Schod Schod

Solid ship cap?

Solid ship cap?

has IC done something regrettably stupid?



this seems to suggest that theres an absolutist fleet cap. is this true? because I swear I will pull all of your teeth if it is, and I'll make sure to take my time.  :( 

ship cap has always been described as "unlimited" or "soft" because it can be exceeded if you have the hardware and the map for it, its one of the key things that went into my decision to purchase the game. now I can understand making researches that affect your ship limit, but if theres a limited number of them and if its the only factor than its a solid ship cap! no better a system than starcraft! I could not POSSIBLY stand that!
96,712 views 91 replies
Reply #51 Top

Hi

Can someone please tell me wich file i must change in order to built a unlimited supply of capital ships. Because now i`m being hold back by the numbers of ship crews available.

I play with beta 4
Reply #52 Top
hmmm... try this. it should get you a capship cap as high as your computer can stand:

In Sins of a Solar Empire/GameInfo/RESEARCHSUBJECT_MAXCAPITALSHIPSTECH0 or Sins of a Solar Empire/GameInfo/RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0 (tech = tec, phase = vasari)

change this line:

baseValue 1.0

to this:

baseValue 99999.0

That should change the number of crews you start off with to 99999. I tested it with the vasari phase missile tech.
Reply #53 Top
A adjustable ship cap would of been REALLY nice, perhaps with some notation warning of high system requirements if put high. End of story?
Reply #54 Top
precisely, I've had battles of well over 5000 ships raging in a universe, while it slowed my FPS to between 8-10 I was still having a hell of a time.
(obviously not on the same screen at once)

with this limit thats completely impossible
None of us here can say, anything at all about how this system works. All we've seen is the bare bones. Maybe what you should've done Schem, is ask about how it worked, instead of being concerned as to the reasons of why it was included

I'm not commenting on any absolutes emp, what I'm commenting on is that we have a new game thats been designed in a grand total of 2 months by an indy company. yes the flashy things and the graphics have been carried over from previous internal designs, but the core mechanics and balance are as new as the photos we've been given. I've seen last minute choices completely wreck games before, and because its part of the main build I doubt that the devs will have the option to change it if they indeed do see that the system will fail.

I've kindof always swallowed painfully the fact that IC and SD have barely released anything even close to the final build to us, under guise of making it useful. however its acceptable when the changes are either thin or vain, but when the changes go down deep into the core of the gameplay mechanic (and most importantly, was changed in the last 2 months of the game's development) then the truth is simply that we've not had any effect on the game that is profound in any way, just some flashy add ons here or there (maybe with the exclusion of the removal of phase lanes between stars)
Your joking, right?

Ron if it was a 1v1 battle it probably wouldnt be an issue, but when you have to partition out a force based on how many people you are facing thats where the problem begins. even if you do somehow push back the small empire through battles of attrition, another empire will use that time to sweep back at you.

it would not nescessarily be a bad thing if the system wasnt completely divorced of empire size. because it is there is no "momentum" to having more planets and attaining victory over territory, it purely comes down to a who can manufacture faster system (which doesnt help the attacker much because most of his planets outturn 15% of their income, making it difficult to even make up for losses due to defenses)

Assuming he knew anything more than the rest of us.

Ron, he's in the Gam-ma, the Gamma, the internal build test, the "I have access to pretty much the complete game" test.

understand?
A adjustable ship cap would of been REALLY nice, perhaps with some notation warning of high system requirements if put high. End of story?

would be if it had a hope of being implemented.


and for those of you who think modding is remotely an option, you're ignoring the fact that I want most of these "finicky" little things for multiplayer, not singleplayer. and changing the base numbers can be done, it generally makes the game unstable (as the system has now been optimized for a certain range)
Reply #55 Top

Ron, he's in the Gam-ma, the Gamma, the internal build test, the "I have access to pretty much the complete game" test.

understand?


Now, where exactly did you hear he was in the gamma? Seeing as how no-one is spouting off about it, either no one outside of SD is in the gamma, or its been covered by an NDA and they can't talk about it. In which case Multi couldn't have "slammed" you for getting it wrong.
Reply #56 Top
Ron multi said something that blows your supposed argument out of the sky:
I support it 110% as it makes for better frames for all, so even low end machines can play larger maps.

in response to my question of who supported it. this amongst a slew of other hints (including 1) that multi mysteriously dissapeared at the time the gamma came out and 2) that he plays a hell of a lot more than I do and even I got the gamma invitation)





*sigh*
I'm not even going to point out why all four reasonings here seem relatively shallow.
no, screw it, I am going to

1) arent there already systems in place to stop the "power potential" slide? namely allegiance and defense mechanisms.
2) if a player is playing on a map where their system is going to bog down because they cant handle the maximum number of ships, how is that my problem (better question yet, how is their system handling the galaxy? it takes resources as well)
3) I cant see this making balance easier, at the very least I see it making balance a lot tougher to achieve because instead of the game being inherently similar at different scales it is now inherently different (smaller maps have a significantly higher unit density)
4) as for unit control, that goes back to the issue of map size.

*sigh* I hope you guys are right about this, but if you are: why didnt you make these adjustments so that they could be tested in the beta? how come you're trying to balance a completely new system at the very last possible minute?
Reply #57 Top
this amongst a slew of other hints (including 1) that multi mysteriously dissapeared at the time the gamma came out


Multi's been playing EVE Online almost nonstop for over a month. How do I know? I'm playing with him :P
Reply #58 Top
Ron multi said something that blows your supposed argument out of the sky:
I support it 110% as it makes for better frames for all, so even low end machines can play larger maps.

in response to my question of who supported it. this amongst a slew of other hints (including 1) that multi mysteriously dissapeared at the time the gamma came out and 2) that he plays a hell of a lot more than I do and even I got the gamma invitation)


That comment doesn't pre-suppose any access the "average joe" wouldn't have. Its something anyone with half a brain can think of.


1) arent there already systems in place to stop the "power potential" slide? namely allegiance and defense mechanisms.


Not all that effective, though.
Reply #59 Top
see i dont see the big deal - u guys are talking about 20k ships.. sure no one can handle that. But 1000 ships each? not all inthe same galaxy... even a 6-8 player game... there should definately be an option for those with high end systems to take things up a level in epicness. Why should a core group of hardcore gamers (those that play probably more games than the rest combined) who have these top end systems be limited by the casual gamer? The option should be there imo if its not.

Again i'd say best thing is to wait and see. then put forward a structured request for a change if its really that piss poor.... i'd imagine something will be figured out!
Reply #60 Top
I propose we all just wait for the games release. Then we can see how the new system works with the solid unit cap.


If it works badly, we all grab our pitchforks and torches and politely hand IC/SD a petition to add X feature to resolve this. If this fails, we carpool to their building with said pitchforks and torches.

Reply #61 Top


If it works badly, we all grab our pitchforks and torches and politely hand IC/SD a petition to add X feature to resolve this. If this fails, we carpool to their building with said pitchforks and torches.




Heheheheh... Let's hope it doesn't come to that.

Seriously though, I recognize Schod's concern, but with all due respect to him and everyone else, It is just pure speculation because only the people at IC ,SD, and a few previewers have played the latest builds.

Lets wait for the game dudes.

And if it comes to the worst... who said mods wont be able to be played over the internet?

Chill up, go take a walk or something. Release day is almost here :)
Reply #62 Top
I'm not commenting on any absolutes emp, what I'm commenting on is that we have a new game thats been designed in a grand total of 2 months by an indy company. yes the flashy things and the graphics have been carried over from previous internal designs, but the core mechanics and balance are as new as the photos we've been given. I've seen last minute choices completely wreck games before, and because its part of the main build I doubt that the devs will have the option to change it if they indeed do see that the system will fail.


Most of the game changes have been taken from suggestions on the forums. If you didn't like something you could've argued against it when it was proposed. Yes, we didnt get this version, but you're acting like it will be the final version of the game, and thats that. When clearly it will change.

Just be patient, in two days we will all know.

Reply #63 Top
So...no one knows or can tell us :

-What's the max number of ships once you have researched the highest ship cap limit?

-How much upkeep you have to blow on having your fleet cap at the max research level?

-Does the fleet upkeep spread evenly over the number of ships you actually have, or is it a constant drain based on the cap even if I have just 10 ships and my cap is 1000? (or whatever size).

My own thinking is that I think its a good idea to make sure the game always plays smoothly, but....

It's pretty ironic that a game that is supposed to be 'micromanagement free' has a feature that could make games of max fleets of equal size come down to who's the better clicker. Especially if the max number of ships research is a constant upkeep drain. If you lose an epic battle, it could take forever to rebuild with a large chunk of your econ going to supporting ship capacity that you aren't using at all.

Pretty big questions to not know the answers for...guess we'll know Monday. I'm looking forward to finding out 1st hand, and I'm sure it'll be a blast either way.

Reply #64 Top
I've bin reading up on this game verry hevaly and well let's just say I have much to say. I'm for a great game with a neer endless supply of ships but at the same time I would like it to be sorta realistic. You can't have one planet buy itse;f produce some 20k ships for it's defents and mantain the ships and persinel on all thouse ships and still have a thriving econmy on the planet. I think there shouldn't be realy a set limmit per say but take ALL things into considration and though econmy place a restriction on the total number of ships.

*Esample* I have in my posetion 10 planets. 2 of wich are a joke in sise 4 are well sise and the rest (4 for thouse who have a hard time counting or adding) for this set up say i have a limmit of rofly 10,000 units coming to me every 10 minnits. First the enconimy itself will take from that what it will for the 10 planets and there respectibel construction that I have ordered, followed by reserch to advance myself, followed lasty by ship constrution then the ships matnes. Each ship should consum something of my remaing 10k resorces (the crew have to eat and get treated for sickness as well as standered matness) When ships enter battel there gona take more resorses (manuvring and fireing) and of cores damning control and repair. If I want a larger amount of resorces or I'm willing to sacrifice devlipment or research I can increase the number of ship I can mantain idely or though further develimpent in teck and the planets i can get more rec. per minit. There should be some form of limmit but it should be mesered by what the planets and anomily can support just like a real army.

Sorry bit lengthy. XD Annyway that's how I feal things should be done. I say this coming from a strong stance, not a week one. AMD 5200+ Dul. 2.61 ghz, Geforce 8800 GTS, 4 gig 6800 (this comp is already 1.2 years old). I can handel what's thrown at me and I hope this game will have the ability to task my comp. I hope to see MASSIVE online battels with 300 planet system or maybe more taking up a full month of time.

But I have sead more then I should so I end this. Thank you thouse who read though my lengthy rant. *bow*
Reply #65 Top
If you lose an epic battle, it could take forever to rebuild with a large chunk of your econ going to supporting ship capacity that you aren't using at all.


Now that is an interesting point. If you don't have the ships that the massive upkeep takes, then the money shouldn't go into a black hole. I hope there's some kind of counterbalance (right word?) in place so you are not screwed up.
Reply #66 Top
No, its supposed to work that way. You aren't paying for the ships, you are paying for the beurocracy that keeps the ships in tip top shape. This buerocracy doesnt just die with the ships, its still there and everything, it still needs to be paid.

It was made this way cause many people would just build really really big fleets and bull doze over everyone without giving it a second thought. Now you have to think about it, cause if you fail, you fail big, because not only do you not have a huge number of ships anymore you also need to pay for the huge amount of beurocratic leeches your uber fleet created.

Reply #67 Top
I thought this fleet upkeep thing was to keep the ships painted pretty?
Reply #68 Top
No, its supposed to work that way. You aren't paying for the ships, you are paying for the beurocracy that keeps the ships in tip top shape. This buerocracy doesnt just die with the ships, its still there and everything, it still needs to be paid.

It was made this way cause many people would just build really really big fleets and bull doze over everyone without giving it a second thought. Now you have to think about it, cause if you fail, you fail big, because not only do you not have a huge number of ships anymore you also need to pay for the huge amount of beurocratic leeches your uber fleet created.


Well, I can go with that. Building the ships is one thing, but having the logistics system in place is another deal.

As silly as it may seem from some perspectives.
Reply #69 Top

Here's a radical suggestion:

1) Wait until you've played the released game.

2) If the limit is felt to be too low, users can easily change it themselves to be whatever they want.

3) If the limit is felt to be too low, users can make that case and we can increase it in a subsequent free updates.

I just don't see the problem here.  This beta 4 talk really gets frustrating because the resources were so completely different. 

I've played the gammas and release on multi-star systems with hundreds of planets. The unit limit has never been an issue there.  Yes, it would have been an issue in beta 4 but that's because beta 4 was largely about cranking out as many units as possible.  Frankly, people playing beta 4 are just tortuing themselves at this point. The final game is much more fun IMO.

Reply #70 Top
The Hypno-Toad has spoken, all obey The Hypno-Toad!!!
Reply #71 Top
I've bin reading up on this game verry hevaly and well let's just say I have much to say. I'm for a great game with a neer endless supply of ships but at the same time I would like it to be sorta realistic. You can't have one planet buy itse;f produce some 20k ships for it's defents and mantain the ships and persinel on all thouse ships and still have a thriving econmy on the planet. I think there shouldn't be realy a set limmit per say but take ALL things into considration and though econmy place a restriction on the total number of ships.

*Esample* I have in my posetion 10 planets. 2 of wich are a joke in sise 4 are well sise and the rest (4 for thouse who have a hard time counting or adding) for this set up say i have a limmit of rofly 10,000 units coming to me every 10 minnits. First the enconimy itself will take from that what it will for the 10 planets and there respectibel construction that I have ordered, followed by reserch to advance myself, followed lasty by ship constrution then the ships matnes. Each ship should consum something of my remaing 10k resorces (the crew have to eat and get treated for sickness as well as standered matness) When ships enter battel there gona take more resorses (manuvring and fireing) and of cores damning control and repair. If I want a larger amount of resorces or I'm willing to sacrifice devlipment or research I can increase the number of ship I can mantain idely or though further develimpent in teck and the planets i can get more rec. per minit. There should be some form of limmit but it should be mesered by what the planets and anomily can support just like a real army.

Sorry bit lengthy. XD Annyway that's how I feal things should be done. I say this coming from a strong stance, not a week one. AMD 5200+ Dul. 2.61 ghz, Geforce 8800 GTS, 4 gig 6800 (this comp is already 1.2 years old). I can handel what's thrown at me and I hope this game will have the ability to task my comp. I hope to see MASSIVE online battels with 300 planet system or maybe more taking up a full month of time.

But I have sead more then I should so I end this. Thank you thouse who read though my lengthy rant. *bow*


omg... reading that was probably the most grueling thing i have ever endured. Hopefully you intentionally misspelled all of that
Reply #72 Top

Here's a radical suggestion:


1) Wait until you've played the released game.


2) If the limit is felt to be too low, users can easily change it themselves to be whatever they want.


3) If the limit is felt to be too low, users can make that case and we can increase it in a subsequent free updates.


I just don't see the problem here.  This beta 4 talk really gets frustrating because the resources were so completely different. 


I've played the gammas and release on multi-star systems with hundreds of planets. The unit limit has never been an issue there.  Yes, it would have been an issue in beta 4 but that's because beta 4 was largely about cranking out as many units as possible.  Frankly, people playing beta 4 are just tortuing themselves at this point. The final game is much more fun IMO.





Sounds like a plan.

Hopefully you will make a sticky on how to change the unit cap and how to share the mod with friends for online matches (i haven't seen this explained anywhere yet) until you get a patch out to fix it if required.


I as long as it's fixed (if the cap if actually a problem) relatively quickly, it won't be a major issue for 90% of players who will most likely be still learning the game and not touching the HUGE maps for the first week or 2.

Reply #73 Top
if anyone doesn't, i will make sure to get a mod out ASAP for the unit cap issue, I personally think whatever SD/IC has so far is probably fine, but I for one will never say , "the game has too many ships...." :p
Reply #74 Top
I've trusted IC/SD up to this point, so I'll trust kermit jr here and take his word that final release is more fun, but he proved schod and my point when he said beta 4 and release is THAT different. We now have no idea what the release will be like because the dynamic duo keeps all this info from it's beta testers, people who paid to have a say in the game they already bought. I can only think of a handful of gameplay mechanics that we had a say in, and it sounds like many gameplay mechanics got an overhaul, one of them being a mechanic that we did seem to have a say in, so who knows what else has been changed.

Again though, I will echo my point before, a larger empire should have a larger navy. Otherwise it's awkward, and as I said before, will discourage people from expanding, one of those 4Xs IC/SD's PR department loves to throw around (which as of beta 4, was no more a 4X than starcraft or rise of nations or some such RTS game).

And I do want to say that I have faith that IC/SD will indeed fix any gameplay breaking issue quickly, it's just that they shouldn't have to.
Reply #75 Top

Again though, I will echo my point before, a larger empire should have a larger navy.

This is the part that people don't seem to be getting.  As a practical matter, a smaller empire can't afford and will never get to those higher fleet logistics levels.

I just got done playing a 3 on 3 game today and I didn't even get half way up the level tree.

You'd have to have a MASSIVE empire in order to make it up to the top of that tree.  I suspect if I had 50+ planets it would happen.