Smarti12

Smarti12

Joined Member # 6856987
1 Posts 168 Replies 668 Reputation

[quote quoting="post"] Hello, I am hoping a developer see this post because I have a question about the game's performance. Some time ago I asked if there was going to be that 2gb limitation and was answered no, Sins II was going to be a massive improvement but I was recently watching a youtube video. And at one point, the game started to stutter when there was a massive fleet in a gravity well fighting. https://youtu

7 Replies 37,954 Views

I fully support it deserving a campaign, it really does. I have thought about this a bit. I think a campaign should follow the timeline; The Timeline of Sins of a Solar Empire II (sinsofasolarempire2.com) in broad strokes. I think it would be good to play as the Traders/TEC for most of it. Start with a calm map, teach people the basics of the game. At the end, the Vasari arrive. See how not-militarized the Tr

11 Replies 53,214 Views

Cool stuff on the mod! The PD wasting a lot of damage on already destroyed missiles was definitely an issue for me so far. [quote who="Volt_Cruelerz" reply="2" id="3899724"] We'll have to see what that dedicated tab holds when that's live. Ideally, it would hook into a repo of existing mods that modders can contribute to. Importantly though, it seems like they're really only offering good support for overhaul mods because of a lack of handling of localized text/manifes

5 Replies 14,052 Views

[quote who="charlie323a" reply="11" id="3899475"] The biggest thing out of the gate for me is the change to Shield Mitigation. So far as I can tell, mitigation is a flat number without ramp. This makes it a lot more intuitive for new players, but doesn't handle the focus firing of capital ships as well. Considering capitals are hero ships (which you invest even more into than you did in the first game through the use of components, anything that reduces their survivability threatens to b

33 Replies 53,016 Views

[quote who="RammaStardock" reply="1" id="3899441"] Thank you for the suggestion, Im curious what others think as far as increased mobility options [/quote] I think that on its face, it's a great idea. Starbases don't quite work the same now that phase lanes shift. Two problems however, its implementation and the fact that the Vasari starbase needs to be actually mobile compared to the others. Perhaps a component that enables the starbase to stay in a fixed positio

28 Replies 84,208 Views

[quote who="Volt_Cruelerz" reply="5" id="3899329"] An update as I've done more digging: I realized that shield mitigation isn't a percentage. It's a flat reduction on incoming damage. That actually does quite a bit to keep small arms from scratching capital ships. It's probably quite intentional that capitals have 8 mitigation and flak frigates deal 7. It also means missiles are double-dipping on that damage reduction. <div class="in

33 Replies 53,016 Views

WILL SINS OF A SOLAR EMPIRE II BE ON STEAM OR OTHER PLATFORMS? We would love to have Sins of a Solar Empire II on as many platforms as possible; right now, we are focused on delivering the best game possible on Epic. From: Sins of a Solar Empire II - FAQ (sinsofasolarempire2.com) And, it's not happening. Epic exclusivity deals are what they are. They won't change them, and it's not b

18 Replies 60,607 Views

[quote who="treveon022" reply="7" id="3899124"] It feels like a mimic of other games, slows down the game's pace, and forces me to open a tab for the market when before I could use the market right away. The ai somehow monopolizes the market if they sit right on the traders, giving them the advantage. Last, playing with any passive ai in a rts feels noncompetitive. I would prefer if there were an option to turn off factions and pirates. I like to focus on the fight. <br

14 Replies 14,244 Views

[quote who="Norska" reply="5" id="3898972"] I agree a much better direction. One solution perhaps would be to have to build 3 cannon at 5 jumps away from each other exactly, so they could fire anywhere in the solar system. However because of the orbiting planets those 3 novalith guns only align once or twice per solar rotation where they are the exact prescribed distance apart to fire, you can only fire a few times and even one novalith being taken out has you doing it all again. [/

10 Replies 13,905 Views

[quote who="Norska" reply="3" id="3898954"] I see. I like the change then. Two jumps away is at least manageable. [e digicons]5*[/e] I remember Blair from sins1. I am recalling correctly that the original supercannons in sins1 had a system wide range right? [/quote] Blair is either the Owner of Ironclad or the Co-owner (not sure); So yeah he's been here from the start. And indeed, they could just fire from anywhere to anywhere. I think t

10 Replies 13,905 Views

[quote who="Norska" reply="1" id="3898858"] Ok just built planetary shields... planet is apparently invulnerable after that. However with a novalith reload time of 3mins and approx two shots per planet kill iirc, I will have lost half the other planets before being able to build shields around them. How many jumps can they fire? Is it much less than the original which iirc was unlimited? [/quote] It's one jump only, and with a Tier V tech that's

10 Replies 13,905 Views

[quote who="Charmaine99" reply="2" id="3898776"] In the game, each system functions as a self-contained entity, and resources, including exotic resources, are localized to that system. To make use of the exotics in a particular incredibox system, you'll need to build an exotic refinery there to process and convert them into usable credits or other benefits. [/quote] Another one of these AI bots. I hope you guys have your eyes on them, I think they all joine

4 Replies 12,515 Views

[quote who="treveon022" reply="5" id="3898767"] Sins doesnt need to be more like stellaris. Bad enough they force of to use minor factions for trade [/quote] I'm curious, why do you think having the minor factions as trade hubs are bad?

14 Replies 14,244 Views

[quote who="Norska" reply="3" id="3898657"] Don't get me wrong. I am enjoying all the new features and the lovely graphics and interface. Very beautiful and smooth as silk. I guess after playing sins1 so much I still say their should be things like random tech trees like stellaris to make the game different throughout every time. I know this is not typical of sins 1. Which basically wants a more RTS strict build and tech order to map out and be as efficient as possible at. Certaintly bas

14 Replies 14,244 Views

The game's still in an alpha state, of course there will be many additions to come both in terms of story and perhaps new factions (they have hinted towards it in the Discord server, but not for the 1.0/release version). The derelicts, and some technology and planetary features have already added new pieces to the story though :) [quote quoting="post"] I have few people who would get the once another race is added. On a side note, I appreciate the update, and the UI looks better

14 Replies 14,244 Views

Missing might not be the right word, but there indeed seems to be a problem related to their specific engine. But on the other hand playing below minimum specs often won't work out well so it's nothing new in that sense.

6 Replies 22,489 Views

Integrated Intel graphics is not officially supported, and known to give this red screen. I don't think the devs said they intend to fix it (as it's a driver issue, and below minimum specs), but who knows. Still, I assume it's appreciated to let them know.

6 Replies 22,489 Views

[quote who="Camels100s" reply="14" id="3896154"] Also, no one from dev team said, bro don't buy our game if you don't have a gaming PC afaik. They clearly said that they're having many situations similar to mine, so I think it's better to wait for a reply imo. [/quote] This has been discussed on the discord server. The minimum requirements are there for a reason, so that a dev doesn't have to keep answering "these are the requirements" to everyone who can't run the game.

17 Replies 35,449 Views