I always thought the Sins Trinity box art would have made excellent picture sets, I still use the 1920x1200 wallpaper, sadly it seems to have disappeared from https://www.sinsofasolarempire.com/downloads
NewHorizons
[quote]There are accounts of ... Repossession unable to target planets[/quote] Repossession was broken before v0.80, it got broke when the devs stopped it targeting planets with associated victory conditions:- * Homeworlds for "Capital Vicrtory" * Artifact planets for "Occupation Victory" The bug is that every world seems to be considered an artifact planet, so Repossession is always blocked. I miss that ability - marauding through the co
[quote who="User45701" reply="10" id="3138171"]New achievements needed like win a game without losing a titan or capital ship win a game without losing a single planet win a game without building a superweapon or starbase[/quote] Good ideas, also worth throwing into the suggestions pot: * One Titan to rule them all :- Get your titan to the highest level (equiv of Capital Ship Captain) * Clash of the Titans :-
It would be nice to change the default auto-cast settings for provoke hysteria and clairvoyance. I always turn off auto-cast for clairvoyance as it you don't know what system it was cast on. I always turn on auto-cast for provoke hysteria - like stein220 i use PH on all planets; the long cooldown period isn't a problem as it's usually expired by the time you've moved onto the next system.
Clairvoyance doesn't always go wrong, but in the last game I noticed it about 3 or 4 times. Latest Revelation oddity I noticed was with Provoke Hysteria (PH) While finishing off an Advent Rebel opponent, it counter attacked with a couple of dozen of frigates .... and a level 8 Eradica. [e digicons]8(|[/e] One of my Revelations was using PH on the colony at the time I ordered the fleet to engage the titan. However the particle & sound effects for
The Revelation's Clairvoyance ability can produce out-of-date information. At the start of a game scout an unoccupied planet that is near a hostile empire, and then carry on running your own empire ... During this period that empire will most likely colonize that system. Later on, if you then use Clairvoyance on that planet it shows the hostile empire's structures and ships, but the planet still appears to be unoccupied. It almost looks as if the planet
OK, thanks for the explanations guys. I've played random huge maps on Sins Diplomacy quite a few times, I must have been lucky to get one of each artifacts which gave me the impression that they were unique.
Are artifacts supposed to be unique in a map? I have two planets which both have "Data Archive" in the same star system on a huge 5-star map. Sadly the 25% research cost decrease doesn't stack. [e digicons];P[/e]
Would be nice the the [Home] key selected your home world, it's usually easy to refer from there and it would be quick shortcut to build cap ships/titans/1st super weapon from. The [End] key could also move to the most recently colonized planet - which is usually where the bulk of your fleet is. Maybe the [Page up] / [Page down] keys could move to next/previous planet that was colonized relative to the currently selected one.
v0.78 was around for a day or so - v0.79 came out which checks that the save data is compatible.
Notifications of your culture overthrowing a system in the Planet Reports window don't appear to work. If you select "Planet discovered" or "Planet colonized" event and press then the camera will move to that system. If you select an "Our culture has neutralized ..." event and press nothing happens.
I figured that was one of the changes, as Sins now warns if a saved game is from a prior version. Good sanity check though as it'll prevent unnecessary crash reports. Could the file format include any mod info, eg mod name & checksum, so that you don't accidentally load an incompatible game? Eg: don't attempt to load if 1) saved game used mod but that mod is no longer enabled 2) Sins has a mod enabled but a saved game doesn't use tha
RenardSolitaire may be referring the the Delete button on the "Load game" screen. This is disabled for locally saved games (where I actually have some) and enabled for the Steam cloud (where I have none), which does look counter-intuitive.
A new version (v0.78) of Rebellion was released yesterday which has many important bug fixes. Unfortunately the new version is not compatible with games that were saved with v0.76. See https://forums.sinsofasolarempire.com/422166
Excellent news! I'm glad this update was released shortly after fixing reported crashes and that obscure missing ships bug. [e digicons]:thumbsup:[/e]
Load a game where you're playing as Advent and you'll get some Advent music, OK fine. Now load a game, without quitting to the stats screen, where you're playing as TEC and you'll still hear Advent music. Either that or the TEC's brass band has joined the Unity! [e digicons];P[/e]
[quote who="MayallCommunion" reply="3" id="3129762"]How do you play these files?[/quote] I used the Ogg Codecs for Windows from http://xiph.org/downloads - just use Windows Media Player as you would with an mp3 etc. Favourites from original SoaSE 1) Advent Quiet 2: great music to unwind at the end of the day. 2) Battle 1.ogg: classic battle anthem, I can just imagine some mighty fleet engagement.</
If you have a repeatable method of reproducing the C++ runtime crash, then send that info to the devs too. One known cause is to request an allied ship attack a hostile ship which is in a star's grav well.
Those are peace treaties from the neutral militia that you automatically get after researching Truce Amongst Rogues. You don't need to accept those treaties, they're automatic. When you send a ship to a neutral occupied grav well they won't attack it.
I started a new game using the Twin Empires map, 2v2v2v2, playing as Advent rebels ally was TEC loyalist @ normal difficulty. Within a few seconds of starting the game I heard "There's work to be done, are you interested?" It should require 2 civilian labs & 104 seconds for the TEC to research Bounty Hunting before they can do this. So how come my ally was able to do this from the very start of the game?
It's a pity they couldn't change the voice too, it does whine a bit, IMO some of the existing Advent capital ships phrases would sound better, eg "We are exiles no longer", "Glory to the Unity", "The future is ours" It would be nice if each faction had its own phrases too, eg Advent loyalist : "Vengeance is ours" Advent rebel : "The Unity has been restored" TEC loyalist : "We have prevailed" etc ...
[quote who="gundamlit" reply="4" id="3127361"]For me, I frequently found 2 starfishes missed when a large fleet (about 100 ships) is moving[/quote] I saw that a few times during the last game - usually two Adjudicators. I don't recall any other types being affected in my fleet, although a few Disciple & Defence vessels strayed outside the grav well at one point. So maybe Adjudicators are more likely to go missing than other ship types. [quote who="gunda
[quote who="DarkSide73" reply="23" id="3124359"]... so the problem was introduced with the Advent.[/quote] Nope, it was happening in the v0.6x TEC only versions, still happens in v0.76. FWIW: in my current game (huge, multiple star map) it seems that mainly Solanus Adjudicators fall victim to this problem. Edit: I'm not sure if it was related, but earlier on in this game a small group (IIRC 4 of each) of disciple & defence vessels were attempting to leave a gra
With a late game, on a large map, there can be a significant delay (1-2sec) between hearing and seeing the effects for Unity Mass. What do people think of the loyalists "Mine Control" ability for the Aeria? I've converted 100+ TEC mine fields with ease, could it be over powered? It sort of makes Seeker vessels and their "Sense mines" ability redundant. However, it does add a bit to tactics in mine infested grav wells. [quote who="KrdaxDrkrun"
The problem with the C++ runtime crash is that it does not produce a minidump for the devs to debug. The next best thing we can do it try to spot a pattern or sequence of events that produces this type of crash. For example, I had this kind of crash shortly after requesting an allied Halcyon to attack hostile ships in one of my systems - the ship acknowledged the request and then bang :- C++ runtime crash. IIRC someone else reported something similar when ordering alli