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.
YESS!!Love the new pirates!!! The AIs actually put bounties on the other AIs! This is a massive improvement. It makes singleplayer a whole lot more fun. Thanks guys, this is one of the best changes of this patch.
JohnJay says... "QA guy should be fired!!!"
You want me to QA it? hehehe
well I accidentally played on "easy" in a 1v1 solo and here's what I noticed:
1)
Bidding on pirates by Ai seemed much more realistic and even.
2)
It seems that discovering the pirate base is what triggers pirate activation--they became a threat only after I scouted their base and immediately upon doing sio. If this is the case that's a good call. It provided a lot more time to prepare for pirate raids (of course I was against a single easy AI so...)
3)
The raids were softer but I don't know if that is because I selected an easy AI. They came, bombed a bit then left--the force was not overwhelming.
I may be wrong, but I thought when I was arranging modding files last night I saw entity or string files that indicated settings degrees of pirate attack strength?
I still want pirates as a threat--but making them take a little more time to build momentum is fine.
Oh! And their first attack was against an asteroid base. Nice change--it was very near to their base and instead of simply cruising through they actually attacked it and I had a good number of facilities there as it was very early game.
I would also say this is one of the most ploayer responsive beta changes--great work devs!
Call me the Paula Abdul of Sins beta testers
Where is the feedback guys? This is a beta after all.
I'll post feedback on the Advent changes when I play em. Edit: Ok lol I didnt see your feedback Imperium until I posted mine
There's feedback here: https://forums.sinsofasolarempire.com/406251
Yea and Im one third of that feedback
I've only had time to play one game so far, but I LOVE the way pirates and bounty are working now. Still challenging while allowing for different opening strategies. Hoping to give it a good workout this weekend.
MasonOfSparta (SD) had mentioned that there were many elements of TSOP that will serve as a guide to streamlining Sins memory usage outside of the work already done on the .exe side of things. Will we be able to expect a patch past 1.2 for further development of these fixes between now and Rebellion? Seeing as how TSOP reduced memory usage by 800 megs, if stacked correctly it begs the question of whether we can hope for Sins at high graphics to run under 600-700 megs total usage? Also the question of whether or not future patches or Rebellion wit fully encorporate .dds files to allow for progressive texture levels (increasing performance), are we still speculating on this or can we get a confirmation about it one way or the other?
I have seen it mentioned in the "Beta 1.2 vs The Sins Optimization Project: Results?" thread a post by Major Stress that should be noted if not already book marked by the devs.
So far the beta runs very smoothly. Bounty system is a LOT more friendly to play in SP and even a mixed MP setting where there are AI and human players in FFA.
Are there any plans to increase the experience points earned on the Assailant. It is extremely low compared to the other races LRFs?
Also, AI auto-casting appears to broke for some abilities (Bug List for 1.19e)
Take a look at the history notes in Impulse. You would like them.
In the previous Betas I wasn't able to install my Galaxy forge map will I be able to do that with this beta or will I have to wait until the patch is finally out
Forge maps are working fine for me, so I'm going to go out on a limb and say you don't have to wait.
Of course, they've always worked for me this entire Beta, so maybe you have an issue with the map itself. PM me with a link to it and I'll have a look if you can't figure it out.
Nice to read it. I started a new game yesterday, and I saw bounties placed on AI players by the first bidding phase.
W00t! Hooray! Yes, Pirates have degrees of strength and will get stronger the longer the game plays on, especially after the 5th raid.
Hey Yarlen, you didn't inadvertently do anything to the AI mechaincs, did you? either im just rusty from not having played for awhile, i seriously suck and need to re-learn how to play, or Hard enemies are a lot stronger... playing a game on Maelstrom with 5 hard AI, i was barely able to get 4 planets before i got ganked HARD by purple who took the ice next to my home as well as my two planets closest to the sun, before i could do anything about it, and green was taking the ice next to his homeworld from me. and they both had rather LARGE fleets before i was able to get my level 3 fleet upgrade. i hardly had any technology researched too. the income just didnt warrant me to be able to move any faster.
I used to be able to handle Hard ai's with little issue... maybe i just got real unlucky...
Regarding Yarlen's reply above...
The attack on the asteroid was most impressive because there were two sides I was open to the pirate base from and they were practically equidistant from it. One was my home planet and the other was the only other planet I had--an asteroid. As it happens, I maxed out the asteroid's logisitcs and upgrades first and was about to follow up on the home world when the first pirate raid went off. I almost fell over when they went opposite of my home world to get the better developed asteroid...and I had my cap fleet waiting for leveling by my homeworld
Darn sneaky pie rats--who could ask for more? (Me! Better Galaxy Forge now!)
I do not believe the difficulty of anything besides the pirates has changed since Diplomacy 1.0, where it seems the AIs were made more aggressive.
Nope, we didn't change anything with the AI, you're just rusty. Happened to me too.
Hotfix is now live.
I had two AI opponents surrender at quite decent points in a game I had yesterday... was that part of the patch too? It was quite realistic and did make the game more fun.
I dont see it (the hotfix).
It is good to see some of TSOP in here Now maybe we wont need TSOP after the final patch (because it will be officially in the game).
Will this affect Entrenchment, and Original Sins as well? or do you plan on dealing with that when you do Rebellion?
Yea I don't see it either...
I don't see the hotfix either...
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