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.
on the kostura i think it still has its uses except it is no longer OP
use it to bypass a chokepoint
use it to cancel out abilities like phasic trap to help take a chokepoint
the fact that the kostura requires no prereqs makes it so much easier to build it shouldnt be a game ender
novas were pretty useless before. a starbase would cancel out a nova, using nova against eco player did nothing as 80% of income was coming from trade anyhow
the advent cannon now needs a buff to give all 3 races a viable super weapon
Stop spreading defectism.
To get to enymy back and baypass chock u can use wormhole and to disable phasic traps u use subverters. 99x cheaper, almost same effective and u dont need 8 labs to do it.
Kosturs got castrated.
All hail the tec king , let the spamming era begin
ANTI MEDIUM damage should be significantly less effective vs caps, even reduction to 25% damage (from 75%) is not an overnerf. LRFs are too versatile and there is no good reason to allow these units to hardcounter Caps...
We were already in a spamming era, at worse we switched from one spam to another slightly harder to research spam and to a faction that needed a late game win strategy more than any other. On paper, I've got to agree with Derek.
Also, I belief the 100% reduced trade income is just cutting trade half, not stopping all trade altogether. So I don't think it will disrupt trade chains.
Rant ahead!!!
TL;DR= Quit crying Superweapons are fine the way they are. Talk about SC Op'edness instead.
Oh quit crying, you bunch of babies.
The Novalith should of been this way from the get go. Period. Its a good think its finally got some love.
As for the Deliverance, am the only one who see its potential?
Ok sure its not good at any one thing, but its by far the most useful. Why you ask? Well culture does alot. More that most of you singlemined-ICO-5v5-PUG-smurf loving-blah-blah-blah will give it credit. Now that If gotten that off my chest.
Culture grants bonuses depending on faction, we all know that...wasnt it just a few post ago yall were bitching about hoskio with unlimited AM. Well use the Deliverance. Boom no more Culture bonus, hey btw your fleet now get is culture bonus as it goes around rape churches and burning women. OH! dont forget you get additional damage bonus b/c of the Deliverance.
Its pure synergy which in its current form is pure Advent. It fits perfect with their battleball of doom mentality.
Ok now the new Kostura...its still great. And again it now fits more with the Vasair Theme. Mobility. Nothing says Rawr Im Vasair as Kostura dropping fleets and SB's behind enemy lines. End story. Besides, you can still spam chain them like yall like too do. They still damage and stun structures....hell you could chain and nuke that chokepoint full of hangers and repair bays...again if your fleet is there...massive help. I could go on but others have said the same things before.
Come on kids, about time you Grizzled Pros start thinking outside your box.
Now if you wanna talk about true OP'ed stuff. Talk about SC. Or more specific Bomber spam....
/rant
If you're going to nerf the Kostura (why?), the Skirantra (I can see it), and the Subverter (that one hasn't been nerfed enough yet, really now?)... can you kindly PLEASE buff the Antorak Marauder? Make it a little more powerful offensively or something. As it stands there is absolutely no reason to ever start off with a Marauder, in fact, it's mostly only useful as part of a large already well developed fleet w/ multiple cap ships already included - or as part of a pack of Marauders meant for some rear-area raiding.
I would just like to have a reason to make my favorite cap ship before I've made 4 or 5 others and a handful of upgraded star-bases. The Phase-Out-Hull ability is very micro intensive (just noting, not knocking, although another 2 seconds of duration would be much loved), and the Subversion ability is very lack-lustre. Distort Gravity is very, very nice - however - can you please remove the -900% (or -700%?) debuff on spooling up the phase drive from rank 1? There's really no reason for that penalty.
Honestly... If I'm going to have a Marauder in grav-well - it's going to be w/ a conquering fleet 9 times out of 10, and using the Subversion ability is wasted anti-matter because the world will be destroyed and recolonized momentarily. It's only useful to strike behind the lines when you have several Marauders crowd-controlling the various things coming to destroy them and then getting the **** out ASAP, because if you don't - you'll be space dust in seconds (fragile ships, they are).
Moar MaRAWRder preez!
-Itharus
Edit: Thank you for the buffs to Phase Missile Swarm, the extra targets were sorely needed. Now if you would kindly make the Phase Missile Swarm actually use Phase Missiles so that the damage has a chance of bypassing shields I would be ecstatic.
The 700% thing with Distort Gravity is a buff not a debuff. It allows the ships to get out faster. After all, the gravity has been lessened to help with the speed. At least that is how I read the coding.
I have been playing the new beta since it came out. I have noticed that I still have issues with the game towards the end of a match. Towards the end of a match, my frames per second drop. I start the game at sixty frames a second. At the end of the game, I get eight to ten frames a second. What gives? My specs are as followed:
AMD PhenomII Quad Core Processor
ATI 4890 Graphics Card
6 GB Patriot RAM at 800mhz
1TB Toshiba Deskstar HDD
I also noticed that the pirates are now very underpowered. I know that not many people even play with the pirates on, as for me, I usually play as the TEC and use my strong economy to pay the pirates off to attack other players as a tactic. I notice that the fleet size of the pirates are alot smaller in the beta. Most people I have played with that dont enjoy the pirates active just turn off the option. I know I am only one person but it just makes sense to me to leave the pirates(fleet size) alone.
IMO I don't think all capitalships need to be balanced so they can be good starting capital ships, but the ones that don't start off strong should be good later game. So yes, the Marauder still needs lots of help.
I'm pretty happy with the Vulkoras, the things were already awesome rush ships, and now it can hold its own a little better in other situations. The thing is phase missile swarm either has to all go through shields or none at all, it can't be tied to your phase missile research. So perhaps a slight damage reduction for shield penetration would be nice to make it better sense lore wise.
Well ignoring the fact that pirates way to powerful last patch, how much bounty were the raids? They won't send large fleets unless there is a sizeable bounty to go after. So wait until the raids get severe and put 10,000 credits on someone just for kicks and see if that pirate fleet is still to small for you.
Thanks for the fast reply. I should of been more specific and you have my apologies. I am talking about when you offer the pirates missions. With the patch I notice that you can only spend 15,000 credits. At 15,000 credits it is labeled as "overwelming" but I notice that the pirate fleet size is very small compared to the previous version.
well, the novalith thing is something we can certainly easilly test.
As far as balance goes... kostra's should be the weakest superweapon, simply due to the fact that they have zero prereqs.
Your not going to see fleets of 100% hoshikos... (like we do with lrms) I mean, come on. such a fleet would have almost no weapon firepower. A 100% hoho fleet would have less firepower than a 100% capital ship fleet.... and more expensive. (12.5 hohos (50 fleet supply) would cost 4375cr,375m,625c
If you have a reasonable quantiy of hoshikos... well, if you remember that counters chart that was posted by the devs, they are supposed to be able to counter heavy cruisers. Before, they never really quite fufilled this role... now it might be possible. It would take 6.67 supply worth of hohos to permently keep down any single ship, (based on default antimatter regen). So, it would take 1.67 times the number of enemy heavy cruisers to keep them all down, with no antimatter regen extra for repairs.... which, while takes less fleet supply, is once again, very expensive.
Hell, if you really wanted to overwelm a hoho/lrm fleet, tec or advent scouts would provive far too many targets, and drain the hoho's am reserves incredibly quickly. (vas scouts just kinda suck at fighting)
Hoho's dont effect carrier cruisers (as far as dps), caps, or starbases... an enemy of hoho's and kodiaks is a PERFECT excuse to bring out the bomber spam.... and hoho and lrms... well, carriers filled with fighters already beat equal fleet supplies of lrms, so... piece of cake till the flack frigs come out.
hoho's and guardas? light frigs! not only do they get niiice damage bonuses vs heavy armor, they also have hoho neutralizing abilities.
Unlike subjugators, hoho's dont affect abilites, or phase jumping or carrier cruisers, In addition, suppression uses less antimater, lasts longer, has twice the range... yall complain about hohos now...? wait till you get your wish and get domina's with needtoface turned off. HA.
Seriously... do i need to learn how to play advent and show you what the domina can do? put some dominas next to a antimatter restoring structure, and notice how they are just as, or more effective at disabling heavies and carriers as hohos.
The only thing hoho's got is the lack of chanelling required, and hence the ablility to waste all thier antimatter at once. If you gave the Domina's repair ability decent AI targetting parameters (take a look at it...'disableimmune',
aiUseTime "OnlyInCombat"aiUseTargetCondition "Any"
Which... is why they use it quite stupidly, combined with the long cool down means that if they do use it stupidly, you cant fix it for quite a bit.... If you adjust this, i believe you will find that suddenly, they are quite good. (disable immune even restores more hull points/antimatter than repair droids... and has more range.
You got that? the only problem with domina's is their autocasting... give them decent autocasting (which, prolly requires some coding on the dev's part... something like " aiUseTargetCondition "IsWeaponDisabled"" or, something that wont require coding: aiUseTargetCondition "HullDamageExceedsAmount"... what would be best would be something like:
"IsWeaponDisabledOrHullDamageExceedsAmount"
If you use a domina on say... one of your many capital ships with channeling abilities... you dont have to worry about ionbolt, disruptive strikes, magnatize, so on and so forth...
Have you all even TRIED using the domina in multiplayer since the patch?
This is why all your planets in Distant stars had the opposite effect from the intended effect for the llooooongest time. You read coding backward.
Maurader doesnt need a buff, imho. It is my fav cap ship too, and only because everyone else thinks its absolutely worthless. Ya, so subversion is useless,.. but phase out hull and distort gravity are amazing.
The only problem with distort gravity, is that if you miss a single ship, well, the fleet only goes as fast as the slowest ship... but I have had mauauders going sooo fast, it was practicly able to stay out of bomber weapon's range. (I uasually have a kortul tag along with my maruader so that when distort gravity expires, i can cast jamweapons)
Just yesturday, in multiplayer, I had a lv 8 maurader, It was beautiful. Ill be honest, it wasnt my first capital ship... it was my second, but i only built it after my first cap ship had died.
I absolutly love the maruader because 1. everyone is like LOLOL marauder, and doesnt really bother to kill it, and 2. when they deside to run, I spring onto action, I am then like LOLOL your cap is dead! ha!
Seriously, the maruader is the best capital ship killer in the game... and also makes a mighty fine capital ship savior. I mean, at max phase out hull, you can keep at least 2 enemy capital ships from retreating, or one enemy ship from running, and one of your capital ships alive.
Im liking the changes made so far to Sins. I think the Vasari Desolator phase missle swarm should do 5/10/15 damage, and the swarm should actually be phase missles as indicated. Also, i keep crashing when using the Jarrasul Evacuator.
Thank you
That was Carbon's mistake. He keeps misunderstanding.
As far as the Distort Gravity, it posts the 700% in green while the Phase inhibitor posts it in Red. So which is which.
Known issue. I believe ZombieRus5 posted up a quick fix a few posts back.
Just opened up diplomacy, and I am sorry, I am quite mistaken.
You dont read coding backward.
You are color blind.
edit: that said, the jump inhibition immunity means that, while there is a 700% charge debuff, the marauder ignores it.
At rank one I swear it says that Distort Gravity makes the jump drive spool up more slowly @_@. Rank two and up the ability is drool worthy (that debuff is off the tooltip), although like Pb said, if you miss a single ship... it can be pretty retarded.
I never meant to imply that Marauders are useless - far from it. I just feel they need a bit more testosterone, mainly in Subversion being useful and perhaps a touch of something more offense oriented, be it damage or ability related.
I see your point Goa... the all or nothing bit for PMS (lol @ acronym)... In that case, my vote is for raising the target cap even further to offset the lack of phasing.
I would like to point out (correct me if I'm wrong) that the Assault Specialization ability seems to also increase damage vs Star Bases and was already a damned nice boost. Two L6+ Vulkoras w/ that ability and the draining beam can rapidly rape most star bases. Not that I'm complaining, just making a note.
I may have misread the files/game notes. Will check again later.
Being a colour blind gamer is a pain in the rear end, I can attest. You learn tricks to get around it, but telling at a glance between a green number and a red number is never easy for us. That said, Sins isn't the worst offender since there is an intensity difference between the red and green text, which helps contrast them.
I think my issue is that I never really paid attention to the first level. I usually go for the training aspect (especially in Distant Stars which allows for 6 levels of training) and so never really "saw" the first level. Hence I never dealt with level 1 Distort Gravity.
I found another bug! well me and derek.
The novalith's trade income reduction does indeed stack, even though the dev notes say they are not supposed to.
Derek and i managed to get it to -1200% trade reduction.
soez... 2 for me! ^^
Yeah, it's set to -1 (infinite) in the buff file.
I would tend to agree that the main problem with domina's is their autocasting. Changing the targetting conditions would help but unfortunately the Domina still act like synchronized swimmers and tend to target the same ship. Case in point: the Domina's suppression ability has a target condition of IsNotWeaponDisabled. The Domina's using their targetting logic tend to lock in on the same ship, usually a heavy like a flak frigate, to suppress. Why? the Dominas don't know other Dominas have targetted the same frigate which ends up having multiple ships locking down the same object waisting AM and utility.
The main problem in my opinion is with the game mechanic currently implemented around channeled abilities that target a single ship or structure. If the channeled ability is required from a lore perspective then it would be nice if the ApplyTargettedBuffToSelf could disclude targets that already have sub-buff applied for the ability (up to stacking limit), similar to how non-channeled abilities like repair bays work. Personally, I think channeled abilities that target a single object should be fixed or replaced with adjusted non-channeled abilities. I'd rather have a more functional autocast then the cool channeled particle effects.
As it stands now a fair amount of micro is needed to make Domina's function well. A good ship, but falls short for a tier-5 and 6 requirement when you factor in the amount of micro needed to justify the fleet supply. On the flip side Hoshiko's and Overseer's work perfectly for mobile repair and require very minimal micro.
should start a new thread for this
are you gonna post the replay ?
mention also that the reductions last FOREVER lol
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