Sins of a Solar Empire : Real-Time Strategy. Unrivalled Scale.
© 2003-2016 Ironclad Games Corporation Vancouver, BC. All rights reserved.
© 2006-2016 Stardock Entertainment

Entrenchment Beta 3 Change Log

By on February 19, 2009 7:39:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen

Join Date 01/2005
+228

Get ready for phase 3 of the Sins of a Solar Empire: Entrenchment beta!

IMPORTANT: You MUST fully uninstall Sins of a Solar Empire & Entrenchment before updating to Beta 3!

---------------------------------------------------------------------------
Gameplay / Balance:
---------------------------------------------------------------------------
-New Manifest System allows for original Sins and Entrenchment to coexist (see below for great new mod capabilities).
-Added quick start game option that starts you w/ all resource extractors, a cap factory, 2 scouts and full population upgrades on your home planet in addition the frigate factory you'd normally get.
-Capital planets are now much more valuable and tuned to prevent stalls in the early game.
     -Capital Planet PlanetUpgrade now grants bonus metal and crystal income.
     -Normalized all home planet credit income.
-General AI improvements:
     -Can be in attack state now factors in allies helping.
     -Retreating should be somewhat better (this is part 1 of a whole new revamping of this system).
     -Fix ogrovs not coming into attack against regular structures.
     -Fix AI interpreted threat values of structures and starbases.
     -AI attack assembling pathfinding now checks if their is a path that doesn't have a heavily defended planet (in addition to enemy planets).
     -Fix AI building so many antifighters.
     -AI can now assemble around a starbase instead of just empty space or orbital defense.
     -Fixed AI not lining up properly when assembling.
     -AI will now capture and defend neutral resource nodes.
     -AI now longer counts starbases for countering if the starbase isn't constructed.
     -Improve AI's use of mine clearers.
     -Improve default mine clearing behavior of scouts (most importantly, even if you haven't turned on autoattack, a scout in mine clearing mode will still attack mines). (Still broken in some situations)
     -Colonize, build starbase, and capture resource missions now consider mines when determining if a given planet is too dangerous or not for the AI.
     -Fix AI over-estimation and infocard display of capital ship weapon damage as they level up.
     -Added basic AI building of Vasari and Advent mines. More to come.
     -Improved AI starbase placement.
     -Lots of minor stuff and more to come.
-Carrier cruisers now suffer a strike craft build rate penalty if enemy combat units are in the same gravity well.
     -Exposed the infocard value for build rate penalties to be on the cruiser in addition to the squadron itself.
-All races' anti-strike craft frigate weapon range increased 20%.
-All races' weapon platform structure's attack type changed from ANTIMEDIUM to CAPITALSHIP.
-ANTIVERYLIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%.
-ANTILIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%.
-ANTIMEDIUM attack type's damage modifier vs Module armor type reduced from 75% to 50%.
-ANTIVERYHEAVY attack type's damage modifier vs Module armor type reduced from 75% to 65%.
-COMPOSITE attack type's damage modifier vs Module armor type reduced from 100% to 75%.
-CAPITALSHIP attack type's damage modifier vs Module armor type reduced from 100% to 75%.

Ogrov Torpedo Cruiser:
-Front bank damage reduced from 1000 to 900.
-Fleet supply cost increased from 8 to 12.
-Resource cost increased from 490/100/70 to 620/130/95 credits/metal/crystal.
-Max hull points increased from 580 to 610.
-Max shield points increased from 275 to 295.

Solanus Adjudicator:
-Front bank damage increased from 50 to 55.
-Resource cost increased from 1100/210/135 to 1210/235/160 credits/metal/crystal.

Orkulus star base
-Stabilize Phase Space duration increased from 75 to 240 secs.
-Stabilize Phase Space cooldown increased from 90 to 320 secs.
-Pulse Gun damage increased from 146 to 186 for all banks.
-Disintegrator weapon damage type changed from AntiHeavy to AntiModule.
-Phase Missile damage increased from 300 to 325 for all banks.
-1st level of Assault Systems upgrade time reduced from 60 to 25 secs.
-new 3rd level of Assault Systems upgrade now grants 30% weapon damage increase to the star base.

Antorak Marauder
-Stabilize Phase Space is no longer a channeling ability, but is still interruptable.

TEC Hangar platform
-Flak turret upgrade weapon range increased from 3250 to 4500.

Advent Homing Mines
-No longer decelerate during their approach to target just prior to detonation.
-Now deal 150 of their 850 damage to all enemy targets within a radius of the primary target.
-Deployment radius increased by ~100%
-Target acquisition and loss ranges increased slightly to account for the deployment radius increase potentially placing mines further from the most common vertical movement range of targets.

TEC Proximity Mine
-Damage reduced from 1200 to 1000

Sivuskras Ruiner
-Explosive Mine damage reduced from 1200 to 1000
-Mines deployed per ability use increased from 6 to 10 (cost rebalanced to be roughly the same per mine)
-Mine deployment radius increased by ~100%

-Adjudicator is now able to fire when saved games are loaded.
-Fix starbases attacking before constructed (likewise with a variety of other structures).
-Mine placement changed so that they are more tightly clustered about the area in which ships are most likely to travel.
-Reduced starbase build and upgrade time modifier in hostile gravity wells from 2.5x to 2.25x
-Fixed an exploit with Pervasive economy and refunding.
-Area of effect repair abilities no longer autocast on undamaged, partially built structures.
-Subversion will now end if its planet becomes owned by friendly empires.
-Friendly units destroyed by a friendly Argonev's Last Resort ability no longer grant experience to friendly capital ships.
-Star bases are now affected by orbit body specific effects such as the antimatter charging at stars.
-Fixed bug where research prerequisites that included subjects your race did not have access to were evaluated as being satisfied instead of not. (Mind control bug)
-Removed unintended weapon on Vasari Hangar platforms.
-Dense core and porous core exclusive.
-Mine deployment through abilities now fails out at the appropriate places if the mine limit in the gravity well has been reached.
-Autocast for Vasari and Advent mines added.

---------------------------------------------------------------------------
Graphics:
---------------------------------------------------------------------------
-Reduced flair points Vasari orbital cannon.
-Fixed angle of approach of Advent meteors.
-Clutter reduction on shield projector effect.

---------------------------------------------------------------------------
Sound / Music:
---------------------------------------------------------------------------
-Entrenchment vocals pass 1 added.
-New TEC Cobalt vocals.
-Fix for annoying TEC repair cruiser sounds.
-Fixed frequent "structures complete" audio for mines. Now only reports when each batch is complete.
-Ogrovs using correct sounds now.
-TEC starbase constructor has general order response now.
-Better meteor sounds.

---------------------------------------------------------------------------
Networking / Multiplayer:
---------------------------------------------------------------------------
-Fixed sync bug.

---------------------------------------------------------------------------
User Interface / HUD:
---------------------------------------------------------------------------
-Other players' silent pings are no longer visible.
-Fix Vasari cannon ability string being too long.
-Crew training research now shows the correct max trainable level.
-Shuffled some research subjects around to hook up more pre-reqs where they are logical and to better fill the space.
-Added Starbase lost event.
-Stats added for mines/starbases/starbase upgrades.
-PlayerRanking now accounts for starbases.
-Fixed tec mine placement radius.
-Single player Game speed buttons added to the HUD.
-Empire search function for starbases added.
-Starbases integrated into planet construction (i.e so you can do things like select a neutral or enemy planet and get access to your starbase's build menu).
-Tooltips for mini pirate window added.
-Strike craft squadrons belonging to star bases now appear in the bottom pip ring of a planet's icon group instead of one of the side ones.
-Fleet supply used by ships queued for construction now displays the correct amount in infocards (was always calculated correctly for simulation).
-Alt now shows you ship icons and all even in cinematic mode.
-Exposed the infocard value for build rate penalties to be on the carrier cruiser in addition to the squadron itself.
-Fixed assorted typoes and grammatical errors (thanks for the emails!)

---------------------------------------------------------------------------
Modding:
---------------------------------------------------------------------------
-Mine scuttle times are now data driven. (Exposing a lot more items for data driving is in progress).
-New Manifest System allows for stacking of mods. Priority of order is controlled from the mod option screen. Mods closer to the top of the list are higher priority. (Please stress this if possible as it was difficult to predict how you might want to combo mods)

---------------------------------------------------------------------------
Misc:
---------------------------------------------------------------------------
-Numerous crash fixes.
-More memory savings.

Locked Post 215 Replies
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 7:49:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

...

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:02:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nice! The mod stacking system is sure to be a crowd pleaser! Great sounding changes all around.

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:04:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Holy ****.

 

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:05:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Looks good cant wait to test.

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:07:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Kitkun,
Holy ****.

 

You keep tempting with your almost-swearing.

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:09:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

-Improve default mine clearing behavior of scouts (most importantly, even if you haven't turned on autoattack, a scout in mine clearing mode will still attack mines).

Funny story with this one, too.

*chuckles nervously*

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:10:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

now that i am back alive after that huge changelog crushed me i was able to read through all the changes and fixes.

 

these impressed me the most:

-Added quick start game option that starts you w/ all resource extractors, a cap factory, 2 scouts and full population upgrades on your home planet in addition the frigate factory you'd normally get.

-AI attack assembling pathfinding now checks if their is a path that doesn't have a heavily defended planet (in addition to enemy planets).

-Carrier cruisers now suffer a strike craft build rate penalty if enemy combat units are in the same gravity well.

-Stabilize Phase Space is no longer a channeling ability, but is still interruptable.

-Mine deployment through abilities now fails out at the appropriate places if the mine limit in the gravity well has been reached.

-Starbases integrated into planet construction (i.e so you can do things like select a neutral or enemy planet and get access to your starbase's build menu).

-Area of effect repair abilities no longer autocast on undamaged, partially built structures.

 

and so many more, the list is just too big

now... if you are going to tell me that friday is not going to be the patchday i'll have to die again

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:11:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It's going to be today, I think. Yarlen is still on IRC.

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:13:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks!

I still think that Starbases should have a tactical upgrade rather than a strike craft up grade. This would enable the building of mines, gauss, strike hangers, etc arround a starbases located around gas giants , stars etc.

But thanks for the update

 

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:14:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

good, damn, yay, damnit, excellent, ahhhhhh!

how am i supposed to sleep now?

its 2 AM in the morning and i still have tons of coding to do "today"... arghh.

decisions decisions...

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:14:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I mean update..not date. guess that's what happens when I write in a hurry:(

 

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:18:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 Yay great work guy's. I can't wait

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:38:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wait... by mod stacking, does that mean that more than one mod can be enabled at a time? If so, that is awesome!! This looks to be great!!

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:44:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That is what it sounds like, yeah. It sounds sort of like Bethesda's system where mods are loaded sequentially so new mods override old mods for like-changes, and everything else is combined.

This basically means, in the case of something like Bailknight's that doesn't need to modify entities, it can be loaded along with pretty much any other mod.

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:45:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Will this upgrade vanillia to 1.13 or higher?

Just curious because now we can change back and forth without having a second copy lying around.

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:46:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Annatar11,
That is what it sounds like, yeah. It sounds sort of like Bethesda's system where mods are loaded sequentially so new mods override old mods for like-changes, and everything else is combined.

This basically means, in the case of something like Bailknight's that doesn't need to modify entities, it can be loaded along with pretty much any other mod.

Sweet!! I can just imagine the possibilities!

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:48:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Indeed.. to be honest I never expected it, but it's definitely a welcome change. Hearing that they are working on making more things data driven (ie values we set in files, rather than hardcoded into the engine) is also great.

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:48:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

-New Manifest System allows for original Sins and Entrenchment to coexist (see below for great new mod capabilities).

Added quick start game option that starts you w/ all resource extractors, a cap factory, 2 scouts and full population upgrades on your home planet in addition the frigate factory you'd normally get.

-All races' anti-strike craft frigate weapon range increased 20%.
 

-Carrier cruisers now suffer a strike craft build rate penalty if enemy combat units are in the same gravity well.

Give it to me now !!! Ahhh getting rabies from waiting..... must check impulse every 5 minutes !!!

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:53:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Oh yeah this one is really going to be good!

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:55:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Oh yeah this one is really going to be good!

The antistrike craft should help a little to.  better range but same output sounds like a good deal.

Oops my edit not work correctly

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 8:57:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The Vasari starbase sounds deadly.

Also, about the Antorak Marauder, I haven't played with Vasari in a while and am planning to play with them tonight (game already started) and it should be a quick one but each time I used the phase stabilizer on it, it would stop but I just clicked it once to where I wanted it to go and even though it says the ability is gone and it shows the blue line going the long way, as long as I didn't touch it, it would jump with the fleet through the short cut...so, theres that.

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 9:16:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Bah, I'm giong to be upfront, there are still some issues with mine clearing. I just came across a couple scenarios where it fails. We'll get it fixed once and for good tonight.

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 9:17:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hey, it's still in beta. Don't worry about it! My finger is getting tired from refreshing Impulse, though

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 9:18:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

New Manifest System allows for original Sins and Entrenchment to coexist (see below for great new mod capabilities).

-Added quick start game option that starts you w/ all resource extractors, a cap factory, 2 scouts and full population upgrades on your home planet in addition the frigate factory you'd normally get.

-Capital planets are now much more valuable and tuned to prevent stalls in the early game.

-Capital Planet PlanetUpgrade now grants bonus metal and crystal income.

-Normalized all home planet credit income.

-General AI improvements:

-Can be in attack state now factors in allies helping.

-Retreating should be somewhat better (this is part 1 of a whole new revamping of this system).

-Fix AI interpreted threat values of structures and starbases.

-AI attack assembling pathfinding now checks if their is a path that doesn't have a heavily defended planet (in addition to enemy planets).

-Fix AI building so many antifighters.

-Fixed AI not lining up properly when assembling.

-AI will now capture and defend neutral resource nodes.

I assume that these fixes apply to straight sins where applicable as well??? i.e. game mechanics between Sins and Entrenchment are the same except where something is new due to Entrenchment add on (i.e. mines, starbases and new units)

Reason for Karma (Optional)
Successfully updated karma reason!
February 19, 2009 9:22:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The 1.14 changelist is up as well. The engine is so different now and so many data formats have changed that its very difficult moving a lot of things back to original Sins. I won't be attempting to do any of the semi-complicated ones until Entrenchment is out the door and running well.

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108432  walnut2   Server Load Time: 00:00:00.0000500   Page Render Time: