[quote who="Blair Fraser" reply="8" id="3931379"] 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.<br
xclavex
[quote who="davidwmiller" reply="29" id="3932359"] Quoting Blair Fraser, reply 28 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
[quote who="Blair Fraser" reply="28" id="3932357"] 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. [/quote] It's still kinda wonky where ships occasionally jump on their own, even when they are told to fly in a group. Telling th
[quote who="RammaStardock" reply="2" id="3932333"] Quoting xclavex, reply 1 Creator Spotlight: Sins of a Solar Empire II We will be continuing Dev Journals, and may have some minor updates coming before release. But in general updates will be slowing down until the Summer Update/ Steam release
Cool and all, but I guess no more updates until release then?
Wouldn't this basically just be an attack move option?
I would suggest, at a minimum, an indicator that shows you have completed all research in each line of research and then a final completion visibility icon or persistent notification (in the research tree). A simple highlighting (or dimming, greying out) of each completed bar would be helpful. Even after everything is researched, I find myself checking every icon one by one to see if I have completed it and often there is one or two pieces that I haven't finished yet just sitting there in obs
I don't think the Vasari skill "replicate forces" should be taking fleet supply simply due to the fact that the forces are temporary as it is. It can throw off calculating exactly how many forces you have when they replicate and the supply goes up for awhile then drops back down. This doesn't allow you to max your fleet if the ability is enabled and you are in combat, thus resulting in me not using the ability until fleet is maxed. Doesn't make sense to me to have it use fleet supply
[quote who="Sujeto-X523" reply="3" id="3930580"] It is appreciated that the boats now leave the shipyard, but I would like something much more stylized. [/quote] They've always been shown to leave the shipyards, even since the first Sins.
[quote who="wbino3556" reply="3" id="3900385"] Campaigns are horrible in space games...go here defeat that ship...go there discover lost abandoned ship etc..... Once and done. [/quote] Homeworld and it's many players would disagree.
[quote who="Yarlen" reply="11" id="3930304"] Yup, there's a Break Alliance button in the Minor Faction window - but there's no going back once you do! [/quote] Good to know thanks. However, if I'm ready to break my alliance with them then I probably have a fleet at their doorstep and their doom is assured. :P
Huh...I did not know I could attack them. My fleets always just flew right through their territories as I had no idea I could break alliances with them.
"There are a lot of neat strategies that emerge from this, but our favorite is to build a metal trade network and then kill off the minor faction metal market so other players are deprived of that flexibility without harming our own. Economic warfare is very much part of Sins 2." Wait, so you can attack the minor factions directly?
[quote who="101mrniceguy101" reply="8" id="3930007"] I love how you have basically done what we asked you to do. Sins 1 on a 64 bit engine. And somehow made it more engaging and interactive. Love all the hard work and will probably repurchase on steam cause it's just better haha [/quote] I might do the same at SOME point, but will most likely wait for a really good sale to pick up a good deal on steam since I purchased it on day one with EPIC.
Keep up the good work. So far you guys are nailing it overall.
I for one am having a blast with the new game as it gets better and better. It is true it doesn't have as many new actual "units" as one would expect in a sequel, however it does have new gameplay so it's more like a re-tuning of the first game and an actual improvement in most respects. Things I like; I like how the different factions are truly different now instead of just slightly different. I like how fleets actually work. I like how micro has been re
Must be quite a bug if it's still not released (unless I downloaded it and didn't realize). I've been holding off on playing again until the next update.
"April marks the last major update for Sins of a Solar Empire II until August 2024." Looks like you have your answer, this is from the new update coming out.
First thought that came to mind for what the TEC are missing is active abilities with the basic ships. The Cobalt frigate and the Kodiak Cruiser (Harkon) used to have active abilities such as the Cobalt having an attack useful against Cap ships (if I remember correctly) and the Kodiak having a speed boost. This gave the Cobalts a use even into late game. Now they are little more than cannon fodder and not really much use in building them late game as their firepower isn't as good (unless you
I actually prefer the TEC Loyalists myself. I like to build a defense network of planets with defensive roaming militia. Get enough of them linked together and they can hold off even a moderate sized fleet or even delay a large fleet as their forces can combine. The Rebels are fun, but their long range "nuke" cannon can be defended against if you have a star base at the planets in their range (or even the shield upgrade for the Loyalist Titan). Loyalist is just more my flavor overall and are
Eventually. Seems to be dragging releasing them, so I'm hoping when they do come that they come in guns blazing.
Dunov has some "ok" firepower, but it's abilities are lackluster. Especially the EMP, which sounds better than it actually is. If you are attacking opponents with no shields (like, TEC) then it does nothing but uses quite a bit of energy yourself. The energy drain portion of it doesn't make up for it's downfalls either. Maybe if they added a slow or armor debuff to it then it would have more use.
I rarely see the Anklyon beams fire at anything unless there is a large swarming fight. Most of the time the Anklyon stops juuuuust outside of beam range and only fires missiles and cannons. If I want it to use it's beams (which I do), I have to manually move it close to it's target, which is a bit clunky to do. Might be a good idea to make it move a little closer to be in range of ALL weapons, or give the beams more range themselves.
I do like the new graphical overhaul and love the new research tree as well as fleets actually working now (they were always buggy in Sins 1 so I never used them). However, I do feel the sound effects overall could be a lot more punchy and far less "pew pew" and the explosions more "dramatic" rather than a quick blip. Maybe making them have too many particles would bog the engine down, not sure but it certainly would be more satisfying to blow up a station or cap ship and watch it go into sev
I typically go with anti-matter engine, heavy gauss slugs, rapid auto loader and then usually planetary bombardment. Not sure why the missile firepower upgrade is an option on the ship as it doesn't even have any missile launchers and having the aura isn't worth it as that can be covered by putting the upgrade on another ship that has missiles.