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 Post subject: Re: Sins of a Solar Empire
PostPosted: Tue Jan 29, 2008 9:46 pm 
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Joined: Tue Jul 13, 2004 12:00 am
Posts: 12
Happily, it should be possible to make thick asteroid belts that interfere with large ship pathfinding within gravity wells.  This will add a nice tactical touch around systems like Hoth.

Hmmm, looking at the sector maps at http://www.xs4all.nl/~wrvh/galaxymap/ , I think we could actually make a campaign that is divided into sectors as well.  Of course, Sins can apparently handle all those sectors at once...however, not everyones computer can handle it.

It there were a way to allow more than 10 players, that would be great.  I'll go ask the devs if it will be possible.


Last edited by Nath on Tue Jan 29, 2008 9:51 pm, edited 1 time in total.

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 Post subject: Re: Sins of a Solar Empire
PostPosted: Thu Feb 14, 2008 1:00 am 
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Joined: Wed Jun 20, 2007 7:19 pm
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As a huge fan of both the original Warlords mod and SOASE, I eagerly anticipate another EvilleJedi production.

I find it pretty cool that SOASE could potentially have a custom map where each star is a sector and the map could end up being the entire Star Wars galaxy.  Take THAT, Empire at War!

God speed on the mod!


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