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.
This is not new to this patch. Im not sure why you think its an issue now? So your suggesting that Hoshi have been OP since....forever? And yall MP crew are just now complaining about it...hmmmm....
No before u had to face target to disable now you don't need to. So before u couldn't disable as effectively as you can do now.....
And I'm not complaining
I'm just saying that they are very strong. The fact some will abuse and some will say they are OP.
was this against ai?
It's loads so much faster, and runs so much smoother I wanna cry, seriously Ironclad, best patch ever, even if it's only half way there! It's like rediscovering the game again
PS. Ah Rus, could you pm me the text from that file, or tell me which files exactly need changed for the timing ability? I'd like to test out the Vasari a bit and that egg looks tempting
[double post removed]
I thought everyone agreed the TEC could use some more OP techs. Unless its as bad as scramble bombers I think its a good change.
Would have preferred buff to celio over hoshi.Something like a 7.5-10 shield restore.
No it wasnt against AI.
Although guy I was playing against is medicore player......
Tech-wise, Hoshikos with demo-bots are the equivalent of Guardians with repulsion. I see no issue with you using a substantially larger and more advanced force to defeat an enemy with zero support capabilities. Particularly if you had maxed out uplink or the starbase had a low upgrade level, that fleet just didn't have the means to seriously challenge you.
Things I noticed:
1) Loads and runs fast and smooth.
2) No "ship lag" noticable at all.
3) I have seen fighters and bombers occasionally "jump" to a new position after attacking but its a minimal effect.
4) I have not had the Varsul problem at all and have played Vasari and against Vasari--albeit in SP mode vs one AI.
Anecedotally, had a great first game with a 1v1 against AI on a small map. I ran and grabbed a couple of choke point systems and was going to concentrate on initial fortifications there and fill in logistics on the rear area systems afterwards--holy cow! Pirates went for both point systems immediately. I noticed they "stack" better than I recall and the stand off pirate units have ranged ships now that really make them a threat if you don't have some mobile units to get them with.
I hadn't expected such wave after wave assaults and they burned my resources like cordwood just holding the systems--which gave the AI opponent time to build a small cap fleet. For two hours it was barely hold.
The pace slowed later and it was too easy to defend. I had a two systems serving as a bottleneck but the pirates never bothered one at all as it was an asteroid. I thinks some random factor should apply there. Knowing with absolutre certainty I didn't have to worry about defending against them there is a bit unbalanced.
No complaints. I found the Advent tougher in some ways to defend against but also found it harder to play myself than before.
Good work--love the pirates force mix now--much more believable. I would suggest each pirate base have a dedicated hangar in the system until their asteroid is taken. A little more believable I think and makes it a little challenging. Pirate bases now go down like a drunk Taliban on a U.S. Marine shooting range when hit with massed cap fleets.
P.S. Also noticed some of the planet textures seem much better seemed with clearer textures. Nice look and work there.
Fair enough, but I think the Domina and Celio both need some radical surgery before there is any reason to build more than a few, if that, compared to their lower tech counterparts. Though I think 5 shields and a 15-20% damage boost would be more fair, its not a dedicated repair ability, just a general efficiency boost.
I noticed something I never noticed before, darvin assures me its been like this but.... I thought id mention it anyway:
Strike craft killed by magnatize do not give exp.
I do think the new donovs have a purpose now...
A guy comes at me with ~30 vasari bomber squads and a death egg... and 2 lv 4 donovs and 3 repair bays hold him off for a niiice long while.... untill he switches to fighters, and brings in some assailents... then things went downhill, and had to run... but those donovs should have been lv 5 or 6 from the bombers they killed.
http://dl.dropbox.com/u/5790092/Temp/beta.7z
The devs may come up with an engine fix as spawning extractors doesn't require such a delay, but as it is I can't use the vas egg without this tweak.
Thanks Devs Now I will be able to play and conquer different galaxies. WITH NO LAG!!!!
I have noticed when u use scintra now all u do is micro new bombers.
Compared to non-micro advent its another downgrade.
U could have same affect reducing bomber duration to 90 and keep old 35s cooldown (still 2,5 bomber) but they last 15s longer.
Also hosikos r now very very oped. They r like subs+overseers now with lower quality but with their price numbers will make for it.
Oh yea, I just played a game where ALL MY HOSHIS WERE ABLE TO DISABLE AN ENTIRE FLEET ALMOST INDEFINITELY.</sarcasm> But yea despite the above sentence they do have the best repair and certainly qualify as the best "repair" support cruiser. Have nothing on subs when it comes to disable but as a package they are one of the best ships around.The loading times are wonderful, really enjoying that. And also I see now almost all TEC caps are pretty useful so that is a really great step forward. So far, big thumbs up to the devs!
One thing should have been done ages ago is helping players micromanage, the auto targetting of sins sucks!!! ships just go for their pre defined target, you need to make it so the players can either choose witch target is priority for ships, like lf, lrf, caps, hc, or make it so when the player asks one type of ship to shoot an other ship that the ships asked to do that go on with the mission and keep attacking the same type of ship over and over as priority
that would make up for the scoot spam suported with lrf, the counter to scoots is lf but those lf do not prioritise scoots as those are not considered as dangerous, but honestly, having to micro the lf to shoot the scoots makes it pretty tough, as you have to split all your ships into small groups to shoot down several ships at a time
i'm probably not explaining this good enough, so someone who got it explain it better ^^ anyway the point is, ships evolved but targetting priority didn't, witch makes the burden on the player bigger as they have to constantly micro ships for targetting priority
cereal? they are no where near OP'ed.
In order to get hoshikos to the "op" levels your refering to, one needs to research a tier 5 military tech... and a tier 6 civic tech... both which have considerable prereqes... and you must be within your own territory (aka, on the defence, unless your opponent is a nubcake) That is a LOT of conditions... a lot of research, and planet slots, and planet slot upgrades which are now not trade ports. aka alot of money... much more than it takes to get subverters.
You cant win any games playing only defencively.
its the exact same "op" levels as tec carriers with unlimited antimatter, repair bays with unlimited antimatter, Capital ships with ~double antimatter regen... its tec's culture boost... thats all it is.
Subverters will shut down a hoshiko group.
Guardians can keep them out of range. (someone wanna double check that?)
carriers dont have weapons to be disabled.
or, heaven forbid, you build light cruisers with anti-ability abilities.
If you let your hohos go all willy nilly with their demobots outside your culture, you will find you dont have antimatter for repairing. oops.
Try something different?
Celio 2nd ability grants a 40% damage buff so I was thinking just buff the shield part to make this ship useful.Already does a great damage modifier.
Celio's 2nd ability is awesome. Try it with Orgovs against any starbase. Its epic.
Thanks Rus! Even if the Devs fix it by the full patch release, you make the then possible now
Where can I download the beta... I checked Impulse and it's not showing any update available for Diplomacy, thanks.
There are many great features available to you once you register, including:
Sign in or Create Account