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.
I loaded up my save game and played it for a few more hours and the studdering did not get any worse for me. That's actually quite a big improvement where the previous game would lag heavily.
I'm curious what a strikecraft, tradeship and mine reduction would do for performance now.
Did anyone noticed that culture spreads from star to star.
My AI ally advent had mini starr sytstem 5 planets 1 jump from star and he spammed 18 culture centers and i was plesantly suprised that his culture spread to star system owned by me as well as to star system owned by enemy.
So on multi star systems against AIs as advent just put 4 sb with culture upgrades on your star and that will enable you to get bonuses in enemy system as well.
Hmm...I hadn't noticed that. I like the concept as one of my fav maps has no phase connections--cool. Have to look.
Game definitely shuts down and loads up faster. Very nice.
It's always done that in Diplomacy. You need phase lanes to the star for it to happen, of course.
A reinstall is definitely in order
As for multicore, I think sins uses a max of 1,5 CPU's, so yes, a 2,67 GHz (not MHz) cpu is on the slower side. Mine can turbo up to 3,6 I think, so that might make a lot of a difference.
stars can be linked with phase lanes? I did not know that. Then again, I dont really mess with galaxy forge much
wow, you must only play on single star maps
yes, its the only way to use the interstellar research (jumping from star to star) as well
SB culture on stars was broken in diplomacy
im glad to say the jarasul no longer crashes in beta 3 !!
too bad all the players were scared away from the beta after the first one
No, I dont. Theres no phase lanes in the multistar maps I play. At least that I can see... which (if its not something you can see) would mean I cant tell culture is spreading to another star system until a long long time later (when it actually gets there), which has never happened to me. I immediately setup another culture center on the new system and invade.
If by phase lanes, it is meant: the invisible path you travel to another system, then this sentence confuses me:
lol
I totally messed that up. Yeah, it can run between the stars. Yes you can set up a phase lane between two stars but you have to force it (aka use Galaxy Forge). Yes it is invisible until you start to progress down the phase lane from the next star to the planet. It takes a lot of culture being thrown at it though.
I think one of the preset tiny maps features stars integrated within one board, Derelict or something like that. That would provide a simple test ground for the culture thing. E.g. you'd see culture approaching from behind enemy lines since they have a star at their main starting area. Thankfully the Advent don't have Critical Mass(or whatever the TEC ability is called that maintains more culture when jumping over a gravity well). Otherwise slapping 4 SB's with culture broadcasting on a star would wipe out most of the colonizable areas for the enemy.
Culture broadcasting from a SB? Is that a beta tech?
I dont recall seeing that before....
its an advent-only ability. Always been there
Ah OK. Havent played anything but TEC
Yeah, very expensive, but they get 4 levels of possible research into it, IIRC. If you did that on an oversize 9 star map, with 4 bases at one star... "All shall join the Unity in time."
To clarify, some maps do not have phase lanes to allow you to go from a planet to a star. In the case of a map like this, culture spread via stars isn't possible since you cannot get there. The second part of my comment was to that effect because Sin-Imperium said his favorite map didn't have any phase connections. Since I don't know what that map is or if the comment is misleading, all I could say was that you need a phase lane to the star.
However, most maps do have a connection from planets to the star. In this case, should you load up the planet next to the star with broadcast centers, your culture will spread to the star, and after a little bit of time, it will start spreading out from the other stars into their respective systems. This is not new to the Beta, Diplomacy has always done this. Culture spread also happens through wormholes. Regardless of the connection type, if it's connected, culture will eventually spread there.
Yes you can use the forge to put in phase lanes from star to star, but that eliminates the need for the long jump research. Besides that, the game automatically links all stars together anyway.
Pirates are looking better in Beta 3 and the Varrasul colonize is working wthout a hitch!!Looking good guys, can't wait to see what you will do for the Domina and Communal Labour.
On my map I break the star to planet connections (with two small exceptions)--so you can't get to a star to jump. On that one I have not seen culture spread beyond a system but I haven't played a long game of it enough on that map to see what would happen--so it was news to me. Have to check it out and see what happens.
Stars are linked automatically but requirs the long-range jump ability and you can connect them with phaselanes if you chose.
Sad thing is that my low end CPU as SINS is concerned can run Crysis at maxed up settings . Thats why im secretly hoping that they change their ming about multicore.
2 AIs on each core, 1 for human and 1 for game mechanic aka targeting and ship movement. But I guess I need to dream about that or hopefully I need to wait just untill SINS 2 comes out and not SINS 3 .
Intercepted message between the Devs about how best to best handle playersasking for multi-core support for Sins now:
"Crush them, see them driven before us, and hear the lamentation of their women."
Yarlen,
I know this is late asking and 99% wont happen, buttttt.....
Anyways you could give modder access to if a weapon bypasses migitation?
And dreampipe question here....any way you could allow us to give SC or anything tied to a ships...like missle platforms as another example...a maximum range they can wander away from their parent ship?
Just some left field request, Tell IC I gladly bribe them by doubling my Rebellion purchaches.
The pirates still feel too strong early on, maybe the first raid comes a bit fast as well. Later game feels pretty good. If you can survive that first onslaught.
I was getting some lag in a 5v5 huge map after all had pretty big fleet sizes. It wasnt too bad. I forgot to check the RAM. I'll take a look at that tonight as I didn't finish the game.
I had noticed the pirates are really wussier. It isn't bad but they are almost back to, "Hey look--it's the volunteer cap ship levelers!". In the early game,now I can build a cloud of defense guns and park two or more caps in it with "hold postion"and not even look at the system. I still think pirates should have the same sort of settings as AI player slots; easy, hard, cruel, etc., etc.
I don't know if this is already partly implemented but a raid size based on the bounty is not a bad concept. Perhaps pirate siege forces could reduce population but not planet health? (as someone had suggested elsewhere).
Any chance of making phase gates and warp jammers and maybe even starbases able to be set up in advance with a map scenario?
Game is still running crash free and loads and stops much better.
Tomorrow?
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