There's no campaign, but enough different scenarios to keep you busy for a long, long time. Think of it as real-time Civilization in space, not Company of Heroes.
August Knights
Secretary of War
Brewmaster
There's no campaign, but enough different scenarios to keep you busy for a long, long time. Think of it as real-time Civilization in space, not Company of Heroes.
Ab - Rumor is that a full single player campaign will be released in the next patch. The scenarios, while lacking cinematic cutscenes, pretty much stand on their own as mini-campaigns. And not to worry: the pacing really isn't as frantic as your typical RTS.
To you guys who are interested in multiplayer:
if you're free let's meet up on ventrilo tomorrow (Thursday) night around 8 or 9pm est. Maybe we can start an epic war. I'm hoping for a turnout of 10+ people.
August Knights
Secretary of War
Brewmaster
I'm down. I'll be on at 8--an earlier start is best as games can get quite long.
August Knights
Secretary of War
Brewmaster
Nice chart! I'm surprised the cap ship abilities take a hit vs. other cap ships--although 75% of the high levels of "Detonate Antimatter" is still pretty severe!
August Knights
Secretary of War
Brewmaster
Dunno if anyone's still playing this, but 1.05 came out the other day. Here's a change log:
(According to the readme that came with it, there are also two new maps.)Soon we'll be releasing the v1.05 update for Sins of a Solar Empire that should address many of the multiplayer issues some players have reported. This is a minor patch, however; more substantial updates will arrive with version 1.1.
v1.05 Changes:
- Fixed bug deallocating particle pool memory.
- Fixed cargo ship related crash caused when loading a saved game.
- Increased the maximum length of map description text. If the text is too long, it will no longer crash the game.
- AI missions no longer continue if a human player has taken over for them.
- AI controlled units will no longer still have AI-control if a human player has taken over for them.
- Fixed crash when attempting to toggle the autocast state for an uncontrollable ship/planet module.
- Fixed capturable resource mines from being considered damageable.
- Fixed sync error in multiplayer games caused by cannon autocast targetting.
- Fixed squad owner infocards to gracefully handle large numbers of squads (100+).
- Fixed crash if you run out of video memory when loading textures.
- Planet asteroid setup now uses TotalMaxResourcesAsteroids parameter again.
- Added two new maps: Melting Point and Ancient Gifts.
- ICO accounts will now be forced to logout if you attempt to login with the same account.
- Malice changed to fix CPU issues in the late game due to previous implementation of the ability. Malice now accumulates damage on affected targets and then spreads that damage when the buff expires, rather than spreading damage as soon as damage is applied. Its duration, cooldown and AM cost have all been reduced to reflect this. Malice is now target capped as well at 8/16/24 targets.
- Fixed bug in galaxy generator related to vertical planet offsets when planets are too close together.
- New default texture quality settings set.
I still have it installed if anyone wants to get a game going sometime.