Pretty sure that's due to the ambient light coming off the skybox.
Yarlen
I cannot - that's generated by the materials in use and the light sources in the game. Though I'm not 100% sure what you're referring to? Any bright lit parts are windows.
Not yet, but basics are standard RTS controls plus: WASD for camera movement; F1+ for accessing the various menus across the top of the screen (in order); left-click to select; right-click to order.
Going live in a couple hours. :)
No plans for this.
[confluence title=""]https://stardock.atlassian.net/wiki/spaces/SSEFW/pages/1419509923/Sins+II+Dev+Journal+5+-+The+Sova+Carrier[/confluence] [confluence title=""]https://stardock.atlassian.net/wiki/spaces/SUP/pages/1421017089/Stardock+Facing+Blogs[/confluence]
Akkan is here: https://forums.sinsofasolarempire2.com/515501 Sova's coming soon!
1920x1080 is our planned minimum supported resolution and we don't have any plans to change this right now. That said, modders may tackle this in the future.
Thank you for the feedback! :) We're not focused on balance yet, so you'll continue to see this evolve during development. Regarding your comments on scale, the total fleet supply will be moddable; the artificial limit on total units in the game will be removed (or increased) if we missed it in this last update. Zoom levels haven't been adjusted yet either on many items (it's on my personal list of things to do). :)
Thank you for the feedback! Some quick notes: OP: You know it! Thanks! Thanks again! Excellent! W00t! There is a six...somewhere.... Thanks! Yup. :) Thank you! :) OP2: Fixed now; is the delete key. See below Balance is not something we're focusing on right now. The game will auto-queue exotics to b
Oh yeah, I agree!
We haven't decided yet.
[quote who="mouritsen94" reply="11" id="3871985"] Are you guys planning on removing construction ships altogether? I liked them being destructable in Rebellion. [/quote] Those will be coming back in a future update. :)
[quote who="Smarti12" reply="7" id="3871840"] Quoting Yarlen, reply 6 re: Corsev - It has been deprecated (all of the new Sins: Rebellion capital ships have been). Any comments on why this change was made? I have no opinion either way, but I'm wondering whether you guys didn't end up lik
Gauss cannons are rail guns are not the same thing. Coil Gun (Gauss Cannon) Railgun Some interesting videos: https://www.youtube.com/watch?v=eAHKS0nVlL4 https://youtu.be/izW1X2555Wg?t=174
re: Corsev - It has been deprecated (all of the new Sins: Rebellion capital ships have been).
Release Status: *** AVAILABLE *** Just in time for the holidays is our next major update for Sins of a Solar Empire II! This second Technical Preview includes the TEC Rebels, new uni
For our next installment of the key units of the Trader Emergency Coalition we have the Marza Dreadnought. The Marza started its life as a mining ship, capable of blasting part asteroids for their raw materials to fuel the Trader worlds' economic expansion. As the war dragged on, it became apparent that the TEC needed a capital ship capable of laying siege to enemy worlds. The perfect choice for this role was to retrofit the Ma
If we can make the AI treat its flagship with the respect it deserves, could be nifty.
We are interested in hearing about which victory conditions players would like to see return in Sins II. Occupation victory didn't seem all that popular, so we were thinking of ditching it. However, if enough players are interested, we could look at it again.
[quote who="ribuh_7" reply="4" id="3869622"] Thanks for the update! Looks great! Miss the antennas though! Planetary Bombardment Cannon: A feature new to all of the TEC latest retrofits is the planetary bombardment cannon. Didn't all cap ships have planeta
We can't really answer any of these yet.
No doubt! For some reason Windows named me 'yarle' - which is still annoying but at least not in my face as much.
Those are just the two team-colors the artist went with.
[e digicons]:bebi:[/e]