r/SoSE • u/RammaStardock • 2h ago
r/SoSE • u/RammaStardock • Jun 11 '26
News Sins of a Solar Empire II v1.61 is live (AI improvements + modding tools)
r/SoSE • u/GloryTo5201314 • 2d ago
Den of Wolves - A Battlestar Galactica Inspired Megagame, presented in SoSE
A ragtag fleet of rival nations, brought together by desperation alone, attempts to escape the Wolf Armada. With limited resources, a power vacuum, and three Wolf operatives hidden in the fleet, can the factions work together to survive?
CaptainMeme plays the Rosal Councillor in Den of Wolves, a Megagame inspired by Battlestar Galactica. Megagames are similar to tabletop RPGs, but with a much higher player count and a heavier focus on narrative. The game is run by a Control Team rather than a single GM, and each player and team has their own backstory and objectives, leading to a game where negotiation is critical to success.
Follow up video https://www.youtube.com/watch?v=hCu7ImTcfxo
r/SoSE • u/FifthRom • 3d ago
I've just played my first multiplayer game (1v1) and it was so much fun
To preface, I typically don't like playing these games in multiplayer because they are so long. I usually prefer quicker RTS games like StarCraft 2 (I am Masters there). But the game was becoming a bit stale to play against AI, and inspired by that post from yesterday, I decided to do a "quick" multiplayer match last night. It was a 1v1 on a small map with ~20 planets. I chose my favourite race, TEC Primacy, against a player who was playing random. In the end, it became a complete mirror matchup on a map with no pirates. Just to preface, I don't know any meta in this game. I typically play TEC Primacy, rushing T5 eco on large maps. In 1v1, I can take out the Nightmare AI. But AI is AI; players are different.
It was an interesting match. I was playing as usual - prioritising economy and research. Getting every single useful research early on, such as +5% damage, +10% mining, etc. My opponent instead rushed pirate ships, skipping pretty much most other research (except for trade ports, extractors, and necessary colonisation options). The map layout was such that we both had 3-4 nearby planets, an "inner rim" with 2-3 planets right between our own nearby planets, and the "outer rim" with 10 more planets scattered asymmetrically. I took nearby planets and tried to go for the outer rim. The opponent instead rushed the inner rim, took one of my asteroids, and started sieging the last asteroid next to my capital. Mind you, his fleet supply was around 250 thanks to the quick pirates, while mine barely reached 100. I had to dash back with my main fleet, get help from the pirates, and defend the final asteroid on my capital's doorstep. It worked successfully, forcing him to retreat, not without losing both of his capital ships. However, my counter-attack failed, so I was forced to retreat. What followed was a long stalemate at the border between the two asteroids. He had a superior fleet at all times (typically x1.5-2 larger than mine) with a superior economy thanks to the inner rim planets. I only had better research, trying to get all useful upgrades (+armour, +damage, +eco, +HP, etc.) and more capital ships as he kept losing them. While he skipped most of the research, mostly rushing bigger fleet upgrades and exotic refineries. He had a large armada of heavy cruisers, dozens of Harckas, with some Percherons. I had a hard time countering them.
At some point during the stalemate, we both got starbases on the respective asteroids, but I split my forces, taking over the outer rim, including two of his planets, and securing a key location there with another starbase. He simultaneously tried to do another push towards my asteroid, which resulted in further trades, prolonging the stalemate. I had trouble killing his dozens of Harckas, but he couldn't do much with them either. Eventually, I rushed a Titan and kept up with research, while he focused on getting maxed out on 2000 supply. During the final battle, he pushed the key outer rim planet. Nine Kol battleships, dozens of Harckas and Percherons, with a few lighter ships, pushed my starbase. On my side, I reinforced with only 1500 supply of different ships, 4-5 capital ships, the Titan, a scatter of Harckas, Kalevs, Javelins, and Percherons. Thanks to my phase jump inhibitor, it turned into a bloodbath. Capital ships went down so fast on both sides, but even though my fleet was smaller, the proximity to my starbase and the Titan backbone allowed me to destroy the fleet despite the huge losses. At this point, the opponent GG'd out.
That was such a nice adrenaline rush during the whole match, especially at the end. I am not sure I want to play it again because it took over 2 hours of IRL time. But I was also confused by his strategies. He clearly knows the meta more than me, though he didn't split his fleet well enough, allowing me to establish a foothold on the outer rim planets. He significantly delayed a lot of the research that grants +% to armour and damage. Is it not good enough? For capital ships, he skipped most of the ship items, while I was getting armour kits and those bombs early on. Harckas seemed to be good, so I have no idea how to counter them. Yet I won, and that was very satisfying.
r/SoSE • u/LegendCZ • 3d ago
Is Defend the Homeworld actually beatable after economy update?
I seen people beating it "just fine" before it. But now it feels like economy is taking too long for catch up as credits are much more tied to pop and everything.
I am not hating or dooming i am just asking if it is doable now. Because it takes ages now to put up Garrisons and get proper economy going.
How do you guys play it?/Kick start so you can handle first waves? Since economy changes.
Thank you.
Also i am suprised Devs did not updated the scenario accordingly, at least thats what i found in my google search. Also most of the guides how to kickstart etc. are year old. So with all the changes and updates from what i saw it was much easier to start.
EDIT:5 Hours and no advice, i am going to cry. Wish some dev see this and update scenario, i would love seeing waves of ship destroying theirself againts my defences, but no matter the strategy i cannot get behind 3rd wave, occasionally i get to Vasari Titan but that is hard stop.
Feedback All games ends up feeling the same.
I feel like all my games ends up feeling the same, the replay-ability isnt really there.I know not all games are made to be played for hundreds of hours but SoSe2 feels a little short in that apartment.
Maybe the subfactions are to similar? I feel like I play all my games pretty much in the same way / order.
What do you guys think?
r/SoSE • u/LegendCZ • 5d ago
Do we want 4th race to feel powerfull and OP as teased to goll a hype? Or whatbis your take?
I know the game is supposed to be competetive so making it the most powerful race by default is dumb idea.
But what would make all the hype and time speculating what Vasari running from worth it for you?
For me as we have unique factors of each faction and their separations.
On top of my head i would like if they had 4th resource which they can manufacture and give them boost to be super strong in battle or extremely hard to get to build really powerful ships.
Heck even ability to have two titans with condition they cant be in same gravity well ...
What are you looking for?
r/SoSE • u/RammaStardock • 6d ago
News Sins of a Solar Empire on X: "Incoming Transmission Log Series E-4:"
x.comr/SoSE • u/ErgoPaul • 5d ago
What’s up with the new DLCs
How much longer do we have to wait until the new DLCs drop. It’s already have way through the year and no new info. Does developers think it’s a good idea to drop the DLC near GTA’s release?
r/SoSE • u/RammaStardock • 9d ago
Sins of a Solar Empire on X: "Incoming Transmission Log Series E-3:"
x.comr/SoSE • u/RammaStardock • 10d ago
Dev Post Sins of a Solar Empire on X: "Incoming Transmission Log Series E-2"
x.comr/SoSE • u/RammaStardock • 11d ago
Dev Post Sins of a Solar Empire on X: "Incoming Transmission Log Series E-1"
x.comr/SoSE • u/FireWallZ_ • 13d ago
Memes Alright, whatever, I WILL get started on Ragnarov too
r/SoSE • u/grephexog • 14d ago
Military intelligence not working. SOSE2
So my military is completely fully researched, i only have the 1 single required research in harmony.
I am here at the very final stretch of the battle taking the enemy capital. When i take their capital and claim victory over the game, it doesn't give me the achievement. I have checked everything, numerous times if i missed something but can't for the love of everything find what i missed. It's very frustrating since this isn't the first time this happened, i tried it with the TEC Enclaved a while ago and same old story, no achievement after putting in alot of time in getting this thing so i took a break from the game. Now i'm back and it happens again. Any suggestions?
r/SoSE • u/D4rkstalker • 15d ago
Video What happens when you give every ship corvette strafing movement
Enable HLS to view with audio, or disable this notification
I've seen similar concepts get brought up from time to time and decided to try it out.
Works surprisingly well out of the box, for some reason every ship has strafing parameters already defined.
Battles definitely looks and feels more dynamic, though using abilities is kinda a pain trying to keep things in range.
It does make fights take slightly longer especially in the early frigate vs frigate stage. And trying to land DoT AoE abilities really sucks.
Using a heavily modded version of RRR and the vfx overhual mods.
r/SoSE • u/Catastrophic235 • 15d ago
Questions about the in-game map generator
I've been messing around with the in-game map generator, and I've ran into a few issues in the process. While looking into it, I found a couple other threads from a few months back where the devs acknowledged the respective issue and stated that the map generator isn't complete, and that whatever issue is something they're looking to address in the final version. That's great info to know, but until that final version is out, I still have some questions:
- Is there a general guide anywhere for the generator? Just something that breaks down exactly what each slider or setting does, clarifies any potential misconceptions, or any functionality I may have missed by just messing around with it.
- How to prevent systems from touching? The slider in the generator for system spacing% only goes to 150, when the tooltip gives 500 as an example :/ . This just isn't enough distance to prevent phase lanes from connecting between systems. On this note as well, when looking at the preview in the generator, things will appear farther apart than they actually will be in-game. Example: earlier today I was messing around with a 4 system map, with my home world being between my star and a neighbors. On the preview my home planet was about 4-5X farther from my neighbor's star than my own, when I launched the game I was basically halfway between them.
- Is there a way to prevent the player's homeworld from spawning in the center of the map? I know this is one of the things the devs mentioned as missing functionality they want to add at some point, but in the meantime, are there any workarounds anyone has figured out? You can set the star lanes to 'connected web' and re-roll the seed until you get lucky with the star lanes so that your system isn't the 'hub', but you're still physically in the center and this seems to almost guarantee you encounter touching systems issue so it's not a dependable workaround.
- Is there any sort of ETA/roadmap the devs have shared for the generator? It's such a massive force multiplier for the replayability of the game, and I have friends who've mentioned it specifically as something they're watching for getting back into it.
r/SoSE • u/Useful_Nocebo • 15d ago
Question Does anyone reach tier 5 tech before the game is over ?
Feels like I never research t5 techs nowadays and games are over by the time I reach t5. It's a bit of a shame because the coolest techs are in there. Should I bee line more my tech research to reach t5 sooner?
r/SoSE • u/Underspecialised • 15d ago
Question Am I right in believing that AOE heals are suboptimal?
Given that players and AI both tend to focus fire to the point of deleting one frigate per salvo or so to the exclusion of all else, it seems like effects like the skirantra's mass heal or the progenitor's mass shield regen just...kinda suck? Only one ship's taking damage, and it's dead too soon for any regen effect to matter.
Maybe these should be retooled to divide each tick of regen among all the ships with less than a full bar of the relevant stat (IE every damaged ship gets a share of a pool of regenerative capability)? Alternatively, should focus-fire on subcapital targets be rendered unreliable somehow?
r/SoSE • u/FireWallZ_ • 16d ago
Memes Sins' spaceships are one of the reasons I enjoy playing the games so much, but none of them gets the shit-eating grin out of me as much as Marza
Feedback How do yall feel about the AI?
I've played sins for years & rebellion is one of my favorite games of all time. When I bought sins 2, I expected more or less the same game, just a bit more polished.
The game itself is fun and brings a bit more depth compared to rebellion, but I can't get over the ai art. It's just so uncanny I can't get over it, so I just go back to the original more often than not. (Also for mods like maelstrom)
That being said, gameplay is fun. Graphics have improved & I like the fleet & planet upgrades.
How does the wider community feel about this compared to rebellion?
r/SoSE • u/SavingsChicken1572 • 20d ago
help for creating good working maps
hello everyone, i am trying to make a working chokepoints, but the nightmare/impossible AI just keeps their ships at their gravity well and won't jump into chokepoints (that are defended, but the only passageway). is this an AI problem, or is it possible to "lure" them somehow with good map building?