Ironclad Games and Stardock Entertainment are very pleased to announce the release of version 1.5 BETA for Sins of a Solar Empire: Rebellion. This new update will be available as an opt-in Beta via the Steam client ahead of its final release so that we can get feedback from users on the changes.
NOTE: THE V1.50 UPDATE WILL BREAK SAVE GAMES!
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me too... but i am not opted in for the beta... something strange going on..
just think, how could you outculture your opponent? I will kill you with my colour on your phase lanes muhahhaha... And from the beginning Advent is meant to be a strong military faction, that is made ridiculous by the Vasari still even after the 1.5... Oh, and dont think of anything that makes advent eco stronger, so no economic side effects of culture.. And keep TEC chances for winning too..
I guess we can only wait now for Yarlen to respond.
In the meantime, how about weather down below? Where in Hungary do you live? I just saw some photos of Danube in Bratislava, its craaaazy. Not sure how does it look in Budapest, but i assume not any better.
EDIT: Regarding outculturing opponent for Advent, its up to devs to find a way, not me. And you still dont understand. Neither faction is defined by their military. They all have their specifics, like Advent relying on carriers the most, Vasari having PMs and nanotech... but only one faction is supposed to be the masters of trade - the TEC, only one faction are superior at phase space manipulation - Vasari and only one faction is supremely skilled at culture - or at least shall be. Just look at the number of culture related techs for Vasari and for Advent. Advent have about 3x more of that stuff. Is that just a coincidence in your opinion?
On the Steam forums he said it is a mistake. Will be hot fixed.
Oceanic planet, the population upgrades are 10-30-280???-140-250.... I guess someone made a spelling mistake
Yeah, sorry, missed the version string. It's updated now.
Fixed Oceanic planets internally and also added a glow around the new DLC research topics. That will be in the next update.
Hi Yarlen,
Thanks for the continuing support of sins of a solar empire, I instantly bought the DLC when it came out: can't wait to see the strategic depth it adds. I play competitive 5v5 games a lot, and have over 1000 hours logged on sins rebellion multiplayer. I often play the competitive maps, because they give more balanced starting positions, and I regret not being able to take the risk/reward of artifacts on those maps. Perhaps you guys could make it an option to enable/disable artifacts, just like you can disable/enable pirates. This way, balance is not compromised, and additional game customization options are unlocked.
I like the changes you and your team have made so far. The only suggestion I, as a seasoned multiplayer veteran, would offer, is to slightly de-emphasize titans, because they are too powerful in my opinion, and they remove strategic depth from the game by being able to crush trough delicate fleet composition with ease, and to slightly nerf light frigates, because the early games often revolves around spamming up to 100 light frigates, because the main counter, lrm, is not easily used, because corvettes dominate lrm, and are easier to get, faster to spam and cheaper than lrm.
One thing I just thought of: make it an option for the lobby host to enable/disable titans. Would be a nice option for ultra-competitive games, because let's face it: Titans are extremely hard to balance right.
Thanks for all the hard work, keep it up!
Oh the irony.....
Do explain. I came here for honest discussion, not backhanded comments. If you have something to say, feel free to do so and provide an explanation.
It's not an insult to you (or anyone) at all, please don't take it that way...
Until rebellion, light frigates were the laughing stock of the game...LRFs totally dominated them and LF spamming was rare...about the only time an LF spam might work is if your enemy spammed flak (which was very unlikely)...keep in mind that before corvettes, flak had more HP and were a very good counter to LRFs...
In short, LFs were hardly used and LRF spamming was the name of the game....people complained that the game was just LRF spamming and continually asked for LFs to be more competitive...
Your statement is ironic not because I think it is wrong, but because of its truth in the context of the history of sins....
They'll always be more tweaking to be done to balance - it's normal. Have faith that many, many, many hours and brain cells were poured into a vast Excel file to compare this to that.
For what it is worth Yarlen, I think early game fleet composition (for competitive gameplay) is at the best it has ever been in terms of balance and diversity...
maybe illuminators are not that correct against corvettes, but not my task to decide..
In our local LAN games we have had an absolute blast with the early fleet compositions. Quite a load of fun.
Played DLC and patch all evening yesterday. Everything is generally great but everyone is of the same opinion that 2nd free factory promotes too much spam wars. Its unneccessary and removes diversity of early game builds. Someone said it was AI fix. Everygame revolves around LF spam even more so.
It is made for singleplayers, the AI is vastly improved, i played 2 games against hard AI's and the difference was shocking (pre 1.5 hard wasnt a challenge for me).. It was so much fun.. I can only guess the outcome of this online.. even earlier spamming..
And btw my early game strategy has changed too due to this 2 factory setup, and I cannot acclimatize myself to the specialization system.. I don't feel how good/bad is it yet.. I can only guess.. (though i only played against AI yesterday and today)
Fleet supply for all Envoy cruisers has been decreased from 8 to 4
I was playing with Tec Loyalist before and the tooltip of the fleet supply cost is still 8? can anyone confirm this?
Same for Vasari Rebel, it writes the envoy needs 8 supply.. I guess the situation is the same for all factions..
Hmm, so that change didn't take. Maybe I forgot to check it in the first time. Anyway, it'll be fixed in the next update.
Will we see any new maps that incorporate new planet types? Some of the maps with random features will populate them, but a lot of the maps have specific planets.
Also, one error noted: the in-game Map Designer can't find the string for Ferrous planet types.
epic way to counter maw.
TL titan he micro jumps in to maw. disruption matrix. than slam the VL titan with dunovs, SUCKS magnetiz doesn't work on it. SRSLY would be epic in bomber swarms
As I said, the most crucial part of the game is multi-threading, rendering the entire game impossible to play until late game on any large and huge maps with more than 6 players no matter how fast your computer is.
So even though the game logic is fascinating, design is visually appealing, idea is novel, no other space RTS has achieved this, it is ultimately a disappointment. I no longer boredom to play it anymore although I have a heart to improve it by adding it multi-threading support.
it requires a whole new game to be multi-thread supporting, and 64 bit, and you guess right, they do not want to completely remake Sins... It would be better to do it in the sequel if it is ever started to be developed.
Solution is not playing on uber super large multi maps with 10 empires on large fleets setting...
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