I forgot to mention it may also be because the enemy had a Phase Jump Inhibitor in the gravity well which blocks all jumping. You would have to destroy it before you could jump.
Blair Fraser
This is intentional. Planning your defenses and fleet movements based on the orbits of the planets is core to the game design. However, on the top right you can press a button to animate where the planets will be up to an hour into the future. Or, you can press ~ (tilde) and move your mouse to rewind/fast-forward the orbit planet animation. Finally, if players really don't like this, planet orbits can be disabled in the game setup options.
The in-game interface to do that isn't done yet. However, you can adjust many of the graphics options in the settings file: C:\Users\yourname\AppData\Local\sins2\settings\settings.json (opens with notepad or similar).
It's just an internal note that should have been removed. The correct phrasing just has the first part removed: Rebalanced Light Frigates to properly perform their role, increasing Capital Ship survivability, and refactoring weapons.
There will be another update test build before the holidays. DX12 is partially implement, but like many games the performance improvements aren't great and sometimes even worse so we sidelined it for the time being. But, you'll be happy to know that the CPU performance of Sins2 is fantastic - it will also use all possible cores you can throw at it.
Sure there are lots of hugs, but if you read our monthly change logs and cross-check against our community Discord feedback, you'd see a large portion of the line items come from said Discord community feedback. We do monitor this forum and a few other 3rd party locations as well.
We've had an update every month since we started. The last one was in November.
Yes and no. Corvettes and strikecraft will attack your assigned target while moving. Frigates and larger will attack from a stationary position, however if you move them manually they will continue to attack so long as their weapons have valid firing solutions. It's also possible to mod frigates and larger to behave differently but the default is as I just described.
Roger, thanks! That clarifies everything and we will review :)
Any chance you could be more specific what the 'bad ui' is? And how its confusing as a Sins1 player?
Thanks for the feedback and kind words. A lot of the issues you mentioned are forthcoming in future content drops and those that aren't we will take a careful look at. Just to address a couple things: Also, there are items in the research tree that have that little golden arrow in the top left corner. It is not obvious what that is supposed to mean. The golden triangle indicates that there is a dependency on something in another category. Sins2 is setup
Thanks for the feedback! The addition or subtraction of units (or any content for that matter) as compared to Sins1 isn't our goal. Although I'm sure the marketing folks would prefer if we could just say "Sins2! Now with twice the units!":P We look at the Sins2 vision holistically and see what is needed. TEC ended up with one less ship, Vasari with equal or more (see below). Overall, both have way more content (factoring in all other systems). 1. TEC is down one unit b
Coming soon!
Both already exist just aren't exposed in the in-game options screen. You can enable them in C:\Users\Blair\AppData\Local\sins2\settings\settings.json "input.is_edge_camera_panning_enabled": true, and "camera.is_zoom_to_cursor_enabled": false,
There are two types of pirates: auctions and game events. The auction is won by a player and they can direct a raid's target or even collect a bunch of them and launch them all at one or more targets simultaneously. Depends on their strategy. The game event pirates will seek out the planet with the highest bounty (you can add bounty to specific planets and convince other players to pile onto the bounty to help take down the leading player, etc). Which one is causing yo
This post is to create an easier to find record of my response to a running discussion on the Sins2 discord thread. Echo pretty much answered with everything I would say or better but I'll take one more spin at it. Its always an interesting observation to see which elements of any game players are willing to suspend disbelief over or not. I would think WW2 fighter maneuvers, sound in space, AOE's only affecting enemy units and not your own, and an endless number of ot
We are definitely looking into improving the Ai and we are now starting to spend a lot more time improving the balance.
This should already be the default. If its not working let me know and we'll fix it.
Excess stations makes research go faster. Less stations means it goes slower.
Thanks for the report. It's a bug. Will be fixed soon.
It's "Toggle Scuttle" as opposed to "Shuttle". Scuttle means: "verb (used with object) to sink (a vessel) deliberately" It's a toggle because you can turn it off if you change your mind. We hid it in the unit advanced menu so people wouldn't press it by mistake very easily. The
Good observation however that unit no longer exists in Sins2.
Glad you are having fun! Most people are talking about it on the discord channel. Lots of excited discussion since 1:00 EST. Feel free to join scroll back and see what they are saying and then join the discussion. https://discord.gg/sinsofasolarempire
Ok, I think I understand now. If you open C:\Users\Blair\AppData\Local\sins2\settings\settings.json you can switch "camera.is_zoom_to_cursor_enabled": true to "camera.is_zoom_to_cursor_enabled": false I think it will be closer to what you are looking for. Let me know how it feels or if there is anything we could change to make it better.