Multianna's Blog
+ means there are more but the number is what there is at the given location

1318
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 05-27-32-83.jpg

1649
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 05-30-06-29.jpg

1760
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 05-31-26-20.jpg
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 05-31-29-16.jpg
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 05-31-35-69.jpg

2042
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 05-35-11-52.jpg
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 05-47-57-75.jpg
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 05-48-03-94.jpg

4004+
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 06-00-51-94.jpg
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 07-14-36-81.jpg
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 07-14-47-01.jpg
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 07-31-04-15.jpg
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 07-31-56-73.jpg

5471+
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 16-49-35-66.jpg

6006+
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 17-08-26-46.jpg

7005+
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 17-59-40-71.jpg

8000+
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 18-44-57-32.jpg
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 18-47-35-64.jpg
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 18-49-41-99.jpg

8665+
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 19-14-49-50.jpg

9036+
http://www.bkorion.dk/sins/beta3/mod/Sins of a Solar Empire 2007-10-25 19-39-32-57.jpg

10.202+


10.534


10.534 Cobalt's




10.534 KOL Battleship's






10.534 Scouts getting in formation






12.274+


14.007+


15.021+


20.368








heres the 10.534 ships savegame for testing

heres the 20.368 ships savegame for testing


Comments (Page 4)
11 PagesFirst 2 3 4 5 6  Last
on Oct 26, 2007
Will SoaSE ever support multiple threads, does anyone know?

On a side note I think this is a really positive demonstration of what might be... I mean how original would that be to have fleet battles with unit numbers ranging in the 10's of thousands.

It plays a little better without the UI, but still like 1fps.

SoaSE uses 25-30% CPU utilisation on one core not 100% on 1 of 4 when running your save game.
on Oct 26, 2007
Will SoaSE ever support multiple threads, does anyone know?

they will

SoaSE uses 25-30% CPU utilisation on one core not 100% on 1 of 4 when running your save game.

it acually is running at 100%, though i dunno why it aint showing as 100% on one core.
Try and set the priority to realtime, then it will show 100% on one core but it aint getting better though
on Oct 26, 2007
I was 1/2 awake, and realized this was the modding thread after i made the post Not enough coffee in my system yet. I check recent posts from the main sins page, and it doesn't tell you what topic they are in.

Dual core support is planned for sins. My laptop runs a Pentium dual core 1.7/1.7, and i can sure use that other 1.7 ghz. Right now it is a little choppy on high settings.

Does a 64bit OS improve upon the games performance? (other than being able to use more ram) Im running XP on my desktop, and vista 32 bit on my laptop.
on Oct 27, 2007


I ran some performance monitoring tests as you see above:

- SoaSE is actually using 15 threads
- Some strange results regarding CPU utilisation, as you see no single core is maxed out at 100%, but the CPU % time of the SoaSE process is close to 100%
on Oct 27, 2007
with what your saying, if i were to set it for only one core it will actually run slower? because even tho if it only where using 25% shared on 4 cores, that would make it alot faster.
I dont think it works that way, but i could be wrong

Ive tested this abit, and to the eye i dont see a change if i set it for 1 or 4 cores that share the workload.
on Oct 27, 2007
Heh, thanks for this. I got 2 questions though:
1. When the ships are like that, are they just moving between planets? Im confused, don't you have to phase jump to get between planets?
2. So you modded it to get this many ships, this is exactly what I was talking about in the other thread regarding the cap. This has just allayed all my worries, as you just prooved its possible
3. (ok so I lied, 3 questions not 2 ). What does disabling the UI do? What do you actually see if you do that?
on Oct 27, 2007
hehe your welcome

1. phase jump happens automatically when you exit a gravity well to go to another planet, asteroid/belt, the sun ect.

2. Blair even said it would be possible for 100.000 ships, just 10.000 at each planet ill try it soon

3. Disabling the UI means that we are just removing the control panel so to say, its good for screenshot
on Oct 27, 2007
COMMAS MULTI, COMMAS!!!
on Oct 27, 2007
a few more screenshots where the scouts gets in formation to jump, it will take atleast a few more hours until i have images of them jumping
on Oct 27, 2007
why is there a huge wrinkle in your formation?
COMMAS MULTI, COMMAS!!!

Europeans are wierd, they switch the use of period vs. commas in their number descriptions

the European way
100.000.000,00

the RIGHT way
100,000,000.00
on Oct 27, 2007
why is there a huge wrinkle in your formation?

its because the last few ships are getting into formation.

Europeans are wierd, they switch the use of period vs. commas in their number descriptions

the European way
100.000.000,00

the RIGHT way
100,000,000.00


Aye Aye, and when we rule the world you all shall use periods... PERIOD
on Oct 27, 2007
phew! I was beginning to worry about those periods, but if you have to invade first... I feel much better now.  
on Oct 27, 2007
we can always count on the french for a preemptive surrender

and multi, 10k lvl 3 Sovas! GOGOGO!!!

alternatively, set raze planet and planet bombard dmg to 0 and get 10k marzas with raze planet
on Oct 27, 2007
you know, I bet you could use a derivative of this engine to simulate atomized fluids... like a cascade of tennis balls, or something.
on Oct 27, 2007
cept it would take half an hour for a tennis ball to find its way around another one -.-

(i know that didnt really make all that much sense, was mostly just to complain to the devs about capships getting stuck when they try to go around things, specially roids
11 PagesFirst 2 3 4 5 6  Last