Sins of a Solar Empire II

Sins of a Solar Empire II

👁 Oct 25, 2024 @ 2:51am
Custom Maps? I like GALACTIC SECTOR scale Maps.
In Sins 1 I liked DISABLE SUPER WEAPONS with a mod.

Then I liked to create COLLOSAL scale maps with multiple RANDOM star systems having pirate bases and being HEAVILY colonized by independents.

And each PLAYER/AI would start with an 8 planet systems, with one of each resource planet guaranteed.

The systems were all spread apart a bit, and couldn't be reached without the teching up first.

This meant that instead of just sieging planets the Player/AI had to siege whole star systems.

And the AI was pretty good at it too, they'd send appropriate forces to take down Starbase defended stars and take down pirates and siege worlds.

So... Can we do that in Sins 2?
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Lywelyn Oct 25, 2024 @ 3:07am 
short answer : yes.

hope you are good at modding with the current available tool tho
👁 Oct 25, 2024 @ 8:00am 
Originally posted by Lywelyn:
short answer : yes.

hope you are good at modding with the current available tool tho
Yay, is the map tool as user friendly and robust as it was in the last game?

Because in the last game you could basically just add stars, define how far apart they were, add planets to individual stars, define how far they were from the star and how tight the phase lanes were and what kind of planets they were, whether there were pirates and whatnot.

Then just set homeworld conditions for each player.

Sometimes I'd run games with 18 enemy AI, like just 3 AI on a team for each faction type, it was fantastic I really miss the grand scale sector wide wars.

I think I needed mods to keep the AI from laying so many stealth mines and to raise the unit cap though.
This PC Oct 25, 2024 @ 9:28am 
Originally posted by 👁:
...

There's no randomized in game map tool like there was in sins 1. Only the equivalent of Galaxy Forge, the software that was there in sins1 to handcraft maps. We're talking a separate software outside of the game. Sins2's tool can generate random maps, but if you're expecting something like sins1 in game map generator, no, there's no such thing here.
Nongenti Oct 25, 2024 @ 9:41am 
I would direct you to this post, which does contain the link to the offical tools for custom map creations, with the reasoning for the way it is setup:
https://steamcommunity.com/app/1575940/discussions/1/7026264836508861658/
👁 Oct 25, 2024 @ 10:23am 
That's a shame. If they ever add an in game map editor that lets us do all that we could do in Sins 1 I hope someone will hit me up and let me know, it's going on my wishlist but I'll probably hesitate to buy it until there's an intuitive easy to use map editing feature that lets us create galactic sector scale maps with multiple full star systems and an element of randomness to the planets and lanes in them.
This PC Oct 25, 2024 @ 11:25am 
Originally posted by 👁:
That's a shame. If they ever add an in game map editor that lets us do all that we could do in Sins 1 I hope someone will hit me up and let me know, it's going on my wishlist but I'll probably hesitate to buy it until there's an intuitive easy to use map editing feature that lets us create galactic sector scale maps with multiple full star systems and an element of randomness to the planets and lanes in them.

SolarForge is all of that.
Kimbo Oct 25, 2024 @ 12:53pm 
Originally posted by 👁:
In Sins 1 I liked DISABLE SUPER WEAPONS with a mod.

Then I liked to create COLLOSAL scale maps with multiple RANDOM star systems having pirate bases and being HEAVILY colonized by independents.

And each PLAYER/AI would start with an 8 planet systems, with one of each resource planet guaranteed.

The systems were all spread apart a bit, and couldn't be reached without the teching up first.

This meant that instead of just sieging planets the Player/AI had to siege whole star systems.

And the AI was pretty good at it too, they'd send appropriate forces to take down Starbase defended stars and take down pirates and siege worlds.

So... Can we do that in Sins 2?
People have been asking for a map editor like the first game had for AWHILE. The devs don't seem interested in putting the map editor from the first game into the second. It's such a shame. Looks like MODS will keep sins alive just like the first game
EniGmA Oct 25, 2024 @ 1:21pm 
Originally posted by 👁:
In Sins 1 I liked DISABLE SUPER WEAPONS with a mod.

Then I liked to create COLLOSAL scale maps with multiple RANDOM star systems having pirate bases and being HEAVILY colonized by independents.

And each PLAYER/AI would start with an 8 planet systems, with one of each resource planet guaranteed.

The systems were all spread apart a bit, and couldn't be reached without the teching up first.

This meant that instead of just sieging planets the Player/AI had to siege whole star systems.

And the AI was pretty good at it too, they'd send appropriate forces to take down Starbase defended stars and take down pirates and siege worlds.

So... Can we do that in Sins 2?

I am already working on my next map, and plan to make the next one called Delta Galaxy (ETA for release next weekend) that will be on the size/scale of Alpha Galaxy (currently the largest planet count map in the game and what would be considered collosal scale) but it will feature 4 stars and a ton of planets around each one this time, with 3 players per star and 1 player with their own star (and some less planets there on that one as well). I am estimating around 850 planets on it, 250 each for the 3 player stars and 100 for the single player star.
Preview of how the map looks so far in its development:
https://i.imgur.com/05xVyEG.png

I will be adding 2 Aluxian and 2 pirates to each set of planets around stars as well. Even the one with a single player on it, as a way of helping offset his lonesome and easier expansion, by having more AI to content with. Unfortunately you can only do pirates and Aluxian for enemy factions, no real small neutral factions anymore like the old game had.

I am unsure if I will add any wormholes to travel between stars as well, I am leaning towards not. Let me know if you or anyone else has an opinion on this. Makes defending the star easier by not having them, but makes travel time a lot longer.


As for the super weapons thing, do a search for "No Superweapons For All" and there is a mod for that. Just hit subscribe and then go apply it and there will be no more superweapons in the game (makes them take 99 logistic slots so they cannot be built)



You can also check out what custom maps are available on mod.io here:
https://mod.io/g/sins2?tags-in=Scenario

You can either download from the site manually or subscribe in game for easily getting the mod and keeping it updated.
Last edited by EniGmA; Oct 25, 2024 @ 9:42pm
EniGmA Oct 25, 2024 @ 1:26pm 
Originally posted by 👁:
Yay, is the map tool as user friendly and robust as it was in the last game?

Because in the last game you could basically just add stars, define how far apart they were, add planets to individual stars, define how far they were from the star and how tight the phase lanes were and what kind of planets they were, whether there were pirates and whatnot.

Then just set homeworld conditions for each player.

Ya, it is almost that easy. Just takes a tiny bit of learning to figure out the nuances here but it is very easy. Download the modding tools on Steam, it is in your library when you buy the game. Select File -> New -> Scenario. Click the plus sign for Solar Systems in the "Generator Params" menu. You just add the planet ranges or solar systems (stars) you want to the galaxy generator, then click over to the preview menu, click generate. If you like how it turned out then you can either bake that specific layout, or leave it as an auto generated thing and save the map. Place the map in the right mod folder and you can play it in game. It is very close to the first games map editor, just with its own program instead and needing to do a couple things manually. But the options you want are all there and it is pretty easy still.


You can also manually do stuff, like right clicking in the preview window and selecting what you want to add. Then select the planet or star or whatever and control+click something else to add a phase lane. It really is very easy.
Last edited by EniGmA; Oct 25, 2024 @ 1:27pm
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Date Posted: Oct 25, 2024 @ 2:51am
Posts: 9