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Sins of a Solar Empire: Rebellion
Posted: Mon Jan 07, 2013 9:35 pm
by Archangel
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.
Re: Sins of a Solar Empire: Rebellion
Posted: Mon Jan 07, 2013 9:55 pm
by IskatuMesk
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.
Re: Sins of a Solar Empire: Rebellion
Posted: Tue Jan 08, 2013 12:24 am
by UntamedLoli
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.
Re: Sins of a Solar Empire: Rebellion
Posted: Thu Jan 10, 2013 9:54 am
by Ricky_Honejasi
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.
Re: Sins of a Solar Empire: Rebellion
Posted: Thu Jan 10, 2013 12:50 pm
by wibod
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.
Re: Sins of a Solar Empire: Rebellion
Posted: Thu Jan 10, 2013 3:51 pm
by Ricky_Honejasi
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.
Ugh, utterly ridiculous. They simply didn't test and bugfix when it's so obvious.
Re: Sins of a Solar Empire: Rebellion
Posted: Thu Jan 10, 2013 5:50 pm
by IskatuMesk
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?"
Re: Sins of a Solar Empire: Rebellion
Posted: Thu Jan 10, 2013 6:52 pm
by Ricky_Honejasi
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?"
Still the second worst kind of desync ever.
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.
Re: Sins of a Solar Empire: Rebellion
Posted: Thu Jan 10, 2013 8:10 pm
by IskatuMesk
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.
Re: Sins of a Solar Empire: Rebellion
Posted: Thu Jan 10, 2013 8:42 pm
by UntamedLoli
Ricky_Honejasi wrote: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?"
Still the second worst kind of desync ever.
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.
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.
Re: Sins of a Solar Empire: Rebellion
Posted: Fri Jan 11, 2013 8:20 am
by Ricky_Honejasi
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.
Ah, I see. Still, I wonder why they didn't really try to fix that in their expansion of all things.
Although, I am not even sure if the desync was fully fixed in any patch or expansion for HMM5.
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.
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.
Re: Sins of a Solar Empire: Rebellion
Posted: Fri Jan 11, 2013 8:43 am
by IskatuMesk
Ricky, these guys are still using .net 2.0. Everything is hard for them.