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 current ability is more then enough.
Help me! I want to play regular diplomacy online but I can't now because I installed the two betas...is there any way to revert back and play diplomacy online again?!
Yes
Open impulse, in the upper left hand corner hit the button with a little drop down arrow. You checkbox that says "Show Pre-Release Versions" uncheck it, and select Sins diplomacy. If it says update hit that, otherwise try verify installation. If that doesn't do anything, uninstall and reinstall and you will be on version 1.011.
I give you 100 karma. congrats!
edit can only give karma once every 10 mins : ( hope u don't mind waiting
Aye, I'm looking into this now. It's definitely too micro-heavy.
If you want to be able to keep trying beta and playing regular diplomacy, without having to update each time from Impulse, you can do that next time you want to switch : copy your current Sins directory (beta or not doesn't matter) to an adjacent dir, rename the copy by adding something like "beta backup" or "1.011 backup" depending on what you're on currently. Now update from Impulse, and then you have the two versions. All you have to do to switch between them is rename the Sins dir to another backup name, then rename the first copy you created to the original Sins dir name.
Works fine and is probably faster than Impulse if you'd like to switch often. It just resets your game settings, there's probably a way to prevent that, but I don't switch often enough to have searched for it...
Noticed another thing today.
The option to turn sound off when alt tabbed out is not working...
Also please fix international keyboard support. I cant use any special character that require me to hold "Alt Gr" key. This for me include: @ £ $ { [ ] } ´ ~ µ €
I love advent mines. So easy to clean especially if you play as vasari Kortul with shield restore and you even get experience from them. Other races mines are much more annoying for me because it takes so much time and a lot of micro.
If your going to buff scout's ability to find mines, would you mind slightly buffing mines while your at it?
(err, you all are already planing on revamping mines anyways, yes?)
I'm really not expecting a mine revamp. Despite the thread.
I suggest, if possible, tweaking the Disciple vessel "steal antimatter" ability to stop targetting the same ship when it has less than a certain amount of antimatter (I suppose 25 would be good, as the ability steals 25 AM). Currently, on autocast, all Disciples use steal antimatter on the target they are attacking, even if it has none left, at which point it becomes kinda useless... The other Disciple's ability to restore antimatter also suffers from the general targetting problems, you end up with 10 disciples restoring 5 AM/s on the same target, wasting 9 of the 10 ships abilities since it doesn't stack...
Very minor bug find. You have a couple of strings for help tips in Diplomacy's load screen that aren't actually in the LoadScreen.WINDOW file, and thus will never appear. Basically it should be...
tipCount 36tip "IDSLoadScreenTip00"tip "IDSLoadScreenTip01"...tip "IDSLoadScreenTip34" - (This one was present already but the tip count was too low for it to be included)tip "IDSLoadScreenTip35" - (This is in the English.str file but not in the WINDOW file)
This is a more general AI targeting issue
It's almost worth disabling the transfer as you can end up with multiple ships all disabled for 10 seconds while they use the non-stacking transfer ability. Atleast the steal AM ability allows stacking and doesn't disable your ship.
I hesitated quite a bit wether posting this here or there... It's true for transfer antimatter, it suffers from the general targetting problems, but steal antimatter in fact is good when multiple Disciples target the same ship, until it has no more AM. I have no modding experience, but from what I've read so far it seems that the steal antimatter part should be fixed by adding a condition that prevents it if a target has less AM than a certain threshold...
Yes I disable the autocast on transfer, and try to use it manually when some ship needs AM. Sometimes if my fleet is not too big, I also disable autocast on steal AM on some Disciples and try to use it manually... But it's very micro intensive.
right... the Auto-cast targetting doesnt move on to another valid target even when the current target is no longer a good choice. It's not an issue with how the ability is coded, it's how the auto-targeting AI works.
Put another way: if you turn off auto-cast and do it yourself, do you have issues? If you do, then I apologize and this is something different.
This would actually be a good aiUseTime... Something like AntiMatterExceedsAmount and have a sub-check of onlyAutoCastWhenTargetAntiMatterExceedsAmount. This would be REALLY useful for the Radiance's detonate antimatter ability as it only does damage when the target has antimatter.
You are right, there's no problem if autocast is off. The thing is I don't know where the limit of the modding possibilities is, and didn't know that particular bit about the targetting AI, so I was originally wondering if it could be fixed by a tweak on the ability file...
But yep I understand it better now I think.
--
Yes the Radiance detonate antimatter suffers from the same kind of issue...
To the phasemissile vs advent subject;
Tec deals with it by using hoshis and armor+ hulls right?Well I think advents late game counter to the pm is the subjugator hull repair,only itdoesnt work right because it doesnt target like hoshi.So if they fix that Advent vs vas may be fixed and no need to touch pm.On top of that advent can research armor by +1 per level(granted high lab level) with no prereq.So to me there is already built in features for advent vs pm.Its just that they dont work as needed(intended) to work.
As far as carriers go,I dont really think their range is a huge issue.Yeah they can jump in and one shot something but it takes a long time to rebuild fighters and you can only jump in and out maybe a few times and your out of am which takes even longer to restore.So if you mass up enuf carriers to one shot a cap it is a huge investment to lose because it becomes worthless.More so than losing a low level cap.If you have invested enuf into anti sc then soon as am is low you can kill his entire fleet.Not a bad trade off.Its only a real problem when you have no anti sc and they do this because then you can never stop them.Trading a bomber fleet for one cap is generally a bad idea unless its like a level 6 marza.
The only issue I have with bomber fleets is when they raid.Later game someone can split a large bomber force up and run around your planets destroying everything and you cant catch them no matter what.Pji get killed so unless you have high level sb on every world you cannot stop them.I played a game not to long ago where this happened and I had largest fleet of the game.I was vasari and one of the reasons they did this was because I had kosturas.Well I researched grav well tec to speed up my force to catch them and got a maruader with its speed abilities and I still could not catch them to do significant damage.Since I had kosturas I couldnt build gates.I dont think gates would have even mattered.They just jumped as soon as something showed up.I had largest income while theirs was low so I had reason to defend my worlds and they didnt.It was just a time buying tactic so they could build their eco.
But this gave me an idea: What if phase jump inhibitors were immune to strikecraft? It wouldnt eliminate the bomber problem, but it might help.
Concerning strikecrafts, it might be a good idea to reduce their longevity after their carrier is destroyed. I don't know exactly how long they stay currently, but it feels like they have plenty of time to continue destroying things...
I’m putting in a request here too, while we are at fixing the game, how about making the AI less prone too running away from fights and make them more aggressive at holding their ground. Especially when it comes to being closer to their home worlds. This really aggravates me when they cower out and run from fights. Also it would be nice if the AI build more Capitalships in their fleets. I’m so tired of only seeing 3 cap ships per fleet with the AI. this is so BS. Open up the AI a bit more and have them build those Capships.
Wow, normally for me the AI builds too many Caps.I commonly see 4-5 Akkans in a single late game fleet which is extremely annoying and not overly helpful to the AI (unless their plan is to spam Armistice so we can race our caps and bet money on them).
THe AI is STUPIDLY agressive, and fights far longer in a losing battle then it should, and generally have an appropriately balanced number of capital ships (you, have FAR to many)... 3 sounds about right.
If the ai is running from every fight.... your fleet is far superior, and you seriously need to turn up the difficulty.
I am sorry, but your request reads to me like "make the ai suicide on my defences even more, AND have lower level capital ships to fight me with."
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