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Sins of a Solar Empire II News

Ship Series: The Advent Radiance Battleship

Welcome to our first look at the Advent in our ongoing Ship Series. We start off with the Radiance-class battleship - the ultimate tank of the Advent’s standard arsenal. The Radiance is bristling with weapons starting with its high pierce heavy beam cannons and plasma cannons, all the way to its more than 10 laser cannons. As if this weren’t enough, the Radiance integrates Psintegrats to power its psionic special ability that force enemies to focus fire on it. Rounding out this powerful ship is an Anima hangar that can support up to two squadrons of drones.


[h2]Armament[/h2]
  • 2 x Heavy Beam Cannons (forward)
  • 1 x Heavy Plasma Cannon Turret (Sync’d)
  • 2 x Medium Plasma Cannon Turrets
  • 14 x Light Laser Cannon Turrets
  • Support for 1-2 Squadrons of Anima Drones

[h2]Radiance Abilities[/h2]
  • Detonate Antimatter: Destabilizes the antimatter reserves on the target, causing a portion of it to combust and deal damage over time. The target’s antimatter-fueled abilities are also disabled for this time period.
  • Animosity: Hostility is projected at the targeted enemy units, forcing them to attack the Radiance, while cowering them into dealing less damage to it and receiving more damage from it.
  • Energy Absorptive Armor (Passive): Special armor converts part of attacks against the Radiance into a scaling damage bonus for a short duration. Increases with PSI power.
  • Cleansing Brilliance: Fires a devastating beam of light at the targeted enemy unit, which spreads to other enemies within its radius. All enemies are dealt immense damage over a short duration.

[h2]Offensive Upgrade Options[/h2]
  • Plasma Agitator: Rotating magnetic fields are used to agitate plasma into a higher energy state prior to firing. This increases the damage of plasma weapons and the PBC.
  • Vex Amplifier: Adds a PsiTech emitter which is powered by the hatred and rage of the crew, improving weapon rate of fire. Affected by PSI power.
  • Energy Accelerator: Advanced field control technology is used to contain and accelerate the bolts and beams of all energy weapons, enhancing range and damage.

[h2]Defensive Upgrade Options[/h2]
  • PsiKinetic Plating: The Radiance’s PsiTech armor is hardened by telekinetic fields, improving armor strength. Enhanced by PSI power.
  • Synchronous Shield: Secondary shield generators can be brought into alignment to generate positive harmonic frequencies, increasing shield points and shield burst magnitude.

[h2]Utility Upgrade Options[/h2]
  • Psintegrat Choir: Deploys a choir of the Unity’s faithful onto the ship to increase PSI power.
  • Guiding Mentor: Grants a bonus to experience to friendly ships that are lower in level within the same gravity well.
  • Harmony Circuit: Adds a special PsiTech circuit to the ship’s systems, increasing PSI power. Can be activated to increase the PSI power of a targeted friendly ship.
  • Psionic Dynamo: Integrates a psionic power booster into the ship. Each time the Radiance uses an ability, the crew gains a stacking bonus to PSI power for a moderate duration.
  • Essence Reservoir: This PsiTech device uses the grace of the purified Unity to capture the souls from the crew of nearby friendly ships when they are destroyed, granting a stacking bonus to PSI power.
  • Brilliance Array: An advanced PsiTech device that channels the mental energy of the crew into the power systems of nearby allied vessels. Increases antimatter regeneration for all nearby ships based on the PSI power of the ship this item is fitted to.

Video Blog: Combat Mechanics

Sins of a Solar Empire II: Mastering the Cosmos with Tactical Brilliance


Welcome back, fellow space strategists! Today, we’re diving deep into the tactical depths of Sins of a Solar Empire II, a game that brilliantly revitalizes the 4X genre. If you've ever fantasized about founding a galactic empire, exploiting resources, and building an unstoppable fleet, then prepare to have your dreams realized. This sequel to Sins Rebellion takes the combat simulation to exhilarating new heights, enhancing the detail and tactical depth without overwhelming players with needless complexity.

[previewyoutube][/previewyoutube]
[h2]The Simplicity of Complexity[/h2]
One of the standout features of Sins II is its accessibility. New players can dive headfirst into the action, focusing on the thrill of commanding their fleets without getting lost in the minutiae. But don’t let that fool you—there’s a wealth of strategic depth for veteran players who want to meticulously compose their forces, exploiting enemy weaknesses to secure victory.

In the vast expanse of space, fleet composition, positioning, and maneuverability are paramount. Each ship is equipped with defensive and offensive weapons systems, alongside propulsion methods that dictate their speed and agility in battle. Understanding these mechanics is essential for outsmarting your foes, especially when the odds are stacked against you.


[h2]A Closer Look at Defensive Systems[/h2]
Let’s break down the defensive systems that keep your ships in the fight.

[h3]Shields[/h3]
Shields are your first line of defense. When a ship comes under fire, its shields absorb the damage—think of them as a buffer zone. Stronger shields take longer to deplete, while certain classes like Trader Corvettes and Frigates start the game without them, gaining access through the tech tree. The Advent faction boasts the most robust shielding technology, making them formidable foes.

However, shields are not indestructible. They don’t regenerate during combat (except for the Vasari and Advent under certain conditions), so knowing when to retreat can be a game-changer. The Advent’s unique Shield Burst technology allows their shields to regenerate after a cooldown, but savvy opponents will focus fire on these ships before they can recover

[h3]Armor[/h3]
Once shields fail, it’s down to armor to absorb the brunt of incoming fire. Armor is the most effective form of hit points in the game, providing a secondary defense that mitigates damage before it reaches the hull. The TEC faction is renowned for their armored vessels, making them tough adversaries on the battlefield.

[h3]Hull Points and Crippled Hull
[/h3]When shields and armor are depleted, the hull points come into play. A ship’s hull is its last line of defense, and once these points hit zero, the ship is destroyed. For larger ships like Capital Ships and Titans, there’s an additional level of defense: the Crippled Hull status. In this state, they can barely escape but can’t engage in combat. This status creates tension in battles, as deciding whether to finish off a crippled ship or focus on more immediate threats can sway the outcome of a skirmish.

[h3]Damage Reduction Mechanisms
[/h3]Understanding damage reduction is crucial. Durability reduces incoming damage across all hit-point types, and armor strength further mitigates damage to armor. Ships with high durability and armor strength can tank significant damage, making them hard to take down without specialized weaponry.


[h2]Offensive Weapons Systems: The Arsenal of the Cosmos[/h2]
Now that we’ve examined defense, let’s shift gears and talk about how to bring the fight to your enemies with offensive weapons systems. Each ship is equipped with various weapons tailored for specific roles.

[h3]Missiles and Point Defense[/h3]
Missiles travel slowly and can be evaded, making them a gamble against faster ships. They come in various sizes, with larger models inflicting more damage but being easier to evade for nimble vessels. Point defense systems are essential for intercepting incoming missiles, ensuring your fleet remains intact against enemy bombardments.

[h3]Area of Effect Weapons[/h3]
Some ships possess powerful area-of-effect weapons that can decimate swarms of smaller craft. These abilities can be a game-changer in battles, allowing you to clear the field of pesky strike craft and missiles.

[h3]Weapon Types and Sizes[/h3]
Weapon types determine effectiveness against specific classes of ships. Smaller weapons excel at targeting fast-moving vessels, while larger ones are designed to take down heavily armored opponents. Understanding the strengths and weaknesses of your fleet is vital for success.

[h3]The Art of Fleet Composition[/h3]
A well-rounded fleet is essential for victory. Each ship has its counter, and clever players will exploit weaknesses in enemy compositions. Experimenting with different ship types and loadouts will keep your enemies on their toes, and adapting your strategy on the fly can turn the tide of battle.

In conclusion, Sins of a Solar Empire II offers a captivating blend of accessibility and depth that invites both newcomers and seasoned strategists to explore the cosmos. With a strong grasp of defensive and offensive mechanics, you’ll be well-equipped to outwit and outmatch your opponents in the grand theater of space warfare. So gather your fleets, refine your strategies, and prepare for interstellar domination! The universe is waiting for its next great empire—will it be yours?

Dev Journal: Shaders - The Virtual Fabric of Reality

This month, Paul Kiesling (Set), lead 3D artist for Sins II, returned to share his latest shader explorations. His insights aim to inspire fans and modders during his research for future updates.

The word shader gets thrown around a lot when talking about video games and for most people it's essentially technobabble, but what is a shader and how does it work? That's a great question and simply put, a shader is a small program that renders graphics data. It renders the visual elements of the game. Using math to replicate certain visual effects whether that be proper PBR (Physically Based Rendering) or something more stylized like Cel shading and anywhere in between.

I want to preface before diving into this that I am by no means a subject matter expert and this will not be exhaustive in terms of its overview. I have been experimenting in my off time to better understand them myself and figured it is worth demonstrating how they can be manipulated for specific visual effect for the benefit of our modding community and other interested fans. We will go over some simple examples and the math involved in how the visual changes are realized. This will be a learning experience for both of us.

Starting with the basics, Sins 2 uses HLSL which stands for High-Level Shader Language. It's a shader language created by Microsoft for use with DirectX. If you have a basic understanding of how math works and understand how declarations work, HLSL is pretty easy to understand. Tinkering with shaders has a low barrier to entry and a very high skill ceiling, as what can be accomplished is essentially limitless. Shader code as hinted at is the math that makes the smoke and mirrors of video games work in practicality.

I currently have been putting together a Cel shader for Sins and here is a stark example of the difference shaders can have on the resulting output of how your assets look in game.


Both of shots of the Halcyon share the same models, textures and references. There is no functional difference between them except for how the game chooses to render them via the shader pipeline. Here is another example of the same shader applied to the Advent Loyalist Titan (Coronata).


For this Cel Shader we have a function and a call. A function file is separate from the main uber shader, that contains a large portion of the math required to render said function.


We are going to be focusing on how the shadow effect is accomplished but we will define some terms to avoid confusion when reading the snippet above.


Here we are modifying the gamma of the base color to avoid the mesh from looking washed out in white. Gamma correction transforms colors from a linear to non-linear space to better emulate people's perception. In this instance a gamma correction of about 2.0 landed the effect in the sweet spot of cartoony perception.



Now the Advent looked fantastic from the get-go and their materials responded very well to the Cel shader, Vasari and TEC required a bit of tinkering to create a more cartoony effect from their textures without changing their source art. The posterization effect reduces the number of colors and tones in the source texture, creating a slightly more desirable cartoony-like effect.



Coupled with the cel shading-like effects applied by the rest of the shader, the outcome is much more in line with the look and feel I was going for out of the shader.

This isn't the whole thing, the whole function is a bit too big to reasonably include in a single picture but it's the definitional math that gets called in the main mesh_pbr_ps uber shader.
In simple terms the Cel Shader suppresses most of the material properties for the ship, so things like metalness, roughness, and occlusion. I added a bit to suppress the normals as well to prevent any odd behaviors with the light. In Sins 2 normally the shadows have a cascade function that creates smooth natural shadows across the surface of an object; in the same way you would expect them to behave in reality. With a Cel shader you're intentionally going for non-realistic so quite a few artistic liberties can be had with how that raw asset data is interpreted.

In the instance of the Cel shader the most important element is the shadow steps. We don't want natural cascades we want hard defined steps with a bit of irregularity, so they appear as though they have been drawn by a human hand.


To avoid confusion, a float is just a data type that represents a 32-bit floating point number. Its designed to store and control fractional numbers in shaders. Its necessary for things like texture coordinates, colors, and a number of other necessary math functions required to make shaders do what they do.

Let's break this down so it makes sense: For the shadow bands we have 8 steps. So 8 hard transitions between shades of shadows. looking at step0 we can see how the math works.

float3 step0 = baseColor * 0.02

float3 - This is a float3 because you are referencing three channels in baseColor (R,G,
step0 - This is the first and darkest step of the Cel shader shadows
baseColor * 0.02 - To get this step is its taking the baseColor and multiplying by 0.02 which is what creates the darkest band of shadows.

float3 result = step0;
result = lerp(result, step1, smoothstep(0.125, 0.127, NdotL));

Let's break this down too so you know how the steps are blended to avoid aliasing (jaggies.) The first step defines step0 which is the darkest shadow step being applied. The next line is taking the results of the first line.

result - what the transition will be between step0 and step1
lerp - This means linear interpolation and its performing that between result, step1, and the smoothstep.
smoothstep(0.125, 0.127, NdotL) - this is performing a smoothstep or gradual transition based on the defined numbers and a dot product of normal and light direction.

To avoid confusion a dot() is a function that takes two vectors as inputs and computes the length of one vector projected onto the other. It can be thought of as a measure of how parallel the two input vectors are to each other.

I fully understand a lot of this may seem to be confusing or overwhelming and frankly, I agree with you. It's a lot to understand and as I have been experimenting the only thing I realize is how much I don't know.

Now that we have tackled a bunch of the technicals we can get to the best part - the results! Getting something to render even when wrong is still very rewarding. Even mistakes can provide some interesting results that you leave you thinking about how that can be used or tinkered with to provide more interesting results.



When working on the Cel shader I was tinkering with creating a hand drawn look and feel and accidently created this effect while using a time modifier. Granted it's not entirely useful when trying to enhance the Cel shader BUT the effect does get my imagination going as to what else it can be used for on things moving forward.

Could this be exploited for better clouds, sun surface, or gas giants? Who knows but half the fun is seeing results even if they aren't what you intended.



After finding out some level of texture animation is possible, I had a crazy idea to potentially use a similar effect to add a ripple effect to the water of a planet. Granted this effect is perhaps a bit too exaggerated, but getting unusual effects can have a knock-on effect that allows you to think of a new and exciting way to make your mod project or base game mod stand out from the rest.



In this video I decided to tinker with the specular effect to create a iridescence effect. This creates the effect of the color shifting when the object comes in line with light from the point light star at the center of a map. Not entirely sure how useful that is but nonetheless its a cool effect to have render successfully in game. Now lets kick it up a notch before wrapping this up.



In this video I took the iridescent effect and applied a rain type capillary effect over time. It's very visually trippy but as stated earlier sometimes even accidents can have useful outcomes.



This was by far the most ridiculous of examples I have but one of the most useful experiments because it shows effects can be isolated to specific mask layers and isolated on the object. I took the animated iridescent effect and isolated it to the primary team color channel. It looks ridiculous but is extremely useful for if you want to take an interesting shader effect and restrict it to a very particular part of the ship.

I want to wrap up this article by sharing my final thoughts; projects and mods for Sins 2 can be so much more than their predecessors. Shaders offer an opportunity for people who chose to create content for Sins 2 to go further than new assets and effects. Total conversion mods can now be drastically visually different from each other. My greatest hope is that articles like this further fan the flames of creativity and spur those of you who truly want to learn this as a craft to have a greater understanding of how to get there.



I want to shout an individual creator this week, Wildstar, from the Five Years of Fire mod. He is doing a mod based on an old anime and tried to create the look and feel of it which is what inspired me to go down the rabbit hole of doing a Cel shader. I will leave you with a final video of the Coronata in its most cartoony greatness. If you find this alternate shader intriguing, we would love to hear your thoughts!

Thank you,

Set

v1.41.9 Hotfix Release Notes

[h2]Changelog[/h2]
  • Added ‘Last Stand’ multiplayer scenario (Paths to Power DLC)

    • For those who own the Paths to Power DLC, you can now play a special multiplayer version of this scenario with up to 2 friends!
      • Each player starts with bonus resources and a number of colonized planets, plus 2 fleets, defenses, etc.
      • Players can choose whichever faction they’d like to defend as.
      • How long will you and your allies last?
    • Note: Only the host needs to own Paths to Power to play this scenario!
  • Fixed achievement unlock bugs (general issue from 1.41.6).
  • Added Shield Burst restore point text (in tooltips) to be green instead of red.
  • Added description to Vasari Mad Titan tooltip.
  • Adjusted Vasari Mad Titan vfx.
  • Shield Burst Adjustments:
    • Corvette Shield Burst Delay changed from 15s to 20s.
    • Cruiser Shield Burst Delay changed from 45s to 40s.
    • Capital Ship level 1 Shield Burst Delay changed from 65s to 50s.
    • Capital Ship level 1 Shield Burst Percentage changed from 33% to 25%.
    • Capital Ship level 10 Shield Burst Delay changed from 45s to 30s.
    • Capital Ship level 10 Shield Burst Percentage changed from 66% to 50%.
    • Titan level 1 Shield Burst Delay changed from 90s to 70s.
    • Titan level 10 Shield Burst Delay changed from 60s to 50s.
  • Fixed Artifact placement on City, Magnetic and Hive Asteroid planets.
  • Fixed Asteroid Mercantile Mandate not applying to Hive Asteroids.
  • Fixed Development Mandate not applying to City planets.
  • Reduced Harcka Heavy Autocannon damage per shot from 25 to 20.
  • Reduced Kortovas Heavy Wave Cannon damage per shot from 40 to 33.
  • Reduced Exoria Heavy Beam damage per shot from 90 to 80.
  • Reduced Exoria Medium Beam damage per shot from 30 to 25.

Video Blog: The Comp-Stomp! Cooperative Play in Sins of a Solar Empire II

Video Blog: The Comp-Stomp! Cooperative Play in Sins of a Solar Empire II


The Sins of a Solar Empire series has long been a beacon for strategy enthusiasts, drawing in a passionate community that thrives on the thrill of competitive multiplayer. Players engage in intense head-to-head battles and team matchups, all in a quest for galactic supremacy. However, while the competitive scene is undeniably exhilarating, it’s not the only way to enjoy this grand strategy title. For those who prefer a more relaxed gaming experience, Ironclad Games and Stardock have crafted Sins of a Solar Empire II with cooperative play in mind, allowing players to team up against AI foes and unleash a torrent of strategic chaos together.

[previewyoutube][/previewyoutube]

[h2]Why Cooperative Play is Fun[/h2]
Gathering your friends for a cooperative session in Sins II isn’t just about camaraderie; it’s about amplifying the strategic experience. When you pair up with friends, the decision-making landscape expands exponentially. With more players, you can devise intricate strategies, coordinate attacks, and cover each other’s weaknesses. Imagine the thrill of being on the brink of defeat, only to have your ally swoop in with a well-timed rescue—there’s nothing quite like it!

Moreover, cooperative play allows for a more laid-back experience. You can set the game to a relaxed difficulty, explore the galaxy at your own pace, and enjoy the process of empire-building together. Whether you’re integrating planets into your burgeoning empire or fending off threats, the joy of shared victories makes every moment memorable.

For those looking for a challenge, Sins II allows you to stack the odds against yourselves. Teaming up with friends against a horde of AI players set to the highest difficulty can lead to some of the most intense and rewarding gameplay experiences. It’s a true test of strategy, teamwork, and tactical prowess.


[h2]Cooperative Multiplayer Features in Sins II[/h2]
Sins II makes it easy to jump into cooperative play. You can host or join games through Stardock’s multiplayer servers, or even set up a Local Area Network game to connect with friends. The invite code system simplifies the process, allowing you to quickly bring your friends into your game.

Ironclad Games has also anticipated the real-life interruptions that can occur during gaming sessions. If a player needs to take a break or drop out, the AI Takeover option seamlessly hands control of their empire to the AI, ensuring the game continues without a hitch. And if they return, the AI Hotseat feature allows them to reclaim their empire. This flexibility ensures that the fun never has to stop!

The game lobbies in Sins II are designed to communicate the expected level of play, from casual to expert. You can even specify that you’re looking for Comp-Stomp co-op matches or set up mentoring sessions for new players, making it easy to find the right group for your gaming style.


[h2]Crafting the Perfect Comp-Stomp Session[/h2]
One of the most exciting aspects of Sins II is the ability to customize your gameplay experience. Here are some examples of how you can set up thrilling comp-stomp scenarios with your friends:
  • 2P vs 2 AI on Transtav: Join forces with a friend against two AI opponents on this expansive map. You can focus on either aggression or economic development, coordinating your strategies to keep the pressure on the enemy while building up your forces.
  • 2P vs 1 AI on Slim Pickings: For a more intense challenge, take on a single, powerful AI opponent. This fast-paced map forces early conflict, requiring you to work closely with your teammate to outmaneuver and outsmart your foe.
  • 3P vs 3 AI on Razor’s Edge: In this tight map, your team of three must coordinate carefully against an equally matched AI team. With limited resources, teamwork and strategy will be essential for survival.
  • 6P vs 4 AI on Random 10 Player: If you have a larger group, pit six players against a team of four AI. The sheer scale of this setup allows for epic battles and dramatic rescues, making for an unforgettable gaming experience.


[h2]What if I’m Playing Alone?[/h2]
Even if you’re flying solo, Sins of a Solar Empire II has you covered. You can team up with AI allies during campaigns or fixed teams, directing them to execute your strategic plans. While the AI may not replicate the organic diplomacy of human players, it still offers a cooperative experience that can be enjoyable and rewarding.


[h2]Conclusion[/h2]
These are the kinds of games that you’ll remember forever, and those memories are even sweeter when they’re created and shared with friends. Sins of a Solar Empire II is designed to foster these unforgettable moments, allowing players to collaborate, strategize, and conquer together. So gather your friends, set your strategies, and get ready to kick some AI butt in the vast cosmos of Sins II! Whether you’re a hardcore strategist or just looking for a fun way to spend an evening, this game has something for everyone. Happy stomping!