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.
DE needs a duration and culture output buff.
Yes advent super weapon boosts damage for 25% i think and you receive all culture bonuses you researched.
Could be powerful but I admit perhaps I build only 1 in my whole sins carer and I haven't seen it build on mp in 2 years I'm on ICO and sometimes Hamachi. I have about 2000 MP games under my belt that includes games with MDs and desync when they were major problem.
So neither am I expert on it and neither have I seen it used effectively but consensus about ICO skilled players is that it's weakest of three. At least in pre-beta version
Yeah in beta 1 destras use 12 slots. Probably a typo somewhere...
Talking about the Domina, I've found problems with the suppression ability, which stacks (or does not stack) very weirdly and randomly... (@Yarlen I mailed you about this issue). If you use suppression on a ship, it's disabled for 90s. Having a 30s cooldown, I suppose you can cast it again and so have 3 ships nearly continually disabled given you have enough antimatter. However, casting it again often cancels the previous effects, sometimes not (approximately one third of the time it does not). When it does not cancel them, the second ship gets disabled for 90s, but the first one also stays disabled until they both stop at exactly the same time (so the first in fact is disabled 120s total)...
I have seen it stack to three ships sometimes and the first one is disabled 150s... But most often it's just canceled.
Also, this was present before the beta, so it's not a beta bug.
Concerning needToFaceTarget, I personally favor trying to change it to false only for perseverance. Or just fixing this suppression stacking problem would be great, since even with autocast off (don't even talk of autocast on lol), using suppression on a second ship is kind of a lottery, sometimes you extend the first ship disablement by 30 seconds, and generally you just cancel it when normally it would still have stayed 60 seconds disabled...
Diplomacy 1.19A beta is ready for DL
I agree it could be supposed not to be able to use it without cancelling any previous effect. However I have run tests with 2 computers with only one domina trying to disable multiple ships and there really are problems.
What troubles me really is that it is unclear how it is supposed to behave : sometimes it stacks, sometimes it cancels. Really. I can share the replay of my test if anyone wants, however it's for beta 1. I can redo it for current version also if you ask, won't take me long.
I read somewhere it's supposed to be "stacking channeled", but I don't really know...
[Hint] You only need one compute running two instances of the Dev.exe and not two different computers.
Didn't noticed before but i like that pirate ship exp was turned way down and in A BETA they actually destroyed repair platforms before they attacked anything else. Now just make them attack civilian structures before they attack sb.
No, he's right. I verified it too, but it's iffy. Actually removing the needs to face target requirement would make this ship AWESOME with this little tidbit.
Ok, here is one Domina disabling two ships.
I went to disable a third that looked like it was in line... but it was actually higher in the gravity wel and caused the Domina to tilt up canceling the disable on the previous two.
seriously
new beta
EGG STILL CRASHES
sent the crash file
I tried it on asteroids and it worked for me
Didn't try to colonize other planets
Edit: I guess its now it works now it doesn't thing because i managed to colonize 1st roid but on 2nd it crashed
it crashed on an asteroid
tried it 2 more times
same
so 3 out of 3 times = crash
the first beta only crashed 2 of 3 times
this is worse lol
Wow, overtime action seems ODD!!!
I think the delayTime of 3 seconds with a finish condition of all delay instant actions completed was much better! I'll email my fix to you.
Stant123
post too long, too much senceless bullshit, read what Cykur sad.
Not true, using a Kostura before you attack a gravwell is huge since it shuts down all the orbital structures. (excluding starbases) You can also use it to disable factories & cannons in other gravwells. Very useful.
Doesn't look like we've gotten it. Where did you send it to? Did you zip it first?
I still don't see a huge difference in the pirates.
It was a 1v1 comp stomp. The first pirate attack sent about 20-25 ships. The bounty was only 283 credits. By the time I got them all killed, there was about a minute until the next pirate attack.
I noticed that the Pirates started at Guarded from early in the game (not sure when I first looked, but it was before the first attack).
-Phal
I am sure you have just invalidated your opinion in the dev's eyes.
Thanks.
True you can disable but that effect wears down very quick and if you have proper defenses it doesn't really make a difference.
Haw exactly? that i told u to read what Cykur wrote about kosturas mechaniks and haw the counter works?
looking at numbers, i have minimal chance to change anything, and im tired of answering you and other forum warriors , so ill give up trying. Have fun in your tec spamming era
Quar out
It wears off very quickly on ships and starbases, but it disables structures for a while, something like 3 minutes I think. I will take 1 Kostura any day. When you coincide a Kostura strike with a fleet attack, you disable all of the enemy turrets, repair bays, and hangars, not to mention local factories. Having just 1 Kostura backing your fleet is a huge advantage when you have to assault an enemy gravwell.
Im not sure how subjugator would be op if its face target was false.If you think about it.It heals 25 hp/sec.That is 5 more than a hosho at an extrme tec level.Its very expensive to research the ability.25 a sec is how many lrf worth of dps?I fail to see how it would be op.Really with advent having weak hulls, labs/resources, and the time to get this ability it could just be subpar at best.Anything being healed by the time it comes out will die to ff much faster than it can heal 1000 hp except maybe cap ships and sb.Where this ability could shine is with repair bays and a progen plus guards.
I agree with Cykur about kostura.I think it is still very strategic weapon and can have dramatic results on a battle.Knowing where an enemy fleet is and being able to jump in 10 seige frigs 3-4 jumps away to snipe planets is a pretty nice ability.Completely bypassing the defensive front.Disabling repair and factories for 3 minutes is huge as well.Having only one race with the ability to completely nuke others entire fleets is a bit op in this game imo.On top of that vas had 2 ways to do it with subs and mines.Hopefully now that combo wont be so op as kostura was.
I wish the Vasari Siege capital ship could move faster. In online its not even worth building it; because of their slow speed and lack of effective weapons in the late game. I think their super weapon should be lowered in cost since it doesn't disable enemy units and cant be used of friendly planets to get around.
There are many great features available to you once you register, including:
Sign in or Create Account