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.
OMG STOP
I feel bored if pirates are atacking me they are so weak now and tyhere is no use of them anymore as well since they dont bring high experience points anymore....
What do you guys want. Pirrates to attack with one ship. As it is just sell structures and they will leave if you cannot get 2 caps ad 5 lrms to clean them off.
I currently like the pirate strength. The first raid is weaker than before and I have been forced to leave a fleet parked where they strike or even scuttle the grav well in the mid stages of the game. And I like that larger bounty sends a larger fleet. If the bounty is 250 creds they a small raid is sent.Seems like its working well to me.
AAAAGH I hate waking up on a Thursday morning all excited for the patch and have to wait til Friday... don't get me wrong, I love Australia... but I want patch now!
This kind of exaggeration is not helping anyone. First off, playing normal speed, it's no easy task to have 2 cap ships and 5 LRMs by the time the first pirate raid shows up, especially for Advent. Second, there's no guarantee that 2 cap ships (carrier/battleship, say) and 5 lrms vs. 10 cutthroats, 11 rogues and 6 corsairs will be a win. Especially if they all arrive at the same time, and there is more than one path from the pirate base to your planets.
The first raid is still a bit strong, because it means that only a quick military buildup is an appropriate early strategy against the AI. Expanding or teching are too risky with a first pirate raid that big.
I just think that first raid is too much. I still dont think it's intended to be that strong either as every single game I've played the first raid was on the guarded level. I believe the first raid, unless a huge load of cash is dumped into bounty, should be on the low level. I'm not sure what is in the low level raids, but I'd like to find out rather than always get the higher raid and wiping my fleet on them.
Now, I could see how you might make the case for later levels being made stronger.... but I'll defer on that.
Okay, so I loaded up my save game where I was getting some studdering. It was still studdering and wasn't using more than 1.3gb. I'm not sure what the deal is, but I'll investigate more tonight.
And I appologize to the devs that I haven't brought this up until this late in the week. I was looking through the thread and hadn't seen much actual feedback, then realized I hadn't given any feedback either.
Beta Day!?! With some awesome surpises?!
Sorry to double post, Should of commented on it beforehand.
How far along in the game are you? A few things studdering wise I noticed is pirates when they go back home build up and build up. Thus increasing CPU/Memory usage. Yall might wanna give them a timer so they self pop after completeting a mission and returned to base after so long. We did that in DS to help curve studdering and late game lag.
Another huge issue some have is the Empire tree kills your FPS/CPU. Alot of people let the game auto pin everything. This in my non professional opinion cause the game to have to keep track of everything twice. So, I laymans terms its like running 2 games at once.
Though the Empire Tree issue maybe a graphical one instead of pure CPU, it does cause what everyone expereneces at a certaint point slideshow FPS. Simply unpinning everything little thing and pinning the bare min. required for the player him or herself to use increases FPS and reduces late game lag.
I know it late for this weeks beta, sorry for not mention this before. Id show you pictures with FRAPS running but I dont have my HD with all that stuff on it. Computer is a Repair Bay after a brutal Advent bombing run.
Far enough that fleets and cash are pretty big, but I myself am at the 4th fleet upgrade. I'm probably a bit behind the AIs. Also, since you mentioned the empire tree; I only have about 10 planets pinned. I dont usually have it set to auto pin my planets, but this time its on. Ill try unpinning some and see what happens.
btw, my cpu wasnt running at 100%. I've seen some posts saying that multi-core cpus will be 100% taxed on 1 core. I saw a mostly even balance on both cores and running at about 75%.
*Points to the Beta 4 Change Log info in the OP*
how about fixing the novalith ?it currently stacks its trade reductions even thought the OP suggests it should not
this is horribly OP
have gotten it to -1200 % trade reductions
Sounds less fun...
Will be checking these out
thanks for the update. i cant wait to test out communal labor and see how the targetting changes work out
So many possibilities!
I can see its direct use on, say donov's emp, and radiance's detonate AM...
but also the potential to have your own ships keep a "reserve" of antimatter, so... like... you could mod hoho's to only cast demobots when they have more than 150 AM, so that they will always have 50 for repair bots.
Maybe. I am not a modder, so I dont know exactly how these things work.
This isn't in Beta 4, but will be in the final v1.2 update.
Beta 4 is available. ;] Time to update.
For the final update look at TSOP's list of errors that we discovered, and see if you can (if you have not already done so) incorporate the mesh, and particle error fix's (mis-spells, mis-labels, missing mesh nulls, missing textures, etc.).
So far as of beta 3 my diplomacy games hold at about 1.3 gigs, and runs smoothly untill late game on my crappy laptop. I dont know what you guys did, but it is indeed working. Time to try beta 4
Wow. Just read the change log and wanted to say how awesome it is for you guys to add some of the community stuff in the offical version. Thanks for keeping a great game alive.
So is the Destra now supposed to cost 12 fleet supply? I'm confused!
It should be using the same amount as it did before we started the beta.
Ok, I'm showing it is back to 12 which is not what it was pre-beta. It seems to flip each beta release.
Right, should be 10 supply.
Yes that's weird, it came back to 12 (which is not right) in beta 4 while in beta 3 it had been brought back to 10 (which is normal) and the text didn't mention it... It really is supposed to be 10.
QA guy should be fired!!!
Dang ,no fixes for fighters
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