Sins of a Solar Empire II

Sins of a Solar Empire II

mayrc May 1, 2024 @ 11:29pm
2
Whats actually new in Sins 2?
I know planets are moving, wich is a nice gimmick.......
But aside from that i couldnt see anything new. Even all the ships are the same.....no new faction.... even techtree seems almost same.

So what exactly makes it a Sins 2? I am a super Fan of Sins Trinity..... and i would love to buy a sins 2. But so far this looks like a minor update and nothing else.

Can someone please correct me and show in detail what is actually NEW?
Originally posted by z|A|bik2:
We will be updating steam page, to include more content. We also have plans to showcase much more, but I cannot tell more at this point of time. :lunar2019coolpig:
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Showing 76-90 of 120 comments
Flushing May 8, 2024 @ 7:26am 
Originally posted by Fyst:
Originally posted by LegendCZ:
Will there also be something besides Titans and Starbases? I mean new type of classes akeen to Titan etc.? Or even planets?

There are a few new ships and structures but no new classes. Every ship in the game (even the familiar ones) has been redone or refined to fit into the new, deeper, combat model (and in some cases for the strategic layer like the Akkan's Mobile Tradeport).

There are new planets coming in the Advent release.

Is there going to be a steam early release, like the EPIC version? If you guys did that, you could have my money. But, I only have 3 games on the EPIC client and don't want it on my windows startup...
Hybrin May 8, 2024 @ 9:30am 
So, far i'm enjoying sins 2. though this falls into the traditional rts sequel which is change very little and keep the game feeling and looking like a "sins" game, this approach to game sequels is pretty normal, though the games that did change the game to the point where you could not recognize it as the same series of game... Empire earth 3 comes to mind.

Though i agree that when this fist came out to early access, it was even closer to a Sins of a solar empire remaster then a SINS 2... basically had reused music, sound effects, voice overs,
same models except with 4k textures.

The new features that where rolled out over the monthly patches to replace the place holder content.

- Planet orbits
- New planets
- New UI

- Turrets that can rotate and aim at the targets (this is just purely visual considering that the combat system does not take advantage of the fact that turrets should dynamically target and fire at individual targets at least for the largest ships of the game.)

- AI still cheats quite heavily even on impossible, it's not even subtle, i watched a reply and was surprised that the AI blatantly cheats, we need a option to allow ai to cheat otherwise it should obey player rules even on the (impossible setting)

- Moba style summon feature / abilities Side panel. (fairly new addition)
- Odd removal of pirates? (looks refactoring or complete removal of pirate raids), this makes sense if your trying to be a competitive game, but this feature could of just been disabled for matches that are ranked... which i don't think we have ladder-boards...

Now with the road map, it's likely we will have new music and voice overs which i'm looking forward to it to see what they do and change in future versions.

Honestly, they should of hired the mod developer team behind enhanced-4x-mod which quite a lot of the changes in that mod that made sins feel fresh, so far.

there are some really good changes such as the system where ships can go into a crippled state, I'm excited to see when they introduce the damage vfx systems.

Overall, sins 2 currently is a good replacement for sins 1 from a modders point of view, it will allow more complex and larger mods to be made. we could even potential have Star Trek vs Sins cross over due to the 64 bit engine.

I would love to see the developers make a mod that changes the combat system to be dynamic and calculated like supreme commander where turrets can track targets and fire individually and all projectiles are calculated in real time rather then only doing that for missiles as it currently is.
Nongenti May 8, 2024 @ 9:32am 
Originally posted by Flushing:
Is there going to be a steam early release, like the EPIC version? If you guys did that, you could have my money. But, I only have 3 games on the EPIC client and don't want it on my windows startup...
The epic period was the early access.

Their plans are to full release in Q3 2024 on steam (and update the version on epic to full release.
Nongenti May 8, 2024 @ 9:34am 
Originally posted by Hybrin:
Honestly, they should of hired the mod developer team behind enhanced-4x-mod which quite a lot of the changes in that mod that made sins feel fresh, so far.
They have hired multiple mod developer/Modders for Stradock/Ironclad, which are working on SIns 2 right now.
Last edited by Nongenti; May 8, 2024 @ 9:35am
LegendCZ May 8, 2024 @ 10:48am 
Originally posted by Fyst:
Originally posted by LegendCZ:
Will there also be something besides Titans and Starbases? I mean new type of classes akeen to Titan etc.? Or even planets?

There are a few new ships and structures but no new classes. Every ship in the game (even the familiar ones) has been redone or refined to fit into the new, deeper, combat model (and in some cases for the strategic layer like the Akkan's Mobile Tradeport).

There are new planets coming in the Advent release.

Still very satisfying answer.

I am looking foward to simulated rockets and body blocking the most.

The one did in the trailer, it felt so much like battle in Halo, where they moved whole repair station to cover one shot from covenant canons to give fleet a fair shot back.

I always thought you guys inspired alot from Halo for fleets. Bombardment ship from SoSE:R looks like Pilar of Autum. And Vasari remind me alot of The Covenant by design.

Still i picked original SoSE as a kid. So far no strategy ever passed its greatnes and glad i could share this thought with you guys. You mad my childhood by loving strategy games so much. Thank you.

Cant wait for release!
Crustacean May 8, 2024 @ 1:35pm 
the amount of individual missiles are impressive. the start of a fleet engagement and literally hundreds of missiles bursting towards the others while PDS shoots as many down as possible is a sight to behold
Fyst  [developer] May 8, 2024 @ 5:33pm 
Have you seen 3 Marza missile barrages go off yet? :P
Originally posted by Fyst:
Have you seen 3 Marza missile barrages go off yet? :P
I haven't but would love to see a clip
NatEff3ct May 8, 2024 @ 6:55pm 
Originally posted by Fyst:
Have you seen 3 Marza missile barrages go off yet? :P
I wanna see
Unikraken  [developer] May 9, 2024 @ 6:43am 
Originally posted by Crustacean:
the amount of individual missiles are impressive. the start of a fleet engagement and literally hundreds of missiles bursting towards the others while PDS shoots as many down as possible is a sight to behold
Huge battles in Sins 2 are impressive, but even the small early game engagements feel so crisp and rewarding. Having a Sova defend your meager fleet from missiles while you're trying to expand to your first worlds and secure your first derelicts is fun and rewarding. The game only gets better from there.
Originally posted by Unikraken:
Originally posted by Crustacean:
the amount of individual missiles are impressive. the start of a fleet engagement and literally hundreds of missiles bursting towards the others while PDS shoots as many down as possible is a sight to behold
Huge battles in Sins 2 are impressive, but even the small early game engagements feel so crisp and rewarding. Having a Sova defend your meager fleet from missiles while you're trying to expand to your first worlds and secure your first derelicts is fun and rewarding. The game only gets better from there.
Yep. Just keep teasing. Why Isn't there an EA version released on steam?
Obi-Wan Cannoli May 9, 2024 @ 8:56am 
The biggest improvement for me will be the mods. I loved vanilla sins of a solar empire but all the amazing mods for different sci-fi franchises like star wars and star trek kept the game alive a lot longer. A modern game will allow modders to go crazy without being limited by an old game engine from 2008.
JSHALO2025 May 9, 2024 @ 9:05am 
Originally posted by Frogboy:
Once you play Sins II, and I just spent the morning playing the latest build, there's no question that it's different from Sins I. What you can't see in a screenshot is that the gameplay is much, much deeper.
The consistent sound of the Tech auto cannon can become tiresome; perhaps integrating it with nostalgic red lasers could offer a more diverse auditory experience. Moreover, there appears to be a decrease in the variety of weapon effects compared to the previous game. The removal of some of the most impactful capital ship abilities is disheartening, especially when replaced by abilities that require continual repurchasing on the left side. This prompts the question: why? With the game already offering plenty to engage with, it's perplexing to see such decisions in a game boasting a 64-bit engine, where one would expect enhancements rather than regressions. The ability to place star bases without needing a constructor feels like an unusual choice, leaving players feeling like something is missing. It seems the game might be launched prematurely, relying on modders to address these shortcomings. The lack of attention to detail is apparent and contributes to an unbalanced experience. Prioritizing the resolution of these issues before introducing additional content would be prudent. Releasing a game with imbalances and lacking the depth of its predecessor could lead to long-term issues.
JSHALO2025 May 9, 2024 @ 9:19am 
Originally posted by Lywelyn:
Originally posted by JSHALO2025:
Where it says classic UI?

you are being insufferably picky if borderline entitled.

this is trolling.
Expressing a preference for the original version of a game is perfectly valid; it's a matter of personal preference. When a game has already found success with its original features and subsequent additions, it's understandable to question the need for significant changes. It's like the old saying goes: "if it ain't broke, don't fix it." When a game formula works well and resonates with players, it makes sense to preserve that essence while making gradual improvements. Therefore, it's natural to question why there's a push for extensive alterations. It's about recognizing what made the game enjoyable in the first place and wanting to maintain that essence.
Last edited by JSHALO2025; May 9, 2024 @ 9:21am
Fyst  [developer] May 9, 2024 @ 9:35am 
Originally posted by JSHALO2025:
The removal of some of the most impactful capital ship abilities is disheartening, especially when replaced by abilities that require continual repurchasing on the left side.

Would you mind elaborating on this comment? We are aren't quite sure what you mean. Most abilities should be impactful and if not they will need to be improved. Also not sure what you mean by the left side.
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Date Posted: May 1, 2024 @ 11:29pm
Posts: 120