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.
The Vasari colonize ability still cause my game to crash. Even with the latest Beta 2 patch. While I do think it would be cool to have extra constructor ships, if I can't play the game because of it, just change it back to the default ability.
It is easily fixable if they would listen to us modders. ZombieRus5 figured out a fix for it real quick. PM him for a file copy.
Here's the link he gave earlier in this thread.
advent have by far the best heavy cruisers when upgrades are factored in
the adjucator may suck, but upgraded HC will kill SB.
problem is everylate game fleet is almost entirely bombers
what i would really like is a better way to combat starbase abilities, esp the advent ones
Hmmm.
Downloaded Jarasul fix from ZombieRus5 extracted and overwrote previous entity file but game still crashes when trying to use colonize. Perhaps it has something to do with purchasing upgrades since i did purchase them. Does above mentioned fix works for rest of you gang???
I downloaded from link a few threads above and once opening it i can see that it's supposed to implement as 3 sec delay as mentioned in previous posts...
Or perhaps there is something else wrong with Jarasul.....
Edit: Found out mistake was that I downloaded file to vanilla game info folder instead of diplomacy game info folder.
File works!!! +
where did u put that file exactly?
Indeed; this is the core of my point; you're better off putting your money into more general combat frigates (probably destras) than you trying to do something with Adjudiactors.
There are ways to deal with all of them. TEC has the best one: uplinked Ogrovs. The targeting uplink ability of the Akkan will give the Ogrov enough range to be immune to meteor control and mass disorientation. For Advent, you can try using multiple Radiances staggering detonate antimatter. You have to be really careful not to allow for a split-second to activate abilities against a boom-base, but it does work. Vasari has a little bit more trouble here, but you always the Orkulus and bombers to fall back on, and Vasari bombers are awesome against starbases.
Indeed; I wouldn't mind seeing a general nerf to bombers to bring them into line.
Thanks to try to help but i found solution.
When I was extracting I mistakenly extracted to vanilla game info directory instead of diplomacy game info directory. It works.
Thats what I figured you did
I'd recommend running it as a mod personally (http://soase.weebly.com/placing-mods.html).
You can restore your original game version files by [ctrl]+[shift]+[right click] then selecting 'Verify Installation' on each version in Impulse.
Yep, they could look at Project Equilibrium for some easy ideas without having to drudge through forum posts for community feedback. That balance mod is already a compilation of community feedback.
If phase missiles were stopped from bypassing mitigation; bypassing the shield would have to be increased up from 30% for balance purposes. Also, remember phase missiles take some time to research. The other weapon upgrades for the vasari capital ships appear later on in the research tree; while Advent have their laser and beam upgrades for caps early on. Phase missiles is all that the vasari caps have, to start with...
I also think removing the mitigation bypass from phase missiles is a little harsh. Shifting the research further up the tech tree or removing the damage techs would be a better solution I think.
Impressive memory reductions!
Haven't encountered any bugs not already mentioned and the lag is pretty much gone.
My wish would be to somehow make Sins able to use more than one cpu core. Its quite obvious that the game is very cpu limited.
Performance with debris and asteroids as the only thing not on or maxed is good for smaller fleets, but Ive had quite a few battles where I had serious problem due to low fps (5). Have attempted to lower graphics details a bit, but it seems 80% of the problem is CPU.
I have played random huge single star system with max number of AI for testing.
Core 2 Duo E8500 OC @ 3.8GHz
AMD Radeon HD 6950
4GB RAM
Yes the biggest issue is CPU. Most modern graphic cards can handle anything Sins has to throw at them. Unfortunately, from what I understand multi-core support is almost impossible to do.
Yeah this is why Vasari do so well against Advent. Advent gain alot of their tanking power from shields. Most of their units gain have more shields than hull. And its not the fact phase missles bypass damaging sheilds. Im all ok with that. Its the fact it equates to 100's% increase in damage when you look at the numbers.
IMHO, just allowing phase missiles to affected by shield mitigation even while bypassing shields is the key to bringing them within a happy balance zone. After all mitigation still works when a unit has no shields, and I believe in the manual it says all ships have backup generators to keep that 'emergency mitigation shield going all the time'. That to most is a moot point though.
Anyhow, It will still put Advent at a disadvantage vs Vasari since bypassing their large shield, and hitting their weaker hull but if phase missiles are affected by migitation you will see a huge balance issue fixed.
Now if we could only fix the game turning into a end game 'I have more bombers' I win. Lowering bomber damage vs, everything execpt HC and structures. Another dream pipe idea is to limit SC range, I know I know....cue the SC lovers hate...but its the only unit that its basically free to replace. If you tied SC range around the Carrier you see a new (IMHO better) way to play. Carriers would have to 'join' a battle more or less. Instead of warp in, spam SC... SC die or destroy the world...then warp out. Never ever leaving the edge of grav well.
If they had a range cap, someone couldnt warp in a carrier horde snipe your caps while they are across the grav well and then leave. You could have your LF intercept them since they are the 'counter' to them. Heck even set your own Carriers to intercept and allow you own SC to do their job while you Cap can kite out of range. I just find Carriers/SC are on a league of their own. No other unit can drink Rum, Coffee, Tea, whatever your poison is...while destroying the souls of everything you own. Heck LRF, at least have to fly and 'join the fight' and there is a 90% change they are gonna get shot back at.
Do I see -Ue_Carbon asking for a buff (in a backhanded way) for the Advent?
I do agree with Carbon on the SC issue. Carbon and I have discussed this at length and both of us agree that this would be the best option. On how to make it work, well us successful modders are still scratching our heads.
The problem is that ignoring mitigation is one of their primary benefits. Take it away and phase missiles become completely worthless outside of late-game Vasari vs Advent. Even then, it will only help against regeneration-based combos.
Most Advent units have about equal hull and shield. However, because hull is affected by armor-based damage reduction, in practice they effectively have MORE hull durability than shield durabillity. Because only 30% of phase missiles bypass at best, this means that unless a Progenitor is restoring those shields you will always clear the shields before you kill the target (exception granted if you're comboing with nanos). The real power of PM's is their ability to ignore mitigation, and it's only late-game when Advent can get some absolutely ridiculous shield regeneration operational that you'll start seeing units dying with large quantities of shields left.
I've been thinking on this for the past few days, and I think the final shield upgrade for Advent (the one that offers +2/+2 mitigation) should also offer phase missile block chance. At this point in the game, PM's are hitting Advent easily for twice as much damage as they are TEC, if not far more. We'll never get late-game Advent in-line against both factions under these circumstances, so making this upgrade effective in all matchups by making it reduce PM effectiveness would be a good idea. The fact that you'd need to max out your shield upgrade line to get PM resistance should keep this from affecting all but the most late-game battles.
I think the best place to start would be a fighter buff. Right now, the longevity of fighters against flak versus the longevity of bombers and against fighters leaves much to be desired, quickly devolving any fleet battle into flaks vs bombers. Beyond that, bombers have an initial "shock value" where they blast several units (and sometimes capitals) on their first few runs. We basically need to rely on "protection" abilities like jam weapons, TK push, and flak burst to survive these (poor, poor TEC).
The biggest issue I have with a blanket nerf, though, is that carriers are quite weak early game. They are easily run down by just about any unit and slaughtered, which is why you primarily see carrier capital ships that are faster and harder to kill. What we need is a change that makes carriers less dominant late-game but more reasonable early-game.
Well that my only issue honestly with bombers. Thats why I wish they had a tether to their parent Carrier. You could move those high target Caps out of range much like you can do just about any other unit.
I find Fighters do fine, until you get mass numbers of bombers. Then its a targeting issue, all your fighters shooting 1 bomber squad at a time.
I dont mind the power of SC if we attach a range. Its the simple fact they can warp in...nuke whatever then warp out...and all the attacker could of lost is antimatter.
The damage reductions would be icing on the cake. I much rather have the option to safely keep high priority targets out of SC range. I know we have abilities but again no other unit can do what SC can and I think thats not right. Even LRF have to put themself in danger to fight.
I dont think we can tether SC. I could be wrong but I dont see a way currently tie them together. Otherwise I would of done this along time ago for DS.
Could you maybe make them extremely easy to kill unless they were protected by an extended shield from the carriers? Not sure if its possible but might almost do what you want.
I was going to add upgradeable flak points to all structures in my mod.
Actually I wonder if it would be viable to give the Domina's perseverance a large phase missile block chance? That wouldn't require changing the engine (I don't think phase missile block is a research modifier), could give the domina a use (need at least 1 per capital ship) and gives the player a tool to prevent those obscene damage modifiers to their most important ships.
Well, my thinking was that rather then try and tether them down, make strike craft when destroyed send damage to their host ship. This way the carrier is still taking damage every time it's craft is taken out. When it's got none fielded, have passive regeneration disabled. Eventually, the carrier will either pop itself, or become damaged enough that a small group of ships can be pulled from the main battle and get rid of the carriers.
It's not going to prevent the bomber rush right away, just like in real life you wouldn't be able to prevent that, but it'll make a player not just use them with reckless abandon. In some situations it would be better to keep the craft in their hangers....
Just an outside of the box thought...
This is not quite true... Phase missiles are way cheaper and faster to research for the benefits they give than the Advent weapons upgrades : First, most Advent caps have their damage divided between laser, beam, and plasma. So if you want to completely upgrade their weapons, you have to research the three. Lasers are cheap, I agree. Plasma is a bit more expensive, and also a bit more expensive than phase missiles. Beams, the thing you generally want to upgrade when you have illums and bombers, start on tier 3, while phase missile tech starts on tier 1, which make beams far more expensive...
With one upgrade sequence you upgrade assaillants, fighters and bombers...
I didn't think these missiles were so powerful before I read the post from Pbhead about them. Also, the simple fact that fully upgraded phase missiles make vasari fighters better than heavy cruisers at taking out cap ships is just... Plain wrong... Why build enforcers then ?...
However, as you and Darvin said, if you remove the shield mitigation bypass, they become totally useless (exception for taking out guardians probably), unless you change shield negation chance to 60 or 70%... I personally favor a higher research cost, maybe tweaking the order, get damage increase first, then shield negation, or a more combined path, getting damage and negation at each step, I don't know...
Concerning bombers, the fact that flak is not very good at taking them out is a bit counter-intuitive to me... In real life, flaks are way more effective against bombers than they are against fighters, because bombers are slower, less manoeuverable, thus easier to track... It's a game, there's no problem to me about that, but maybe a combination of increasing fighter durability, flak efficiency against bombers, lowering bomber efficiency against what they're not meant to take down would be enough, and would bring more heavies into battle... I don't really know what I think about the tether idea, it would be a big change...
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