Sins of a Solar Empire II

Sins of a Solar Empire II

mayrc May 1, 2024 @ 11:29pm
2
Whats actually new in Sins 2?
I know planets are moving, wich is a nice gimmick.......
But aside from that i couldnt see anything new. Even all the ships are the same.....no new faction.... even techtree seems almost same.

So what exactly makes it a Sins 2? I am a super Fan of Sins Trinity..... and i would love to buy a sins 2. But so far this looks like a minor update and nothing else.

Can someone please correct me and show in detail what is actually NEW?
Originally posted by z|A|bik2:
We will be updating steam page, to include more content. We also have plans to showcase much more, but I cannot tell more at this point of time. :lunar2019coolpig:
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Fyst  [developer] May 2, 2024 @ 7:28am 
Originally posted by mayrc:
I know planets are moving, wich is a nice gimmick.......
But aside from that i couldnt see anything new. Even all the ships are the same.....no new faction.... even techtree seems almost same.

So what exactly makes it a Sins 2? I am a super Fan of Sins Trinity..... and i would love to buy a sins 2. But so far this looks like a minor update and nothing else.

Can someone please correct me and show in detail what is actually NEW?

Zabik gave a good overview and there is a lot more on the steam store page description. We'll be doing more marketing to elaborate in more detail on a lot of the major differences (and they are substantial).

One thing we've learned in the last day is that while the trailer shows a lot of differences, they aren't as obvious as they should be. We will be correcting that as we can't expect everyone to read the steam store page. I'll describe frame by frame what is different in a follow up post. I need to knock off a few tasks first.
mayrc May 2, 2024 @ 8:08am 
Originally posted by Fyst:
Originally posted by mayrc:
the big questions is how long does it take to rotate. If you just wait 30 seconds till you got a lane again then the whole feature is only annoying and of no strategic worth.

Yet in the footage you cant realy get a feeling for this.

The footage is super accelerated to illustrate the point. They actually move really slow so you have time to plan out your defenses and attacks. There are some general rules though - most planets close to the star orbit faster than those furthest away.

To put some numbers on it: on the map I just checked, the closest planet takes about 1 hour to do a full orbit and the furthest takes about 3 hours. This may seem long but the network of interactions of different rates makes for meaningful changes over the course of the game. This also gets particularly interesting when you have retrograde planets moving in the opposite direction.

Think of it more like Sins1 trench warfare style with period shifts in the trench line. In order to account for this you can press a hotkey or top bar button to view the state of the galaxy at any point up to 1hr in the future.


ok Thanks that means that its a meaningful thing to consider and not a gimmick.
your Release would realy benefit from making some indepth videos of the new mechanics and stuff in game. At the moment everyone i ask says its only a reskinn of the same old.

Please consider making a indepth video of the new things!!! it realy important to get people on board with this title.

Dont forget the people that actually care and ask are very few. The Majority watches one or 2 vids and then conclude nothing new there.
Last edited by mayrc; May 2, 2024 @ 8:09am
Fyst  [developer] May 2, 2024 @ 8:09am 
You are exactly correct and we will make it so.
Nongenti May 2, 2024 @ 8:17am 
Originally posted by Tydo:
Aren't there any players from EGS that have had it for a while who can give us some details on how it runs?
Alone the switch from 32bit under a 64bit to to a proper 64bit client should be considerable.
Then the benefit of more access to RAM.
Just hope it has not been squandered on "FX" and 7-layer of texturing and behemothGPU shaders and excessive polycount on projectiles.
Would like to see very substantial gains on my current computer. And not having to replace that to avoid the status quo because of gains being countered by large increase in frivolities and resource squandering.

Originally posted by driveandkill:
Hey there, does the 64 bit engine fix the performance issues the first game had, especially if there are a lot of AI players? I love huge all out warfare in these type of games and the first game would have been epic if not for the performance issues :D

:tec::vasari::advent:
From my experience playing the EGS version:
Having hardware just slightly above the minimum listed on the steam store page,
we had 4 hours plus games with 10 players and big fleets running smoothly the whole time even in fights featuring big fleets from half the of players in the same gravity well.

:rebellion:
To summarize, large and notable performance increases, even on "older" hardware
Last edited by Nongenti; May 2, 2024 @ 8:18am
Fenris May 2, 2024 @ 8:39am 
I welcome 64 bit, moving turrets, shot physics for most weapons instead of automatically hitting with just an animation, and interceptable missiles.

My understanding is Sins 2 will be starting from Sins 1 Rebellion with all DLC in the new engine and then doing more from there, though details on what the new content beyond Rebellion will be is not really being announced yet. Is that broadly correct?

For example: I'd personally speculate on the reveal of the crisis or faction chasing the Vasari, or perhaps a widened ship roster. It would also be great if the engine could now support modder factions having general inter-compatibility, instead of every faction mod effectively needing to be a standalone Total Conversion.
Last edited by Fenris; May 2, 2024 @ 8:43am
LegendaryThunder May 2, 2024 @ 9:10am 
Originally posted by z|A|bik2:
It is a sequel, so some things will be similar.
But there are definetly a lot of changes, here are some of them:
1) More in depth planet specialization
2) More in depth capital ship specialization
3) New ship models for most ships, a redesign for others (aka even though both games have a "cobalt frigate" just look at the models)
3.1) There are some new ships (e.g. Vasari Penetrator)
3.2) Support cruisers have been deeply reworked
4) Race and faction redesign. So it's not just a rebalance of things with a similar tech tree, but completely new game mechanics. Even TEC trade is significantly different to the trade mechanic you know from Sins 1
5) More asymmetric design. Sins 2 goes deeped into the lore of Sins universe and creates more asymmetric game mechanics and features, which serves a more fulfilling gameplay and new playstyles.

I can go on, but to wrap the list up, my personal love goes to: many new combat mechanics, including the rotating turrets mechanic.

Oh, and have I mentioned 64-bit engine, which allows bigger battles, faster game flow, and simulation of individual missiles?

If you have more questions, I will gladly help :)


https://youtu.be/W6zuFZyG17s?si=mBHe66QGm-1CfWGr
Stevey May 2, 2024 @ 9:18am 
I am hype
Elisius May 2, 2024 @ 3:59pm 
you had me at multi-core <3
Zaela Zhezzaia May 2, 2024 @ 4:44pm 
Originally posted by z|A|bik2:
We will be updating steam page, to include more content. We also have plans to showcase much more, but I cannot tell more at this point of time. :lunar2019coolpig:

Good. Cause I been sadly disappointed you did not come out with the unknown dark threat that destroyed the Vasari Empire. This would have been a perfect time to bring them into the game.

Even a campaign like supreme commander forged alliance. Where the Vasari, TEC and the Advent team together to fight the unknown threat that is coming. Letting us pick one of the 3 factions to command.

I will look forward to this but right now. I am have to much fun with the mods Sins 1 have. So nice to play a good Star Trek and Star Wars space game.
[DesertRats]Zudrick May 2, 2024 @ 5:42pm 
What’s the new unit cap? How large of battles can we have?
Eagle262 May 3, 2024 @ 4:37am 
for one thing, modding will be much easier. So hopefully we'll get some really nice mods and new versions of classics like SOTP or Armada 3
satch6668 May 3, 2024 @ 7:04am 
Originally posted by DesertRatsZudrick:
What’s the new unit cap? How large of battles can we have?
Unit cap is around 2k.It is pretty low imo.
Fyst  [developer] May 3, 2024 @ 7:38am 
Originally posted by satch6668:
Originally posted by DesertRatsZudrick:
What’s the new unit cap? How large of battles can we have?
Unit cap is around 2k.It is pretty low imo.

The unit cap choice is tied to gameplay goals, not performance.

TEC Garrison units (which can be very substantial in number) as well as Minor Faction summoned fleets don't count against the unit cap. I'm sure there are others unit categories I can't think of right now.

Turrets, fighters, bombers, missiles etc are all fully simulated as well so they are effectively units in terms of CPU cost and they also don't count against your unit cap.

Regarding large battles - the battle at the end of the gameplay trailer we just released is perhaps a medium sized battle. I think we've had internal games with battles 10x that size or least 10x that size spread across simultaneous battles on multiple fronts.
Fyst  [developer] May 3, 2024 @ 7:38am 
Originally posted by DesertRatsZudrick:
What’s the new unit cap? How large of battles can we have?
See my post above this.
satch6668 May 3, 2024 @ 1:26pm 
Originally posted by Fyst:
Originally posted by satch6668:
Unit cap is around 2k.It is pretty low imo.

The unit cap choice is tied to gameplay goals, not performance.

TEC Garrison units (which can be very substantial in number) as well as Minor Faction summoned fleets don't count against the unit cap. I'm sure there are others unit categories I can't think of right now.

Turrets, fighters, bombers, missiles etc are all fully simulated as well so they are effectively units in terms of CPU cost and they also don't count against your unit cap.

Regarding large battles - the battle at the end of the gameplay trailer we just released is perhaps a medium sized battle. I think we've had internal games with battles 10x that size or least 10x that size spread across simultaneous battles on multiple fronts.
Garrison do not count for unit cap but they can get 2k max while other faction can get 2200.I do not see the explanation why 2k picked for this if it not related to performance.What part of the gameplay is require 2k and you guys cant do more ? I mean you guys can add option to game to increase supply cap at least.
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Date Posted: May 1, 2024 @ 11:29pm
Posts: 120