The Push for Higher Hardcode Limits

Hello Stardock and Ironclad!

We, the endless Sinners, the players of Sins of Solar Empire, the good ol' gamers, and the modding community as well would like to make our voices hear loudly in regard of a problem that is causing many headaches and stealing away many hours of sleep to some pious souls who daily bravely dare to undertake the task of creating really rockin' mods challenging the gorge of eternal patching.

Let this be told, in good and bad, we will always love ya...but all we wanted to say is:

"Push for more higher hardcode limits!!!"

Thank you,

Sinners! Sign this please.

 

 

46,287 views 78 replies
Reply #1 Top

UP THE HARDCODE LIMITS !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!            :borg:   

Reply #2 Top

no idea why but UP WITH LIMITS!!

Reply #3 Top

up the limits the mod teams need it and i consider the mods important as they keep the game interesting and insane for value for money as it feels like you get so many games for the price of 1 :grin:

Reply #4 Top

Any developer which ups the hardcode limits, particulalry those concerned with max allowed meshes will get a capital ship class named specifically after him/her in the Last Stand!

Reply #5 Top

I'm signing this petition.

Reply #6 Top

UP up up! 'specially with the capship level limits; lvl 10 just ain't enough.

Reply #7 Top

I would like to see a doubling of the meshes perhaps at the cost of a twenty percent drop for textures

harpo

 

Reply #8 Top

Yes, we can deal with the texture limits, we can work around that, share textures etc. But there's no way to work around max mesh number limitation, that's the no.1 thing that adds to the game, new models equal new factions, no new models - no addon mods.

Reply #9 Top

Count me in.

UP THE HARDCODE LIMITS!

Reply #10 Top

I only play Sins forr the Star Trek and star wars mods...  If no mods... I am out.

Reply #11 Top

Lower 'em!

 

:fox:

Reply #12 Top

Quoting Kitkun, reply 11
Lower 'em!

 

End of Kitkun's quote
kitkun are YOU serious?

this would PREVENT ANY additional ships/structures in the game

harpo

 

Reply #14 Top

I am in for push the limit...specialy these related to mesh...

 

And it will be the job of modder to inform the player about the minimum configuration needed for use their mod...

 

Reply #16 Top

I dont care about the rest of the limits... Well i do to a point. I can work around the texture, and hardpoint limits. The mesh limit on the other hand is a deal breaker. Many mods not just mine are failing now, because of the mesh limit that we didnt find out about until recently.

If we were told about the mesh limit from the beginning (like 2 years ago), Then this issue would have been avoided. As i said before i understand why the limits were put there in the first place. You guys set your own limit so as the vanilla game can run on all kinds of systems, and sins runs like a charm on low end systems. You succeded in that aspect. Now the game is almost 2 years old, and systems have become more robust. Though i STILL use the dinosaur i beta tested this game with. The point being that a mesh limit increase wont hurt.

You have 400 right now as the mesh limit. Sins itself uses 393 meshes (this includes the UI, and map meshes). That is almost enough meshes for the 3 original sins factions. Plus the pirate faction, and all of the effect meshes. I belive the particles are counted in this as well.  I dont know how the add on mods functioned let alone my mod which at one time added 5 extra factions on top of the original sins factions.

If you add on enough slots for 3 more full factions (ships, structures, and perhaps some unique effects) then the mod community. Especially myself will be very happy. It shouldnt hurt the original sins game because you already have your mesh slots set in stone.

Thank you Blair for responding i just had to have my say here.

Reply #17 Top

I'm on board with this... you have my word in for it

Reply #18 Top

I'm only really a tweaker over a full blown modder, but I tweak mods!  And them not working properly, or not continuing to evolve because of hitting ceilings incites great sadness!  So yes, please up the limits!

(I'm also pretty sure Kitkun was joking.  ..though I could be wrong.. who knows.. >.>)

..Blair's post so easily gets skimmed over with that single line.  Heh.  JUST noticed it after posting (thus this little edit).  Glad to hear that you'll be looking at what can be upped!

Reply #19 Top

Up the Irons?

 

Oh I meant, Up the Limits :)

 

+1

Reply #20 Top

As long as we are talking about hardcoded limits can we get the ability to make starbases cost fleet and cap ship points? I have an idea for a second ability for starbase constructor ships to let them build in addition to the normal starbase a "SeigeStar" that will wreck your economy, cost a good portion of your fleet points and take ages to build. But once built it will plug a chokepoint system like fully upgraded cap fleet with full planet and support fleet all by itself. Unless of course this can already be done then I need to ask some questions in another thread. =)

Reply #21 Top

Yes uping the limits would allow us modders to take your game and expand it further than conceptualized. Expandability and replay value is the key for the life cycle of a game. Without those limits raised your limiting the full potential of your original concept and the creativity of your audience.

Reply #24 Top

Happy mod’rs=happy gamers=cult like following=game stays on hard drive=ironclad/stardock $

As always we’ll take as much as you will give us(without breaking the engine) and ask for more….

Of course up it, hell follow Wardell’s model, make it scalable…