Can I manually increase the fleat size?

lo all, :)  im new to the game, im playing my first at present (on my 28th hour... !) and I have a question...

 

is there a game file i can edit somewhere to increase the fleet size beyond the "large" fleet size?

 

Im trying to hold down fourty worlds here against six rather angry A.I.`s on a 108 planet map, Ive got the computing power for it with a quad core and dual 4870`s and a healthy 8 gig of ram, but i need mooooooore ships!!   ive spent the last hour moving two amalgamated fleets back and fourth between four worlds constantly heading off an A.I. player and its getting frustrating, thus I would like to mod the game to allow me to build more ships than standard so that next time i play a mahoozive map such as this, I will have the fleet capacity required for such a feat.

15,767 views 6 replies
Reply #1 Top

Yes. If you go into your gameplay.constants file, you will see this:

fleetSupplyData-Small
        fleetSupplyScalar 0.75
    fleetSupplyData-Normal
        fleetSupplyScalar 1.0
    fleetSupplyData-Large
        fleetSupplyScalar 1.25

 

Just increase the 1.25 to something larger - 2.5 will double, 3.75 will triple, and so on.

Reply #2 Top

First, quad core won't help, sins is single core software iirc.

There are several mods that allow larger fleet sizes, browse the modding forum. The 10x Mod should do what you want, however i don't know if it is compatible with the latest release.

 

//edit  - or try the solution above. ;)

Reply #3 Top

Quoting Alter, reply 2
First, quad core won't help, sins is single core software iirc.
End of Alter's quote

 

surely not...  dual cores have been around since 2004, quad since 2007, this game came out in 2008, i would expect it to make decent use of at least two of the cores surely?

failing this, I am overclocked quite a chunk so that should help I guess.

 

my thanks to you both for the info... :)

Reply #4 Top

Sins only uses a single core. My i7 920 copes quite well with large fleets, though Sins can be slow to respond to mouse clicks with fleets of 1000 ships or more.

Reply #5 Top

why on earth did they not code for at least two cores...   that just seems...   well....   dumb?!  for want of a better word.  but then im not a programmer and I realise it could also be hugely complicated, I have no clue.

 

alass mines no i7, its a good old Q6600 at 3Ghz.

Reply #6 Top

Quoting Darkstar1982, reply 5
why on earth did they not code for at least two cores...   that just seems...   well....   dumb?!  for want of a better word.  but then im not a programmer and I realise it could also be hugely complicated, I have no clue.

 

alass mines no i7, its a good old Q6600 at 3Ghz.
End of Darkstar1982's quote

Maybe it has to do with your computer configuration, my laptop is only dual core, yet it has no problems handling 1000 ships or more and it only has 2gb of ram with less than 3GHz on the processor plus running at 8x game speed...

and besides I am running on XP

probably one reason people program for single core is that mutlicore programming require more expensive toolkits that your Visual Studio can handle and since Ironclad is a small company (pretty good since they made the "Game of the year") mutlicore programming is probably just too expensive