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11 Days until release and some answers

11 Days until release and some answers

Tomorrow I'll be on G4's XPlay demonstrating Sins of a Solar Empire live.  It appears the show will be televised tomorrow night (8pm EST).

We also got a lot of great questions from here as well as on forums around the net. Here are some of our answers.

Q: How much like Galactic Civilizations is Sins like?

A: They're both in space and both involve building up a civilization. But Sins of a Solar Empire is a real-time strategy game with multiplayer and tactical battles. GalCiv is a single player, turn-based game. They play very differently.

Q: How much like Homeworld is Sins like?

A: It's similar to Homeworld but on a much bigger scale. It takes place amongst multiple planets and even multiple stars. The user interaction, however, is very different. While you can place things in true 3D, most of the action tends to play on a single field for ease of user control. But players can do a lot on the Z-axis as well, just not very much by default. Sins also has a lot more empire building features than Homeworld so focuses a bit more on the player's ability to put together a viable empire than tactically controlling individual units.

Q: How much like Total Annihilation or Supreme Commander is Sins like?

A: It plays in some respects much like Total Annihilation in space. It has the kind of smart unit AI and queuing and other such features that greatly reduce micro management. However, resource gathering and exploitation is much different. There are constructor frigates in the game but the number you get is based on how built up your planet is. It's not about how fast you build up your fleets as much as how you organize your fleets. Sins has a technology tree that allows players to fine tune their units strengths by the choices they make.

Q: Does the game come with a campaign?

A: NO. Instead, the game comes with a much richer single player "skirmish" experience than most RTS's. Sins supports random map generation, a powerful in-game map designer, etc. Normally, RTS's have campaigns but their skirmish-modes limit users to a handful of pre-made maps. We've banked on players preferring to create their own epics over having us provide a pre-canned one.

Q: How powerful of a machine do I need to play this game?

A: Sins users should have at least a 2Ghz single core machine with a video card with 128MB of RAM that supports DirectX 9. If you have duo-core then you're all set. The screenshots in this article are all taken at the minimum levels. The game engine is very flexible to let a much wider array of hardware to play together. we want as many people playing the game as possible.

Q: What is the difference between the standard edition and the collector's edition?

A: The collector's edition has a fold out tech tree map, some posters, a hotkey card, and a music CD. Plus we plan to provide some digital content to Collector's Edition users (themes, web features, etc.) but those won't be ready on release day.

Q: How different from the last beta is the final game?

A: Massively. The betas were critical in helping us nail down multiplayer and get the game mechanics finished. But we used the 3 months since the last beta to take feedback and incorporate it into the game. It's a very different game now. A much better one (and most people liked beta 4).

Q: Where will I be able to get Sins at?

A: It will be at Best Buy, Walmart, EB, Gamestop, Circuit City, Fry's, Target, and most other retailers in North America that sell games. It will be available in Russia from Snowball, European availability is still forthcoming and it should be available in Australia in the near future.

Q: Do you plan to do regular updates like you did with GalCiv?

A: Yes. New maps, AI updates, and a myriad of new features are all planned. We just need to wait for actual players to play the game and tell us what they'd like to see next.

Q: Is it true Sins will have no CD copy protection?

A: Correct. It will be done like GalCiv II was.

Q: How big can maps get? How long are games?

A: Sins will appeal most to strategy gamers who like to formulate strategies that take a bit of time. While it's possible to finish a game in less than 30 minutes if you have an expert versus a novice. Typically an hour is required for a small map. Larger maps, with multiple stars, hundreds of planets could take months to play.

Q: How is Sins multiplayer experience different from most RTSs?

A: The big thing is you can save your games and resume them. So you could get together with friends on weekends and play a few hours a week if you wanted a truly epic game. Plus,Sins solves the problem where if someone disconnects unexpectedly that you can simply reload the auto-save and either bring that guy back or get someone else to take his place (or just use an AI player).

Screenshots:

2008-01-18_2244 2008-01-18_2301

2008-01-18_2304 2008-01-20_1629

2008-01-20_1839 2008-01-20_1744

91,310 views 81 replies
Reply #26 Top

Very Excited to hear about more Z axis building. It will look cooler and add a lot of atmosphere.

Tell me, does that mean resource asteroids and the like are a little more varied in Z? Not just buildings?

Yes, resource asteroids vary on the z-axis as well.

Reply #27 Top
Schem...
Bringing a new meaning to Hard-headedness since 1991.
Reply #28 Top
I have a metal plate in my forehead.

it was put there by the roswell aliens who came back to visit me from the past  :p 
it bakes waffles.
Reply #29 Top
I believe that anything that bekes waffles is automatically a property of Ironclad.

Since the plate is sadly in your head Ironclad will just remove the entire thing to spare everyone the inconviniece of enduring you any longer.
Reply #30 Top
I already told you: Ironclad put it there, I kindof doubt they want it back. its seen too many horrors of these forums :P
Reply #31 Top
No need for the colon you know.
That is just wrong.
Like you.
You are wrong.
Always.
Wrong.
Wrong.
Wrong.

Getting the picture :)
Reply #32 Top
Schod, do you take orders? Can it make Belgian Waffles? So many questions :P
Reply #33 Top
You know if you really want to make the forums explode... you could play as the Advent while on G4 :)
Reply #34 Top
If you have duo-core then you're all set.

Will the game actually utilize both cores, or just the single?
Reply #36 Top
I have a metal plate in my forehead.

it was put there by the roswell aliens who came back to visit me from the past   
it bakes waffles.


Um, they put that plate in on our orders, we kicked you upside the head and left a huge hoof print...

The Pink Space Ponies Shall Spork You!
WWW Link
Reply #37 Top
I don't know how much I like z axis variations personally. If it gets a bit too confusing for me, it will be a major turn-off
Reply #38 Top
Astax,
You'll find it much easier than Homeworld. I don't even think about it - I just enjoy its beauty :) 
Reply #39 Top
Q: Does the game come with a campaign?
A: NO. Instead, the game comes with a much richer single player "skirmish" experience than most RTS's. Sins supports random map generation, a powerful in-game map designer, etc. Normally, RTS's have campaigns but their skirmish-modes limit users to a handful of pre-made maps. We've banked on players preferring to create their own epics over having us provide a pre-canned one.


How is the story and learning curve going to be presented then (which is of course the other purpose for a campaign) ?
Reply #40 Top
In addition to TFL's question, (which I was just logging on to ask, actually), I've been wondering about diplomacy in single-player. One of the major attractions to me in 4X games has been diplomacy. I like making allies and turning them against my enemies, and even going for a diplomatic win when it's possible. How advanced will diplomacy with the AI be in Sins?
Reply #41 Top
Oh it might be used in the beginning but people will turn it into the standard # vs # matches unfortunately(happened in the Civ 3 and 4 games(and not to mention Empire Earth)


P.S. But I do hope I'm wrong.
Reply #42 Top
Diplomacy doesn't really work in public games. You get things like 3 friends joining a 5 player game and stomping the other 2 players. Bad experiences like that lead people to favoring locked teams.

Works well if you are playing with people you know, though. :)

BigBangTheory: There's a tutorial..
Reply #43 Top
BigBangTheory: There's a tutorial..


Yes I realise that, I have Beta 4 running. The Tutorial was nicely done but is in no way an acceptable substitute for a single player experience which goes through a plot/story and progressively introduces ships, abilities and harder challenges.

If majorly re-worked I guess a tutorial lasting many gameplay hours could work but thats not what has been described to date.

So my question still remains:

How is the story and learning curve going to be presented then (which is of course the other purpose for a campaign) ?

Reply #44 Top
frogboy what time on gtm {the netherlands,holland)
and can you give link???
thank you
Reply #45 Top
i want to KNOW please someone answer
i have 2.2 processor, 1000mb ram ,radeonx800 256ram,windows xp.
my question is could i play sins at least on medium settings without the
framerate going down???
thx in advance greetz emperorredlab :CONGRAT:
Reply #46 Top
I dont usually see campaigns as a way of learning the game as your playing against triggers, but they are good for providing an excuse to plot out more fmv and storyline.

@redlab. yes
Reply #48 Top
Um, they put that plate in on our orders, we kicked you upside the head and left a huge hoof print...

what, now you run security for the hadron collider?
I just wanted a peek!!!
note: I did far worse to your 100 feeble assassins.
Reply #49 Top
How is the story and learning curve going to be presented then (which is of course the other purpose for a campaign) ?


Well, the devs have announced that the storyline will be released one way or the other -- either in an expansion, or by one of them getting fired and posting it on the web :D

As far as a "learning curve" goes, since thats not a major function of a campaign I'm not worried about it. Besides, the way this game is designed your standard campaign approach wouldn't work (and isn't needed).
Reply #50 Top

I don't know how much I like z axis variations personally. If it gets a bit too confusing for me, it will be a major turn-off

It's not confusing at all. Ships all automatically handle moving/attacking in the z-axis if they need to reach a target. The game doesn't require you to manually move your ships in the z-axis at all. ;)