This is a total conversion of Sins of a Solar Empire. five new playble races will be introduced each with differing play styles and apearances. The focus of this mod will be small and large scale fleet stratagy and empire building.

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What my plans are for fleet sizes and so forth. These are plans at the moment but seem likely due to current constraints.

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O.k one of the features I have been somewhat coy on is the actual full sizes of the fleets. So for example how many ships your gonna have shooting the crap out of each other in a single battle. Well allow me to give a quick bit of info.

Each individual model all the way down to a frigate will have the following once completed. A high poly count, high detail textures, the maximum number of different weapons and multiple numbers of those weapons equipped (The heavy skirmisher variant has 3 high velocity 50mm cannons on each side of the ship totalling six, 2 missile ports one on each side, and its main cannon) this is a frigate and is equipped with the same number of weapons as a capital ship in vanilla sins. Also one of the features I'd like to add but am apprehensive about is randomized names for each ship with the total number of names in the pool equalling the maximum number of ships that race can deploy (so if they sent out only frigate) this should prevent name repetition the name will be printed on the side as part of the texture.

Now this is a lot of detail for one ship. This means for memory conservation reasons you aren't gonna have very many. How many you ask? well a single frigate is likely to take up about 20 supply cap, a cruiser somewhere around a hundred (cruisers are basically capital ships) something like the Armageddon will have around 200, and something like the titan well I'm not so sure yet but it may be about 5 crew and 300 supply. So yes there aren't gonna be many ships but that's also part of the design due to the amount of strategy involved having only a few ships makes it easier for people to micromanage their fleets letting even new players manage their fleets effectively. Of course this all excluded the swarm who will be about the same as vanilla sins so some detail reductions are gonna be necessary.

For anyone that may be upset by this I will be releasing a fleet cap mod with the first release if you feel like torturing your computer or risking crashes.

and as is usual of each post I'd like to put out a request for more coders and texture people. If youd like to apply please contact me.

Comments
CommanderMcCarthy
CommanderMcCarthy

Hey are you gonna need any help coming up with names?

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mangosofdoom Author
mangosofdoom

lol was that a jab or an actual offer :P

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mangosofdoom Author
mangosofdoom

I could use some suggestions for the eldar and cybers since the eldar will have names like "shadow of dawn" and such where as the Cybers will have well im not entirly cure what they will have

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noing
noing

I think it was an offer

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mangosofdoom Author
mangosofdoom

lol well i have plans for T.E.F ships to be named after real life navy vessels and Normandy cause i love mass effect. Not sure about the others.

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noing
noing

Could have ships of the tef named after countries
And u must have one called enterprise lol party cuz there is an aircraft carrier enterprise now and its an awesome name for a scifi ship lOl

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Roboute-Guilliman
Roboute-Guilliman

that is going to be awesome i love how frigates in space well be like once in the water because one type of gun on anyship dates back the the trieme since cannons every ship has different types on them love the work your doing

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mangosofdoom Author
mangosofdoom

well I like how your looking forward to it so much but multiple turrets isn't a new thing in sins mods what im trying to do is make the experience more personal and tactical within a unique universe.

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Lt.Col.Zach
Lt.Col.Zach

I was wondering how you were gonna deal with this. Every time youd make a new model id think hmm not only is this kinda overpowered its very detailed ha. Good idea though, adds more tactics and losing a ship will be a much bigger deal

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Church256
Church256

Awesome, something I kinda hated about vanilla sins was that AI's spam of carrier cruisers and thier tendancy to run away when my fleet arrived due to it's massive size. Also the whole annoying game slow down in the middle of big games and ultimate sluggishness later on.

Which leads to another fleet scaling issue. What will be the fighter cap on frigate/cruiser/capital ships?

On a side note kind of linked will system defenses be able to actually do something other than kill scout ships? (This is a pet hate with Sins after being able to stop most AI in all RTS games with just defensive structures without the use of super weapons which Sins doesn't have.)

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mangosofdoom Author
mangosofdoom

defnsive structures are something i haven't fully considered but in Sins they were either to weak (turrets) or stupid (mines) in this they are more likely to be a keep enemy siege ships from getting close by pretty much insta popping them and doing some nice damage to cruiser. Frigates will be basically immune though as the large clumsy guns will be unable to properly track them.

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