Sins of a Solar Empire II
 Tämä aihe on kiinnitetty, joten se on todennäköisesti tärkeä
Unikraken  [kehittäjä] 31.10.2024 klo 7.24
An update from the Sins development team:
Hey Sins Community,

We've been combing through Reddit, Discord, and the forums to identify your pain points and requests. We wanted to offer some clarity and reassurance today. We're working on a November update that includes bug fixes and balance updates based on your feedback, along with some other goodies. The build will get updated on Test Edition first, where folks will be able to preview the update for about a week before they go live. This update is taking a little longer to get out of the door than usual, but we wanted to assure you that we're looking at everything you're talking about and factoring that into our plans for the future of the game. Hopefully we'll be able to talk more about the broader plan soon.

Core Fixes:
- Minor Faction Raid abuse
- Ability autocasting issues
- Unit balancing to reduce missile spam
- Rebalanced strikecraft and refined attack patterns
- Ship kill XP rewards rebalanced

Thanks for your patience and for being the best community we could ask for.
Viimeisin muokkaaja on Unikraken; 31.10.2024 klo 21.08
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Näytetään 61-67 / 67 kommentista
Okay soo apparently what ever was causing the ice asteroids to break has been fixed and they work again. Not sure if it was a silent update or a mod just needed updating
Unikraken lähetti viestin:
Planeswalker lähetti viestin:
Any planned updates to AI? They seem to be lacking in some situations.
AI will continue to get massaged for a long while.

Has the "Hold Position" issue with carriers been fixed at all ?

I used to love this in Sins 1, and in Sins 2 whenever I tried to do it - the strike craft would simply stop attacking, taking on the same command as their parent carrier.

The whole point of carriers is to sit outside of combat and let the strike craft do the work.
thefinn88 lähetti viestin:
Unikraken lähetti viestin:
AI will continue to get massaged for a long while.

Has the "Hold Position" issue with carriers been fixed at all ?

I used to love this in Sins 1, and in Sins 2 whenever I tried to do it - the strike craft would simply stop attacking, taking on the same command as their parent carrier.

The whole point of carriers is to sit outside of combat and let the strike craft do the work.

not really pets sitting right where the carrier sits. Strangly ai carriers sitting on the edge of a gravity and their pets attacking everything
Unikraken lähetti viestin:
Hey Sins Community,

- Rebalanced strikecraft and refined attack patterns

Are the refined attack patterns only for strikecraft or other ships, too? I'm currently annoyed how my light frigates (Ravastra e.g.) choose their target. They auto attack capital ships even if more suited targets like gauss frigates or garda flak frigates are closer to them. If I tell them to attack a gauss frigate, after that they switch to a capital ship again. If they go for a frigate next, they all shoot ther same one at the same time, wasting a lot of shots they could have killed another frigate
Prozium85 lähetti viestin:
Unikraken lähetti viestin:
Hey Sins Community,

- Rebalanced strikecraft and refined attack patterns

Are the refined attack patterns only for strikecraft or other ships, too? I'm currently annoyed how my light frigates (Ravastra e.g.) choose their target. They auto attack capital ships even if more suited targets like gauss frigates or garda flak frigates are closer to them. If I tell them to attack a gauss frigate, after that they switch to a capital ship again. If they go for a frigate next, they all shoot ther same one at the same time, wasting a lot of shots they could have killed another frigate
Does it do this if you attack the group of said vessels in the UI?
You can select fighters/bombers separately and then change them back to engage at any range.

But it is highly freakin annoying...
they still have not fixed the bug where strike craft don't launch.

Which I have now found a way to repeatedly create.

Tell capital ships with squadrons to leave a gravity well, as the the squadrons dock but before the capital jumps, tell it to attack something in the gravity well.
Often the docked squadrons will never relaunch... in that gravity well or any other, they have to be told to manually relaunch.


This happens quite often with incomming enemy fleets etc and infact I lost a game directly due to this bug early on in sins
Viimeisin muokkaaja on HappyCamperBubbleBelow; 9.2. klo 1.18
Steam achievements are broken
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