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.
Is it a Dead Asteroid? Does it have a buff that reduces population? I've run across this sometimes, once it happened five games in a row before I got a good roid start.
For the ones not seeing 1.019f Make sure you specify if you are running Trinity, or if you are running separate installs of Sins, Entrenchment, and Diplomacy. I was able to update to 1.019f using the separate installs, but not with Trinity.
Confirmed.. On two separate computers i tried to update using the separate installs of Sins, Entrenchment, and Diplomacy. Then with Trinity. On the separate install of Diplomacy it will update to 1.019f, but it will not update with Trinity. Trinity stays at 1.019e.
What i do when i update is i delete the entire "Ironclad Games" folder in your appdata. Back up all of your mods, and stuff first. When you run for the first time after the update the game will make a new Ironclad Games" folder, and all subfolders. This is to insure that no old files from previous versions of the game are left behind to screw up the update.
Using trinity here. Cant get 1.019f for it either.
I'm rather disapointed that comunal labour boosts only buiulding build time .
It does seem that auto casting for ships takes a little bit longer. Eventually they do auto cast but not asap.
Was anyone able to log to ICO with f version???
Failed to noticed the "Frequent Meteorites" buff that I got quite a few times in a row. Thanks.
It says i dont have the latest version.... is there any update after the f version?
Nope, just the typical problem that the f version has had.
I hope we can get some attention from the Devs for us Trinity users. I have been trying to be pretty active with this beta and would like to play with the fixes.
This should be fixed now, sorry everyone!
Same here. Cannot log with f(RC) version.
THanx Devs! My Trinity is now hotfixed!
I am not too good with balance things, but here some notes on that from me too:
I have the impression that the trade port structures are in the very most cases the better choice of a logistic structure. even if resources are needed, it can make sense to build a trade port and then buy resources on the black market. maybe something could be done there to promote choice. after all, refineries are a more expensive structure and in some cases higher in the tech tree. oh, and do sth about resource focus. even I notice that it is not a very useful tech.
I think it could be nice to introduce some ways to improve mines over the game duration. all ships hp, shields and dmg increase. mines stay the same all the game once you research them. maybe a tech for increased dmg, blast radiums, activation radius, number of mines or such would be nice.
more if I learn more.
So far I had no problems with the patch beta, technical or otherwise. also for me the ai bounty behavior is noticeably different. in a a nice way.
Refineries can be tremendously profitable if you build them in the right spot. They are meant to complement trade ports, not replace them as a choice. You are correct about Resource Focus not usually being worth it.
A simple cost reduction would put refineries in line I'd say...
I've completed 1 game with this beta. It was a 10 player, 1 star, FFA, with the AI players set to hard.
It played out pretty well, and I monitored my ram/cpu usage, and things seemed to work quite well.
However, I started a 10 player, 5 team, HUGE multistar game, with all AI set to UNFAIR, and the game ground to a standstill at about 2 hours into the game. The CPU usage was fine at about 75% or so, but my FPS was 20 or so (playable) at 1x speed.
At 2x speed, the FPS was about 4 frames. (unplayable) Basically a slideshow.
My system specs are:
Win764
P6T
i7 920@3.0GHz
6gb1333RAM
nVidia460GTX1gb Drivers: 260.99
SB X-Fi
It should be MUCH better with my system specs. I wonder, though, if the poor FPS has something to do with the multi-star system...?
Do you trim your empire tree or is everything auto pinned?
hrm....I think I only have fleets and starbases on the tree.
Come to think of it, I never, ever, even use the empire tree. I should just completely disable it. Good tip.
Interestingly, it took more than 5 minutes to quit the game and get to the main menu.
I tried this a couple of times and it was just as long each time.
They cost more because of how much more profitable they can be when well placed around 10+ extractors. A tradeport can only compete with them when the trade chain is very long ... like a 20+ chain.
Yeah I dont really use it much, But I found a long time ago this was my biggest sources of late game lag and low FPS.
I highly suggest everyone trim the empire tree as much as you can... I know some use it more than others...but reduce to as little as possible and you will see an improvement late game. It wont 100% fix the eventual slow down but it will give a heck of lot more time. It did for me at least.
It's disappointing that there is no option to disable the tree entirely. As far as I can see, the only things you can do is unpin all the options for the tree in the User Interface window, and minimize each planet/sb in the tree. That's it.
Am I missing something?
It helps save a few fps, but it's still a slideshow at 2x speed.
I dont recall having this problem with single star systems...maybe it's the added difficulty level of the AI, which means they'll have more trade routes and such....
Now would be a good time to request a toggle to disable the empire tree completely. Yarlen, Can this be done?
Does everyone play at 1x speed in these multistar 10 player games?
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