Sins UI Suggestions, Minor Glitches, and a Radical Add-On Concept

With reasoning! How novel!

I have some notes I’ve been taking over the past few days regarding some UI issues in Sins of a Solar Empire as well as a few playability quirks. Counting on the fact that Blair and the rest of the devs read the forum, I figured I’d assemble things into a nice, coherent, bullet-point post to see if I can get some feedback.




  • The current path being researched needs to glow just as the present tech does.


  • There needs to be a stack of planned researches to the right of the research frame, preferably freely draggable since they’re paid for up front, letting you reorder as things become needed.


  • Projected time until completion should probably be on the InfoCard for techs currently being researched. It has the “Upgrade Time” for techs not being researched so it makes sense it’d track the time remaining since it’s showing percentage anyway. Time remaining is more useful in a real sense.


  • There needs to be an easier way to reassign the lead ship in a Fleet after a better candidate is added than having to band-box the whole lot, making sure your chosen ship is selected, tabbing as necessary, then hitting Make Fleet. If you try to do it just from fleet selection and then tabbing to the right ship, it doesn’t work, and that’s the intuitive method.


  • “Stop Resource Focus” should probably renamed “Trade Focus”.


  • If you have your second fleet selected on the Empire Tree and select another, and your Empire Tree is longer than a screen long, the position in the tree abruptly jumps and may keep you from double-clicking the fleet for focus. My suspicion is that it is jumping focus to the system entry where that fleet is rather than just selecting it. The Empire Tree shouldn’t ever scroll up or down without me being the scroller.


  • As has been mentioned elsewhere, the InfoCard definitely needs to pop up in the corner furthest from where the mouse is pointing. It does have a terrible tendency to overlap what I want to look at.


  • You should get a message when a ship auto-joins a fleet or, in some cases, fails to. I end up with swarms of unattached ships following around fleets who don’t coordinate for some reason.


  • Squadron launch is supposed to be disabled in Plasma Storms, but I just pwned an AI flagship by launching a swarm of 30 bomber squadrons right into the teeth of a Plasma Storm. Does that only apply within the heart of the storm itself or is this a bug?




And then there’s this, which is not a UI issue, but definitely something I think the old Barking Dog folks will understand and empathize with:




  • Bring back the Beastfleet!



We already have factions which focus on exploiting on each of the three major facets of the research trees: economics, military and colony support (TEC, Vasari, and Advent, respectively). What we don’t have is a fleet which specialized in the last branch of research: fleet cap. The current fleets also represent three of the major branches of SF literature fururism, hardtech (TEC), psionics (Advent) and nanotech (Vasari). What we don’t have is a faction representing biotechnology.



Homeworld: Cataclysm had the Beastfleet, which is a pretty good approximation of something that would fit into Sins without requiring an immense amount of aditional coding. Put the focus of their power on supporting large fleets of ships with lesser focus on planetary infrastructure. If we’re going to be making transparent Barking Dog references anyway, one of the capital ship options should be a mobile Frigate / Cruiser factory — which, of course, drives up the requirements for fleet cap even more and might lead to a play style very strongly focused on mobile defense/offense management.



Now, I’m not suggesting bringing back the Beastfleet without filing off the serial numbers, but the idea certainly fits into the narrative structure of Sins and wouls slide neatly into the narrative as the force chasing the Vasari.



And, hey, if Clee-San is an option for the factory capital ship, I certainly would get the joke. :)


5,627 views 6 replies
Reply #1 Top
[mutters] Pure HTML post mode should ignore carrige-returns, not convert them to
s. Bloody thing.
Reply #2 Top
Love these ideas, pretty much all of them. Reordering research especially, it's a pain. Don't know if you can make a mobile factory that costs credits to work, I tried that already and it didn't work so well, but of course you can make a factory that pumps out certain units depending on what button you click and make it cost antimatter.
Reply #3 Top
Love the idea of being able to rearrange my research in progress as well as the idea of a mobile factory for smaller ships. maybe something along the lines of a capital ship with limited firepower and some minor buffs/debuffs that is able to build frigate class ships. What I love even more is the idea of a race whos technology is compeletely organic. That would be wonderful for an expansion. Heck you could make two races for the expansion and have one organic and one AI.
Reply #4 Top
Can't help with much of it, but I can address this one...

"As has been mentioned elsewhere, the InfoCard definitely needs to pop up in the corner furthest from where the mouse is pointing. It does have a terrible tendency to overlap what I want to look at."

Pull down my Minimal UI mod and install it. It makes the info card itself (not the text on it) almost completely transparent, that way it's way less intrusive. Screenshot and download here:



LazySumo's Minimal UI Mod
Reply #5 Top
Some good ideas here, and I'd like to add a quibble of my own:

The font on the InfoCards (and in a few other places) is a little too "fat". It makes the letters slightly difficult to read; you can see what I'm talking about in that screenshot in LazySumo's UI thread.

It's the same effect you get when you change 12-point Impact font to bold in MS Word or some such.
Reply #6 Top
Those are all some great ideas. All the UI quirks and bonuses for sure.

I am not sold on the 4th species idea, one that specializes on numbers and reinforcing on the spot. Not unless there is some significant rebalancing on how difficult it is to move fleets around to make it easier for the other species (which I am kind of hoping for anyway).