Thank you for updating us on this, it had the team scratching their heads
RammaStardock
Hello, I've been seeing similar reports on issues with the Marza so I imagine its more likely the barrage, but the additional info does help. As for future upgrades unfortunately I do not have detailed insight on that at this time
Toma your tone is becoming both condescending and a bit rude in this thread, I would kindly ask you to refrain moving forward
[quote who="Dorian Gray II" reply="14" id="3945083"] Customized ships using the wrong default ship design name. For example, when attempting to customize "Cutting Principle", it is using "Concluding Words M15" as the default ship design name: Concluding Words com
[quote who="keyyseer" reply="2" id="3945599"] Follow up: Why is there a number of turrets then? Wouldn’t it make much more sense to just write the name of the turret and the complete damage output? That way we would have to do less math. On a similar note: Why don’t we get a summarized DPS for each Cap Ship? [/quote] Bringing this thread back to the original topic. From what I'm told: <span class="ui-provider a b c d e
[quote who="GreThor822" reply="3" id="3945540"] I have been fighting the not authenticated bug from day one mod.io support finally gave up and said lets hope the next patch fixes it...well I've done all the things multiple times and I'm still not authenticated and it would seem I also lost the ability to put mods in manually the local mod option is just gone now not sure if that was part of this new patch or a new feature I get from the latest patch lol guess I'll shelve the game tell th
Hello! While these options currently aren't changeable outside of making your own map via the map creation tools/ mod tools, I do believe addressing these types of things is on the list for the future of Sins, when and what shape that takes I currently do not have an answer.
Hello! Currently there are no plans for additional language voice dubbing, we may evaluate options in the future
Hello! You can share the replay via dropbox link, google drive, or submit it in the replays or sitreps channel on discord with a description of the issue. If you go the discord route, feel free to tag or dm me
Thank you for the update! Ill be sure to share this sentiment with the team, I also saw the thread on steam as well
Thank you for sharing this, Ill mention it to the team, but to verify, is this something you just prefer as default or is it unavailable in the keybinding settings for you?
Hello! We've actually noted this with instructions on how to revert to the previous version and finish your old multiplayer games in our changelog posts: This update won't work with old save games and replays but you can still play them by using the previous version: Previous Version Instructions If you wish to finish up your game on the previous version, do the following: Select ‘Sins of a Solar Empire II’ in you
Thank you for the report, ill try to confirm it and share it with the team
Thank you for taking the time to compile this feedback, I'll read through and pass it along to the team. I was wondering if you had any particular systems you envisioned. As mentioned above there are ways to produce increase exotic production via refineries, and has proven valuable from testing. I do agree that there are areas that could be more consistent or better communicated down the line
Thank you for these suggestions, looking for more ways to communicate important features is definitely valuable, ill pass along some of the ideas here
To be clear, are you referring to in the middle of a game? To my understanding currently there is no way to change those settings mid game, and are all chosen at game setup
Hello! I was just hoping for some clarifying details. Which load are you referring to? Like original game bootup/launch, when its loading into Multiplayer or Singleplayer games, a save file? Just trying to get as much info as I can
Update: The tooltip states to drag the teammates onto the team Header, that would be the glowing number, rather than the body. doing so works correctly. I do think it should just be dragged to the body, so Ill report it as a quality improvement request
Thank you for reporting this, I've confirmed it in my own game and ill let the team know
Hello! The team has informed me that the damages are tuned per ship, so two ships with different turret configurations will not have the same damage. The turret is a class of weapon, not the exact same weapon across the fleet. From a lore perspective, individual classes of ships have different sizes and numbers of reactors,
Hello! The team has told me that this is working as designed, but they may give it another look over
Ill bring this up, for now a work around would be to use the automation feature to set all idle shipyards to build a specific ship
No worries, I believe there is internal work being done on Advent that isn't quite ready for test yet, but its always worth passing along suggestions and ideas, I just can't promise anything at this time
I'm sharing this thread with the team to look at to try and get an idea of whats happening. However, can someone confirm if this issue is persisting after todays update?
[quote who="Delster" reply="5" id="3945303"] on how much ram and what chip? TY for your reply! [/quote] Update: They use an M3 with 16gb