Patch 0.78.022 is released

Go on SDC and download it

NOTE: You have to do a reinstall for it to work
52,621 views 42 replies
Reply #1 Top
Yarlen says to uninstall your current build of sins and reinstall with the patch, instead of just updating normally.
Reply #2 Top
Yay.....

Sadly I am at work......
Reply #3 Top
Yay.....

Sadly I am at work......


You work? Gee I thought you owned a ranch. Ya know the one that has the pink space ponies on it...
Reply #4 Top
good patch. my only complaint is that the battle system (points for ships) is becoming even more restricted, this is a VERY slippery slope that we've already fallen too far down, at this point almost everyone will have to play the exact same way. BAD news.
Reply #5 Top
Im about to start a game and i always choose custom galaxy. For some reason it has been disabled tho its tempory but i wonder why.. Now if i choose the custom galaxy, i get some text saying tutorial

also for some reason i cant use arrow keys on the keyboard to look around anymore. I just hear some clicking sound
Reply #6 Top
i cant see the update
Reply #7 Top
Schem, you say the point system is more restrictive. Do you mean the Fleet Support points are less?

Unfortunately, I won't be able to check this out for several more hours since I am at work.   
Reply #8 Top

Schem, you say the point system is more restrictive. Do you mean the Fleet Support points are less

no, now you have a seperate point system for buying cap ships (maxes out at 16, is based on research) and another pool for frigs (based on planets and upgrades)

which infuriates me because it means everyone has to play with generally the same fleet layout.
For some reason it has been disabled

if you looked at the beta 2 update page, they did this because of the beta 3 multiplayer bugs they've been having

although I'm sad. I want to play a 100 planet game with the new patch!
Reply #9 Top
Custom galaxies are only temporarily disabled due to some multiplayer issues.
Reply #10 Top
beat you to it blair.
Reply #11 Top
You can easily play a 100 planet map by editing the .galaxy file of either the small, medium or larger templates.
Reply #12 Top

also for some reason i cant use arrow keys on the keyboard to look around anymore. I just hear some clicking sound

Do you mean strafing the camera? This works for me. Try deleting your uimappings file.

Reply #13 Top
a bit more work, but fair in the end, thanks.
Reply #14 Top
Yeah, that seems like a bad idea to separate the ship points pool into cap ships and frig/cruiser points. I'll give it a shot though before deciding for sure though.
Reply #15 Top
w00t Uninstalling now!
Reply #16 Top
also for some reason i cant use arrow keys on the keyboard to look around anymore. I just hear some clicking sound


if his solution doesnt work, try archiving
Reply #17 Top
Ahem....

I rarly post, but read alot.

..... I have been tempted to post many times, but have restricted my self due to the fact I do not have the beta yet, I have pre-orderd and I will be getting Beta three...

and now getting to what I originly wanted to say.



WAAAAAAAA I WANT BETA THREE!!!!!!!!!


*breaks down and starts crying for the third beta*
Reply #18 Top
Yeah, that seems like a bad idea to separate the ship points pool into cap ships and frig/cruiser points

let me reclarify; they aren't exactly "seperate", but there is a limit on how many cap ships you do.

i.e. cap ships are limited both to 16 (based on how high you research) and to the ship-point system used in the previous beta 2 builds.
Reply #19 Top

let me reclarify; they aren't exactly "seperate", but there is a limit on how many cap ships you do.


I really detest that system -- what happens when I'm the head of a 10,000 planet empire? Even if I simply linearly scale a reasonable number of capships up to match my new empire's size, I run into that limit long before I reach my usage of ship points.
Reply #20 Top

also for some reason i cant use arrow keys on the keyboard to look around anymore. I just hear some clicking sound


if his solution doesnt work, try archiving

known bug and will be fixed



let me reclarify; they aren't exactly "seperate", but there is a limit on how many cap ships you do.


I really detest that system -- what happens when I'm the head of a 10,000 planet empire? Even if I simply linearly scale a reasonable number of capships up to match my new empire's size, I run into that limit long before I reach my usage of ship points.

10,000 planet game? are you running the game on Nasa's BlueGen?

Well i kinda like the new system and dislike it at the same time, well mostly against the way the game is heading, since im against forced limitations that makes us all build more or less the same way.
Id like to be able to meet someone in Multiplayer who screws up his fleet by building capital ships only.
As i see it now, there no learning on how to build a good fleet as everyone if forced to build the same way.

Ive just started to play Company of Heroes and i can asure everyone that, that game takes some time to learn how to use units and build properly. I just hope sins will be going into that direction.

I also think that the challenge to be the master of tactics/build orders/fleet composite will make the game live much much longer
Reply #21 Top


let me reclarify; they aren't exactly "seperate", but there is a limit on how many cap ships you do.


I really detest that system -- what happens when I'm the head of a 10,000 planet empire? Even if I simply linearly scale a reasonable number of capships up to match my new empire's size, I run into that limit long before I reach my usage of ship points.


I think this could be fixed by changing the capship limit to capships per occupied system or somesuch.
Reply #22 Top

Thanks for the comments guys!  We definitely want to leave the fleet composition in the hands of the player.  It has been important to us from the very start that the player decides what strategy he/she wants to take. Even at a higher level (combat-trade-research-diplomacy). 

We are going to need your help understanding the core of your concern here.  Does it lie in the feeling that there are only two major strategies - building primarily capital ships VS building a large number of frigates/crusiers - and we are now limiting it to one?  Personally I don't make the divide on the ship class. I feel that the player still has a large number of paths to take - deciding which combination of Cap ships to use together, and the mix and quantity of frigates/crusiers to buy to compliment the fleet's objectives. We have immersion issues with an abundance of 'hero' units, and the exponential power one could accumulate with only Cap ships.  I can understand the feeling of being limited, especially in large galaxy games.  This is just an early stage of addressing the capital ship/research issue, so you'll likely see several revisions as we move forward. We welcome any suggestions on this topic.  Thanks!

 

Reply #23 Top
Thanks for the post Craig, so far game is still fun for me, limitations and all, I personally hate the idea of a capital ship only fleet, so the changes so far are good, imho...
Reply #24 Top

Thanks for the comments guys!  We definitely want to leave the fleet composition in the hands of the player.  It has been important to us from the very start that the player decides what strategy he/she wants to take. Even at a highter level (combat-trade-research-diplomacy). 


We are going to need your help understanding the core of your concern here.  Does it lie in the feeling that there are only two major strategies - building primarily capital ships VS building a large number of frigates/crusiers - and we are now limiting it to one?  Personally I don't make the divide on the ship class. I feel that the player still has a large number of paths to take - deciding which combination of Cap ships to use together, and the mix and quantity of frigates/crusiers to buy to compliment the fleet's objectives. We have immersion issues with an abundance of 'hero' units, and the exponential power one could accumulate with only Cap ships.  I can understand the feeling of being limited, especially in large galaxy games.  This is just an early stage of addressing the capital ship/research issue, so you'll likely see several revisions as we move forward. We welcome any suggestions on this topic.  Thanks!


 



Do not put limits on the type or number of ships based on an arbitray number, give us a way to build as many of what we feel we need to build. you might use a combination of ways to limit spamming.

1. have a mantinace cost associated with cap ships
2. limit the life span of a ship, the crew would become available a for new ship when the old one is worn out.
3. require that a ship be brought to a shipyard every so often for "refitting" this would also be when new weapon systems would be added, rather than adding them on the fly (drydock upgrades).
4. tie in the number based on the number of planets or certian planet upgrades.
5. use a combination of the above.

just do not place an artificial maximum on them.
Reply #25 Top
10,000 planet game? are you running the game on Nasa's BlueGen?


I'm looking ahead, long term.


I think this could be fixed by changing the capship limit to capships per occupied system or somesuch.


I don't doubt it, just pointing out the lack of scaling.