The v1.2 BETA for Sins of a Solar Empire: Trinity/Diplomacy players is now available! This update makes some changes to the game's engine and other core systems, so we're opting to release it as a beta before making it final.
IF YOU ARE NOT COMFORTABLE WITH USING UN-FINISHED UPDATES, DO NOT INSTALL THE BETA.
Since this is a beta, it may be buggy and do unforeseen things. If you're not able/willing to help test this out and risk strange things happening, please wait until we release the final version.
WARNING: THE BETA WILL INVALIDATE YOUR EXISTING SAVE GAMES!
BETA 4 HOTFIX CHANGE LOG
BETA 4 CHANGE LOG
[ GAMEPLAY ]
We expect this to be the last beta update for v1.2 of Sins of a Solar Empire: Trinity/Diplomacy. Please let us know of any major issues asap. Beta 4 will be released later today (Thursday - 3/10)
BETA 3 CHANGE LOG
BETA 2 CHANGE LOG
BETA 1 CHANGE LOG
[ Engine ]
[ Gameplay ]
[ AI ]
[ Interface ]
[ Misc. ]
To update to the BETA, run the Impulse client and once you're logged in, click the blue button in the upper-left corner. Check "Show pre-release versions" and that will display the beta update. Update the game via the Update or My Games tab and that's it.
How to provide feedback
For gameplay related feedback, please post it in a new thread on these forums. One issue per thread, please - that'll make it easier to keep track of things.
If you encounter a crash or a multiplayer desync we will need you to send in some information to sinssupport@stardock.com.
For crashes: Send us your PC's dxdiag report, the Sins mini-dump file, and your latest save game. Please also provide us with any information or details you can about what was going on before the game crashed and if the issue is reproducible.
For desyncs: We will need the last saves for all the players involved and as detailed a description of what was going on at the time the desync occured. Also, please indicate if the desync is reproducible from your last save point.
maybe its a disruptive stike/jam weapons kortul?
(while am i always starting a new page with a line that makes no sence if you havent read the post before... )
The AI just uses autocast, I can attest that the autocast for power surge isn't shy.
It's a ten-page thread; people know it's going to have a continuity that goes back some ways.
Been a week. Can we expect a new patch soon?
We wanna see what new and intresting things you all have done which will completely throw this week's discussion completly out the window.
Absolutely!
Been testing this out. And damn! My fav race the Vasari just don't cut it anymore.
Game with a mate of mine then on hard (used to be able to handily beat hard so we played difficulty up from that previously) and was soundly trounced. Pirate raids owned. Had time to make a small 12 +cap ship fleet, 5 turrets for defence and it still took my friends fleet assistance. First raid 26ish ships? 7 Kodiaks w/armour 10? My cap ship only has armour 6 ffs!
**Edit: Pirate size might be larger due to the AI putting 2.5K bounty on me right up. wtf is up with that so early??**
Overall, feels like a big nerf. A change was needed to make it challenging again, but this is just ridiculous.
ok, well, 4 cap ships and 12 small ships and 5 turrets is exactly the WRONG sort of... everything.
NO. no. nononono. no. bad.
no turrets. have 3 repair bays overlaping eachother before you plop down a single turret (2 is usually fine, but a third makes a nice backup)
4 cap ships? NO... not.. that early in the game! highest cap ship level was what, 3? you need much MUCH more frigs... a good ammount of LRM, some flack, and some repair cruisers...
I would say watch some multiplayer replays, but... they are all invalidated with the patch... so we need some new ones i believe.
Unless you were RELYING on skirantra spam.... this nerf NO WAY caused your defeat.
Before folks read the Beta 2 change log and start posting craziness:
All that said, thanks to everyone's who's helping test out this new version of the game. Please feel free to refer other forum-goers back to this post if it addresses one of their questions.
I assume this was a mistake it should be vasari Jarasul (Egg) colonizer.
Am I right?
ehh? the advent colony cap spawns constructors? dotn you mean the death egg?
Haha, no I want extra constructors too for Advent
Righto.
(ehh, the pinpoint bombardment tech is still under tec... it should be under vasari as well.)
I had a twice (only) repeating glitch where ship models did not display in Plasma Storms...unless you zoomed in really, really close. You could drag a box over the system and their health and energy bars showd but the models weere infinitesimal (this was in a 200 radius star system. I t cleared up after a couple of replays.
On a completely unrelated note...
I would love to see some veterans do a chronological time line presentation...a list of all the Sins ships with columns next to them that give the in-game stats of the ship at a particular time and a summary of veteran player views on what its flaws or strengths and balance were in each version at that time. Google documents lets you create a shared spreadsheet.
It's hard for us newer players with less time in game and online to accurately evaluate balance changes not knowing how past ones played out. might also be helpful to devs.
Sooooo...someone with nothing else to do...
Any chance of tweaking Galaxy Forge so a version of it could be used to edit planets for a mod? Something to choose the textures and set tactics, logistics slots, artifacts and the like? Would be great for fast modding...and lazy people who I may or may not know and who I can't say whether or not they might be me
That sounds like a job FOR...!
ehh...
a job for excel and sithlordaj's raw parsing MACRO.
annnd... some person with all the raw files from all the past versions...
Sorry, this didn't make it into BETA 2.
I'm just going to rewrite old posts about bugs or suggestions from other 10 pages.
Beta 2 doesn't say anything was done to them so.....
If i missed something. Please forgive me .
ADVENT problems
TEC problems
VASARI problems
Yes it does sound like a job for a...very special...person. A future hero of the revolution who would never be fogotten and to whom appeals to vanity will work!
To add to this, someone noticed Advent HCs were currently set to 12 cap in beta 1, instead of 10. I don't think this was an intended change.
Another thing on discusion about super weapons.
ADVENT:
Not much about to say about advent it needs to be buffed in my opinion. Perhaps in addition what it does reduce maximum planet population capacity for certain period.
VASARI:
If advent stays as it is I like the nerf but then at the same time TEC needs to do much less if not 0HP damage to a planet.
Kosutras were primarly used to kill enemy fleets and there was as some people suggested counter to simply scutle planet (planet is dead for you) use akan armistice or just jump out of gravity well when you see them coming. Now I know sometimes jumping out means giving that gravity well to the enemy. To be really effective you had to build at least 5 of them to kill structures or 6-8 to kill all ships.
Another option was to send fleet in the heart of another empire but with that risking whole fleet lost in case defenses were in place or enemy is able to respond in right time.
1 kosutra per planet warhead other than opening phase line has no real effect and it's useless.
TEC;
If there is no other changes to super weapons other than economy stacking fix for novas I think they are OP. Well that depends on how long trade effect lasts.
To build them you need to research all rocket upgrade tree which benefits LRM, Marza (including missile barrage), and Star Base. To be really effective you need to build 1 or 2. With 2 you can kill any planet and at the same time reduce trade. Counter to loosing planet is loyality upgrade on SB or scutling planet (for TEC with SB upgrade you can still build ships). With 6-8 of them if you know where enemy factories are you can disable entire enemy ship production facility and in case of small empire is completely possible to take that enemy faction out with one nova barrage. In case of SB protection you are able to fire on 6-8 different planets and take out whole economy.
With MP in mind that can mean 100+ cred per second less for eco guy thus no feed for guys who are fighting. There is no counter other than scutling all 8 planets and in case you are not tec thus loosing abilities to build ships.
1 nova per planet if that planet is not upgraded destroys planet and disables trade.
My thoughts are somewhat described above.....
I think super weapons are/will be on pretty equal footing if we reduce nova damage to planet to around 1000 per shot and that part would be stackable. That way 2-6 is needed to kill a planet depends on how upgraded it is.
When I write this I don't know how long trade effect lasts but that would have to be balanced I would guess about 25 second or something similar would be ok with 125 second cool down (basically ratio 1-5 or 1-6) would be acceptable to me. So to keep planet trade disabled you would need 5 or 6 novas.
Our bad about the heavies, I'll look into that shortly. We'll discuss that lovely summary also. Well formatted summaries will do wonders more than complementing my infinite manliness, so I would suggest more of that.
Don't touch the Advent superweapon. It's by far the better superweapon between the three. People who don't know how to use it can keep complaining, but if it's buffed any more it'll be completely ridiculous.
I dunno if your being sarcastically. But yes indeed. I know how to use that think in a deadly way. And the funny part is that someone mentioned it but he didn't click to it or simply doesn't realize how much of an advantage that actually is.
lol
come try it online...
I've only fired a each of the new racial superweapons once in single shots while I had fleets in the system sieging-- and with the exception of the novalith the effect was essentially worthless.
With the Advent weapon I had to laugh--it had no impact whatsoever other than looking really dramatic. The kostura looked busy but the effects were pretty minimal. At least the novalith made a pretty "whomp!" and I actually saw the planet population drop by thousands.
Maybe the advent weapon could act as a ranged armistice and/or cause enemy ships and guns in the system to become friendly. The kostura is still a question. Some benefit to it just takes finesse. IS there any real
use for the deliverance engine that makes it worthwhile at present?
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