I know that the devs already have the next patch already have it planned, but if you could influence the direction, what do you want to see in the next update/patch.
For me what I want from the release of a more complex AI whether in battle or better pathfinding.
Now that the release notes for the 1.17 and 1.03 have been released, what do you think about it. and what bugs and changes would you like to see.
New information have been released:
Although it was in answering a modding post Blair Frasier have drop some hints as to what to expect from the next patch:
then how would you get online to DL a patch from the site?
my votes are, better pathfinding, being able to share MODS and custom maps on ICO, cloak *ahem* (or just the code for it), and more badass-ness
Hey! I thought you blasted me for wanting a harder AI!
Anyway, yea. Pathfinding and AI improvements. I get angry sometimes when I see my ships run into each other or enemy ships. It's a 3D space! Go around/over/under/strafe/bank/etc.!
I like the idea of increased experience for upgraded starbases too.
So what if I had basted you about harder AI, i was just throwing that idea out there personally I perfer pathfinding AI on top of all AI, perhaps adding fighter style to Vanilla sins also
hmm. if i cant have a update source other than Impulse, then i would like to see a way to transfer updates between two computers
also i agree that upgraded starbases should give more XP than a basic one, perhaps +50 per upgrade
i would also say that there should be a function on the map selection screen that tells you how many artifacts are present, because i once spent ages playing a random-huge-multi map, and i had every planet conquered and all of them 100% explored and i only had 6 artifacts, what gives?
If you have the game installed properly on your other computer, you can just copy and paste the updated folder over. There is also a way of getting a copy of the changes made per update (forgot how to do this) and then just directly putting that stuff into the unupdated versions.
ok, hit me with that again please lich1989
which folder?
and does anyone else knows what he means by the "get a copy of the changes" part at the end??
Mainly GameInfo folder, and you have to analysis for youself what file possibly be changed but it might include the main program it self
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That omission was deliberate, as it means you don't hurredly click+drag a battlegroup from the whole gravwell, and accidentally send your colony ships to their doom in a firefight.
What I'd like to see are a couple UI and modding enhancements:
The ability to alt+click on abilities to activate or autocast all abilities of the same type for the ships selected (Thus saving you having to tab through them one by one to do it).
The ability to have special ability 'toggles' - so rather than active and passive, you can have an on/off switch. Most things can be fudged, but even so - while I can't think of too many examples off the top of my head, things like the Krosov Seige Frigate's Heavy Fallout ability is one you'd occasionally like to turn off - when you plan to colonise the planet yourself, for example.
hi devs, i have 1 bug to mention in the game and 3 other things.
1. when you have more than one factories at your planet, and you're building more ships at once, the ships always coming out from the first factory, it's funny when you have 3 factories and in 1 second you get 3 ships from one facotry
2. i had a really bad two or three days with continuous minidumps, because the developer didn't check the fighter's prerequisite (what i made, but did not made the research for it), when the ai wanted to build squadpsiminelayer it just simpy crashed, and the developer didn't get me any clue, there was no error message on the top-left. maybe can you guys make the next developer to check this thing too??? it would be helpful
3. i dont know if the trainer is official for the game or not, or how made it, but if you make that too, than i would be greatful when the trainer does not kill the developer. the trainer could save time for modders
4. would be pretty awesome if you make more frigateRoleType for modders. medium, veryheavy, antiheavy, antilight, heavycapital, anticapital etc. i know, that making the ai use properly them are not easy. but the game could be more intresting if there are more of them.
and of course: thanks for the game and for the modding tool
actually it isn't a bug, if you look carefully you see the ships will move from the last factory built to the first one build, it kinda make sense
the pheomon happens if ships you created come out of the assembly within one second of each other and it will create that effect but if you look closely, you will see that the ships have moved
but the thing I want most is either a massive update soon along with the forge tools or the release of the forge tools for 1.02 and v1.16
for modders, also, more showerrors. it took me a long time to figure out an obvious error, well not so obvious to me i guess, because i never got an error, just a straight dump.
We just finished Sins 1.17 and Entrenchment 1.03. We'll post the patch notes early next week and release when the testing is done (probably later that week or early the following week).
Sorry I haven't been posting much, we are crazy busy on lots of new stuff.
Thanks for your patience
Nice Blair. Good to know you guys are still alive up there. I thought maybe you lot were out enjoying the weather
oh, maybe a note to devs, howabout when new patches are rolled out, a little note on what is new and mod-breaking. that would be cool!
Eviliron, we always release a detailed list of all the changes. Sometimes they take me a whole work day just to type up.
You can always see the whole history of Sins in Impulse by clicking the "history" button and in the pinned section of the forums (https://forums.sinsofasolarempire.com/forum/402).
For example, check out the 1.0 Entrenchment changelog and then click on the previous beta logs included in the same post. They are huge. https://forums.sinsofasolarempire.com/341103
Woot a new update next week, hope they release the forge tool
Something else i would like to see is a way to allow edited .ENTITY files in multiplayer for LAN
Because my friend and i play it every weekend and when i tried editing some of the capital ship files, it worked fine for me in single player, and, with the exact same files, worked fine for him in singleplayer, when we tried multiplayer it said we had different versions of the game files
is there any way around this problem, o mighty developers?
I meant the whole game folder which is approx 1.7 GB. For those who don't always want to update their game permanently, you can always create a copy of the Stardock Games folder before updating and put it elsewhere and play it from there. Currently, if you put this folder onto another computer that has does not have the game installed, it tells you the product requires activation so you need to put your CD-key in.
What I meant at the end was that there are programs that let you track changes made to a folder of your choice and make a copy of the changes. You can then take the copies and use that to update your non-updated folder.
thank you very much lich1989
i have since copied the game folder from my (just useable) laptop to my (kick ass for gaming) Pc and it works perfectly
Hooray now i can play SINS properly again
thank you very much inded!
i am in your debt sir
Hooray!
If I may ask, just how much work does it take in releasing the updated .entity files and the like? I realise the developer exe is probably a lot more work, and I can understand that, but even the basic files would be lovely.
- Custom Start positions (should be pretty easy to implement).
- More network improvements (mainly lag times on lans, during the start of the game).
Are my only request for Entrechment right now.
Custom start positions would not be easy to implement at all, I think - it would involve telling you just what the planet layout was to begin with; I think this rather ruins the point on some maps.
I don't get it. Why it isn't bug? As in the real life and any other games when you have factories in different locations, and the factories are identical, then the products will be ready separately from each other in that different locations of space.
Thanks to the developers for the imminent update, and for continuing to support the original game along with Entrenchment, especially while balance issues remain. However, will this still be possible or desirable once the second expansion is released? Has the micro expansion method delayed the release of the expansion itself- isn't one beta test process easier than three? Will the release of the third expansion coincide with the release of the expansion itself? I'm also concerned that abilities are being balanced by making them cost resources to use, simply because this is an easier fix. If they were either more expensive to obtain, or less frequently available for activation, it might be more satisfactory in terms of game logic and play.
Impulse is fine, it installs and uninstalls easily enough so that it doesn't seem much more than the requirement to register on the forums.
O I don't mind if they take longer to release 2 and 3 together
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