Sins of a Solar Empire: Rebellion
Moderator: Milldawg
-
- Terran Nuclear Silo Safety Inspector
- Posts: 239
- Joined: Sun Jun 14, 2009 8:01 pm
Sins of a Solar Empire: Rebellion
So I was always super curious about this game and then STEAM went and put it on sale over the holidays. I bought it and now I'm totally hooked.
Are there any other players of this game? Mesk, you have it and did mods on it, right? Anyone else?
Any chance of us doing an on-going game of it? It's definitely a long term thing, but it can save everyone's progress.
Are there any other players of this game? Mesk, you have it and did mods on it, right? Anyone else?
Any chance of us doing an on-going game of it? It's definitely a long term thing, but it can save everyone's progress.
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8332
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
- Contact:
Re: Sins of a Solar Empire: Rebellion
I have done a fair bit of custom stuff for it and yeah. The problem with sins multiplayer is that it is, and always has been, insanely desync-heavy. And, from what I have talked to other modders, it is still really desync heavy despite their "fixes" they've put in throughout the years.
To be honest I've not even played the vanilla game since Rebellion came out, since I've been focused on just working, and I've only played vanilla sins maybe a dozen times multiplayer across all the expansions and patches and every single one desynced. I never really liked the combat. It was just too slow for me.
To be honest I've not even played the vanilla game since Rebellion came out, since I've been focused on just working, and I've only played vanilla sins maybe a dozen times multiplayer across all the expansions and patches and every single one desynced. I never really liked the combat. It was just too slow for me.
Gameproc
Though we stand alone, stand we shall.
Though we stand alone, stand we shall.
- UntamedLoli
- Protoss Zealot Practice Dummy
- Posts: 856
- Joined: Sun Oct 15, 2006 2:36 pm
- Location: Canada, BC
- Contact:
Re: Sins of a Solar Empire: Rebellion
They usually turned into either me spreading my influence around like a cancer or mesk/wibod shelling everything to death. I don't know if they've fixed the desync problems but it was a pretty big game killer and happened a lot.


- Ricky_Honejasi
- Xel'naga Solar Moderator
- Posts: 2011
- Joined: Wed Aug 16, 2006 3:50 pm
Re: Sins of a Solar Empire: Rebellion
Well, glad that I didn't buy it (I did considered it) since lots of desyncs would annoy me a lot. Hopefully they are the deadly obvious kind of desyncs and you can reload a multiplayer auto-save to continue.
If I take HoMM5 for example, what made me give up is that unknown desync that could occur at some point of the game yet the game moves on until two main armies clash and due to data differences, the combat ould never be finished and that's only THEN you found out about a desync occured. For example, Player 1's data thinks Player 2 got 21 cavaliers and Player 2's think he got 20 cavaliers.
If I take HoMM5 for example, what made me give up is that unknown desync that could occur at some point of the game yet the game moves on until two main armies clash and due to data differences, the combat ould never be finished and that's only THEN you found out about a desync occured. For example, Player 1's data thinks Player 2 got 21 cavaliers and Player 2's think he got 20 cavaliers.
- wibod
- Zerg Creep Colony Landscaper
- Posts: 428
- Joined: Tue Oct 13, 2009 7:55 am
Re: Sins of a Solar Empire: Rebellion
I remember playing a game of Sins with hiks and mesk about 4 or 5 years ago with max bots on the largest system possible. After about 4 hours of continuous play the game was so desynced we all had different bots that were dead and completely different sections of the solar system under our control.
- Ricky_Honejasi
- Xel'naga Solar Moderator
- Posts: 2011
- Joined: Wed Aug 16, 2006 3:50 pm
Re: Sins of a Solar Empire: Rebellion
Ugh, utterly ridiculous. They simply didn't test and bugfix when it's so obvious.wibod wrote:I remember playing a game of Sins with hiks and mesk about 4 or 5 years ago with max bots on the largest system possible. After about 4 hours of continuous play the game was so desynced we all had different bots that were dead and completely different sections of the solar system under our control.
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8332
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
- Contact:
Re: Sins of a Solar Empire: Rebellion
The only way you'll notice the desyncs is if you're in vent with someone else and are taking about specific events and they go "huh?"
Gameproc
Though we stand alone, stand we shall.
Though we stand alone, stand we shall.
- Ricky_Honejasi
- Xel'naga Solar Moderator
- Posts: 2011
- Joined: Wed Aug 16, 2006 3:50 pm
Re: Sins of a Solar Empire: Rebellion
Still the second worst kind of desync ever.IskatuMesk wrote:The only way you'll notice the desyncs is if you're in vent with someone else and are taking about specific events and they go "huh?"
HMM5's desync probably still taking the cake as it jams your game at the most important battle after you put 2-6 hours into the game. Reloading just make all players load their own desync'ed game rather than the host sending the save over to all other players.
In Sins, at least, each player goes in its own odd parallel universe with no hard breaking points. From what I understood at least.
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8332
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
- Contact:
Re: Sins of a Solar Empire: Rebellion
Yeah, you can reload the host's save and get their "universe" but all the actions you made as a player elsewhere may not have even registered on their end like building entire fleets or capturing/losing planets.
Gameproc
Though we stand alone, stand we shall.
Though we stand alone, stand we shall.
- UntamedLoli
- Protoss Zealot Practice Dummy
- Posts: 856
- Joined: Sun Oct 15, 2006 2:36 pm
- Location: Canada, BC
- Contact:
Re: Sins of a Solar Empire: Rebellion
It's more like you think you have a large empire. When in reality to the host you are getting boned and down to 2 planets. Making the entire game broken with no way of recovering anything the host didn't see. SINS games are also way longer than HoMM. It's more like losing 12+ hours.Ricky_Honejasi wrote:Still the second worst kind of desync ever.IskatuMesk wrote:The only way you'll notice the desyncs is if you're in vent with someone else and are taking about specific events and they go "huh?"
HMM5's desync probably still taking the cake as it jams your game at the most important battle after you put 2-6 hours into the game. Reloading just make all players load their own desync'ed game rather than the host sending the save over to all other players.
In Sins, at least, each player goes in its own odd parallel universe with no hard breaking points. From what I understood at least.


- Ricky_Honejasi
- Xel'naga Solar Moderator
- Posts: 2011
- Joined: Wed Aug 16, 2006 3:50 pm
Re: Sins of a Solar Empire: Rebellion
Ah, I see. Still, I wonder why they didn't really try to fix that in their expansion of all things.Hunter_Killers wrote:It's more like you think you have a large empire. When in reality to the host you are getting boned and down to 2 planets. Making the entire game broken with no way of recovering anything the host didn't see. SINS games are also way longer than HoMM. It's more like losing 12+ hours.
Although, I am not even sure if the desync was fully fixed in any patch or expansion for HMM5.
Heh, if anything, it always should ensure it's registered. I really don't think a data transfer to the host then ensuring it received said data (by receiving a confirmation by the host) is that hard programming-wise.IskatuMesk wrote:Yeah, you can reload the host's save and get their "universe" but all the actions you made as a player elsewhere may not have even registered on their end like building entire fleets or capturing/losing planets.
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8332
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
- Contact:
Re: Sins of a Solar Empire: Rebellion
Ricky, these guys are still using .net 2.0. Everything is hard for them.
Gameproc
Though we stand alone, stand we shall.
Though we stand alone, stand we shall.