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.
It's a step at least. I really wish other written-off stuff got to be interesting though. Like magnetic clouds, for one example... or planet exploration... etc.
or you are too slow
j/k
Hey, [DT]Star Player in game
glad to see something was done about the skintara but a few things i feel you missed/goofed on
Why did you nerf Missle Barrage again? If someone lets another player get a level 6 marza, they deserve to be punished. The ability is already not as good as it used to be and did not need to be hit with the nerf bat again.
Repulse left untouched? Hmm i think if any abilities (outside of scramble bombers) needed to be hit with the nerf bat, it was repulse. Not a huge nerf, but a slight one.
Pacts should have been changed so that if two players with the same race pact together they can double dip on pacts, i.e. if two TEC players, and both make envoys, they should be able to get two trade, metal, missle, armor, siege, supply pacts.
Vasari bombers as a whole should have been slightly nerfed. I think taking 10 hp (base) would have been a good idea. Beefy vasari bombers with armor/hp upgrades (god forbid pacts) are just too hard to even kill with fighters.
Please make the subjugator useful, in its current state is a pathetic ship (its heal ability needs to be changed so that it does not need to face the ship it is healing)
The Advent superweapon is as good as an investment as Enron in its current state and not worth the investment. Please consider adding strength to it or making it cheaper
also, on a side but rather random note culture SBs on the sun do not actually pump out culture.
First game played advent vs Vasari suggest advent will have best carrier in game since skirantra can field 8 bombers from 14 before at level 3
There is a bug or mistake.....
Comunal labour doesn't work it cannot be cast on structure and its range is only 75 ????? because of the range only 1 factory will benefit from it even if they are in clusters.
This sounds great, but is it working for anyone else? I don't see any effect, plus I converted the files to text and don't see any difference with Psi constructor ships or their abilities.
Edit - Thanks greg was checking the source files while I wrote this. Glad to see it's not just me.
Pirate changes and memory fixes sound great. A few much needed balance changes, a lot of missed changes, and a few WTF changes. No pact changes? Only a couple technology changes? Nothing to encourage Visari fleet diversity? It's nice the game is finally getting patched but this is a little...underwhelming. Oh well, hopefully some of the modders will get going again once the final patch is out.
@Nightraid3r double pacts would be OP as all hell. Double supply pact? Double research pact? Double phase pact? Some of those effects are just too strong. I am disappointed some of the crappier pacts weren't tweaked though, like the beam pact for anyone who isn't Advent and the missile pact for Advent allies.
A couple bug related questions to the devs or anyone who's trying the beta:
-Did the bug get fixed where AIs would only put bounty on Human players in FFA games?
-Does Advent AI still bring homing mines into battle instead of fighters or bombers?
-Starbase income at stars fixed?
SQUEEEE!!!!!
Absolutely... amazing.
Now... to see how things have changed...
Squeal like a pig lead head.
Game now minidumps everytime Jarrasul colonise is used.
Pacts with same race get level 2 pacts which about 50% increase only. Beta didnt change this
sweet heavens. thank the fracking gods- nyou guys rule
I find all the pacts more tedious than fun, especially having to research every little thing separately. It's like diplomacy nanomanagement. It would have been more fun to exchange technology directly, like getting Reintegration for Kodiaks, Repair bots for Guardians or Repulsion for Overseers.
phhhhshed. no one is ever happy. come on, first patch in almost a year. Its like chirstmas. just because you didnt get everything you wanted (neither did I) doesnt mean you cant be happy with GIANT 1000+ CREW CAPITAL SHIPS WITH FTL DRIVES and NUKES! RARRRrrrrr!!1
We hav our test party on friday... THEN we complain about the pinpoint bombardment typo, and the superweapon rebalance love cannon love lack.
Besides, who knows, maybe certain changes make other changes unnessasary.
Sorry gang, the Communal Labor change didn't make it into Beta 1.
Just tried to replicate the vasari colony cap crash... didnt do it for me... only tried once though (the construction frig did seem to spawn in the center of the planet though... i could see that possibly maybe causing issues if all players dont see the con frig jumping outside the planet at the same point) and, well, the communal labor thing... which is now explained.
in other news: Yarlen needs more 's.
Playing a game on a Huge Multi-star map with 9 AI (normal) I'm experiencing ZERO slowdown so far, and i'm 90 minutes in. This is EXCELLENT.
As far as the diplomatic relations go, however, i'm noticing that the AI i'm allied with here (through diplomatic means, teams are unlocked) isn't giving me any bonus for adjacent territory, though we have planets connected. This has been like that for at least an hour now.Also, up until about 45 minutes in game, this AI seemed to be sort of stunted in it's growth. It had two planets and had successfully cleared out three surrounding planets but sent it's fleet elsewhere (helping me, exploring, etc.) and refused to colonize them.And he's done absolutely nothing to attempt to raise his own relations with me. I've given him resources, completed missions, sent envoys, etc. so that i could get the pacts with him, but he's done none of the same for me. Another AI has sent envoys, but he hasn't.
Hey, just played a 3v3v3 on a huge single star random map
Teams: [DT]Star Player, Auqia, Greg30007 vs 3 vicious AI vs 3 vicious AI
we tested out various parts of the patch, played with pirates on, quick start and faster speeds.
we extended our dominance early, played defence while pacts came online then slowly built up and took over the vicious AI.
A few concerns:
In the end, I didn't notice any massive slowdowns or minidumps, I built all 6 vasari capital ships without a minidump, not sure why someone suggested building a jarrasul crashes the game. It was a similar sins experience, but i was glad to see the skintara in more of a resigned role. In conclusion, the game in its beta state is pretty stable and playable even on large maps with all races represented.
It wasn't dumping in my game.
Me Auiqua and star just finisher 3(US)v3v3 All vicious AIs
Must say that AI is still stupid and it attacks fully upg SB with 15 ships (mix fleet). Because of lag and because we (I) forgot we didn't check if kosutras or novas work. There was definitely less mines from AI but they still don't build super weapons . With previous super weapons for vicious who would have them in 20 min into game they were OP but with this nerf of them I would love to see them in game.
The pacts were needed simply because Entrenchment pushed teching in favour of military, since the new tech tree used those labs. Diplomacy tree gives a reason to build more civilian labs than needed to unlock trade ports.
Some of the pact effects would be gamebreakingly strong if they were too easy to get.
The AI is really pretty idiotic, even on Vicious level. Example: the AI did not fight for neutrals right next to his homeworld regardless of the fact there were 3 unguarded neutrals there. an hour in he attempted to take the neutrals.
That's kind of odd, since in the current non-beta version it seems to seriously overvalue neutrals to the point where it will send entire fleets there to take them back. But yeah, non-TEC AIs have no idea how to attack starbases. Advent being the worst, since as you say their anti-building ship is garbage.
are there other features/changes that didnt make it or are not listed that will be in the next patch/beta?
Vasari anti regeneration upg on turrets - every 2nd hit turns disable regeneration OFF
Subj Domina needs a one word change. Changed needsToFaceTarget TRUE to FALSE for heal
quick question, will this update break diplo mods?
yes it will
Seriously? Holy Nerf Batman.
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