We're pleased to announce the immediate availability of Sins of a Solar Empire: Rebellion BETA 1a via the Steam client for all pre-order customers. This update is largely to fix the reported crash bugs, but also contains some minor balance adjustments. More substantial balance updates will be included in a future update.
Rebellion 0.61 Update Log:
[Graphics]
[ Gameplay ]
[ Interface ]
[ Misc. ]
i think this happened to me before but it was explainable. my ships did not disappear but my icons where the one that dis appeared making my ships so small that i could not locate them. it was due to having another galaxy being on top of the main multiplayer map that was being played. the galaxy where you have advent titan and sb was a bit close to the map we were playing and this happened on the ice planet nearest to the galaxy location. it technically had the affect of being transparent with the galaxy main map and the second galaxy map.
Yes, actually. I sent in a Stardock support ticket for it and they actually provided me an older (working) version of the Stardock Activation program that did the trick nicely. It did take a few days to get it, though.
Well, i have a savegame where there two pirates ship at the piratebase and a few AI ship elsewhere who are in the case... ship show on the left tree, show at the right side of the planet when zoom out but nowhere to find in the grav wheel... and when you click them in the left tree, you are send somewhere in space ( no zoom out possible )... so, is a savegame good for you?
Tobi, look in the PipelineEffect directory... you will find GS_Ship.fx and GS_ShadowedShip.fx ... will need to use in our particle effect the ShadowedShip fx in place of the normal ship fx...
Wait... best to check yourself, use kdiff3... open for first file, the diplomacy GS_Ship.fx... for second file, the rebellion GS_Ship.fx ... and for the optional third file, open the rebellion GS_ShadowedShip.fx... hit the button for the 3 way comparaison :
- diplomacy GS_Ship.fx : linear filter , render with/without pixel shader
- rebellion GS_Ship.fx : linear filter + anisotropic filter , render with/without pixel shader
- rebellion GS_ShadowedShip.fx : linear filter + anisotropic filter + shadow map ( http://en.wikipedia.org/wiki/Shadow_mapping ), render with pixel shader only
Well, i am not a Stardock guy like Yarlen but if the fx remain like they are now for the final release, i am sure at 100% that shadow on rotating part will work... if player enable them in their graphic comfiguration of the game...
On the other hand, i am not sure about the Vorlonships who use the sun shader for some section and so have moving texture who emit light... or with your backed texture who emulate projector light... the effect of the area for fake projector light will be diminish in intensity if it is in a shadow area, in place of increase intensity/contrast... maybe we will need to create a particule effect for simulate a projection cone for spotlight and create hardpoint for spotlight ( will solve the problem of spotlight who cast on rotating section too )... need to know the new hardcoded limits for Rebellion too... by example, the B5 station have over 200 spotlight on it ( not all of them cast light on the hull ) and i am not sure that the game is able to have so much flair hardpoint !!! will be great to have somebody who really know how to make a fx file for sins... something like http://www.ozone3d.net/tutorials/glsl_lighting_phong_p3.php ...
Many thanks!!
Thanks. So I, as it seems for now, will just need to adjust the particleeffect. Good.
depends on how the pixelshader for shados handles luminous textures. If the green channel stays unaffected (it should) it would have higher contrast.
As for the limits, I'm pretty sure that you cannot use 200 flair hardpoints on a mesh in sins.
Regarding the titans you can start building it as soon as you research the first prototype up to 25% but you still have to pay the lump sum for the whole ship and that doesn't make sense to me. I would love the option to sink the money into building the titan in stages just like the research. e.g 10500/4 = 2625 Credits for the first stage of building.
Ahhh... ok.. am I missing something where the heck is the update....??? This is getting to be a pain. My buddy and I both purchased the preorder and now we can't play online together... what the heck....? Where is the 1a download at... we still only have v0.75. Everytime we try to start an online game it says incorrect version get the update... Would love to if I could actually find it somewhere...
Please help someone.. I've been looking forward to play this all week to end a long long work week on a good note... Not Happy...
how do I get the update.. how did you fix it...?
1a was the previous update, jdondan, AKA 0.61.
The current version is 0.75, unfortunately it seems that ICO hasn't been updated with the current version.
hi there,
was there a downgrade?
yesterday i started a new game with a friend of mine via direct connect. i think i remember the game stated to be version v0.75.
when i startet it about an hour ago, steam did an "update".
now i just wanted to start a single player game to check out more of the new advent (which i got to play in our match last night...) but there were only tec factions to choose from.
my single player save game from the update before 0.75 had suddenly reappeard on the "load games" list but not the SP-game i startet yesterday and like i said, when starting a new game i can only choose the tec factions.
now the game states to be version v0.62
i want the vesari, but would like to test the advent some more too... i don´t like the tec very much...
anyone knows something?
<edith mumbles to herself>https://forums.sinsofasolarempire.com/420904
first off id like to say that i only started playing with this latest patch (rebellion that is) ive been playing sins from the get go
One thing - Titans are far too cheap - its possible to build them too early - you could look at having them requre level 8 research
The AI seems to be better than i expected at building titans - i got one up before they did on my first game but still i was suprised. I also get the impression that you cant win a 2v1 ?
1 Titan + 14 caps vs two titans + 28 capital ships seems like a much harder fight than
16 caps v 32 caps...
You can just put the AI on the easy level and they will never threaten or else build your own map using GalaxyForge and give the AI homeworld no connection
I never got to use it but i do like the idea of taking enemy buildings + capital ships (like with borg assimilator in the mod)
Ye - Resupply pods or launching pods - Make it so titans - due to their size cant opperate too far from their Homeworld / starbare or Titan factor
Thanks to you, but I now noticed an odd "bug". If I specify GS_ShadowedShip.fx the particle will render with the new graphical effect BUT:
- it will not throw a shadow or have selfshadowing
- the Ship will throw a shadow onto the particle in the particle initials position relating to the ship and the lightsource. It is not updated and keeps the shadow even while rotating around the ship.
I could live with the first one (though it's a huge omission) but the second one is gamebreaking for me. It just looks odd. But you cannot get the new specular shader and light model without the GS_ShadowedShip.fx shader. So ti looks odd either way...
Please Yarlen, tell me it will be fixed! I'd even pay the man-hours!
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