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Need help for my performance improvement mod [REB]

By on July 1, 2012 7:54:07 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

zerokewlz

Join Date 01/2011
+1

Working on a small performance increase mod among other things and I need some help regarding trade ships. How do they generate money at the moment? Since one can kill them and thus prevent the player from getting credits, I guess they are transporting the money somehow?

I want to remove trade/refinery ships all together and instead have a flat credits/metal/crystal increase each time a trade port is build or a refinery.

How should I proceed in order to make it work? Any concrete examples that I can look into?

Thanks.

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July 1, 2012 9:13:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Found out Trade in this game sucks!

BTW Trade ships are used to gain Allegiance with other players when they dock with there trade ports, you will need some way to make up for this loss if you like pacts!

 

 

 

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July 1, 2012 10:04:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

seems baseTradeIncomeRate 1.000000 is the only thing that effects income rate.

 

the Cargo ships are just pretty Graphics

maxCargoCapacity 50.000000 in FrigatePsiTradeShip FrigateTechTradeShip FrigatePhaseTradeShip

is only there to give other players money when they kill your ships.

Tec Cargo size research just increases baseTradeIncomeRate

You need maxCargoShipCount  at at least 1 to get any credits but you can set the respawn time to a point where its off.

 

 

 

 

so to answer your first question.

use these values

baseBuildTime 10000.000000
buildEffectName ""
cargoShipType "FrigateTechTradeShip"
maxCargoShipCount 1
cargoShipRespawnTime 10000.000000
baseTradeIncomeRate 1.000000

 

at the end of each races tradeport and starbases and you will effectively turn off trade ships

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July 1, 2012 10:45:52 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Do Not recommend removal of Trade/Refinery ships but you can reduce the amount of ships used (and increase their effect) which would help. That said, a dev came out and said this.....

Quoting Yarlen,
Ben asked me to pop-in and comment on this. Here's my 2 cents from my understanding:

Debris does vanish after a while and doesn't really hurt performance much (because you can't really interact with it, etc). Trade ships don't really have much impact at all. What tends to bog things down late game are strike craft (fighters/bombers). Each individual ship is its own entity that the game must track. When you start having hundreds/thousands of them going throughout a game, it can create issues.

We've optimized these a bit more during Rebellion's development. If it's still a major issue, I'll discuss it with Ironclad as I have some ideas that may help further. In Entrenchment/Diplomacy/Trinity, space mines were also a factor, but those have been optimized substantially in Rebellion as well.

Hope this helps your optimization mod.

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July 1, 2012 12:03:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks for great feedback regarding this matter.

 

I didn't realize that trade ships and mines should not be a problem anymore, but then again I started a game with around 60 planets, 8 players. small fleet size and after 2 hours my fps dropped from constant 60 to 8-10 with a lot of lag. I thought that once I start killing of the rest of the AI and their fleets that my fps will come back. That never happened. Once there was only one AI left, the fps was still the same at around 8-10. That's why I concluded that it was mines and trade ships that are causing this, since they were everywhere. That or something else in the background that isn't stopping when it should once an AI is defeated.

 

Going to try and remove trade ships, mines and cut the maximum number of fighters that one can have and experiment a bit more. Once again, thanks for the help.

 

 

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July 1, 2012 2:08:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The game has a tendency to keep things in memory even though they are destroyed. If you save then restart you will get the FPS back up. In our Distant Stars mod we set the mines (and made them more powerful) to 50 and cut down on the Strike Craft. It helps a lot.

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July 1, 2012 2:24:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah, I'd cut them down regardless of what the devs say. Regardless of the impact they must take up some kind of resources and you can get away having fewer of them.

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