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 could, but there is no point really except seeing shizztons of novaliths firing.
(and my initial game was absolutely embarrassing.... )
As far as domina autocasting... ya, the autocasting needs fixing... then lets see if they are worthwhile.
supression should certainly target things like heavies and carrier cruisers, not flack frigs first.
oh, on that note... supression outranges subverter's distortion field... soez. you should be able to use dominas to knock out the subverters before they knock you out. Uses less fleet supply too. (EXACT same cost)
Awesome! Any chance of getting any new pictures or themes for player set up? Some new icons would be neat, just something small like that would/could be sweeeeeet!
Keep up the good work!
me and pbhead also did some kol/skirantra testing
kol still gets raped by bombers from skirantra at low levels
main problem is all the kols abilities are am hogs and the kol has little am do work with
its shield thingy shuold be a passive ablity to compensate
A marginal request for the final patch. Could we get some (4-5) new colored sky boxes just for variety?
OK I just got back into sins, red patch notes, had few games and... I'm puzzled. What's the logic behind this patch? Does 1 race just have to be overbuffed all the time? Advent->Vasa-> and now perhaps TEC?
*Scramble bombers... yeah that needed adjustment.
*Kostura nerf... you needed several cannons for them to be effective, huge strain even on dedicated eco guy. Moreover, using them required some skill AND team cooperation. It took risk and effort to use them. But I suppose devs would rather listen to SPAM crowd. If you really wanted to nerf them you could try some gradual dmg reduction, or projectile speed reduction.. but this is ridiculous.
*Subs nerf- a bit similar to Kostura nerf. They took skill to use and 6 labs to research. In what % of games do you even see these? In % were they used properly and in % did they made difference? Pretty niche stuff, high risk-high reward. Like Kostura.
Remember Vasari ships are most inefficient /supply point, they rely on abilities like that.
*Hoshikos were best repair cruisers, indespensible for any TEC fleet. They're getting buffed... what for? Is TEC lacking in any way? Are devs trying to create some freakish Hoshiko/Subverter Frankenstein? Like TEC repair clouds weren't annoying enough.
*Novalith buff. This one got me. After removing Kostura from game;P, Novalith would be last usable superweapon, but it's getting BUFF anyway. W-H-Y? Does new no. 1 weapon really needs buff?
Vasari were popular only because scramble bombers, TEC wasn't far behind even then (it's just for some reason EVERY TEC player JUST HAD TO BUILD 2 SOVAS AND LRM SPAM... and die horribly to bombers). Advent on the other hand was pretty weak and boring to play. Why not fix dominas then? Why not boost that love machine thingy a bit? And leave Vasa alone, because aside from broken scramble bombers they were fine... just as TEC was.
Don't boost TEC, they don't need it. Don't nerf Vasa, they don't need it. Adjust Advent instead.
OP flak frigates raping SC and LRM is another, general issue.(OP flak->useless fighters->bomber spam->useless HC).
I think i know why everyone thinks hohos were buffed...
Its the autotageting thing.
hoho demobots has the exact same targeting parameters as supression.
That means that before the change. the hohos were acting just like domina's currenly do... they all target a single ship... and all try to disable it, wasting massive quantities of antimatter...
Now... since demobots are instantly cast, (due to lack of turning), if one hoho fires, it forces all the other hohos to pick a new target, hence the demobots get spread out, as intended, and as domina's supression should be.
Basicly... All that was changed was the serious lack of reducion of micro on the tec player's part. (If you tried demobotting an enemy fleet before, with hotkeys and unit groups, you know its totally possible, and very effective just micro intensive.)
Basicly, any good player will have a zero change in his fleets effectiveness, but now he suddenly has a few extra seconds to take away from the battle, and check up on his empire.... but now the nubcake spammers will be quite effective in thier spaming.
But its something you only really have to worry about if they have 5 military labs, and something you only really really have to worry about if they also have 4+ civic labs. by the time they have 9 labs, and quite substantial research, you will have no doupt crushed them with your tier 1 assailants.
or, for significantly less research and effort, you can get guardians with repulse, and keep the hohos from ever reaching your fleet.
or, also for significantly less research and effort, you can get subverters and do some real damage.
I am quite happy that everyone thinks that hohos are now god... I have noooo problem fighting hoho spammers... much easier to take care of than illum spammers of old, or skirantra spammers of recent. Course, it wont last... there is no way everyone is going to keep pressing what they think is a 'win button' when it doesnt do anything.
Any change that increases overall efficiency is a buff, direct or indirect. And it's a bit more than few seconds:). It's significant decrease in micro. I haven't played much beta yet so can't really tell how much of an impact it has, probably not that much, but it wasn't the point of my post. Point was TEC has plenty perfectly viable, highly efficient strats and boosting middle chain of most of them is bad for balance.
Well, thats when we'll know the game is balanced: when a fad strat comes around that is counterable and the counter becomes the new fad wiping out the old one.
Thanks dev's!
A question, were the entity structures modified? Do we need to update our mods?
The DS people said that it seems that the mods dont need updating.... or very little updating.... so far....
I updated my game and its v1.19 beta on Impulse and I have Sins of a Sloar Empire Trinity which has all 3 gamess DVD.
Any reason I have v1,19 beta instead of v1.2 beta?
i believe 1.19 is the beta and 1.2 will be the actual update when finalized and released
because you didnt read this thread... or the 2 other threads that ask the same question.
...
1.2 is what the final version will be after all this fun stuff is over.
1.19 is what the beta is.
I read the first page but I didn't notice the other 7 pages until after I posted.
Thank you Sith and Pbhead
Edit: I found it on page 6.
Ahh enjoying the Advent changes... loving the new Radiance and having fun combining it with the Rapture.Gotta love putting Vengeance on a structure that all the Ogrovs are hitting Pop goes the Ogrovs! haha
@PbheadThanks!
What about this issue regarding turning rates?
Will it be addressed?
https://forums.stardock.com/363293
https://forums.sinsofasolarempire.com/374505/page/1/
It seems that Incendary shells is still broken.
It still resets itself (just like phase missle platforms still do)... and hence, it is not stacking.
Sagewon can confirm.
Did anyone tried RA. And if so does it fork for them.
My game crashed 2 times both times i think i just researched RA. Not sure if its set to autocast by default so if it actually was used.
EDIT; And both time it wasn't classical MD but runtime error
Incendiary shells is an easy fix...there's no excuse for that, even mod projects have found work arounds for that problem...
My main question is how much the Beta reflects the actual patch...if there is the possibility of many new changes with the official release, then that changes things...otherwise, many of these suggestions are going to go to waste
The mod solution is imperfect at best; prioritizing the old buff is better than what we have now, but it still creates essentially a variable duration. The real solution is to remove the delay between the removal of the old buff and the addition of the new buff.
Beyond that, incendiary shells is just a weak ability in general. It's only useful very early in the game, and in most cases is totally eclipsed by the non-passive radiation bomb. Antimatter is not a serious issue on the Marza, which is a relatively fragile capital ship given its "front-line" role and usually needs to retreat due to focus fire long before its antimatter is depleted.
I hope we can get more changes. On the economic front, I'd like to see some changes to resource focus, ice/volcanic population upgrades, and colony pods. Maybe throw in refineries and induced reverence to the list, as well. These wouldn't be too hard to fix, either, just give them a cost decrease or effect increase and call it a day.
I've already done breakdowns of these guys in the past. They're so weak currently as to be meaningless. Trade port spam is always a better option, and their effect so marginal as to be a waste of your time once you do have a mature empire filled to the brim with trade ports. Refineries are the sole exception, being comparable to trade ports, but their stacking limits greatly limit their applicability and good refinery locations are relatively rare.
All of those cons apply to all super weapons (while the others are harder to research as well), and the Kostura were far and away the best one. Novalith could be mostly negated by Starbases and Deliverance engine was only good for an expensive and unreliable damage buff. So either they should have been nerfed or the rest buffed to its level. Unless the new Novalith trade debuff lasts an substantial amount of time, its still the best super weapon.
Anyone noticed an odd situation where the TEC AI has all lvl 6 Caps late game?Been playing a LONG game was started as TEC>Advent>Vas Free-For-All that has now gone on for over 8 hours. Vas are now dead and its just me (Advent) against Cruel TEC. The odd thing is... every Cap he owns is lvl 6. I have killed over 40 now since the game began and he always comes back with more lvl 6 Caps This isn't Distant Stars so its not the AI training up his caps... and he certainly isn't Advent to make use of Mass Transcendence (or god forbid Resurrection). So I have no idea whats going on. The pirates are always fighting me (got SBs on every lane they can attack me on) so the TEC isn't leveling them up on those and I rarely if ever send a pirate mission (certainly not enough to explain the caps).I haven't seen this before... but it is a pain to keep killing those lvl 6 Marzas over and over and over and over and over...Oh and one battle he had 4 lvl 6 Akkan's thats a frack load of ion bolts/Armistice lmao
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