Wow, great news. CPU optimization is always good. Utilize SSE4.1, unroll some loops, Convert data layout from AoS to SoA: all good stuff. Seriously though, I'm glad SoaSE continues to get support. Keep up the good work!
SlammerIV
I guess I am slow to the party, but I never realized there were so many late replies to my thread... I just bought Ashes and noticed. I still think SoaSE II is my most anticipated game, only rivalled by a Command and Conquer reboot, if such a thing were likely. Ironclad needs to finish that MOBA and get working on a REAL 4X space game. [e digicons]:D[/e] [quote who="furyofthestars" reply="14" id="3474926"] Certainly some nice ideas... and while we're a
Great job on the informative and interesting report. I appreciate it. It's great to hear that SoaSE is not being scrapped like the C&C franchise. Looking forward to some interesting announcements. [e digicons]B)[/e]
Can the game actually be modded to have fleet supply tax a function of currently used supply instead of researched "max supply?" I also would think that something as radical as changing the fleet supply cost from a tax rate (percentage of all income) to a constant cost/supply/unit time (i.e., the supply cost is the same absolute amount whether your income is 10/sec or 200/sec) would be pretty difficult to mod. This change would be a great benefit to larger empires, and I do see how
Here are another two ideas in my hopefully limpid series. 3. Change fleet supply costs from a crippling double taxation to an actual maintenance cost. With the current fleet supply cost a fixed percen
Oh, some subtle innuendo? I just looked up Unity Mass on the wiki. I guess it does not do AOE, but single target damage boosted by nearly friendly ships. Thanks for indirectly improving my knowledge, GoaFan. [e digicons]:D[/e]
Thank you, WOEaintME! [e digicons]k1[/e] You are correct. After testing it out it is the Kanrak's ability. I didn't test enough to see if the sentinels do the same thing. Well, that mystery is solved. Seleuceia, I said I was playing Diplomacy, so I guess you are trolling. Trying to ensnare noobs with misinformation?
I was playing Diplomacy recently, and I noticed these mysterious green beams between advent structures and ships during a battle with a Vasari enemy. I cannot figure it out. I don't think it is a capital ship ability or frigate ability on either the Advent or Vasari side, or a research bonus. There doesn't seem to be anything on the info cards either. Here are some screenshots: A Temple of Communion and a hanger seem like an unlikely combination, but they are linked here:
You clearly spent some time developing these ideas. I do like the idea of a "smaller Titan," but don't know if it will fit in Rebellion's current memory budget. Some things like Phalanx Formation would be difficult to program and implement, I think. Good ideas though!
Sins of a Solar Empire has been apparently doing very well over the past few years. Rebellion has even had an excellent DLC, and the support continues to be fantastic (The recent patch beta is an example). Obviously, fans of the game are eagerly awaiting news from Ironclad or Stardock, perhaps in 2014, about Sins of a Solar Empire II. I would like to share a few of my ideas, and will do so early, before the game design is finalized. I t
I just picked up the soundtrack on Steam. I would have bought it for $5 at some point, but a $2.50 sale was too tempting to pass up. It is very good, worth the money for any Sins fan that wants to support this game, but I did have one complaint. My second favorite piece from the game (after the original Opening Theme), is "TEC 2." Why was this great piece of music discarded to make room for dry filler like "Outclassed?" [e digicons]:'([/e] I guess I'll have to
A very nice patch. I think the envoy cruiser change will be welcome. Also good to see bug fixes! As a slight digression, patch 1.5 and the DLC have improved the game greatly, in my opinion. I am really enjoying the new planets. The support for Sins has been great.
It certainly would be interesting to play with 200 planets and no late game lag, although that might be too much even for a multithreaded engine on an 8-core processor. Mostly I play with less than 60 planets to avoid this problem. Sins II will hopefully have all the great features that the forum fans want!
[quote] I checked the file integrity on Steam which reported one file could not be confirmed and would be reacquired.[/quote] Its possible that this file is not important, see this post and read Yarlen's reply #4. I am not sure about your other problems, but if you post a replay I am sure someone might look at it.
Congratulations on a good year! It is encouraging to hear that Stardock is "in the black." I love the fact that Rebellion is doing well. After a little over a year of playing Trinity I can confirm that it an awe-inspiring game. I am sure that when I purchose Rebellion in a few short weeks that I will be more than satisfied. I am excited about certain hints concerning new announcements and investments into other "game developers" and the "next generation." Hopefu
Some of the problems mentioned here are quite serious and valid. I think perhaps Sins II should have larger scale planets. If the devs can figure out how to keep the gameplay from falling into any of the abovementioned pitfalls that would be great. Now, planets should look better in Sins II, the surface and atmosphere should look better, and that might be more important that scale considerations. Sins looks great as it is, and I hope the next iterations step it up to the next lev
[quote who="GoaFan77" reply="3" id="3247221"]I can't tell you how they programed it, but as a modder I can tell you there is no specific shadow map texture, just a normal map. And from close inspection of models, you'll see the shadow "pixels" are bigger than the individual pixels of the texture, leading to a checker board of similar shaded squares, probably done so the shadow wouldn't have to be determined for every single pixel.[/quote] It sounds like you are implying th
As a young amateur game programmer myself, I found this article to be extremely fascinating. The account of the development process was quite enlightening. Finding those desync bugs sounded invigoratingly difficult. I have thought about the difficulties of deterministic multiplayer, setting the floating point control word and all that delightful complexity, so I can get a dim picture of the task you guys faced. I was surprised that so few people worked on the development team. I guess it
One of these months I am going to buy Rebellion. But I digress, it is a great video! [e digicons]*_*[/e]
Wow, lots of great work being done by the developers. It almost makes me want to get in on the beta, but I think I will wait for the full release this time. Sounds very exciting. [e digicons]:yes:[/e]
I like it! I certainly think Rebellion is shaping up. Hopefully the betas will work out all the bugs and unbalanced units and the final product will be polished and amazing. I am looking forward to playing Rebellion. [e digicons]5*[/e]
Well, lots of things revealed. Mostly, though, Rebellion is looking to turn out a stunner. I can see balance problems with the Titans and all the new gameplay mechanics, but hopefully it won't be too bad. Lots of things look exciting. I wonder if multiple Argonev SBs will not be a good idea. SBs are already easy to go around, except the Orkulus. I wonder if the Tec and Advent SBs will get buffs to make them more useful compared to the Orky. On the other hand, maybe I am wrong...</
I have now played a few multiplayer games and one big single player game (among others), so I now have a nebulous grasp of the game. I have to agree that my expectations have been met and even exceeded in certain areas. Note that I hope this dosen't sound like sycophantic rambling, but rather like a bit of well deserved praise. 1. My first reason is the genre and gameplay of SoaSE. As a real-time space game, it has little compitition, as far as I have been able to discover. Nevert
[quote who="Seleuceia" reply="12" id="3082041"]And Qu4r said "LET THERE BE TROLLING"...so He made a 2nd account and called it RiddleKing...and for a while, the RiddleKing trolled the forums with ease, fooling the noobs and scrubs into thinking he was a different person...but then the RiddleKing regressed into the habits of Qu4r, and the noobs and scrubs were fooled no more... But the forums saw this as a good thing, because the entertainment provided by the Qu4r's increased ten
Wonderful, glad to hear it, Yarlen. Also, Greg30007, the correct units for todays processors is GHz or Gigahertz, MHz is Megahertz, which is about what processors ran at thirty years ago. I just get a funny feeling when people say their processor runs at "4MHz." Sorry, but I had to point that out. [e digicons]8|[/e]