Really like to see a few features and fixes..

I'd love to be able to set fighters to attack other fighters first, instead of going after bombers first priority.

In fact setting Bombers to ships before structures would also be helpful.

Also a way to choose all your fighters/bombers so you can select them and target a particular ship or structure easily would be nice. A Keybind would be best.

I've run into any numbers of bugs, I know the game is released on an old engine too (no multicore support at this late date is a little unacceptable)..

This is my first sins game, anyone know how these developers "work" ? Will we see decent patches or is this pretty much it ?

 

12,404 views 8 replies
Reply #1 Top

Gameplay.constants has damage tables in it.  This in part determines autoattack priorities.

As for future patches, the devs are pretty active and we know we're getting a balance patch some time late this month.

Reply #2 Top


 no multicore support at this late date is a little unacceptable

 Considering that most users run multi-core systems these days this might seem unacceptable. Considering that efficient multi-core programming is a major pain and the beneficial returns are not so major in most cases it is actually very acceptable.

Aside from this: The developers are quite active (apart from 4th July holidays right now) and so is the community.

So feel welcome and have fun. 

Reply #3 Top

They updated diplomacy for what seemed like at least a year after release. That said, your gripes are not particularly common complaints, so I wouldn't get your hopes up for an official "fix" (I'd rather my fighters be covering my capitalships from bombers than attacking otherwise pointless fighters for example). As mentioned though, its pretty easy to change it yourself. Find your mod folder from the in game mods tab in the main menu. Then in that folder make a new folder. In that folder, make a folder called "GameInfo". Go to the game install directory in the steamapp folder, find its folder called GameInfo, and copy the mentioned Gameplay.constants file into the GameInfo folder you just made.

Then, change the following lines to these numbers.

        DamagePercentBonus:ANTILIGHT:VeryLight 2.01 (should cause fighters to attack themselves over bombers)

        DamagePercentBonus:ANTIVERYHEAVY:Module 0.59 (bombers should now target capitalships over structures)

Reply #4 Top

You can easily select all fighters and / or bombers by alt-clicking one. shift clicking will add the clicked unit to your current selection.

So if you alt-click a bomber, you'll select all bombers in the grav well. Then if you shift-alt click a fighter, you'll also select all fighters in the grav well.

Reply #5 Top

The only thing I hate so far about auto attacking, is that ships fighters bombers etc. often choose to attack trade ships/refinery ships instead of attacking enemies that actually make a difference :/

Reply #6 Top

Quoting ezeltje299, reply 6
The only thing I hate so far about auto attacking, is that ships fighters bombers etc. often choose to attack trade ships/refinery ships instead of attacking enemies that actually make a difference :/

Oh this annoys me SO much :\

 

Reply #7 Top

Quoting Volt_Cruelerz, reply 1
Gameplay.constants has damage tables in it.  This in part determines autoattack priorities.

As for future patches, the devs are pretty active and we know we're getting a balance patch some time late this month.

 

Good to hear, I will look forward to patches then..

 

Reply #8 Top

I've run into any numbers of bugs, I know the game is released on an old engine too (no multicore support at this late date is a little unacceptable)..
This is my first sins game, anyone know how these developers "work" ? Will we see decent patches or is this pretty much it ?

Sins came out in February, 2008...the engine was designed by Ironclad (a very small company) and they probably started working on the engine at least a year in advance of the Sins release date...so, you are looking at an engine that only made it to the drawing board in 2006-2007, and at that time there was no reason to make it multicore or 64 bit...the original game didn't have nearly as many assets and was designed to run on low-end systems...it was a different time then than it is now, and you can't use todays standards to judge an engine that probably entered the design stage 5-6 years ago....

Stardock has a strong track record of supporting their games for long periods of time...for example, Diplomacy v1.34 was released over 2 years after the initial release of Diplomacy...you can look at that in one of two ways:

  1. Stardock is really dedicated and supports their games for long periods of time
  2. Stardock is really slow and takes for ever to get their games to a well-balanced state

The truth probably lies somewhere in the middle...I'd also point out that much larger franchises with far more resources take just as long updating their game to a "good" state of balance/stability...