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Sins Beta 1 - Gameplay Feedback - *Post Here*

Sins Beta 1 - Gameplay Feedback - *Post Here*

Put your non-bug posts here!

This thread is for non-technical feedback for Sins of a Solar Empire Beta 1. 

Please reply to this post if you'd like to comment on features you'd like to see, gameplay elements present that you like/dislike, graphics comments, etc.

If you wish to make a bug, performance, or compatibility report about Beta 1, please post it here:

https://forums.sinsofasolarempire.com/index.aspx?AID=148253

By keeping this information separate, it will go a long way towards us making Sins a better game!

Thanks!

351,125 views 482 replies
Reply #226 Top

I miss the option to destroy own buildings/ships.
Gauscanons and other defend stuff costs a lot of upkeep and once the front line shifted I should be able to destroy them.
That would help a bit with the always at 75% upkeep problem


Just use the button on the UI to delete what you don't want, it gives you a 30 second countdown.
Reply #227 Top
I just wanted to thank Ironclad for keeping this game true 3D.

I've been starting to use 3D a bit more in my maneuvers, and it works well. I also like the 3D formations your fleets will take up if you have many ships.

True 3D will also offer a lot for modders.
Reply #228 Top
Sorry, but I have a silly question... how may I move on 3d?, thanks
Reply #229 Top
Sorry, but I have a silly question... how may I move on 3d?, thanks


Hold down ~ while issuing a move order.
Reply #230 Top
Ok. I'm just playing a 2v2v2v2 on a map with 4 stars with a total of 100 planets.

And I must say its very boring =/ I takes 15 minuts just to jump from one star to another =/

I want faster hyperdrive research options!!
Reply #231 Top
In addition the Computer placed the start planets of all 8 players around only 2 of the 4 stars.
Reply #233 Top
->1Spartan: Your computer is making me drool.

Thanks.
Reply #234 Top
It is great that 3D movement is implemented in the game, but it would be nice if the Star Systems were in 3D as well. Stars and planets shouldn't be side by side in a nice tidy 2D map.
Reply #235 Top
I got an error finally it is as follows:

Failed to find StringID: 'IDS_SUPPORTABILITY_REPAIRTECHPLANETMODULE_NAME'. NOTE: Any following StringID failures will be supressed.

Additionally, it is currently using 1.5GBs on memory (Sweet)
Reply #236 Top

Hi 1Spartan, you're lucky, there is a fix for this already
Do a quick search for FIXED..should be a recent thread. The next patch will also cover this as well.

Edit: The fix is here: https://forums.sinsofasolarempire.com/?forumid=440&aid=148889#1175806.

Also, if you want to reduce the memory, you can drop your texture detail and it will fall dramatically.

Reply #237 Top
@Craig - thanks. Regarding the memory it is not an issue for me at least I have several GB to go. I mentioned it because I was not sure it was meant to use that much.
Reply #238 Top
it seems bothersome the way the icons tend to clump the screen on the side when expanded. could it not be possible to compound like structures by having a subscript number for multiple structures/vessels?

i was wondering about how the icons clutter the map when zoomed out. in other games *cough* homeworld *cough* structures and ships were represented by small geometric shapes. would it be possible to implement either smaller icons or something to streamline these?

i definitely feel the zoom-unit selection interface needs to be re-thought. it feels difficult and unnatural.

also, any chances we'll get new/better music for the final version? this stuff isn't bad, but....

Reply #239 Top
There is only a small selection of music included with the beta. The final game contains 3 CDs worth of music.
Reply #240 Top
Couple of comments:

Loading is SLOW - over 1 min to get to the Stardock screen, and over another minute of blank screen & music to get to the menu

How about something like Debug.err in the directory?

At 1024x768 (internal screen) and 1280x1024 (external screen) the response times are really long - sometimes in the seconds - although I haven't tried reduced settings yet

Machine specs:

DirectX Version: DirectX 9.0c (4.09.0000.0904)
Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519)
Languages: English (Regional Setting: English)
System Manufacturer: Dell Inc.
System Model: Latitude D610
BIOS: Phoenix ROM BIOS PLUS Version 1.10 A05
Processor: Intel(R) Pentium(R) M processor 1.73GHz
Physical Memory: 504MB RAM

Display Info
Display device 1:
Device Name: \\.\DISPLAY1
Card Name: Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family
Manufacturer: Intel Corporation
Chip Type: Intel(R) 915GM/GMS,910GML Express Chipset
DAC Type: Internal
Key Device: Enum\PCI\VEN_8086&DEV_2592&SUBSYS_01821028&REV_03
Display Memory: 128.0 MB
Reply #241 Top
Yipe! That's a lot of good listening, there. If your game doesn't win awards for its soundtrack, I think I'll hunt down the reviewers and brutally slaughter them. (J/K)
Have you noticed that music with vocals is often the most popular? Your main track, as well as the music from the Boron homeworld in X3:Reunion, is widely appreciated - because of the ethereal vocals. (More vocal tracks, please!)
Reply #242 Top
Thanks for your comments Matty

it seems bothersome the way the icons tend to clump the screen on the side when expanded. could it not be possible to compound like structures by having a subscript number for multiple structures/vessels?


Absolutely, you can use the 'stack' button above the empire tree. There are various other sorting options in here as well.


i was wondering about how the icons clutter the map when zoomed out. in other games *cough* homeworld *cough* structures and ships were represented by small geometric shapes. would it be possible to implement either smaller icons or something to streamline these? i definitely feel the zoom-unit selection interface needs to be re-thought. it feels difficult and unnatural.

Good ideas here. We will defintely be addressing this issue. I am not sure which version you have, but our first step was to reduce the size of civilian ships. The next stage will involve simplifying and further differentiating all the icons.

also, any chances we'll get new/better music for the final version? this stuff isn't bad, but....

The response to our music has been overwhelmingly positive. It's unlikely that it will change dramatically. I would stay tuned for the other race themes - they are quite distinct.

Reply #243 Top
Hi Matty_P, just thought I'd add my 1 cent on the game's zoom function. For the scope of the game, I think the zoom/unit selection features are brilliant. SoaSE has to cover FAR more scope than Homeworld...or really any other game that I can think of that uses a single map.

So if zoomed out units might seem clumped and difficult to manage, try assigning ship groups with the CTRL key. Or you could use the ALT key to select all same ship types that you click on. Or you could use the controls that line up the left side of your screen.



As for you SrGalen, your laptop doesn't meet the games minimum specs. OF course it will run slow. In fact, it is really a compliment to Ironclad that the game runs at all on your system.
Reply #244 Top

There is only a small selection of music included with the beta. The final game contains 3 CDs worth of music.


Reply #245 Top
Hey guys, just a thought, this is a space RTS, one of the things that makes Space RTS's great is the ability for movement in 3D. Changes strategies a lot. Maybe we could start setting planets above and below the 2D plane. Making you have to focus on Up down gameplay not just North South east and west gameplay. My 2 cents.

Reply #246 Top
When planet names are turned on, they obscure the new part of the pip ring around the planet you've added. Also, the audio cue to build more research centers is insufficient, because the only way you hear it is by clicking on a blacked out icon, which is unintuitive. The printed message--if there is one--is insufficient as well, since you can't see it while the research screen is up. Maybe give all the icons a red hue or something when research centers need to be built. Lastly, can you make the Focus On Target command zoom in to the target automatically? If we want to zoom out from there, we can. That'd be a whole lot easier than trying to zoom in on a moving ship while Zoom To Cursor is on.

Reply #247 Top

Hey guys, just a thought, this is a space RTS, one of the things that makes Space RTS's great is the ability for movement in 3D. Changes strategies a lot. Maybe we could start setting planets above and below the 2D plane. Making you have to focus on Up down gameplay not just North South east and west gameplay. My 2 cents.




wouldn't make a difference unless they did away with the warp lanes. It would just make things harder to see.
Reply #248 Top
The latest:

-You get a 'Reinforcements have joined the battle' text even if the battle is over when the ships arrive.

-One of the weapons-target locations on the Pirate Pillager doesnt seem to be touching the hull. This is pretty apparent when the Kol's beams are firing.

-The firepower increase for leveling up seems rather extreme... ;X

-Gravity wells can occlude the sun glare effect. (I think. Rotate the camera to the 'plane of battle' and i lose the sun glare.)

-(Not version specific): Defenses seem too resistant to ship fire. Personal opinion.

-In the 'milky way' background, the white is too bright, and the rest of it slightly too dark. Just IMO.

-Shot (and hit?) effects need to be more brilliant and/or stand out more. I quite like them when im zoomed in close. But they seem to fade with distance which is no good. If I watch from the distance where frigate icons start fading in, a fight between frigates and pirates looks like blobs throwing small, hard to see blobs at eachother. (1024x768, high qual, 4xAA) Similarly, more visible missile trails would be excellent. (Something in the style of fighter trails, perhaps?) Speaking of which, fighter trails should be visible from much longer zoom distances.

-I dont see any of the sorting that's supposed to be going on with planetary defenses in the planet modules list this patch. It seems identical to previous patches.

-Cheers on the camera changes, i like the current system the best so far.

-To reiterate a previous point: Fighters should be hard to select. When I select all ships in a system or a group, usually I dont want the fighters. They can manage just fine by themselves. And it gets in the way of proper group selection, IMO.

-Multiple research stations dont seem to work anymore. (No longer provides two research queues?)

-The AI seems to be building large numbers of colony frigates. Also, it seems to be ordering them to colonize already colonized planets.

-Intelligence Pact is definitely borked. Enemies on an opposite, locked team whose planet you are bombarding offer you intel pacts. Furthermore, the voiceover is "Our ally has a proposal for us".

-The AI seems more spastic in this patch - more prone to feeding in reinforcements willy-nilly. It also seems to keep changing its mind about its capital ships - ive had one retreat because it was damaged, then immediately turn around, jump back in the system and drop bombs. Then retreat once it got dinged up again. Then i blew it up.

-Is it just me or are suns bigger? I like.

-Marza's Raze Planet doesnt really seem to have a point. It doesnt noticably increase the rate of destruction, even at rank 3. And it has the same range. And you have to do a bit of clicking for the Marza to keep up the bombing afterwards. It needs something to differentiate it. Like: being able to fire from edge of the gravity well, or severe damage, or something.

How much of this should I be putting in the technical reports?
Are we shifting to thread-based feedback in the beta feedback forum instead?
Reply #249 Top
I hope the music has some ancient Greek/Roman themed stuff in it as well as tribal sounds. In my opinion the best type of music would be aria based with a strong melancholy feel that evokes a sense of hope nonetheless. A great example of this is the Divinitus song by Jeff van Dyck from RTW. I would also theme the sounds by race. The baddies can get some Omen sounding stuff. The good guys can get some gospel oriented tunes and the neutral race can have some native American sounds.
Reply #250 Top
Hrmmm... None of the races are good or bad in my opinion.