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Gamespot has put up the first video blog of our final days of gamma testing Sins of a Solar Empire.  There will be two more video blogs released highlighting the final stressed days of testing out the game and nailing down the final parts.

View: GameSpot Sins of a Solar Empire Summary Page

 

 

36,648 views 31 replies
Reply #1 Top
like omgz!
for real?

/impatiently wishes he was at a functional computer.
Reply #2 Top
he really needs to be more confident with his blogs
he's really good that them :CONGRAT: 
wish i could get a nice close up of the battles though  :D 
Reply #3 Top
nice pr, good movie.

EDIT: wait, you can miss? Didn't know that.
Reply #4 Top
Around 9:40 in video 2 there is a HUGE explosion on the planet. I wonder what that is... new "raze planet" effect?
Reply #5 Top
I like the B5 "Severed Dreams" reference, nice episode!

Great video...even more excited!
Reply #6 Top
Hehe something about that videolog reminds me of this one guy on Youtube that posts videoblogs of himself doing low level instances on his lvl 70 character. I think it's the level of enthusiasm that does it for me. Cause even thou the guy that plays wow is terrible, and nothing he does is spectacular, he sounds like he is showing you the secret of the universe. It makes me laugh so much.

Also proof that Kol is overpowered is in the video. Why else would Frogboy pick it!
Reply #7 Top
Question: didn't they already release this particular movie? Yeah, this one is old...

Just a news post, right?
Reply #8 Top
btw i catched the fleet logistics screen and some other stuff, will post screens later.
Reply #9 Top
nice!
Reply #10 Top
He still hasn't blown his nose :/

EDIT: Seriously, does he have a cold or something?
Reply #12 Top
ok here are the promised screenshots. I found some interesting stuff in that video.
Note that i used a different version than the gamespot download, my has more details so u are able to read everything properly (can i upload it Yarlen?), in the other one all text is very blurry.

First lets take a look at the map designer: click here

Pretty self explaining though the option of "neutral colonies" is interesting.

Then u have now also the possibility to change the amount of resource gathering and the speed of research: click here


Next (important) change i noticed is the lack of a capital shipyard at start, u have to build one (but u still get the first capital for free):
click here 1
click here 2

Then another interesting thing i catched is that Volcanic planets now have 3 metal asteroids. Cant say much about the slots it has, but see urself:
click here


The research screens...
When Frogboy opened the research menu he clicked through all tabs for a second, enough to get a pic of everything. :)

So lets start with the logistics research screen:

click here - fleet logistic

Now that is VERY interesting. The cap ship tree remains the same as far as i can tell. The fleet supply is ofc totaly new and like we can see lvl3 gives 550 supply points for an upkeep of 22% while the next lvl would bring 820 supply and 38% upkeep.
I dont know how much these cost to research but those are some high numbers for lvl 3/4 tech.

Btw talking about upkeep u can also see it on the resources info cards: click here

Finally the Mil and Civ research screens:

click here - civ screen

click here - mil screen

On a first look i notice the following things:

- we can see the TEC's super weapon in the mil screen at the tech lvl 8 (lvl = which position in the tech tree starting from the frst row)

- the Koadiak's place in the tech tree changed a bit. In beta 4 its lvl 5 tech, here its a lvl 4 tech. If the amount of needed mil labs didnt change then this means 7 instead of 9 mil labs needed for them

- another mil tech change is that the Korsevs come now at lvl 2 instead of lvl 1

- u dont need missles anymore to research Javelins

- Hangars are now lvl 1 buildings, should make defending even easier (and an early mil lab stronger?)

- less repair techs though i have ofc no idea if the remaining repair techs compensate for it

- at the cilivan tech tree most of the things stayed the same way (there are also a few new things)
Reply #14 Top
Sorry Brad, you're not big enough yet...

From the download page:
Here is an exclusive video blog from Brad Bordell for Sins of a Solar Empire.
Reply #15 Top
"u have now also the possibility to change the amount of resource gathering and the speed of research"

This makes me sad actually :(

It is bad enough having to adapt to playing at fastest speed settings (as that is all most multiplayers will ever use), but I can see these also being maxxed becoming the standard for online games.
Reply #16 Top

Then create your own game at slower settings. ;)

Ron - this is a new video that wasn't released previously.

Reply #17 Top
I buy this game because I dislike too many micro RTS, so I wont be playing at fastest speed at all ^^, maybe some small maps now & then.

I noticed in the video that cannons still dont point at what they are shooting at, I also noticed this on flak frigates in a earlier video. I just want to say that it is very notable and want to ask if the final/post-final version will fix this? :SURPRISED:
Reply #18 Top
We won't get tracking turrets :P That's an easy answer, though probably not one you wanted to hear.

Honestly, though, when you're playing you don't notice it because there's so much other stuff to do, even in the middle of a battle ;)
Reply #19 Top
Raymundus,

There will probably be a lot of "fastest-speed-most-resources-fastest-research" folks out there who want a clickfest. But the game they want and the game you want just aren't the same game, so one or the other would be unhappy with the settings.

But there are a also number of people like yourself who want a slower paced game (like myself, slowpoke that I am). I don't think you'll have too much trouble finding a game.
Reply #20 Top

We won't get tracking turrets That's an easy answer, though probably not one you wanted to hear.

Honestly, though, when you're playing you don't notice it because there's so much other stuff to do, even in the middle of a battle


Well, darn :( it would actually be an worthwhile improvement on making the battles look more grand I can say for sure, as flak will defenitaly be a part of everyones arsenal, and they should look good doing their job too, not just the bigger ships :SNIFF!: . As a long time gamer (about 15 years ^^) I know that polishment is the key to keep people playing your game.

I hope they will implant moons in this game, as they have suggested they might do, as they also are a part of solar systems, for lols! ;p



Reply #21 Top
Well, the main reason why turrets don't track is purely because of processing power. Sure, it doesn't seem like much, but one of their goals is to make the game run well on lower end machines. Without mods, the game allows for a several hundred ships per player, and 10 players per game. That's quite easily 3000 ships (and some, like flaks, have more than one turret) to deal with. That adds up ;)
Reply #22 Top
Oh, I see, than maybe as an option :p . I have noticed that the cannons dont track their target, but the fire comming out of them does though (not the shoots themself, but the "burst-fire" that spits out of the cannon while it shoots). Isnt it the same as making cannons track the target? :d

Or maybe they should replace the cannons with something that wouldnt have to move in order to change firing angle, like a charged pillar which bursts eletric lighting/plasma bolts out at figther/bomber squadrons, just something which looks more authentic. :CONGRAT:
Reply #23 Top
Oh the poor Galactic Civilizations 2 team, what agony you must force them through! :CONGRAT: