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 get the jarrasul colonize crash too...does not happen EVERYTIME but seems to happen more often than not
Well, Ima going to have to disagree.
the GRG ship slow down is exactly 1/2 as effective as hoho's demobots (when it needed to face the target)
Egg can stop a phase jump... GRG cant... and egg can stack with phase inhibitors to create death on a MASSIVE scale.
The EGG can spend 75 antimatter and do 625/875/1125 damage (thats 8.33/11.67/15 TRUE DPA (the others were raw DPA...) And increase damage done to that ship (by an amount dependant on the armor of the vessel... a lv3 nano increases damage to a ship with 5 armor by 16.3%) from all other ships that are focus firing.
So its a less effective damage dealer, and a less effective slow.
So... ima going to say that the kol has 1 ability does both... but worse.
Also: Dont think that the GRG can 'first strike' and deal significant damage before shield mitigation is raised... err... well... huh, nvm. I was going to say "have you ever seen a max upgraded kodiak survive a starbase big boom? they survive with like 20 hp left... but my numbers are not working out to something along the lines of 20 hp left... a kodiak as the equivilant of 2835.75 HP... (thats hull+shields+armor)... it should not survive a 4000 raw damage blast if the shield mitigation is 15%... but would easily survive the same blast at 60% shield mitigation...apperently I need to do some tests to complete this line of thought... *skitters off*
We didn't change the threat level system. That's entirely based on how much is going on across all players in the game and factors in the number of structures built, the amount of fleet points used, level of research, trade, etc.
Varrasul crash issue - Thanks for the info gang. We're looking into it.
I agree with this^^They really need to make fighters a viable unit.You cannot use them and win in most situations.They are like the subjugator in their value.Please fix fighters survivabilty and subjugators turning problems.Still would like to see dunov cast shield restore on itself.Did not see a reason for marza nerf it was just fine now.I cant remeber the last time I was successfully mb from a marza it is really difficult to pull off.
The kols grg is a tricky ability I think.Main problem I see is damage to structures.Sniping frig factories on a player hw can be crippling and lose you the game.The ability bypasses all repair bays for instant damage.What they need to do is make it so grg bypasses mitigation for ships as well and it would be fixed.The egg doesnt use mitigation so why grg.The egg would still deal more damage than the kol if this was changed.Also if it scales to well buff 1st and 2nd levels and leave 3rd alone.
Seems like guidance could be a useful change for things like repair bays.However 20-30 sec duration means that they will recieve a 25% boost for approximately for 1-2 cast for 90-110 am?Seems kinda steep.
Still need a deliverance engine buff even if it in the form of halving its price.It really is worth about half as much as other sw imo.Also the solaris needs massive help.
Wish I could see a fix for empire tree:D but I like most of the changes and the fact that for caps they are smaller changes and not radical ones.
The Kol's problem isn't so much GRG, even though it's always been an UP ability. The problem is it can't benefit from it's shield ability and GRG without running out of AM in a few seconds. Rebalancing the shield ability as a passive would do wonders for Kol viability, as would allowing the Dunov to heal itself.
Anorak seriously needs some help too.
Cool, I can't even use the Jarrasul without the game crashing immediately on colonize. Interesting some don't seem to have the issue.
Survivability is great but if a cap ship has no damage dealing presence then why even try to kill it?Right now the only reason you would want to focus a kol is for flak burst and for this to be really affective you almost need 2 kols.
Just got a chance to test out the game.Lag seems much improved which is great.Animosity seems to be working however I was playing ai so a real test would be in mp.If they can just click their units and cancel ability then it still would suck.Just dont see how guidance will be a good ability.Its duration is to short.If it could be used to reduce ultimates and sb abilities by a full 25% then I could see it being a good ability.
Theres the good old John James crying in the forums again! lol the so called skilled are a bunch of whiny brats who never could play on Sires level!
Anyway developers I thank you for the final fixes on the game but I was half joking in my last post so many months ago. While I admonish you for giving the TEC well needed corrections to give our troops the suppor they need, I fear that if none have a chance to kill the King then none will play. Just my 2 cents.
til then Kol Sova on you bitches and die slow!
mk, i was incorrect... the kol GRG does have a first strike capability to do damage before shield mitigation is raised...
I just did some tests with some starbases, kodiaks, and carriers... and without pacts, but maxed armor and hp carriers survive with ~250 HP. Which is exactly what it should be using a 15% shield mitigation. even at maxxed everything -pacts all kodiaks died. WITH a tec/vasari alliance, however, THAT is when kodiaks just ever so barely survive with 27.5 HP w/o shield upgrades and 96 with shield upgrades.
In other words... A KOL with lv 3 GRG can now OHKO all 3 scouts, javelis, and all 3 seige frigs.
It would NOT kill a LRM, nor a seeker vessel with tier 1 upgrades, however. (and slightly upgraded siege frigs would also prolly be un-one-shot-able)
So... if you have a lv5 kol clearing millitia... and you are reaaally good at sniping ships without your other weapons firing first raising the shield mitigation... it might be quite worth while... but in an actual battle... you might be able to first strike an enemy capitalship for 892.5 damage. *shrug*
Oh, and if your using GRG to first strike... the -100 speed reduction is really useless, cause the enemy capital ship aint running.
hey sire, good to see you on the forums : > ) Can you give me some karma for welcoming you on forum?
I finished all my class work, freed up my time, Gf is sleeping for work, and I thought"OH! I'll test too" ....2 minute dl 30minute (so far) verifying process in impulse >.> to say the least, this dog wants his steak, throw it over the fence already *sigh*
Ok Egg crash happened to me too. Was colonizing asteroid
EDIT; I send u guys MD and after I say old ones (all beta) I send those 2.
Like someone said above I had issues with the Jarrusul colonizing a planet causing the game to crash, except it won't work at all and bringing me to some exception called "Mini saved game dump" or something like that. I also got the same error by just pressing on one of the research options. I really hope they fix it. I've never had my game crash before.
HA! finally it finished installing!... I think I'll avoid the egg's crash and so a Adv vs Adv/Tec match since Vasari is obviously covered. Ah! By the way! It's nice to back for a while in the forums!! even if it's just for the weekend.
ive sent 4 crash files to stardock with jarasul crash bug
hopefully this can be hotfixed
It crashes all the time on my PC. It appears to be a timing issue. If I mod the BuffPlanetConstructionBoost to have a delayTime of 3 seconds and a finish condition of AllOnDelayInstantActionsDone then it works fine.
Lol, it's out a Day and Rus is modding it. Well, dedication is never a bad thing, especially to something you're good at ^^
I think this patch is a major step in the right direction, cheers to Ironclad!
Maybe not all the changes I hoped for, but certainly a good deal of them...I may even consider coming back to ICO...
Keep up the good work, Ironclad!
As for the Jarrasul bug....the changes proposed by Zombie are what was used in Equilibrium...IIRC he came up with them then as we had a similar issue...
You know it's funny, I had the sudden irresistable urge on wednesday to play Sins and fired it up for a round after not having played for months. The next day I find out about the beta patch. Well, now I had to play again!
Advent (me)vs TEC (AI)matchup, it seemed to go alot smoother than the other day. Some of what I read about the AI not going after neutrals seemed to affect me. Basically, the AI didnt expand more than 3 planets for the majority of the game, when it added another 2 (even though it might have wiped out the militia there). It might have been due to a post I saw suggesting TEC colonizers dont work correctly.
btw, my plan for the cummunal labor would involve casting it on research labs. Would that work (if it were in the patch)? Obviously, this could be huge. AM and repair bays for enhanced regen, hangers for enhanced SC building rate and shield bestowl, Starbases !, culture centers for better generation (great for systems far from the front line to contribute), Deliverence engine.... maybe worth it, trade centers for enhanced income, phase inhibitors, turrets with synergy? How far does this go? How much of a buff? I'll test the heck out of that!
Yay I can finally run another game while playing a large map
TEC hoshikas does seem to be very strong if not OP now. Especially with AM upgrades and culture AM regen bonus
greg...you seem friendly..how about you give me some karma
care to elaborate?
Well one game i fully upgraded AM regen and Culture AM bonus. Build 30 hoshis 30 lrms akan and 2 carriers. Had demolition boots researched as well. While attacking advent sb 35 ilums and carrier cap. Killed SB and 95% of fleet while I lost only 1 carrier cap i would say 5 lrms and hoshikas still had 50% am if looked on average. I was disabling all his Ilums and repairing at the same time.
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