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.
Could longer ship/station/planet names be allowed? Seems like a simple tweak suitable for a patch.
I add my feedback about the memory/cpu usage changes, as this was one of the primary goals of this patch and there doesn't seem to be so much feedback about this, though the ones I have seen were all pretty good. Having just bought a new (good) computer, I have tried a huge map with 9 AIs, went to late game and the perfs were very good, I checked memory usage often and at all stages of the game, it was a bit under 1,3 Gb on average and never exeeded 1,4 Gb. I got some little late-game lags on fleet battles but they were not annoying... So, very good overall. Have you made changes to this part in the different betas ?
Then, continuing the Pbhead line of thought, why not change the Assaillants exp ? I see in beta 3 it is still at 20. Or is this intended ? I do not really understand, this seems to be a completely universally supported change, aside from being a five minutes fix...
Looks like IC snuck the Crusader fleet supply fix back to 10 from 12 in on you. It seems to be in the Beta3 release code which is a good thing!!! We don't have to wait for Beta4 now on that one atleast.
Still looking forward to Communal Labor
anything easy they might be holding off until the end. just focusing on the important stuff, right?
uh... the problem is that it's 12. It should be 10.
Thats my point it is now 10 and not 12 like in the previous Beta... I updated my post to make it more clear. Sorry about that.
Yes I confirm this ! The Destra fix in fact did make it in beta 3 ! Just checked it, the Crusader supply is at 10.
Some problems still exist:
- Caps are dieing too fast, ESPECIALLY against LRFs
- Bombers are too viable, maybe reducing Flak Frigates damage against Fighters and buffing it against bombers can fix it
- Phase Trap need nerf, at least targets cap (40?)
- Phase missiles are too effective, maybe some TEC/Advent support cruiser's abilities could give "chance to block phase missiles" to friendly units?
- Kostura is still too effective against structures
- Both Cielo and Domina need very significant buffs to their abilities, on top of that domina should turn 2x faster, to make casting abilities easier
- Caps are too weak in general, since midgame they are dieing like flies and doing very low damage (compared to rest of the fleet)
- Since midgame Carrier caps are overshadowing other caps, either increase number of squadrons on non-carrier caps (by +1/+2), or give these caps real combat role making them worth picking even after early game.
- Siege Frigates are overshadowed by caps, there almost no reason to build them.
- Many upgrades are underpowered for their cost, ESPECIALLY TEC Beams, Vasari Waves and Vasari Pulse Beams and TEC/Vasari shieled upgrade trees. Lower tech/better buffs needed.
- Caps radial acceleration buff is perfect way of figing problem with extremely large turn radius
/my 5 cents
ok.. FAR too many changes all at once. SO, whether or not I agree on you... as far as "problems still exist"...
1. pfft.
2. pfft.
3. pfft.
4. pfft.
5. pfft.
6. pfft. just fix the autocast... which has been made clear that it wont happen
7. pfft.
8. pfft.
9. pfft.
10. pfft.
11. pfft.
Aka: sweeping balance suggustions =/= solutions to "problems"
I think changing flak accuracy against fighters and bombers would go a fair way toward rebalancing the two types of strikecraft. It might be the only other balancing change Ironclad would consider.
In terms of siege frigates, they are indeed overshadowed. I can understand not wanting to make them dominant. But considering how fragile they are compared to cost, and what their role is, they should probably move faster and be even better than they are at killing population. Basically they would harass econ even if they couldn't bomb a world into submission. In other words, the closest thing to player-controlled pirates, able to maraud unprotected zones and terrorize lax opponents.
For the TEC and Vasari capital beam weapons upgrade, it would probably be nice if they included additional effects beyond just damage. Especially considering the TEC beam upgrade is only for the Kol and Starbases. Maybe the TEC version could destabilize armor on struck targets, say -2 armor(with full upgrades) for a 60 second duration. The Vasari version could increase total range. This would make it synergize nicely with the Pinpoint Bombardment tech which does just that for bombing range.
I'd be seriously leery of removing phase missiles from the Vasari. Said missiles are their way to counter their otherwise high cost per unit in terms of resources and fleet supply. With Scramble Bombers being brought down a few pegs to a reasonable range it should be enough to make battles quite managable for opponents.
sounds like a buncha vasari hatin to me. Vasari's phase missles is what makes them unique, anymore nerfs and it is effectively a negligable ability. Thats why all thier shit has less dmg:cost. Plus, why should one race have a unique ability to directly counter another ability. (e.g. This ship does 10% more dmg, but that ship blocks 10% dmg, they are then the same ship practically)They did nerf phasic trap, and the nerf to the kostura was plenty. Nerf anymore of it and it will be usless compared to the planet-cracking power of the other two super-weapons.
I would agree with this as an end result, trouble is getting there. damage % modifiers make this complicated and the current situation is the result of a nudge to fix op fighters. % chance to hit might be doable.
or make the amount of extra squadrons gained on carriers slow down as it levels up.
yeah, well i doubt that will be fixed. I would think that the cost and supply on them should be greatly reduced, but the tech moved higher in the tree so as to make it less accessible to the early game, but that's my opinion
not being worked on. apparently drunk driving is working as intended
Vasari are fairly underpowered except that they have some massively overpowered things. Phase missiles, phasic trap, etc. The only weapon type even worth upgrading for Vasari are phase missiles unless you're spamming only Skirmishers and starbases. They're crutches. Nerf say... three things til they're no longer OP and suddenly Vasari are completely unplayable... (And no, balance doesn't mean having some super awesome stuff and a bunch of worthless shit.)
Also: Preorders: https://www.sinsofasolarempire.com/store.aspx
!
must... leave... work...
no beta yet though.
and not next thrusday for sure.
As others have said, big changes at this point simply aren't doing to happen in a Diplomacy patch with the expansion in the works. I'm pretty sure everybody would like to see a major Visari tech overhaul in the xpack to make all their weapons viable, or perhaps leave them as is and make the 'rebel' Visari heavier on other weapon types.
However within the scope of a patch now:
-Bomber spam does need a fix of some sort. Whether flak or fighters or both get a tweak something needs to be done.
-LRF vs caps definitely needs a tweak. Even a 25% reduction in damage to caps would make a world of difference.
-The Kol still sucks. If the devs don't want to mess with the shield skill, then a simpler fix would be to simply buff its standard weapon DPS.
-The Anorak still sucks except for the speed up (name escaping me) skill. Phase Out Hull would improve if the shield loss/restore scaled with level and Sabotage needs much stronger effect.
Not perfect, but I think this would be decent enough for a final patch to improve the game for single and multiplayer.
wat
I do agree that the Anorak sheild restore is almost borderline detrimental at higher levels because the shield mitigation has time on your ship to drop backdown. All the hitpoints regained are almost imediatly lost by reraising the shield mitigation... and at higher levels the more hp lost, hence... well, ya. 200/250/300...i think I had previously suggusted somewheres.
On the plus side, it loads faster for me than the last beta.
So Entrenchment has the Jarrasul Evacuator Colonize crash bug too, well it just happened to me.
That should be impossible, since Entrenchment isn't part of this beta. I doubt its gone undetected for months if not a year.
I realize that now after it did it again without even using the Evacuator, guess I can only play for so long with 512 MB of RAM.
Yeah, 512 of RAM just isn't enough for Sins.
More like 512 MB of RAM isn't enough for any game made in the last six years, at least if you want to play on the highest settings. I may have to turn back the settings I raised earlier.
Zeta, have you tried using the TSOP mod? That may help lower the ram needed for sins.
Not that much. The lowest I ever got (with settings at highest) was 1.1 Gigs.
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