Max capacity fleet size needs to be 10,000 or something.

Love the game - let me get that out of the way so I don't come across wrong.

I have finally gotten good enough at this game where I could tackle a nice large random with multiple stars, 3, and a pile of planets. I set the enemy AI to hard and left the teams unlocked. I played perfectly, have about half of two star systems and I'm really at the limit of what I am able to take, and successfully defend due to the scope of planets I need to 'look after' on my large battlefront. So I need a lot of ships.

What I find at this stage of the game is that I can't make anymore so I can only move about two armies around running down guys that run from planet to planet etc..

I think the fleet sizes really need to be either removed entirely at max level or bumped up significantly to accomodate the kind of massive challenge a huge random or a large random entails.

Right now I can't see how I can win this scenario due to the limitations inherent in the fleet sizes.

Is this something being actively looked at or something anticipated to be patched in the near future?

Thanks, and this is still a great game.
72,506 views 38 replies
Reply #1 Top
...I'm really at the limit of what I am able to take, and successfully defend due to the scope of planets I need to 'look after' on my large battlefront...
End of quote

heh, build a starbase =p
I'm unsure, sometimes it seems as if the game can't decide if it wants to be small or large... and it has a mix of features to deal with either, but it doesn't alway perfect them both. Seems like it should scale up a little for each planet you own, no?

Reply #2 Top
Hmm, it would be nice to have a more variable fleet limit then merely selecting small, normal, or large fleet in the options. But, imo, having the smaller fleet cap is fine. Makes managing far flung fleets easier, and makes strategic planning more important. Also, can't forget that all groups have the same limit. And if you really want to get ahead, pick Vasari. With the right tech, you can get a 15% boost on the fleet cap, which gives a nice edge.

So, all in all, if the fleet cap were to be expanded, I'd say it should be variable, like Age Of Empires, with selecting the population limit, not anything that's locked into the game mechanics.
Reply #3 Top
The game was meant to allow unlimited ships but that got scarped because most peoples systems on MP might not take it with people having better or lower computers :(
Reply #4 Top
Oh unlimited ships would be fun. My OC'd C2D system runs a lot of other stuff including acting as a server while playing Sins. No problem for me, feed it more ships please :CONGRAT:
Reply #5 Top
I think the fleet sizes really need to be either removed entirely at max level or bumped up significantly to accomodate the kind of massive challenge a huge random or a large random entails.
End of quote


You do realize that increasing the fleet cap will increase it for all players, right? If you're having trouble defending with 2000 against 2000, what makes you think 6000 vs 6000 is going to be any easier? In fact, the *smaller* the cap is the easier it is, because your stationary defenses become more meaningful, and various repair/disabling abilities do as well.

In any case, it's easy enough to mod to your liking, just realize that each ship has a running AI routine, and there will be a pretty considerable difference in performance going from 10 players with 2000 fps worth of ships, and 10 players with 6000 worth :P
Reply #6 Top
Then have it as an option for those with a computer that can run it.

Even if that isn't the case, show me a video of someone winning a Huge Random scenario with 5 star systems with the fleet capacity limited to where it is right now.

With no way to station fleet in reserve and have at least 3-5 good sized fleets on your different fronts, gameplay past where I am at will just be more pain than fun due to the limiting factors of having to jump 1-3 fleets around such a large distance, when realistically you need 5-7 to adequately expand such a large front and properly man your chokepoints.
Reply #7 Top
I still think that (and hope) most people would at least like the option of 10k max fleet size. It's nothing that anyone would lose out on. Those that can handle it are able to play a mode that allows for a truly epic empire size with which to take over the universe.

Easy way to make it more 'epic'. :)
Reply #8 Top
Even if that isn't the case, show me a video of someone winning a Huge Random scenario with 5 star systems with the fleet capacity limited to where it is right now.
End of quote


Sure, it won't be a complete replay since there's lots of saving/loading going, but I have just that game going right now against 9 Unfair AI on FFA - I just have one AI left in my starting system, and I have cease fires or better with half the others so I don't even get attacked because they're busy fighting among themselves.

Diplomacy is key to not getting attacked on 3-4 fronts ;)
Reply #9 Top
Then have it as an option for those with a computer that can run it.
End of quote

I'm sure its probably quite simple to mod in if you really must have it =)

Reply #10 Top
Yeah, it is :P
Reply #11 Top
I think the fleet sizes really need to be either removed entirely at max level or bumped up significantly to accomodate the kind of massive challenge a huge random or a large random entails.You do realize that increasing the fleet cap will increase it for all players, right? If you're having trouble defending with 2000 against 2000, what makes you think 6000 vs 6000 is going to be any easier? In fact, the *smaller* the cap is the easier it is, because your stationary defenses become more meaningful, and various repair/disabling abilities do as well.In any case, it's easy enough to mod to your liking, just realize that each ship has a running AI routine, and there will be a pretty considerable difference in performance going from 10 players with 2000 fps worth of ships, and 10 players with 6000 worth
End of quote


The flaw with your logic is that with a smaller system, defending 2000 against 2000 is quite readily accomplished. But defending 6000 against 6000 with a battlefront that is 5+ times in size and scope to where you were when 2000 is sufficient is quite another matter.

Imagine this in a real life scenario to get a better picture for what I am talking about. If the USA was self limited to 100k troops and WW3 broke out, how would they defend from Russia, China, and South America? Right now 100k troops are needed sustaining just two fronts, Afghanistan and Iraq. So logically as your war 'front' expands and gets more dynamic you would need to have more troops to susstain the size of your empire.

At least if it were an option to crank that max fleet size up more, you could maintain the same style and mode of expansion you used since the first move instead of in late game turning into a planet hopping micromanager strike force commander. I want to be able to station a garrison of troops at various choke points throughout my system. Not like a thousand guys, but enough to defend the planet with the assistance of the local defense platforms. But with limitations as they are, that strategy quickly becomes unviable late game which kind of defeats the purpose of 'chokepoint' planets if you can't sufficiently man them.

my .02 cents.
Reply #12 Top
Even if that isn't the case, show me a video of someone winning a Huge Random scenario with 5 star systems with the fleet capacity limited to where it is right now.Sure, it won't be a complete replay since there's lots of saving/loading going, but I have just that game going right now against 9 Unfair AI on FFA - I just have one AI left in my starting system, and I have cease fires or better with half the others so I don't even get attacked because they're busy fighting among themselves.Diplomacy is key to not getting attacked on 3-4 fronts
End of quote


I use diplomacy extensively, but when you expand past a certain point, it's then turned into 'mobile strike force' instead of 'empire based strategy game'. I'm certain you can agree that you have about 2-3 fleets madly hopping around your system as you expand while they also play double duty as defense.

Not saying it's unworkable as it is, just that it could be so much better without such an anemic and small for 'huge and large' troop limitation.

Also regarding the game you are going, is it HUGE random with 5 stars and 100+ planets?

I wanted to dig into something epic, the troop limitations on small and medium is more than sufficient.
Reply #13 Top
double post
Reply #14 Top
Also regarding the game you are going, is it HUGE random with 5 stars and 100+ planets?
End of quote


Yes, it's Huge Random with the 5 stars :P This is mostly the kind of games I've been playing since beta, so maybe I'm just more used to it.

I don't think we'll get a fleet cap increase like you're suggesting, but if you're interested I can tell you how to quickly and easily change change it so you can run a small personal mod :P
Reply #15 Top
people are saying how easy it is to mod to your liking, but how? not every knows the ins and outs off modding.
Reply #16 Top
While I'm glad there is a 'modding' fix, I'd much rather see this as an option for anyone that wants to try it. It sounds like it would be beyond simple to simply add into a patch so anyone that wants to increase that, could.

Reply #17 Top
Okay, here's a quick guide on how to change the fleet cap and number of capital ship crews.

First, go to the Downloads link on the site, and under the Beta Mod Tools, there's a link for 1.03 reference data download. Grab that (you'll need the 1.04 reference data when Ironclad releases it).

Next, create a folder in your mod path called whatever you want to call your mod. If you don't know what your mod path is, launch the game and go to options > mods, and click "show mod path". For example, if your mod is called "MoreShips", your mod path in Vista would look something like C:\Users\user\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\MoreShips

Copy the entire GameInfo folder from the reference data you downloaded into your new mod folder ("MoreShips" from the above example).

Now, you know how there are 8 different researches for capital ships and for fleet cap, these are in the GameInfo folder called "RESEARCHSUBJECT_MAXCAPITALSHIPS" and "RESEARCHSUBJECT_MAXSHIPSLOTS", numbered 0 through 7 for each rank of research, and each race has their own set. So there's a MAXCAPITALSHIPSTECH 0-7, MAXCAPITALSHIPSPHASE 0-7, MAXCAPITALSHIPSPSI 0-7, and the same with normal fleet cap.

For simplicity, we only need to modify the last research tier. Open up, say, RESEARCHSUBJECT_MAXCAPITALSHIPSTECH7, and scroll down for:

researchModifier
modifierType "CapitalShipMaxSlots"
baseValue 0.000000
perLevelValue 3.000000

The "perLevelValue" is how many command crews that rank of research will add. By default, it adds 3, but if you change it to 20.000000 it will add 20. You can do this for the other race's files (MAXCAPITALSHIPSPHASE7, MAXCAPITALSHIPSPSI7) also.

Doing the normal ships is the same way, each race has its own set of files. When you open RESEARCHSUBJECT_MAXSHIPSLOTSTECH7 you'll see:

researchModifier
modifierType "ShipMaxSlots"
baseValue 0.000000
perLevelValue 320.000000

Which means the last rank adds 320 fleet points. You can change it to 5000.000000 and it will add 5000 instead. Likewise, do this for the other races.

Note that for the MAXSHIPSLOTS the value is the base, if you play on Large fleets, this value will be multiplied by 1.25 (+25%) so you would get 6000 added with the last rank of research.

If you want to make an actual progression rather than just making the last rank of research, you'll just have to modify each research subject for the progression you want.

In short, you have to modify 6 files:

- MAXCAPITALSHIPSTECH7, MAXCAPITALSHIPSPHASE7, MAXCAPITALSHIPSPSI7
- MAXSHIPSLOTSTECH7, MAXSHIPSLOTSPHASE7, MAXSHIPSLOTSPSI7

with whatever "end" values you want it to add. It adds to the *previous* total of all the research, so if the previous cap ship rank had you with 13 capitals, changing the last rank to give 20 crews will set you to 33 crews total.
Reply #18 Top
But this is a true RTS game not just command and blow up but also politics, insurgency, treaties, pay for strikes. Just a lot of different RTS tactics to deploy. Oh did I say this is a true RTS game?
Its great to use other means to do what you need. The reason that this game is so loved I hope is because there is a number of different ways to deploy tactics not just simplistic battles. ;)
Reply #19 Top
But this is a true RTS game not just command and blow up but also politics, insurgency, treaties, pay for strikes. Just a lot of different RTS tactics to deploy. Oh did I say this is a true RTS game?
Its great to use other means to do what you need. The reason that this game is so loved I hope is because there is a number of different ways to deploy tactics not just simplistic battles. ;)
Reply #20 Top
But this is a true RTS game not just command and blow up but also politics, insurgency, treaties, pay for strikes. Just a lot of different RTS tactics to deploy. Oh did I say this is a true RTS game?Its great to use other means to do what you need. The reason that this game is so loved I hope is because there is a number of different ways to deploy tactics not just simplistic battles.
End of quote


That's really not the point of my post. I'm not wanting to zerg and just send out unlimited fleets. I'm talking about a rational methodical expansion with limitations as they are being nearly impossible / unrealistic because you can't have a reserve force here and there to protect important planets.

I don't want fleets of 1000 at every planet etc..
Reply #21 Top
To make this change is very simple and should take about 5 mins.

First download the 1.03 data files from here

Next unzip the contents, and copy the folder within it named "GameInfo".

Navigate to this location on your PC.

C:/Users/[username]/AppData/Local/Ironclad Games/Sins of a Solar Empire/Mods

Replacing [yourwindowsusername] with your windows user name. You may also need to set "show hidden files and folders" in the Folder Options control panel windows to see AppData.

Create a new folder in "Mods" called "SuperFleetSize".

Paste the "GameInfo" folder from the 1.03 data files into here.

Find the file called "gameplay.constants" within "GameInfo", then right click it and select "Open With" from the menu. Open it with a text editor such as WordPad.exe

Press ctrl-f and type in "fleet supply scalar" top find the entry for fleet supply. Change it to the following -

fleetSupplyData-Small
fleetSupplyScalar 1.00
fleetSupplyData-Normal
fleetSupplyScalar 2.5
fleetSupplyData-Large
fleetSupplyScalar 5.00

This will now mean that choosing normal or high fleet capacity will give you 2.5 and 5 times the default respectivly. You can edit these numbers further for larger/smaller caps.

When you enter Sins, go to the Options tab, then the Mods tab and enable the "SuperFleetSize" Mod.

When you start a game you will begin with 500 supply, and it should scale as you research it.

To upgrade Capital Supply Capacity is more difficult I think (unless I am missing something). You would need to edit the files (also in the "GameInfo" folder in the mod) -
RESEARCHSUBJECT_MAXCAPITALSHIPSPHASE0 to 7
RESEARCHSUBJECT_MAXCAPITALSHIPSPSI0 to 7
RESEARCHSUBJECT_MAXCAPITALSHIPSTECH0 to 7

So that in all 24 files the part like this -

researchModifier
modifierType "CapitalShipMaxSlots"
baseValue 0.000000
perLevelValue 1.000000
researchModifier
modifierType "CapitalShipMaxSlotLevel"
baseValue 0.000000
perLevelValue 1.000000

has the figures perLevelValue and baseValue (only used in the initial research) have scaled up values, say like this


researchModifier
modifierType "CapitalShipMaxSlots"
baseValue 0.000000
perLevelValue 5.000000
researchModifier
modifierType "CapitalShipMaxSlotLevel"
baseValue 0.000000
perLevelValue 5.000000

Hope that helps.
Reply #22 Top
Thanks for the modding tips, I'll definitely set this up for a monster game as I would envision it.
Reply #24 Top
But you included the scalars from gameplay.constants, I just did a quick run through of bumping up the last research rank :P
Reply #25 Top
I don't understand the OP's problem. I've won several large 5-star maps, with fleet number set at normal, not even high. I wouldn't want to have to manage larger fleets.

The key, I think, is to realize that ships are for offense, not defense. I like to build several levels of static defenses, typically 8 hangars, 1 repair, and a gun or two. I put that on all planets that are one-jump from a star, and all planets that are one-jump from those planets. I also make sure there is a frigate factory near every star. That way, you can go off attacking with most of your fleet, and you have time to get back if anybody goes after one of your stars.

I also tend to leave about 10 light carriers in the most important choke points. I like to have an invader hit with an immediate swarm of strikecraft that can take out a cap ship in a couple of passes. That intimidates the AI.