[quote who="Sakhari" reply="2" id="3929596"] And I agree with the above - the video struck me as a bit of an awkward first-pass (focusing on loosely-defined categories of player-behavior in any general RTS rather than building investment and excitement for the continuation of 'this' universe) but I suppose it's early yet and for my purposes, it's neither here nor there [/quote] We were trying to show some things that you can't do in most real-time strategy games (or of this
Blair Fraser
I can see that interpretation for sure. The intent was to visually show some of the new strategic/tactical moves you can pull off in Sins2 (and as described on the Steam store page: https://store.steampowered.com/app/1575940/Sins_of_a_Solar_Empire_II/ ). As for Advent, we released a separate marketing piece for that: https://www.sinsofasolarempire2.com/article/527710/sins-ii-dev-journal-12---a
Confirming it was the same issue, but thank you for posting the details just in case :)
hotfixed on epic. caused by this: so in the computer world, lots of computer time things are referenced relative to "epoch: Thu Jan 1 00:00:00 1970". so when our game hit exactly 476233 hours since then, then our random generator seeded by that exact hour caused a very rare situation to occur and crash. think of it kind of like a Y2K bug. ridiculously rare situation.
[quote who="Cpt-Midnight" reply="12" id="3929212"] New gameplay - kinda in progress maybe [/quote] I'll take that as neutral or maybe slightly positive. I think all the new features, content, and mechanics do bring a lot of new gameplay to the table without ruining what Sins was. A lot of it isn't immediately obvious but we'll try and do better to expose it. Also, Advent will bring some additional new gameplay. [quote who="Cpt-Midnight" reply="12" id="3929212"]
Thanks for the question. We did 4 things with units: Added new units, removed old units, partially reworked units, and completely redid units such that they are effectively a new unit. I'll give some examples below. We make all decisions based on the holistic needs of the game. At the highest level, the pitch for Sins2 isn't "new units", its "provide players with new and exciting gameplay moments and experiences that they can't get anywhere else, including Sin
Do you know what version you were on previously when you made the save game? Today's update should have been compatible with 1.21.4 save games.
Did you mean 1.21.5? Weird, working on my side. Do you know how to recreate it? Would love to fix it for you :)
It's a bug in the code I need to fix.
We (the devs) basically went where the most involved Sins2 players were and they were on Discord. We have been interacting with them there daily for a little over 1.5 years now. They've really helped us shape the game, find bugs, offer ideas, etc. We do check the forums and there has been some great feedback here as well (esp long format analysis) but it just isn't as popular for whatever reason.
We changed it back to the way it works in Sins1 due to popular demand. This means you can right click the move button to put ships in/out of a formation jump and not have to hold hotkeys. You can also switch this state back and forth using CTRL-TAB.
Open "C:\Users\USERNAME\AppData\Local\sins2\settings\settings.json"and change this value: "rendering.enable_variable_refresh_rate": true, to false. Lots of settings exist, we just haven't added them to the in-game interface yet.
It was designed when scouts were more survivable. Fixing the survivability is our priority with scouts atm.
It scouts directly to one of the undetected minor factions.
It takes time to buffer. You can click on the bar for a particular time you want to watch from. And once its fully buffered you can jump around a lot faster.
Advanced Menu bottom right -> press scuttle button. Or press delete key.
Yes, as you discovered they are built on the surface now. However, it won't be long into the game where you will also discover that higher tier research takes a long time to complete. This is when you will want to start building orbital research stations to accelerate your progress. Then it becomes a tough decision: am I willing to wait longer for my research because I want an extra refinery or not? etc
Yes, as you discovered it now works the exact same as Sins1.
I'm unclear what you mean in 3. You said "the lack of green (hull) serves as the more visible indicator. To me that means there is a blank bar. How is that more visible than the blank bar now flashing red? Those other units are too weak and TTK is so low that it rarely ever be noticed. Even if it were noticed (perhaps with a heavy cruiser) we also didn't want to add the micro advantage of moving small units to safety during crippling thus increasing the APM to be successful. This led
1. Yes, they level up and get more powerful. 2. Press space bar. 3. Yes, it is a setting just not exposed in the in-game options menu yet. You can find it in C:\Users\Blair\AppData\Local\sins2\settings\settings.json. change "main_view.unit_bars.show_always": false, to true
Hi Phantom, 1. Virtual fullscreen should be the default. If it doesn't work, press ALT-Enter. 2. Here is how to change the UI size. You also change to a specific scale in the settings file. We may add it to the options screen later. Look for: "dpi.auto_scale_dpi_to_fit_display": true, "dpi.auto_scale_dpi_minimum_display_size": [1920, 1080], "dpi.
1. Revert to a single health bar for hull points. When it reaches 0, the asset is destroyed. Maybe but we've been having a lot more fun since crippled was added. My opinion at this stage is we need to improve signaling and teaching the concept (e.g. tutorial). This isn't the only system (and more coming) that have the same issue. 2. Activate crippled state at a suitably low hull point level. If the point is to offer a chance of retreat, I guess at least 3
The option is available. Just put all every Ai player on their own team. Alliances can't be established between players on separate teams.
Potentially. That concern was evaluated and decided it was still worth a test (and can still be removed based on feedback). I won't go into all the pros/cons of the system, but a counter point specifically w/r to new players is losing your capital ship(s) (especially early on) can be a devastating event and new players aren't going to easy recover from that, either in terms of gameplay success or psychologically (also why we added the insurance policy item by default). We've o
It was done this way to support far larger research trees. Even if we compressed to fill more of that empty space, it wouldn't be long before we are back to scrolling. However, your complaint was shared internally and with the community (mostly on discord) so we added a button to compress the entire tree as much as possible. You can see it on the top left of the research screen.