Sins of a Solar Empire: Rebellion

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Sins of a Solar Empire: Rebellion

Unread postby Capt.no0b » 7 Jul 12, 11:29 am

Has anyone else picked up this game? What do you think?

I like it. I'm a particular fan of the Titans.

The only issue I have is the longer the game goes, the more it seems to bog down, almost like a memory leak. Anyone else see this?
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Re: Sins of a Solar Empire: Rebellion

Unread postby Lord_Apophis » 8 Jul 12, 5:06 am

The game is only single threaded, so you need a high IPC and a high clocked processor, that's the whole problem right there; on my 6 core processor, 5 cores are essentially useless.
When you have heaps of factions and a massive galaxy with hundreds of units and buildings it's allot for only 1 CPU core to handle, then things get choppy.

Reason for it is Ironclad Games is a small developer with finite resources so they prioritized other things than revamping the game engine to allow for multiple cores to be used.

Things might get better in that regard with a Sins of a Solar Empire 2 and they have a larger team on board depending on the success of Rebellion.

You can fix it for the most part by getting a Sandy Bridge i7 and overclocking it to 4.5ghz+ but it's hardly ideal for any AMD user where per-core performance is substantially lower.
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Re: Sins of a Solar Empire: Rebellion

Unread postby Cyrris » 8 Jul 12, 3:11 pm

Aside from technical issues like the single threading, I am a little split over whether or not it's really improved the game enough for me to warrant the purchase. Some good changes, some not, and some trivial. I find the fact it is fully integrated with Steam now to be a plus, but others might see that as a negative.

Things like customized GUIs depending on your faction, while nice to see the first time, are quickly forgotten and I wonder if the development hours were worth it. But then, if they have a GUI specialist on the team, it's not like s/he would have had anything else to do, so I can't say it would have been a waste of time.

I don't really like titans, and I tend to avoid getting them when playing, instead getting more capital ships or other units. I am not a fan of the arbitrary unit rules (only one!) and the predictable fleet usage that they seem to bring along with them. Admittedly this is entirely subjective to how you like to play your games.

I do like the updated graphics, and I do like some of the unique abilities of each faction. Mobile starbases for the rebel Vasari are a bit crazy, but they're fun, and full phase network sharing for all your allies is extremely useful. I never used to play Vasari, now I prefer them by far because of this.

Overall I can't say it's worth the full price if you already have Trinity, but definitely something to pick up on a Steam sale weekend.
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Re: Sins of a Solar Empire: Rebellion

Unread postby Tydus » 9 Jul 12, 3:15 pm

Lord_Apophis wrote:You can fix it for the most part by getting a Sandy Bridge i7 and overclocking it to 4.5ghz+

can confirm that a 2600k at 4.8 runs it smoothly. Decent game too, if you dont mind playing like 5-6 hours games.
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Re: Sins of a Solar Empire: Rebellion

Unread postby Capt.no0b » 10 Jul 12, 1:59 am

Interesting Apophis,but now that you say it, it does make sense and it's a shame because unless you keep fleet sizes to a minimum it can make for some frustrating gameplay.
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Re: Sins of a Solar Empire: Rebellion

Unread postby frigidhell » 10 Jul 12, 7:26 am

Got like 70 hours out of it just in the first week of release. Amazing game. Already have an alpha of a star wars mod as well (sins of a galactic empire) that's very capital oriented but barely finished. I made a few maps as well...such good mod support.
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Re: Sins of a Solar Empire: Rebellion

Unread postby DarkMellie » 10 Jul 12, 11:01 am

As in-depth as the tutorials are, the game becomes an unweildy beast a few hours in. Can anyone link a decent strategy guide?

for instance, in one game I've got three planets, but constantly have to move my fleet back to my starting planet due to the nearby, constantly raiding pirates (despite paying them to attack the AI).

Probably should start with understanding better what structures to build and build orders.

I really love the idea of the Sins games, but rarely take the time and care to make it a reality.
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Re: Sins of a Solar Empire: Rebellion

Unread postby Mr Scorpio » 11 Jul 12, 9:03 pm

Was thinking about buying this game but single threaded.? my god that is bad may as well fire up some old star wars empire at war. I Do not really want to clock the u know what out of my CPU just to play sins
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Re: Sins of a Solar Empire: Rebellion

Unread postby c0mc0 » 24 Jul 12, 6:18 pm

I'm not running a particularly new system - i7 quad core 3Ghz. I ran a 6 player, 24 planet game that lasted over 10 hours (divided out over a week or so - not all at once ;)) and it ran perfectly fine.

One thing I did find significantly improved my enjoyment of the game - I turned pirates off. As a mechanic, they have their place but they're not for me. I found them annoying me more than enhancing the enjoyment, so I disabled them and concentrated on taking on other AI factions.

Great game - I never played much of the addons before now - only vanilla SINS, so I'm enjoying all the new stuff like starbases, titans etc. Titans really do change the way you play the end game - especially when you encounter another player's! :)

I'm DarkMellie - not sure what you mean about "unweildy" - I had 18 planets all running at once with very few issues at all. The interface is pretty cool like that. For instance, there's absolutely no reason to zoom down to a planet/system to build ships or upgrade planets infrastructure example - just click on the planet from the strategic view and do your orders from there. No need to zoom in to select ships, either. If you're happy to move all ships in a system, just click the bar on the left side of the planet in the strategic view and it will automatically select all combat ships. In my game, I had a "front line" that I kept pushing forward with a large fleet attacking, capturing planets and then holding them while I build up their defences. The planets one or two back from this front line were just churning out new ships and I was constantly moving them up to join the front line fleet - all without zooming in at all. Pretty powerful and very fast when you get used to doing it. :)
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Re: Sins of a Solar Empire: Rebellion

Unread postby spawneh » 24 Jul 12, 6:54 pm

I find the AI in this game to be too boring and easily manipulated. They retreat if the odds are not in their favour, you never have any close battles. Its always either the AI heavily outnumber you, you outnumber them and they retreat or its just their last planet so you end them.

The majority of kills I make being on their fleet as they retreat out of the system.
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Re: Sins of a Solar Empire: Rebellion

Unread postby Da Chucky » 25 Jul 12, 2:15 am

As far as pirates go, I usually just consider them free experience for my capital ships. Build some defences, most of the time that will hold them back till your fleet (or task force, you won't always need the whole lot) can get there. Star Bases also greatly help. Sometimes they can take on the whole fleet by themselves, especially when upgraded. However, I usually play as TEC loyalists, so my defences are pretty damn awesome.

And yes, AI is a crapshoot. Try playing against other players though. ;)
GON SINS night is a go?
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Re: Sins of a Solar Empire: Rebellion

Unread postby Capt.no0b » 25 Jul 12, 5:03 pm

Da Chucky wrote:GON SINS night is a go?


:D
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Re: Sins of a Solar Empire: Rebellion

Unread postby Capt.no0b » 25 Jul 12, 8:16 pm

This just came across Steam...not sure what to make of it but it looks similar:

http://en.wikipedia.org/wiki/Endless_Space
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Re: Sins of a Solar Empire: Rebellion

Unread postby revengous » 25 Jul 12, 11:44 pm

apparantly the combat is card based or something - that turned me off buying it.

Im waiting for "legends of pegasus", comes out on steam in august
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