Here are some examples of the new look: https://imgur.com/a/2xUILvC https://imgur.com/ZXJKfw6 And my favorite: https://imgur.com/MG60szI
Blair Fraser
It has been reworked in the version coming out the 15th.
1. When you choose your player colors and you can switch the mesh coloring between minimum and maximum. minimum will drastically reduce the amount of color and will use mostly the base hull color (e.g. gray for TEC). 2. Our internal build (destined for the Advent release coming soon) has much more muted color options you will be able to choose from.
You have several choices on your color scheme. You won't have to be Miami Vice.
Pirates will attack any planet adjacent to their home planet. They will not go further unless another player has used Influence to bribe them.
No worries, glad you figured it out.
Fixed a few crashes and lobby games not showing up.
Some are and some aren't - its based on feedback. For example the initial Sins2 method of 'group jump' was to hold control when using the movement order. It was switched back to the Sins1 toggle style. Although, ironically we started getting requests to go back to it just today lol.
I've reworded all the lines to reflect the correct temporality. e.g. ALT and then Right Click.
Yes, there will be multi-star systems.
Use ctrl-shift left click to 'unstack' your units of a given type. It is listed in the tooltip.
There is no left click hold alt. Its alt - right click
It depends how you define 'skin' - if its just the texture you can already do it using the tools listed above. If you want to change the mesh itself you will also need our mesh converter. We also have some other tools that will make it easier - in particular setting up the weapons arcs etc. Most of these tools will be released with the Advent release.
1. Spread fire isn't quite a full distribution due to emergent factors but roughly, yes. 2. Yes.
Read the bottom two lines of this tool tip. (I am hovering over a stack of skirmishers).
There are two options for fire. Focus or Spread Fire. You can read the tooltip when you are hovering over a stack in the selection window to see how to choose which one you want. (see my picture below)
Sorry, there is no official tutorial or manual yet. The tooltip for building the Orbit Research Station says "Research must be acquired from the planet" which are the two icons bottom right where you do the other planet developments. The error message when you attempt to build says something similar I believe. In general every tooltip in the game should explain what the item does and what is needed to activate it. Going forward, we are moving research points back to th
We haven't released official tools to do that yet but they are coming. Some modders have developed their own methods the specifics of which I don't know.
Ogrovs or Penetrators will take down a titan pretty fast.
Now that is a good idea. Great for immersive story telling. Noted. Thanks!
Research levels are done on the planet (bottom right bar when you select the planet). The orbital stations are to accelerate your research rate. For the first tier or so you won't need orbital research stations right away, but it will quickly get way too slow without them.
Yes. There are lots of reasons to take them out - or protect them from someone else taking them out.
There is a lot of detail I've left out or it would have become a book. But yes, killing trade ships benefits the killer and doesn't penalize the trading player directly other than knowing that their enemies are getting richer. The escorts are still very useful because a.) they help prevent your enemies from getting richer and b.) they can earn XP for your capital ships and titan without eating into your supply to do it. In many matches, XP becomes the most important resource.
[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SSEFW/pages/1815347201/Sins+II+Dev+Journal+13[/confluence]