire

Post by Fanger »

game reminds me nothing of supcom..

the units are not subtly different they are quite varied, as are the tech trees which highly influence how each faction plays.. Im not saying the game is awesome beyond all knowledge, but its fun, if its your sort of thing, just dont expect the games to be short...
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: Sins of a Solar Empire

Post by Caydr »

A spaceship is not just a spaceship, it is a series of tubes.

Also, Supcom had nigh-identical units on all sides, right? Just the experimentals and high-level rare units were different in significant, meaningful ways. Sins has very different units, and research goes in very different paths. The capital ships are also especially different, and they can't be considered on the same plane as "experimentals"... experimentals came at the end of the game in Supcom, capital ships are in the beginning in Sins.

"the units look supcomish" - as in... made from polygons in a three-dimensional plane?

"the races are supcomish" - as in... ... there's three?

"the weapons are supcomish" - as in... they are intended to cause damage?

The bland really boring units come off even worse then Sins since a plane/boat/walker/tank is just another plane/boat/walker/tank, while with Sins you at least have frigates, cruisers, capitals, fighters, planets, asteroids, wormholes, space stations, trade routes, pirates, resource trading, multiplayer savegames, random map generators, and legendary publisher support from Stardock.

How about you come up with a flaw that can't be found by googling "sins of a solar empire sucks".

Here's the impression I get from you when I read your post: You have most likely not played the game. In the event you have played the game, you most likely do not own the game. Post a picture of yourself holding the Sins box in your own home, opened, with a piece of paper that has your name on it. Or better yet, let's play a multiplayer battle.

"No, I can't be bothered"

Also, to the individual who asked about the time it would come to EU, it is downloadable via stardock's "Steam"-like service. If you want a retail box, I don't know, myself I can't buy it yet in Canada through a store. Probably soon...
Imperium
Posts: 95
Joined: 31 Aug 2006, 20:10

Re: Sins of a Solar Empire

Post by Imperium »

Body movin, body movin
We be getting down and you know we're crush groovin.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Re: Sins of a Solar Empire

Post by Zoombie »

I finished my first game against an easy opponent. It was nice that the easy opponent played very defensively, so I had time to fiddle around and build mega huge fleets to smash into their defenses.

(also, nothing made the megalomaniac in me more elated to see the small mushroom clouds that bloom on planets when you start orbital bombardment. Muahahahahahahaha!)

Which was fun. But then I tried the normal player and I had to desperately beat back an attack by a flagship lead fleet in the first 30 minuets of the game. I fought back their flagship with my fleet and gauss cannons, while building my own capital class ship. I then hounded the remnants of the enemy fleet through three sectors before I finally caught the dang flagship in an asteroid field and blew it to pieces before it could regenerate enough power to jump.

Fun!

So, I'm gonna try multiplayer with my friend. We'll stay in character and everything! It'll be fun, I swear.
User avatar
I2:Isaacment_Day
Posts: 158
Joined: 05 Dec 2007, 07:19

Re: Sins of a Solar Empire

Post by I2:Isaacment_Day »

Imperium wrote:Body movin, body movin
We be getting down and you know we're crush groovin.
User avatar
Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Re: Sins of a Solar Empire

Post by Comp1337 »

Zoombie wrote:I finished my first game against an easy opponent. It was nice that the easy opponent played very defensively, so I had time to fiddle around and build mega huge fleets to smash into their defenses.

(also, nothing made the megalomaniac in me more elated to see the small mushroom clouds that bloom on planets when you start orbital bombardment. Muahahahahahahaha!)

Which was fun. But then I tried the normal player and I had to desperately beat back an attack by a flagship lead fleet in the first 30 minuets of the game. I fought back their flagship with my fleet and gauss cannons, while building my own capital class ship. I then hounded the remnants of the enemy fleet through three sectors before I finally caught the dang flagship in an asteroid field and blew it to pieces before it could regenerate enough power to jump.

Fun!

So, I'm gonna try multiplayer with my friend. We'll stay in character and everything! It'll be fun, I swear.
Did the exact same thing lol

Awesome game tbh, it reminds me more of WC3 than supcom though..
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Sins of a Solar Empire

Post by rattle »

Indeed, it's epic 4X WC2 with spaceships...
<Argh sized rant about how much I hate WC2, SC, WC3 etc. goes here>
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Re: Sins of a Solar Empire

Post by Zoombie »

Oddly enough, this game actually reminds me of a different take on Pax Imperia...
User avatar
Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Re: Sins of a Solar Empire

Post by Comp1337 »

In the middle of a 4 way FFA at the moment
This game rocks
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Re: Sins of a Solar Empire

Post by Zpock »

Okay, I had a bit closer look on the game. What I meant with similarities to supcom was more about the "first impression", the design style, and more specifically for example, the Advent reminds me a LOT of the Aeon and I'm not sure how you could miss that... the way the units look and the religion stuff... TEC are kind of roughly similar to UEF as well, blocky designs and being "standard guys", altough i wouldn't take that one as far as the aeon-advent comparison.

Anyway, enough of that, some things about the actual gameplay. This might come as a surprise and it certainly was to me even after playing the game for quite a while. There's a huge system of damage and armor types. To be exact, 8 dmg types and 6 armor types:

http://forums.sinsofasolarempire.com/?f ... aid=177335

On top of this, there's many factors to damage calculation. There's shield and hull hp. The difference is mainly in how they are regenerated, with different special abilities. There's "shield" mitigation that's actually general (even when shields down) and work in a way to subtract a % of damage that goes up for each hit but down with time, the idea is that this would make focused fire less effective. There's also an "armor" rating that noone really seems to know for sure altough it's probably subtracted straight off from damage, favoring big hitters.

Something that's funny is that damage is almost completly unassociated with the weapon graphics. Damage is dealt seemingly arbitrarily at random while missiles hitting or beams pounding has no effect. You could also notice that capital ship weapons, all have the "capital" damage type, so it dosn't matter if it's missiles or beams or whatever, their all the same in this respect.

The devs have also seemingly gone for the "hide the mechanics" approach, similar to sword of the stars. Personally I dislike this approach, the idea is to have players "find out by playing how things work". I prefer to have clear rules designed to be interesting to think about (the implications of the rules) when fully understood rather then obscure ones designed to confuse the player and hard to figure out the rules themselves.

On special abilities, this follows pretty much exactly in the footsteps of WC3. This is the main area where the races are different and there's some semblance of interesting tactics. The advent can do some interesting stuff. Their battleship can taunt enemies, another ship can put damage return aura on him, and more. This is reasonably well pulled off by the game in my opinion.

Also, I'm not a fan of the slow game speed, slow trickle of resources. I much prefer "panic-style" gameplay like starcraft, altough i know this really depends on what kind of person you are.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Sins of a Solar Empire

Post by Gota »

What is homeworld 2 pds mod?Is it good?I understand they are trying to make a "combat simulator" making you use heavt tactics and strategy?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Sins of a Solar Empire

Post by rattle »

At first I thought it was about customizable ships but instead they throw several dozen of ships at you with different load outs. Not bad but not what I'm interested in. It's quite difficult too.
Post Reply

Return to “Off Topic Discussion”