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SoGE is compatible with SoaSE 1.5/DLC and will not be making use of the DLC, new Invulnerable Supercap Factories, Extremely Reduced Weapon Ranges, Hyperspace Anywhere, and Upscaled Models addons will be avaliable with the next full release. By turning on Anisotropic (under Texture Filtering in the Video section), the higher the better, the planet pole pinching issue becomes far less problematic, and in a few cases is virtually gone.

Posted by Lavo on Jun 5th, 2013

Today is notable for the release of patch 1.5 for SoaSE:R, and for the game's first DLC, Forbidden Worlds. I'm sure the first question that will be on many people's minds soon, or is already something they've looked into, is whether the current public release of SoGE will work with 1.5. The answer to this is, yes, it should work without any noticeable issues, other then the UI reverting to vanilla Sins'. In addition, the DLC also shouldn't pose an issue at all. The UI issues have been fixed in the beta, and will be included in the next version, along with all the other entity/Gameplay.constants changes that 1.5 has brought about. Now, onto what the DLC actually adds. It puts in two things, planet specialization, plus new planets and their respective research groups. As you are all aware, SoGE already has specialized planets, and doesn't even make full use of all the planet groups currently ingame. Due to this, and as we simply don't want to force people to get the DLC, SoGE will not be making use of the DLC, however if you have the DLC installed, it will neither break SoGE or having any effect on how SoGE is played.

With a new patch, and an upcoming release, I'll take the time to announce three new addons to the pack that are coming soon; Invulnerable Supercap Factories, Extremely Reduced Weapon Ranges, and Hyperspace Anywhere. The former is rather self-descriptive, supercap factories would be indestructible, an option some have asked for as you cannot rebuild supercap factories. Extremely Reduced Weapon Ranges reduces the ranges of all weapons by 67.5%, or to put it in other terms, the ISD would by default have a range of 3250. In contrast, a TEC light frigate has a default range of 3500 and the TEC's cruiser has a range of 3150. Hyperspace Anywhere was initially something I did purely as a proof of concept, a side project I did for fun. It allows a player to jump from any one planet to another, assuming it can be seen at all, and this works on both random and premade maps. Honestly, it would probably just result in people rushing homeworlds all the time, so I can't say I think it's particularly balanced, but it's already been made so why not.

Scale. A contentious topic, something that's been around since the days of 1.0E, an issue there is no clear consensus on. Until very recently, I had yet to see any positive comments regarding scale, only numerous complaints. That's the reason why the 33% upscale was initially done, for those who noticed the pictures posted last Sunday. As .JAS put it, you "Can't please everybody unfortunately". Thankfully, due to Sins' mod stacking system, both opinions can be satisfied, by making the upscaled models into their own addons pack, so people can decide whether to keep the current scaling, or go with a bigger one that's much more akin to vanilla Sins. Due to the inevitable size of thisĀ group of addons, it will be separate from the main addons pack, once it is released. Once this is done, I sincerely hope that all will be satisfied with the scale of SoGE, though feel free to correct me in the comments section.

Also, a fun fact I realized with 1.5, by turning on Anisotropic (under Texture Filtering in the Video section), the higher the better, the planet pole pinching issue becomes far less problematic, and in a few cases is virtually gone.

Post comment Comments
Evaders99
Evaders99 Jun 5 2013, 9:52pm says:

Great update Lavo! As always. your work is impressive.

As you said, can't please everyone. :)

+3 votes     reply to comment
KhevaKins
KhevaKins Jun 5 2013, 10:01pm says:

Nice Work Lavo. That Jump anywhere update sounds interesting, like to see it in action.

+1 vote     reply to comment
KhevaKins
KhevaKins Jun 6 2013, 8:47am replied:

Hey Lavo how did you actually implement the jump anywhere ability?
Did you make it so the actual planets works as phase stabilizers?

+1 vote     reply to comment
Lavo
Lavo Jun 6 2013, 12:54pm replied:

Implemented it as static, invulnerable, trade ships acting as phase stabilizers casting an ability onto the planet and are spawned for every single player. The buff stacks enough so that it's active for every player at a given point in time.

+1 vote     reply to comment
KhevaKins
KhevaKins Jun 6 2013, 5:21pm replied:

So every planet gets a trade ship spawned for each faction at the start of the game?

+2 votes     reply to comment
Lavo
Lavo Jun 6 2013, 7:01pm replied:

Yeah, that's how it works.

+1 vote     reply to comment
MrPerson
MrPerson Jun 6 2013, 2:12am says:

I don't have the dlc yet, so I don't know how you enable it, will it be a thing you can enable/disable in the mods screen or something? my main concern is if I have the DLC and a friend does not, and we go to play a mod like this one that is compatible with it and will use it but not be required, will my friend be able to play with me still? (hope that is not too confusing)

+1 vote     reply to comment
Lavo
Lavo Jun 6 2013, 2:21am replied:

SD has made the DLC such that if someone hosts a multiplayer game with the DLC, and another player joins who does not own the DLC, everyone plays with the DLC enabled. The reverse is also true. Whether or whether not two people have the DLC will not prevent them from playing online together, mod or not.

tl;dr: You would be able to play together without any issue whatsoever.

+1 vote     reply to comment
MrPerson
MrPerson Jun 7 2013, 2:05am replied:

oh good that worried me, thanks

+1 vote     reply to comment
RaGod
RaGod Jun 6 2013, 2:47am says:

Sounds great except hyperspace anywhere, not looking forward to that.

+1 vote     reply to comment
Guest
Guest Jun 6 2013, 12:09pm replied:

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Lavo
Lavo Jun 6 2013, 12:49pm replied:

There's a reason it's an addon, not a part of the mod proper. ;) No need to use it if you don't want it!

+1 vote     reply to comment
RaGod
RaGod Jun 6 2013, 1:53pm replied:

Ah well thats good to know! Cant wait then! ^.^

+1 vote     reply to comment
.JAS
.JAS Jun 7 2013, 7:59am says:

Keep up the good work, as unbalanced as the hyperspace addon might be, it's still awesome you guys are making it available to have fun with. :)

+1 vote     reply to comment
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