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.
@Stardock
First test of the Beta (with the Babylon 5 mod)
Game in the early stages now uses around 670 MB instead of 1,7 GB (3 Players, small map)
Some graphical anomalies seem to be gone, Lightning now has the proper color depending on the star, not the skybox it seams.
Game feels faster, loads faster
Alt Tabbing out of the game and back now works!!
No crashes so far
One question: We are using particles to have rotating sections on some ships, but the particles seem to glow for no reason when bloom is enabled. Any possibility you could fix this? (This has been the case since forever, but it would be nice if you could look into it)
I tried the starbase on star with trade upgrades, works fine !
That can make a nice income boost for a TEC, expensive to set up though...
If it's still channeled I don't see this becoming OP either. Both abilities would benefit from removing the needs to face target especially considering the ship is locked down while it is using it's abilities.
I'd still rather see the channeled ability removed and keep the needs to face target or fixed so the autocast doesn't target the same ships wasting anti-matter on a non-stacking ability.
I seem to have lost the ability to quote...
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...
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...
Yeah, good luck tracking down the old files and converting the...... Wait, you weren't suggesting me, were you? AHHH!!!
Actually, its seems that parsing macro got lost in my upgrade from Excel to Open Office. I'm working on a way to bring it back, but Open Office is different, so... we'll see
Game crashed but no minidump?
Stant123, if your Novalith usage isn't hurting the enemy - you're doing it wrong, choose better targets, not to mention choose ADDITIONAL targets. Also the Deliverance Engine is more useful than you give it credit for, it takes quite a few capships and/or culture centers to counter it, and you can use multiple engines to make it nastier. You can flip planets like flap jacks when you do it right, and seriously reduce income on the ones that don't.
Vasari have smaller fleets and worse economies, using triggerable abilities at the right time is central to their game play. We don't have loads of passive or mutually supporting abilities.... or massive economies that allow us to reinforce so fast that we can attack in successive waves in overwhelming numbers... we got big kick you in the nuts abilities that we have to know when and where to use. So yeah, having one of our best steel-toed boots get foam padding duck taped to the top of it kinda ruffles some feathers. Thankfully, the ship stun was a very short duration anyway - so the impact to the ability is minimal, but it still kinda sucks getting taxed. Would you rather pay 7.25% sales tax or 8.25% sales tax? It's a tiny amount but it still sucks and you'll still resent it.
Now... I'm not sayin that dude didn't deserve a good rant for his terribad arguments and his engrish, but damn man, at least get it right if yer gonna counter-rant.
PS: If you need 8-9 kosturas to accomplish something then you cannot even include it on a list of awesomeness. The only true strength of a Kostura is the opening of a temporary phase lane to the target - and even then - you need a level 6+ Marauder to really make the best use of it, or your fleet just gets stranded and forced to fight it's way through everything or take a nasty hit phasing away from a star base (or three). Or you can have fun abandoning a baby Orkulus on your enemy's doorstep. Babies don't survive very well left alone in the cold. The same is true of baby Orkulii. Honestly, well placed mine fields and star bases counter the Kostura pretty handily.
Here's my 5 cents.
Kol: nice improvement still need more testing to know how god the modification are. Still think the best way to fix the Kol up would have been simply to give it more AM and better AM recharge.
Dunov: nice increases int eh abilities powers. Magnatize always was on the weak side nice to see it boosted EMP canon for me was always very good. The only problem was that it was forward firering. NO WAIT THAT'S NOT TRUE. The REAL problem with the dunov is that it is side firering. Just takes to fucking damn long to turn the damn mother fucker 90° to shoot EMP. Make the donov forward shooting and re-balance the dmg in respect and you would fix 80% of the problems witht he dunov.
Marza: no comment don't care same difference to me.
Hoshiko: Demo bots now 360° hmm didn't really notice and I use them in every single battle. Guest now it just will be able to cast it on more targets a bit faster. Because a good player would select a group of hoshie to repair and an otehr to demo. So the demo group would have always been facing the enemy anyways. And that always worked out great since hoshies don't respond to attack orders so they always spread out their firepower and abilities anyhow.
Novalith: finally it gets some fear factor back where since SB came out it was just lol ignorable. Could be OP could be just fine. All depends how long the penalty lasts for. Easy to adjust really nothing to cry about.
Radiance: seems about right to me. Good step. Now just need to see how it plays out. I prefer the buff to be on the weak side to start with then be to OP.
Rapture: buff okay. it's already a deadly MF to me thou. People just dunno how to appreciate the tools they have.
Revelation: I must admit I have no clue about this one. Must play with it more. I've only even seen a hand full. I think the main reason for that is because it looks so damn ugly it's shameful to allow it to be seen in your fleet.
Communal labor: Need to check the tech tree to know where this is located at. Could be insanely powerful int he hand of someone who knows how to econ boom.
Jarrasul: About time the mighty space egg got that. other then that I still think it's to versatile but hell gotta live with it.
Skirantra: man that was a long time coming. This thing made me quit sins and give up on the game.
Vulkoras: Good decisions it seems.
Stilakus Subverter: no more I win button with only 10 of these fuckers. Gonna have to get more now.
Kostura Cannon: Cry me a river. This thing is still fucking awesome and the advantages it still provide are insane. I always hated them before and Is till hate them now.
Orkulus: I hate those things and this is gonna hurt.
Deliverance engine: I don't really wanna see boosted because I know what fucking terrors you can do with that thing. When using it I would like to have 1 tiny buff made to it. When facing it (never happens thankfully) I don't wanna see it get buffed because then it would be a major pain in my ass instead of a big one. In general 95% if not 98% of the community fails to understand the power of culture. And that's fine by me so that way I can keep pulling victories out of my ass.
i used 7zip
sent it to sinssupport@stardock.com
did you not get it ?
i could send it again...
@Itharus
I had a nice long post for you but my browser crashed before I could post it, you would have loved it, so really long story really short:
I'm not stupid, I know how to use a Nova, probably better then you. I actually know how to use all three to win a game, again, probably better then you. I've spent a lot, and I mean A LOT of time playing with them and figuring out how to counter them.
I wasn't ranting before, I hardly ever rant, I just don't care to fill up my posts with smiley faces to reinforce that. I like a good debate and I fill up my counter points with information. I do this as a modder trying to make things fair, not as a player whining that their toy doesn't work as well now. Go back and reread it with a smile and you'll see it's not angry at all.
It's not nice to make fun of someone's ability to speak or type, English isn't everyone's native language. Stupidity on the other hand... That's perfectly fine as long as there's no history of mental retardation.
Analogy: Coming here and ranting about losing a non counterable ability is like going to an amputee ward for some physical therapy after taking a bad fall and bitching that you have to use crutches for a couple weeks while your knee heals. - The end result is that you do far more damage then help to your case.
Don't minimalize the stun/damage capability of a Kostura. It's still very handy and not preventable. Yes there's armistice, but that has a range and only effectively prevents the damage, you still can't do a damned thing if a fleet jumps in behind it.
Lastly, you haven't stated anything that hasn't already been stated by myself or others, nor did you correct me on anything, all you did was incorrectly assume I have no idea what I'm doing. So I guess I really didn't get it all wrong like you're trying to make it out to be. Nice try though.
Oh, and not that this matters but I pay 8.75% tax where I live and 9.75% and even as much as 10.25% where I work and play/party. It's really not that big of a deal. I only get pissed when they raise taxes for some stupid ass reason rather then fixing their broken policies which is why the tax is being raised in the first place. Like this whole new penny per ounce tax on soft drinks Sacramento wants Californians to start paying... Ridiculous.
Where did I say I had 4 cap ships...? I had one. 2 repair bays. 5 turrets. 12 Kanraks. I had a LEVEL 4 cap ship.....but I dont even think I used the number 4 in my post.... Also, reading my post I had time to only build like 12 ships + cap ship..... I dont run that the entire game. No one does. So that kinda suggests the FIRST pirate raid was OP. 10th one I could handle. So, how am I doing it so wrong now?
... Still no communal labor?
I really like the new guidance, but I still have to determine it's overall impact, especially combo'd with domina. I had a game the other day where my fleet had won a tough battle and most of my fleet had ~50% hull. I was bringing dominas online for experimental purposes. with guidance running, i went and looked at another planet and looked back and my fleet was at 100% [-1 ship that still needed healing]. yes, with auto-casting. the dominas had just arrived and I wasnt mid battle. so, I'll have to experiment with them more.
I also find the early pirate raids may be a tad too strong. Don't get me wrong, I'm not saying they are very hard to deal with.
I just tried something though, wanted to see what a minimal pirate raid would be, I played against an easy AI, without placing bounty on him, and, since it's said that the raid severity is affected by the expansion status, did not expand at all :
First, the raid stength basically never stays at "low" until the first raid is launched. It always steps up to "guarded" at some time before the launch. If I don't go colonizing it gets to "guarded" only seconds before the raid launch (at that point the AI had only colonized one asteroid, nothing else). If I go and colonize the asteroid nearby the strength seems to go to "guarded" nearly immediately after I get it.
With the AI placing no bounty on me, and me not colonizing, this is what I get : 10 Pirate Cutthroat, 5 Pirate Corsair, 11 Pirate Rogue. If I colonize I get the exact same guarded raid. Well, I think this may be kinda tough for a 0 bounty raid...
I think this is a bit tough because it takes a good amount of time and money early to set up defenses or a good fleet against that kind of raid, especially if you were expanding rapidly, your fleet is far away, you have not yet done research for defenses/ships, or you are unsure which planet the pirates are going to attack.
This might give the player who won the bid a too strong advantage early on, especially if he did not place much bounty to outbid the other. He can just focus on colonizing further or attacking while being nearly sure the other is spending all his money to prepare for the raid.
It would be cool if the 1.2 patch brought the pirates back to life in multiplayer. I fear that with their early strength however, the current pirates could decide too much of the outcome of a game...
So I think that just lowering a bit the early "weak" raids strength, and making so that the severity indicator does not jump up so quick that it's finally never on "low" if you play normally, would be a good idea.
Anyway thumbs up to the stardock team for bringing updates to this cool game !
Well while saying "early weak" raids, I also mean that it's not cool to get a 26 ships raid if there is only 250 bounty on you, while if the bounty is at 2000, you get the same raid...
Maybe the 250 raid should be weaker than the 2000 one...
yeah, I'm not sure whats going on with the pirates and that immediately guarded level thing. maybe fleet size? I'll do a test where I dont expand and dont build ships, just chill and see what happens.
Now, if we want to make bidding less important in the early game, we could tie the effectiveness to the sum of all player's fleet size. as the game goes on and bigger fleets are on the board, the bidding becomes more influential. Heck, you could lock bidding at first if needed.
I think it would just be better to make the ability side firing at least to keep the general aesthetic of the TEC who have many broadside capital ships (3 out of 5 anyways). Then again I'm just a sucker for masses of broadsiding capital ships like the battles of yore.
Personal preference again but I love the space jalapeno
No, the game's behaving as Ironclad desires in this regard.
Yeah... It will be in Beta 3 though!
I would like to politely ask: What is the reasoning behind this desire?
We actually didn't touch this portion of the Pirate raid code at all. It's based on all the things happening in game - trade, fleet points in use, number of settled planets, etc.
Keep the feedback coming!
The Advent Defense Vessel supply points are currently wrong : 5 instead of 4.
Quickly checked all the other units supply points, seem fine.
Didn't check credits and resource cost though...
Yeah I saw you said that in this thread before. However, it does feel like it gets higher quickly than before. I had that feeling on every game I played with pirates on. Weird...
You know I thought that too bu then ti wouldn't make nay sense. See the Dunov carries the great big ass cannon on the right side aiming forward witch is only used for the EMP skill. So to make EMP side shooting would need a remodel of the ship so it doesn't look stupid. Another problem int he game is that abilities can only either be castted 360° or forward only. Witch would make the big cannon useless in no mater the direction you aim it in. Since day 1 of sins the Dunov has been flawed because it is broadsiding and it's most powerful abilities has been forward firering. Until that major issue is resolved it will always be a shadow of what it could be. It's a fatal design flaw. In a real war flaws like that ultimately end up causing your perdition. And Honestly it's the only way to FIX the Dunov.
All shall join the unity in time!
Hopefully this is a mistake, Advent can't afford a 5 supply defense vessel and 12 supply heavy.
The reason the old Kostura was OP was 8-9 of them could disintegrate an enemy fleet. They didn't just temporarily stun the ships, they also did damage. Just one only cut into the shields, but when you fired 8 of them at one star system at roughly the same time, you destroyed everything in orbit except the starbase.
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