Been waiting for a good RTS 4x type game since SW: Rebellion, this might be it:
http://www.sinsofasolarempire.com/index.aspx?c=1
Sins of a Solar Empire
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Re: Sins of a Solar Empire
It looks compelling. I like the idea of the sheer distances involved being used as a game mechanic to replace the 'turns' used in Civ style games, while still trying top keep that basic style of play.montypython wrote:Been waiting for a good RTS 4x type game since SW: Rebellion, this might be it:
http://www.sinsofasolarempire.com/index.aspx?c=1
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I saw a few videos of it on youtube a while ago and was quite excited about some of the concepts. Especially the shear scale that may be possible if they keep to their original statements. The shots of fleets seemingly moving about in formation was particularly pleasing.
Definitely one to watch. Feb 2008. Should keep me busy until Empire Total war comes out.
The ships look a bit ugly though and I'm a bit concerned about the RPG elements for the capital ships, it suggests to me that the number of units may be rather low, especially for a galactic scale war.
The first thing I thought when I saw the FTL drive 'jump' however is that it would make an excellent Star Wars mod.
Definitely one to watch. Feb 2008. Should keep me busy until Empire Total war comes out.
The ships look a bit ugly though and I'm a bit concerned about the RPG elements for the capital ships, it suggests to me that the number of units may be rather low, especially for a galactic scale war.
The first thing I thought when I saw the FTL drive 'jump' however is that it would make an excellent Star Wars mod.
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I mentioned the beta months ago. It's... erm... it needs a lot of work. Go dig up the beta and see what I mean. Good idea, good multi, but when I played it nowhere *near* finished.
The idea of an RTS that plays slow enough to be basically turn based as old as the hills, btw. The basic idea of 'separate maps with slow-ass jumps between them' is one of the few things that works: you get 'inbound bullshit' warnings when the enemy are often several minutes away. Sadly, there isn't enough variety in units or RTS tactics for you to give a shit: it's too easy. Hopefully they'll fix it and we won't end up with another Sword of the Stars.
EDIT - there's a new beta version available from Aug 30. I'll have to see what progress they've made since I tried to pre-order but their site sucked too bad so I got the beta elsewhere.
The idea of an RTS that plays slow enough to be basically turn based as old as the hills, btw. The basic idea of 'separate maps with slow-ass jumps between them' is one of the few things that works: you get 'inbound bullshit' warnings when the enemy are often several minutes away. Sadly, there isn't enough variety in units or RTS tactics for you to give a shit: it's too easy. Hopefully they'll fix it and we won't end up with another Sword of the Stars.
EDIT - there's a new beta version available from Aug 30. I'll have to see what progress they've made since I tried to pre-order but their site sucked too bad so I got the beta elsewhere.
So download the beta and find out? It's similar to what SotS would be if there was no break between the strategy and the real-time parts. No unit design either, and a limited selection of ugly and stupid ships. So much of the functionality (like trade) was broken in the build I played I couldn't say if it'll all work in the end.Nephtys wrote:So it's basically an updated version of 'Pax Imperia'? Or more like 'Sword of the Stars', but with a real time strategic mode? I have never been able to tell with this game.
It's nowhere near as detailed as Pax Imperia, unless I'm remembering it wrong.
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I'll have to check that out. This is one of the few games coming down the pike that isn't GTA4 or Spore (or Peter Moleneax talking out of his ass where we'll get maybe 25% of the features they swear will be in it) that I'm even halfway interested in.Stark wrote:I mentioned the beta months ago. It's... erm... it needs a lot of work. Go dig up the beta and see what I mean. Good idea, good multi, but when I played it nowhere *near* finished.
The idea of an RTS that plays slow enough to be basically turn based as old as the hills, btw. The basic idea of 'separate maps with slow-ass jumps between them' is one of the few things that works: you get 'inbound bullshit' warnings when the enemy are often several minutes away. Sadly, there isn't enough variety in units or RTS tactics for you to give a shit: it's too easy. Hopefully they'll fix it and we won't end up with another Sword of the Stars.
EDIT - there's a new beta version available from Aug 30. I'll have to see what progress they've made since I tried to pre-order but their site sucked too bad so I got the beta elsewhere.
We pissing our pants yet?
-Negan
You got your shittin' pants on? Because you’re about to Shit. Your. Pants!
-Negan
He who can, does; he who cannot, teaches.
-George Bernard Shaw
-Negan
You got your shittin' pants on? Because you’re about to Shit. Your. Pants!
-Negan
He who can, does; he who cannot, teaches.
-George Bernard Shaw