Here's the current change log for the upcoming Beta 2 of Sins of a Solar Empire: Entrenchment. Beta 2 is now available via Impulse for pre-order customers.
Gameplay / Balance:
Graphics:
Sound / Music:
Networking / Multiplayer:
User Interface / HUD:
Modding:
Misc.:
Sounds FANTASTIC. Great work, guys!
Alright. Thats what I like to see. I forget sometimes that companies actually take input from their customers and use that input to fix their problems.
Great Job guys. I just spot one more problem.
When is the Beta 2 update going to be out? I want to play! Cabal is fun and everything, but I really miss playing a flawless Sins! I have a new computer to play it and everything
AWESOME[e digicons]:rofl:[/e] [e digicons]rool:[/e] [e digicons]:ninja:[/e] !!!!! Quick ? though....
Do the mines still flash? Does the mine demolition still need to be suprovised by a scout despite the fact you know right where it is? That last 1 allways seemed odd to me.
All in all COOL!
Thank you devs/beta feedbackers for the work you put in! Can't wait to try it out, I havent played the beta for a while.. got frustrated with the mines!!
Wow...I can't wait[e digicons]rool:[/e]
Is there any way that can be made some sort of super secret easter-egg, only known to the beta-testers? Kind of like the space ponies? Please?
Beautiful. I can't wait to play each race again and test it out.
Since there is an upgrade to 1.13 as well as the new version of the beta, will we be able to patch everything and still play Vanilla Sins?
Currently I have a patched copy of 1.12 in a seperate folder on my machine that I took prior to installing the beta. As such I can play 1.12, but cannot patch it (this is the only work around I was aware of for the beta not being compatable with vanilla at this stage).
[quote ]Gauss Blast no longer uses asteroid for its travel effect. [/quote]
I say leave it in until the beta is over.
One question about weapon banks: Can the targeting capacity be upgraded in any way? Such as a targeting module for starbases after they have all previous weapon modules. Giving capital ships more targeting capacity as they level up would be a nice touch, say 1 aditional target every 2 levels for secondary weapons.
Capital ships now support the ability to change meshes as they upgrade.
Max weapon points increased from 10 to 20
I can't wait to see what modders will do with this
I'm all for starbases getting the new ability, but shouldn't it also damage any of your ships traveling in the same phase lane at the same time as it is being de-stabilized?
So, I can build mines in any grav well that I've scouted, including enemy wells? Could you please explain this a bit more?
Does this include tactical structures?
I'd support the phase destabilization effect be either a researchable and constructable upgrade or have a minimum damage applied. If you researched it then it becomes another tactical choice instead of an inherent ability, and if you gave it a minimum damage applied to enemies passing through, then it would function effectively to wear down the enemy scouts that keep running around through your rear areas like cockroaches.
[e digicons][/e]
Looks like the beta is coming along very nicely. Too bad I haven't gotten around to buying Entrenchment yet, look at all those improvements!
Can't really add anything that others haven't already commented on. This changelog was certainly full of more additions than I was expecting.
Way to go, IC.
You have a limit of 150 mines per gravity well. Every other player has the same limit. So yes, you can put 150 mines in every gravity well that you can find, if you wanted to. So can everybody else.
But what we won't see anymore is 3600 mines from one player in one well.
OMG, I LOVE IT!! I see so many suggestions that both myself (my first beta I've done for you guys) and others have made. Though I'm sure many of the ideas were not unique to one person thinking them up, I actually never thought you would implement them. But you have, and that only increases both my respect for you guys and eagerness and anticipation for playing my most favorite game of all time! [e digicons]k6[/e] [e digicons]\o/[/e]
That's why I love beta testing for Stardock and smaller dev teams. The IC team especially is awesome with this So many things now in Sins are the result of feedback from the beta.
You missed my point. How can the TEC build mines in grav wells it doesn't control?
Yes how do the TEC build mines in a system they don't control
TEC players can't, the example assumes all Advent or Vasari players (as that would be the maximum mine case).
yeah but, advent and Vas can build mines anywhere...including neutral wells and/or enemy owned wells.
I luv you guys I wish i had money to just give u and a resort to send yall to so you can relax and work on more goddies The work you guys & gals put in is incredible and I dont think we can truly express how we feel without coming off to "girly". Again You roxxor
What's your point, though?
my point is...thank god I play Vas! [e digicons]:thumbsup:[/e]
It's nice what they're trying to do with the mines but I still feel there should be an option to turn them off. If I had known mines would slow up my system so much I never would have pre-ordered entrencthment in the first place. All I really cared about was the starbases, and even with a "slight" range increase, I have a feeling they're still gonna kind of suck.
Knowing IC, they're going to try and make sure that the system specs stay about the same. Notice that there were a bunch of optimizations listed in the change log, some of which were actually done to vanilla Sins still - so give it a shot before you dismiss it. I haven't had a chance to, myself. The numbers of mines should also drop considerably, as the AI is much better with resource usage and shouldn't spam them everywhere.
very good point about the AI and the resource usage.
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