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Ship Series: The TEC Enclave Ankylon Titan

The TEC Enclave’s Ankylon titan is a literal space fortress, designed to greatly enhance the survivability of fleet actions. Depending on its configuration, the Ankylon is highly adaptable in offensive, defensive or a combination of battle roles.

Ankylon Titan - Base Configuration

[h2]Armament[/h2]
  • 16 x Medium Autocannon Turrets
  • 18 x Point Defense Autocannon Turrets
  • 8 x Heavy Beam Turrets (Optional)
  • 12 x Heavy Missile Arrays (Optional)
  • Up to 12 strikecraft squadrons (Optional)


With its base armament loadout, the Ankylon is capable of inflicting damage on multiple targets with ease. Should it focus fire, it can quickly decimate multiple smaller ships with ease. However, it lacks any long-range or high pierce damage until it’s upgraded with offensive options as shown below.

Ankylon Titan - Offensive Configuration

In the image above you can see the offensive configuration option for the Ankylon. Featuring banks of heavy beam turrets to the front and rear, plus a multitude of missile launches on its flanks, the Ankylon is capable of taking on enemies from all quarters. Of course, even with a full offensive loadout, the titan also offers its unique abilities.

[h2]Offensive Upgrade Options[/h2]
  • Auxiliary Hangar: Adds hangar bays to the titan, giving it the ability to host up to 12 squadrons.
  • Ankylon Beams: Adds eight heavy beam turrets to the fore and aft of the titan.
  • Ankylon Missile Batteries: Adds 12 heavy missile batteries to the titan.
  • Rapid Autoloader: Increases the reload rate of all Physical weapons. Can be briefly overcharged to further increase cooldown.
  • Targeting Array: Greatly increases the weapon range of the titan and nearby ships.
  • Missile Guidance Computer: Enables missing retargeting and bonus damage to missiles fired by friendly units within range.
  • High Yield Warheads: Greatly increases planet bombing damage. Can be activated to grant increased damage to all nearby units for a duration.

[h2]Ankylon Abilities[/h2]
  • Disruption Matrix: The titan projects a powerful burst of EM interference to deal damage over time to nearby enemy ships. This ability also prevents them from using abilities for a short period. This effect is increased in friendly gravity wells.
  • Furious Defense: Greatly increases the titan’s weapon damage and Hull/Armor repair rates. These bonuses are stronger in friendly gravity wells.
  • Shield Surge: Restores a large amount of Shield points to both the Ankylon and nearby friendly forces. Both amounts are increased when the Ankylon is in a friendly gravity well.
  • Invulnerability Field: With this ultimate ability, the Ankylon channels energy into its advanced shield emitters, projecting an immense shield over friendly ships in range. This grants protected units invulnerability for a short duration; which is increased in friendly gravity wells.


When fully setup as a defense unit, the Ankylon becomes a true tank, capable of absorbing enormous damage. When combined with its abilities, this effect is amplified greatly. Below you can see the titan with its various defense upgrades applied.

Ankylon Titan - Defensive Configuration

[h2]Defensive Upgrade Options[/h2]
  • Flak Burst: Adds Flak launchers to the titan, which can inflict Physical damage over time to all strike craft and missiles within a short range.
  • Extra Armor Plating (I-III): Each level increases the maximum Hull Points, Armor Points, and overall Armor Strength of the titan. These upgrades also enhance passive generation rates for hull and armor.
  • Combat Repair System: The addition of small robotic repair drones gives the titan a passive bonus to repair rates, which persists in combat. When brought to full power, this rate is boosted for a short duration.
  • Reactive Armor: When the extra Armor Plating just isn’t enough, you can apply a layer of Reactive Armor to the Ankylon. This armor increases overall Armor Strength and greatly reducing all missile damage.
  • Backup Shield Generator: A secondary shield generator is installed on the Ankylon and rigged to come online whenever the main generator fails. This backup generator increases maximum Shield points, grants the Shield Burst ability and increases Shield Burst restoration points.
  • Planetary Shield Array: Projects a defensive shield around the nearby planet preventing all damage to the surface.

v1.33 Changelog - February 2025 Update

This month’s update contains some improvements to the AI, more sound effects for Advent, and a much-requested save system enhancement. No longer will save games be invalidated on every update; you will be able to continue games in progress starting with the January (v1.32) patch onwards.

[h2]Version 1.33 Change Log[/h2]
[h3]Save Games[/h3]
  • We’ve updated our save game system so it will no longer invalidate saves for most updates. Please note that Replays remain incompatible across versions.

[h3]Gameplay[/h3]
  • Added fleet supply scaler to game options. You may now increase maximum fleet supply in your games.

[h3]Bug Fixes[/h3]
  • Fixed exotics tutorial to reflect recent balance changes.
  • Fixed softlock in research tutorial caused by exotics updates.
  • Fixed erroneous assert for mod.io.

[h3]UI[/h3]
  • Moved sound options from game UI settings to Sound settings where they belong.
  • Fixed missing characters in Simplified Chinese font; was causing text to not display.

[h3]VFX[/h3]
  • Updated explosions for asteroids and moons (Stripped to the Core).

[h3]AI[/h3]
  • Updated AI so it should now better defend its homeworld if Homeworld victory is enabled.
  • Updated AI so it should now colonize planets closer to its homeworld before trying to grab ones further away.
  • Updated how the AI considers enemies based on their homeworld distance and have them ignore NPCs in the calculation. This should make the AI contest the center of maps much more.

[h3]Audio[/h3]
  • Increased maximum playable sounds. Audio should sound better overall and no longer clip.
  • Added new Advent sound effects:
    • Planet bomb muzzle.
    • Planet bomb impact.
    • Unity: Clairvoyance ambient.
    • Halcyon Carrier: Anima Tempest activate.
    • Halcyon Carrier: Telekinetic Push activate.
    • Revelation Battlecruiser: Guidance activate.
    • Revelation Battlecruiser: Provoke Hysteria activate and ambient.
    • Revelation Battlecruiser: Reverie activate and ambient.
    • Rapture Battlecruiser: Domination activate and impact.
    • Progenitor Mothership: Rebirth activate.
    • Progenitor Mothership: Shield Regeneration activate and ambient.
    • Iconus Guardian: Shield Projection ambient.

v1.33 Now Available

[h2]v1.33 brings improvements to the AI, more sound effects for the Advent, and a much-requested save system enhancement[/h2]
View the full changelog here

This month, the development team for Sins of a Solar Empire II has released version 1.33, a smaller update that brings a few key enhancements to the game. While the changes may not be revolutionary, they address community feedback and focus on improving the overall gameplay experience.

One of the most notable features in this update is the revamped save game system. Starting with the January patch, players will no longer face save invalidation with each update, allowing them to continue their campaigns without interruption. However, it's important to note that replays will still be incompatible across different versions.

In gameplay adjustments, a new fleet supply scaler has been added, enabling players to increase the maximum fleet supply in their games for greater strategic flexibility.

The update also includes several bug fixes and quality-of-life improvements. The exotics tutorial has been updated for consistency with recent balance changes, and a softlock issue in the research tutorial has been resolved. Additionally, sound options have been properly relocated to the Sound settings menu, and missing characters in the Simplified Chinese font have been corrected.

Visual enhancements include updated explosions for asteroids and moons, contributing to a more polished aesthetic experience.

AI improvements are also a highlight of this update. The AI has been adjusted to better defend its homeworld and prioritize colonizing nearby planets before targeting more distant ones. Furthermore, the AI's evaluation of threats has been refined, allowing it to contest central map areas more effectively.

On the audio front, the update increases the maximum number of playable sounds, improving overall audio quality and reducing clipping issues. Advent players will benefit from several new sound effects that add depth to their gameplay.

While version 1.33 may not feature major changes, the improvements in AI behavior, save game functionality, and audio quality are welcome enhancements for Sins of a Solar Empire II players. As the game continues to evolve, the developers remain responsive to player feedback, setting the stage for future updates.



Video Blog: Opening Moves Pt. 2

Tips and Tricks for Sins of a Solar Empire II: Mastering the Early Game


Welcome, fellow space strategists! If you’ve just embarked on your journey in Sins of a Solar Empire II, you’re in for an exhilarating ride as you forge the foundations of a galaxy-spanning empire. In this post, we’ll delve into critical strategies for navigating the early game and setting yourself up for success. Let’s jump right in!

[previewyoutube][/previewyoutube]

[h2]The Crucial Early Game Decisions
[/h2]

The opening minutes of any game of Sins of a Solar Empire II are pivotal. Your choices during this phase will shape your approach to conquering the galaxy. From selecting your starting technologies to deciding where to expand first, every decision counts.
  • Prioritize Resource Management: As you kick off your game, ramping up your economic output is essential. Aim to research Efficient Crystal Sorting early on. This technology will enhance your resource collection, allowing you to fund your expansion efforts more effectively.
  • Target Weakly Defended Planets: After establishing a solid economic base, it’s time to expand your territory. Head to the lightly defended asteroid at Hecuba. Use your Akkan capital ship to lead the charge, employing the Radiation Bomb to dispatch enemy forces quickly. Once you’ve secured the asteroid, immediately upgrade your Commerce and Mining facilities to boost your resource production.
  • Scout for Strategic Assets: While expanding, keep an eye out for valuable planets. The Ice Planet Danae is just one jump away from Hecuba and offers excellent resources and defensive advantages. Prioritize capturing it to strengthen your foothold in the galaxy.


[h2]Building Your Fleets
[/h2]
  • Diversify Your Fleets: With your first fleet (Alpha Fleet) making progress, consider creating a second expansion fleet (Gamma Fleet). This fleet can help you conquer additional territory while Alpha Fleet focuses on securing more strategic planets. Equip Gamma Fleet with a Protev Colony Frigate and a mix of Cobalt Light Frigates for effective defense.
  • Upgrade Your Ships: Research Advanced Metallurgy to increase your ships' armor. This upgrade is crucial for ensuring your fleets can withstand enemy attacks as you expand.
  • Utilize Tactical Maneuvers: When engaging enemy fleets, careful positioning is key. Use your capital ship to absorb damage while your lighter ships deal with enemy frigates. This strategy will help minimize losses during battles.


[h2]Economic Development and Defense
[/h2]
  • Fortify Your New Territories: As you expand, don’t neglect your defenses. Build a Retrofit Bay and turrets at newly acquired planets to deter enemy raids. The Vasari Exodus forces are aggressive, so be prepared for potential attacks.
  • Invest in Civic Research: Upgrade your Logistics track and build Civic Research Stations at your colonies. This will enhance your PSIDAR coverage, allowing you to detect enemy movements and plan your defenses accordingly.
  • Engage with Minor Factions: Influence points can be a game-changer. Use them to unlock favors from Minor Factions, which can provide unique advantages. For instance, purchasing Reputation Level I from Pranast United unlocks the Emergency Gauss Platform, a valuable defensive structure.


[h2]Planning for the Future
[/h2]
  • Keep an Eye on Enemy Movements: As you expand, regularly build scouts to monitor enemy territories. This will give you early warning of incoming attacks and allow you to adjust your strategy accordingly.
  • Prepare for Major Engagements: By the time you reach the fifteen-minute mark, you should be preparing for larger battles. Ensure you have at least two capital ships ready and continue to build frigates and cruisers to support your fleets.
  • Diplomacy is Key: As you encounter other empires, assess whether to engage in combat or pursue diplomatic relations. Sometimes, a well-timed ceasefire can provide the breathing room you need to strengthen your position.


[h2]Conclusion[/h2]
There you have it—your guide to mastering the early game in Sins of a Solar Empire II. By focusing on resource management, strategic expansion, and fleet development, you’ll lay a solid foundation for your galactic empire. Remember, the choices you make now will echo throughout your campaign, so choose wisely!

Now, go forth and conquer the stars! May your empire rise to greatness!

Behind the Scenes: The Nuances of Hardpointing

The primary 3D artist on Sins II’s development team, Paul Kiesling (Set), was kind enough to swing through this month to provide a “short” explanation on how we hardpoint assets to get them properly working in Sins2. Enjoy!

Let's say you have a finished good-looking ship model; how do you make it work in game? We must hardpoint the ship so that the game has the necessary location data of where to put turrets, fire torpedoes, or prop effects. Let's start with getting your ship centered in the scene before dropping any hardpoints onto the ship. You want to make sure the center of your ship is seated at X:0 Y:0 Z:0. This isn't a hard rule but a good rule of thumb when setting up a ship for use in game.

Lets get some nomenclature out of the way so we understand how hardpoint naming actually works.

Singular - This applies to center, above, aura, bomb. These are hardpoints that don't need numbering. Having more than one is unnecessary.

Serialized - This applies to your weapon, or ability hardpoints. Ships may have multiple fixed weapons, and you will need a way to distinguish themselves.
Ex. weapon.0, weapon.1, weapon.2, ability.0, ability.1, ability.2

Bank - Lets say you want missiles to fire from multiple hardpoints, you can break them out into banks to better control their range of fire. In this instance on we used weapon.0 for all of the missiles hardpoints on the Eradica. We divided them into 6 banks

weapon.0_bottomleft
weapon.0_bottomright

weapon.0_middleleft
weapon.0_middleright

weapon.0_topleft
weapon.0_topright

Now you could label these weapon.0, weapon.1, weapon.2 etc etc, however for the sake of organization we want to denote that all of these hardpoints are firing the same weapon. So they are all labeled as weapon.0, following the underscore is the location of the bank. Now there is one more important note for these banks.

weapon.0_topleft-0

(weapon.0) This indicates the weapon being fired

(_topleft) Location of the bank in relation to ship

(-0) A way of using multiple hardpoints as one, everything following the - isn't exactly ignored by the game however allows the engine to use multiple hardpoints as one. In this bank we have points going from 0-14 that can serve as the firing order for these points if you define the weapon as firing sequentially.


[h2]Turrets[/h2]
Turrets are the most nuanced part of hardpointing in Sins of a Solar Empire 2, They come in two variants gimbal and bi-axial. (That's what we refer to them internally) we will start with the most common type.

[h2]Bi-axial[/h2]
Bi-axial turrets consist of two parts (mount and barrel). Mount controls yaw, Barrel controls pitch. With both having their own respective arcs that control the range of motion the turret is capable of having.


Red is the mount
Blue is the barrel

When setting up turrets getting your pivot points right is a must for proper turret behavior. The mounts pivot point is where the mount connects to the hull of the ship.


In this image you will see the pivot point for the mount is its bottom center, this represent the point where the mount will rotate on.


In this image you will see the pivot for the barrel is at the back center at the center of the cylinder. This the point where barrel will incline or declinate at.


There is one more point to remember with turrets and that's the actual point the turret will fire from. Position this dummy point at the muzzle of the turret. All of our turrets in game use a single turret muzzle point. However you could hypothetically have multiple muzzle points for a single turret. (This is untested)

turret_muzzle.0 - This will have to be the name of the turret muzzle hardpoint for any turrets you have.

One last thing to remember before finishing up your turret, how to child parts to each other.


In 3DS Max bring up your Schematic View, you want to child the turret_muzzle.0 to the barrel, and the barrel to the mount. So, it looks like this below.


Your turrets will also need to be childed to your base mesh before export but if you're going to make copies of this turret, best to get it set up prior to that.

When Childing a turret to the base mesh, remember you just want to child the mount. The other parts are childed to the mount, so upon export and conversion the parts will be divided correctly.

[h2]Gimbal[/h2]


Gimbal turrets used primarily by the Vasari and are turrets defined by their single point of movement. A good way to think about is ball in joint. This single point has both pitch and yaw control instead of being broken into two pieces.


As you can see the pivot point is seated in a position in a place within the ball that allows the turret a full range of movement without awkward movement or clipping. Given that gimbal turrets only require a single piece besides adjusting the pivot point all you need to do is place and child a turret_muzzle.0 to the muzzle of the turret.








Before starting the process of placing locators (hardpoints) lets talk about orientation. There is an eternal argument over which axis is up, some will say Y is up, some will say Z is up, and heretics who only serve the will of the warp will say X is up. Now for Sins of a Solar Empire 2, Y is up. So you will have to take that into account before exporting because directionality matters when exporting from source to engine.

Blender - Y is up
3DS Max - Z is up
Maya - Y is up

Regardless of what application you're using just seat your ship in the scene as it should be and just make sure you're aware of what direction is forward and up. For Blender and Maya a straight export is compatible with Sins as is, With Max our exporter compensates for Z being up and exports the ship/structure as if were doing it from Maya or Blender.

We do our hardpointing internally on 3DS Max, so this walkthrough will continue with that. These methods are not exclusive to 3DS Max as locator data, orientation and export are all things that can be done in Blender/Maya as well.

Now lets assume you have the ship centered in your scene, what's the next step? Now we have to get the core three hardpoints set up.

  • Center ( What will define the center of the ship)
  • Above ( A locator located straight up from center above the highest part of the ship)
  • Aura ( A locator located straight down from center that sits slightly lower than the lowest part of the ship)


Before doing any other hardpoints it is heavily recommended that you do these three prior to moving onto the weapons/engines/abilities.







In 3DS Max, you want to navigate to your right-hand side bar. Click helpers and use dummy. Drop a dummy into the scene and move it to the scene's origin. So, X:0 Y:0 Z:0, this will be your center point. Next what you want to do is orientate the dummies as you want the locator data to follow the same axis orientation as the game.







So, let's start by changing the name of the dummy point, its default name will be dummy. You will see a box in the right-hand bar, with that name in it. Simply change it to "center" and then we can move to the next step.

So before moving beyond the center point its best to get its orientation right, head to the hierarchy tab and click affect pivot orientation and make sure at least when working in 3DS Max that y is forward and Z is up.



When working in 3DS Max green ( y ) is forward. Blue ( z ) is up. So pivot your hardpoints appropriately.

Now once you get the center point set up, clone it twice, once for above and one for aura. Remember you want above to above the highest point of your mesh, and aura to below the lowest point of the mesh.

With the three necessary hardpoints established we can begin by seating the many other hardpoints.

Now you want your ship to have cool engine effects. I got you; this will play out just like your three previous hardpoints. Throw a dummy into a scene, use your movement controls to position to a place where your engine will exhaust from. Here is the part you will have to pay attention to, orientation is relative to what the function of the hardpoint is. In this instance we will have to orientate them forward off the back of the ship.





You want the particle to move forward off the back of the ship so its y-forward orientation is flipped in relation to the ship. If you do not get this orientation correct your engines will exhaust into your ship instead of away from it. When numbering exhaust points remember to name them with this convention exhaust.0, exhaust.1, exhaust.2. This format will automatically prop an exhaust effects across all exhaust points or allow you to custom certain effects by specifically specifying points with certain flair effects.

If you're hardpointing a ship capable of bombing a planet you will need a hardpoint capable of propping the weapon necessary to bombard a planet. You will need to drop another dummy into the scene and place where you want this weapon to be fired from. In this instance its the front chest of the Coronata.



Remember you want to orientate it so that the weapon fires in a believable way, or don't and embrace chaos haha. With the Coronata the point is orientated in such a way that the weapon can fire forward from the center chest.

Next will be hangar hardpoints, these are relatively simple and work a lot like exhaust points. Their forward direction is relative to how you want your fighter/bombers to launch from the ship.



In this instance on the Coronata there is a small hangar on the lower back of the ship, given the angle of the hangar the hardpoints orientation needs to be adjusted to match. To prevent the fighters/bombers from launching through the ship. If you're going for believability this will be an important part to be mindful of.

Now we are moving to ability points, these are hardpoints that individually cast from. These points work a lot like hangar points and remember to orientate them in such a way they fire correctly.



In this instance the ability point is attached to the center top of the Coronata's ring. Not to beat a dead horse but just be mindful of orientation.

[h2]Components[/h2]
Now lets say you want to add components to your ship, how do you do it? Well that's easy, let me explain. Components are simply mesh add-ons that can be propped onto the ship through Sins 2's component system.



To visually distinguish the components in this image I have made them red, These are armor or shield components that can be propped via component abilities on the Titan. Assuming your components are seated in your scene correctly all you will have to do is child the components to the base mesh like so.



After export it will generate the appropriate hardpoints and secondary meshes.

This is far from an exhaustive breakdown but is meant to be a top down overview of the process of what it takes to get started. We will cover the process of export and conversion in a later article. This is designed to help in the setup process as you prep your ships for use in Sins2

In conclusion, successfully hardpointing a ship for use in Sins of a Solar Empire 2 involves a meticulous process of positioning, naming, and orienting various hardpoints to ensure optimal functionality and realism in gameplay. By following the outlined steps for establishing core hardpoints, turrets, engine effects, and components, developers can create a well-structured and immersive experience for players. As you prepare your ships for export and integration into the game, remember that attention to detail in hardpoint setup not only enhances gameplay mechanics but also contributes to the overall aesthetic and operational integrity of your ship models. With this foundational knowledge, you are now equipped to embark on the exciting journey of ship design and implementation in Sins 2.