Rebellion: Planetary Expansion

Rebellion: Planetary Expansion

 

Suggestion: Types of Astro Bodies

More types of Astro Bodies, such as colonisable moons, black holes, more habitable Planets and more un-inhabitable Planets.

 

Suggestion: Visual Effects

More Astro varients, different sized suns, Planets etc more special effects such as detailed rings or structures on colonised Planets., esecially if you invest in development of the Planet.

 

Suggestion: Abilities

More Astro abilities, similar to the Star effects and nedula effects, maybe the different sizes affect the power of the ability (a smaller black hole slows down ships less than a larger one) etc more abilities for Astro bodies.

 

Suggestion: Research and Development

More research in the race tree's and more development opportunities once a Astro has been colonised, (maybe by researching a trade centre you can unlock a new type of development for your planets etc)

 

These are just a few requests for a major Planet expansion, the only thing which I feel Sins of a Solar Empire could expand upon more.

 

If you would be willing to buy a Planetary Expansion

released from Ironclad,

show your support here by posting /signed.

 

 

39,914 views 28 replies
Reply #1 Top

/Signed

Reply #2 Top

How about Disneyland planet? Or introduce Space Ponies as space monsters.

"There's too many of them! And they're too cute!11 ARRRRGH"

 

Reply #3 Top

Play 7 Deadly Sins or Distant Stars

Reply #4 Top

Quoting SemazRalan, reply 3
Play 7 Deadly Sins or Distant Stars

 

I have and its an awsome mod, but it would be good to support Ironclad with a paid official Planetary Expansion ;)

Reply #5 Top

The devs already have tons of creative ideas/requests pouring out their ears... if anything, they need coding help rather than more suggestions.

Not that your suggestions wouldn't be interesting, but...

Reply #6 Top

Modding is the planetary pack.  Planet models and textures are a big part of the memory issues--the more you have, the more lag.  If you could have the game only load and run selected planet textures and models at the start (rather than all of them even when not being used), that would be really useful and then we could add planet libraries to choose from before games.

Reply #7 Top

optimizing textures helps greatly.  Options aren't really what SOASE is about or more would be built-in, but there would be less for modders to do then. 

StarClad has coding -well, not relating to the engine- by way of the number of mods out there that have done wonderful things.  StarClad just has to incorporate them and hopefully credit the mod.  Do they even have to?

Reply #8 Top


Rebellion: Planetary Expansion

 

Suggestion: Types of Astro Bodies

More types of Astro Bodies, such as colonisable moons, black holes, more habitable Planets and more un-inhabitable Planets.

 

Suggestion: Visual Effects

More Astro varients, different sized suns, Planets etc more special effects such as detailed rings or structures on colonised Planets., esecially if you invest in development of the Planet.

 

Suggestion: Abilities

More Astro abilities, similar to the Star effects and nedula effects, maybe the different sizes affect the power of the ability (a smaller black hole slows down ships less than a larger one) etc more abilities for Astro bodies.

 

Suggestion: Research and Development

More research in the race tree's and more development opportunities once a Astro has been colonised, (maybe by researching a trade centre you can unlock a new type of development for your planets etc)

 

These are just a few requests for a major Planet expansion, the only thing which I feel Sins of a Solar Empire could expand upon more.

 

If you would be willing to buy a Planetary Expansion

released from Ironclad,

show your support here by posting /signed.

 

 

 

All this on a single core iron engine? Forgive for sounding skeptical but i think i'd just be buying more lag.

Reply #9 Top

What would be useful for modders is the for the game to recognize multiple planet types....right now the game only has terran, desert, ice, volcanic, and asteroid...every planet has to be grouped into those types, meaning that even if you add planets you cannot add technologies that increase the population on them (unless you give them one of the existing labels)...

Is it a big deal?  No...but it would be nice, and it would allow modders to fully integrate many different planets if they so wished...

Reply #12 Top

Quoting Seleuceia, reply 9
What would be useful for modders is the for the game to recognize multiple planet types....right now the game only has terran, desert, ice, volcanic, and asteroid...every planet has to be grouped into those types, meaning that even if you add planets you cannot add technologies that increase the population on them (unless you give them one of the existing labels)...

Don't forget there's the Invalid and *insert custom name here* groups as well. There's a total of six groups to work with, plus Uncolonizable if that's a valid group as well. Unless you mean the names themselves, in which case I'm being silly.

Reply #14 Top

I don't know if you can tie population techs to Invalid....I've never tried it, but somehow that just seems like it wouldn't work...

Reply #16 Top

Quoting Lavo_2, reply 12



Quoting Seleuceia,
reply 9
What would be useful for modders is the for the game to recognize multiple planet types....right now the game only has terran, desert, ice, volcanic, and asteroid...every planet has to be grouped into those types, meaning that even if you add planets you cannot add technologies that increase the population on them (unless you give them one of the existing labels)...


Don't forget there's the Invalid and *insert custom name here* groups as well. There's a total of six groups to work with, plus Uncolonizable if that's a valid group as well. Unless you mean the names themselves, in which case I'm being silly.

Forget the "IDS_PLANETTYPE_PIRATEBASE" too...

Not sure that it is possible... but maybe associate a planet bonus level 1 who can upgrade the population... will need 1 exploration upgrade for be activated... something like :

requiredPlanetBonusesCount 1
bonus "PlanetBonusIncreasePopulation"
possibleRandomPlanetBonusesCount 0

A other possible way is maybe via research and abilities... after all, each planet type have 4 abilities slot... sun use it for recharge antimatter on ship... maybe a passive one who increase population on planet who have a pre-requisit research needed... 

Well, it is only idea but in the almost 4 years that i play sins, i have see modders make crazy thing with these game, in some case, thing who was say to be impossible... so, who know...

Reply #17 Top

/signed

 

Reply #18 Top

Quoting Seleuceia, reply 14
I don't know if you can tie population techs to Invalid....I've never tried it, but somehow that just seems like it wouldn't work...

You can, it's been done in past revisions of SoGE before.

Reply #19 Top

Quoting FriendlyWarrior, reply 15
I Only play with Distant Stars Mod now ! It's boring with so few planets ! !

This is why they made it moddable and why we exist. We even found ways to optimize memory usage. It's not perfect, but it's damned good.

Sorry, but I support those that say these ideas are best left to mods which you get for free.

Reply #21 Top

 Galactic Civilization II was so fun. They did almost everything right. Exept for the real time battles where not real time. Sins is better but has much less logic.

Reply #22 Top

/signed

I really think that giving non-colorizable astronomical bodies (cept wormholes) more impact in gameplay is something that needs to be addressed in Rebellion. Why have space junk, asteroid fields, gas giants, etc all over the place when they have barely any impact at all on gameplay?

I more or less ignore them. Sure, I send ships through them when necessary and make sure to check them for a mining site, but to me it never really matters what sort of astronomical body they are. A magnetic cloud has pretty much the same affect on my plans as a plasma storm. Neither one would ever turn the tide of any battle, so why fight battles over what might as well be empty space? Even stars and gas giants aren't very interesting to fight near.

There needs to be a reward for fighting in uncolonizable planet slots, and greater risks as well. It needs to be a big tactical decision to fight there, not just something that happens when two armies stumble into each other.

Reply #23 Top

The only funny thing about a Space Junk gravity well is that it boosts Vasari Orkulus starbases with the Debris Fortex ability to near indestructible strength. But you make a valid argument about these types of gravity wells being unattractive to control. The dev's should indeed do something with that.

Reply #24 Top

I won't argue that such wells could be more interesting...that being said though, I've had some very interesting games where lots of combat actually did occur in magnetic clouds or plasma storms...granted, it doesn't happen very often but it does change things quite about when you consider that spamming bombers or banking on certain caps/support cruisers are common and generally effective strategies...