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Sins of a Solar Empire v1.18 | Entrenchment v1.04 Change Log

Major Balance Update!

By on September 23, 2009 4:13:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen

Join Date 01/2005
+193

 

Its been over 1.5 years since Sins was first released and this is Ironclad's 22nd update to Sins/Entrenchment (ignoring all the beta updates). 

It really hit us how the gameplay and strategies have evolved since then when we started tracking the source control changes for the siege frigate data which, as many of you may remember, went through a drastic nerfing early in 2008.

Well, now the situation is quite different due to a number of factors, not the least of which is player capability and the defensive measures added in Entrenchment. It was therefore neccessary to bring them back into the roster. 

But we didn't stop at siege frigates. One of our primary objectives in this update is to make sure every unit is brought back into the pool of viable tools. In some cases this was as simple as modifying some data but in some cases we completely redesigned elements of them.

Naturally, trying to figure exactly what those changes needed to be was not an easy problem but one of the best ways was to play the game against as many players as possible so we once again took to playing regularly on Ironclad Online. 

Unfortunately, we couldn't use our real names because when we did in the past we were the targets of unreasonable unholy alliances. Such circumstances aren't great for collecting data and analyzing strategies. Sorry for the smurfing but it was for a good cause

In addition to playing online we've spent a lot of time analyzing feedback on the forums, in particular the great thread by Deceiver_0.

In this thread he collected votes from everyone on a wide variety of issues and presented a consolidated place for ideas and potential fixes. 

While we didn't agree with all the suggestions, we did attempt to address what we determined to be the underlying problems but in some cases we implemented the suggestions nearly verbatim.   

Special thanks to everyone who contributed to that thread! Also, special thanks to everyone who wrote constructive posts or emails, we couldn't do this without you!

Enjoy!

-Ironclad

 

 


 

WARNING: This update will invalidate existing save games.

Gameplay / Balance: 

  • All Factions -
    • Fixed bug where purchasing capital ship levels would give you a refund.
    • AntiMedium damage type's modifier vs. Medium armor reduced from 150% to 133%.
    • AntiVeryLight DamageType's modifier vs VeryLight armor reduced from 150% to 133%
    • Cruiser carrier strikecraft build rate penalty when enemies are in the gravity well reduced from 15% to 10% (Entrenchment Only).
    • Reworked the tactical targeting AI to make smarter range targeting decisions (this is particularly prominent when putting short-range ships against long-range ships, such as Heavies vs. LRMs). (Entrenchment Only)
    • Starbases now account for their deployment cost when determining their refund value. (Entrenchment Only)
  • TEC Faction -
    • Kol Battleship:
      • Gauss Railgun range increased from 5,000 to 6,500. (Entrenchment Only)
      • Gauss Railgun damage increased from 300/550/800 to 325/650/975. (Entrenchment Only)
      • Gauss Railgun now also debuffs the target, reducing its max movement speed by 50% for 10 seconds. (Entrenchment Only)
    • Akkan Battlecruiser:
      • Colonize is now guaranteed to spawn its listed number of resource extractors, subject to that many unoccupied resource asteroids being available.
      • Colonize now grants 1/2/3 free resource extractors instead of 0/1/2.
      • Colonize now also increases resource extraction rate of that player's extractors at that planet by 33%/66%/100% for 360 seconds. (Entrenchment Only)
    • Sova Carrier:
      • Fixed bug with Embargo that caused it to not block cargo ship jumps at levels 2 and 3.
      • Rapid Manufacturing duration increased from 45 to 90 seconds.
      • Rapid Manufacturing cooldown increased from 120 to 180 seconds.
      • Rapid Manufacturing orbit body's ship and structure build rate bonus increased from 30% to 300%.
      • Now starts with three squadrons and tops out at eight at max level.
      • Heavy Strike Craft armor bonus increased from 1/2/3 to 2/3.5/5.
      • Heavy Strike Craft damage bonus increased from 10/20/30 to 12/24/36.
      • Missile Batteries antimatter cost reduced from 125 to 70.
      • Missile Batteries cooldown reduced from 50 to 35.
    • Dunov Battlecruiser:
      • Magnetize now interrupts abilities that are being channeled.
      • Shield Restore description amended to remove implied secondary effect.
      • EMP Charge now no longer requires the ship to be facing its target before it can be fired.
    • Cobalt Light Frigate:
      • Max hull points increased from 600 to 635.
      • Max shield points increased from 350 to 370.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Sabotage Reactor range increased from 5,000 to 6,000.
    • Krosov Siege Frigate:
      • Fleet supply cost reduced from 14 to 12.
      • Hit points increased from 450 to 510.
      • Shield points increased from 225 to 255.
      • Planet bombing damage increased from 21 to 25. (Original Sins Only)
      • Planet bombing damage increased from 21 to 31. (Entrenchment Only)
      • Heavy Fallout is now an activatable ability with autocast that can now be toggled on or off, and has a cooldown of 15 seconds. (Entrenchment Only)
      • Heavy Fallout population growth reduced from -30% to -8%. (Entrenchment Only)
      • Heavy Fallout now stacks up to 10 times. (Entrenchment Only)
    • Kodiak Heavy Cruiser:
      • Weapon range increased from 2,750 to 3,150.
    • Proximity Mines (Entrenchment Only):
      • Build cost reduced from 640/160/65 to 510/130/55.
      • Fixed bug that caused Proximity Mines to erroneously affect the end of game stats.
    • Javelis LRM
      • Fixed bug with Cluster Warheads which severely impacted its utility.
  • Advent Faction -
    • Halcyon Carrier:
      • Adept Drone Anima reworked - now grants 1/2/3 extra squadrons instead of 1/2/3 extra strikecraft per squadron.
      • Now starts with three squadrons and tops out at eight max level.
      • Anima Tempest reworked - now spawns 60 strikecraft (increased from 30) and all its strikecraft gain a 25% increased chance to dodge for 75 seconds. (Entrenchment Only)
    • Rapture Battlecruiser:
      • Fixed Domination so that ship counts in stats are properly changed when this ability is used.
    • Revelation Battlecruiser:
      • It is now possible to attack targets affected by Reverie.
      • Clairvoyance cooldown changed from 20/15/10 to 15/15/15.
      • Clairvoyance duration increased from 50/100/150 to 90/120/150.
      • Clairvoyance antimatter cost reduced from 80/70/60 to 70/60/50.
      • Guidance can now only be cast on ships with abilities that have cooldowns. (Entrenchment Only)
      • Guidance autocast now only selects targets with abilities that are presently cooling down. (Entrenchment Only)
    • Disciple Vessel:
      • Max hull points increased from 400 to 425.
      • Max shield points increaesd from 425 to 450.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Steal Antimatter range increased from 3,000 to 6,000.
    • Purge Vessel:
      • Build cost reduced from 730/100/80 to 630/90/75.
      • Fleet supply cost reduced from 14 to 12.
      • Max hull points increased from 385 to 435.
      • Max shield points increased from 300 to 340.
      • Planet bombing damage increased from 21 to 25. (Original Sins)
      • Planet bombing damage increased from 21 to 31. (Entrenchment Only)
    • Iconus Guardian:
      • Repulsion cooldown increased from 8 to 20 seconds.
      • Repulsion activation cost increased from 20 to 90 antimatter.
      • Repulsion antimatter usage rate reduced from 6 to 4 per second.
    • Domina Subjugator:
      • Turn rate increased from 1.65 to 2.25.
    • Destra Crusader:
      • Weapon range increased from 2,750 to 3,150.
    • Solanus Adjudicator (Entrenchment Only):
      • Damage increased from 55 to 60.
      • Hull points increased from 860 to 980.
      • Shield points increased from 490 to 560.
      • Build cost reduced from 1,210/235/160 to 1,050/175/140.
    • Homing Mines (Entrenchment Only):
      • Deployment cost reduced from 660/150/80 to 530/120/65.
    • Advent Deliverance Engine:
      • Reworked buff to avoid very bad slowdowns when multiple shots were fired at one planet.
  • Vasari Faction -
    • Kortul Devastator:
      • Power Surge reworked - now restores 25/35/45 shield points per second instead of boosting shield regeneration rates 75%/150%/225%. Attack rate bonus is unchanged.
      • Disruptive Strikes may now be triggered by its pulse beam weapons.
      • Disruptive Strikes chance to be applied per attack reduced from 35% to 25%.
      • Disruptive Strikes antimatter removed increased from 10/20/30 to 12/24/36.
      • Disruptive Strikes ability cooldown rate penalty increased from 15%/30%/45% to 16.7%/33.3%/50%.
      • Disruptive Strikes now acts as an interrupt.
      • Jam Weapons reworked - enemy fighters that move within range of the Devastator while Jam Weapons is active will have their weapons disabled. Previously only those fighters that were within range at the moment Jam Weapons was triggered would have their weapons disabled for 30 seconds. (Entrenchment Only)
      • Jam Weapons range changed from 3,500/5,000/7,000 to 4,500/5,500/6,500. (Entrenchment Only)
      • Jam Weapons cooldown changed from 15/15/15 to 40/35/30 seconds. (Entrenchment Only)
      • Jam Weapons duration reduced from 30 seconds to 20 seconds. (Entrenchment Only)
    • Skirantra Carrier:
      • Now starts with three squadrons and tops out at eight at max level.
      • Scramble Bombers antimatter cost reduced from 80/65/50 to 50/40/30.
      • Scramble Bombers cooldown reduced from 60/50/40 to 40/30/20.
    • Jarrasul Transport:
      • Nano-Disassembler armor modifier reduced from -2/-4/-6 to -1.5/-3/-4.5.
      • Nano-Disassembler damage rate reduced from 30 to 25 hull points per second.
      • Nano-Disassembler duration increased from 20/30/40 to 25/35/45.
    • Antorak Marauder:
      • Distort Gravity now grants an increase to turn rate of 25%/50%/75% in addition to its other effects.
      • Phase Out Hull reworked - in addition to its existing effect, it now deals 200 shield damage to enemy targets or restore 200 shield points to friendly targets upon their return from phase space. (Entrenchment Only)
    • Vulkoras Desolator:
      • Deploy Siege Platform cooldown reduced from 55 to 20.
      • Deploy Siege Platform antimatter cost reduced from 100 to 35.
      • Deploy Siege Platform spawned platform duration reduced from 180 to 65.
      • Disintegration reworked to harm the hull, shields and antimatter of the target while restoring the Desolator - (Entrenchment Only)
        • Deals 150 damage per second to hull only. (Entrenchment Only)
        • Deals 150 damage per second to shields only. (Entrenchment Only)
        • Depletes 20 antimatter per second on the target. (Entrenchment Only)
        • Restores 120 hull points per second. (Entrenchment Only)
        • Restores 120 shield points per second. (Entrenchment Only)
        • Restores 15 antimatter per second. (Entrenchment Only)
    • Ravastra Skirmisher:
      • Max hull points increased from 700 to 740.
      • Max shield points increaesd from 440 to 465.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Interference range increased from 5,000 to 6,000.
      • Reintegration duration reduced from 40 to 20 seconds.
      • Reintegration repair rate increased from 8/12 to 16/24 hull points per second.
      • Reintegration cooldown reduced from 75 to 60 seconds.
    • Karrastras Destructor:
      • Fleet supply cost reduced from 14 to 12.
      • Max hull points increased from 420 to 475.
      • Max shield points increased from 255 to 285.
      • Planet bombing damage increased from 23 to 27. (Original Sins)
      • Planet bombing damage increased from 23 to 33. (Entrenchment Only)
    • Serevun Overseer:
      • Turn rate increased from 1.65 to 2.25.
    • Stilakus Subverter:
      • Distortion Field range increased from 6,000 to 8,000.
      • Distortion Field antimatter cost reduced from 150 to 130.
      • Turn rate increased from 1.65 to 2.25.
      • Disrupt Shields can now target structures and starbases. (Entrenchment Only)
    • Skarovas Enforcer:
      • Weapon range increased from 2,750 to 3,150.
      • Reintegration duration reduced from 40 to 20 seconds.
      • Reintegration repair rate increased from 12/18 to 24/36 hull points per second.
      • Reintegration cooldown reduced from 75 to 60 seconds.
    • Vasari Hangar Platform:
      • Phasic Trap now works and has increased range and duration after further research upgrades. (Entrenchment Only)
    • Sivuskras Ruiner (Entrenchment Only):
      • Mine deployment costs reduced from 710/170/85 to 570/135/70.
    • Lasurak Transporter
      • Adjusted linear velocity to 450 (mistake from previous patch).
    • Kanrak Assailant
       -Fixed bug with Charged Missiles which severely impacted its utility.

 Graphics and Effects:

  •  New skybox! Blair's favorite!!! (Actually, it isn't new, but up until this point it was only used in screenshots. There was a bug in the data referencing that kept it from being selected in-game until now.)
Sound / Music:
  • Sound Fixes -
    • AnimaTempest
    • EMPBlast
    • ReactiveNaniteArmor
    • NanoHullRepair
User Interface / HUD:
  • Amended descriptions for research labs.
Modding:
  • Now shows error message with info when textures don't match up to make it easier for modders to track down the offending textures and what is wrong with them.
  • New BonusMaxSquads buff modifier type.
  • Revised random name generation of capital ships and starbases to use string prefixes defined in player entities directly rather than a prefix type. (This allows modders to have custom names per faction) (Entrenchment Only)
  • Fixed bug where spawning too many pirates would cause a crash. Spawn ship info with count instead of just raw entitydefnames. (Entrenchment Only)
  • New BuffInstantActionType::ApplyBuffToSelfWithFilter. (Entrenchment Only)
  • Fixed bug with renderShield option not working. (Entrenchment Only)
Misc:
  • Optimized various situations that could occur late game and slow the game down unnecessarily.
  • Fixed crash if autorecord.cache is somehow set to read-only.
  • Fixed corrupt save game bug.
  • Fixed potential graphics crash. Updated shaders so they're not broken by the March 2009 DirectX.
  • Fixed various rare crash bugs.

 

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September 23, 2009 5:33:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

As a side note - these updates are currently in final testing and if all goes well, will be released sometime next week!

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September 23, 2009 5:47:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

any updates on when it'll be released?

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September 23, 2009 5:49:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

WOW, very nice! I can't wait to see how it all plays out. But everything sounds nice. BTW, good to know you finally did something about the Siege Frigates, Light Frigates and the Egg.

I'd also like to give a special thanx to Deceiver for his amazing thread.

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September 23, 2009 5:53:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

sound great. may the final testing go very well and quickly.

harpo

 

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September 23, 2009 5:56:21 PM from Stardock Forums Stardock Forums

any updates on when it'll be released?

will be released sometime next week!

Nice to see a buff for the Akkan and Sova. Though the Sova still looks weak compared to its rivals.

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September 23, 2009 6:04:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thank you!!!!!!! These balances look great I cant wait to try them out!

Raging amsih will be happy

_|~Uber

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September 23, 2009 6:14:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Whoa! Major and much-needed changes! The Devs exist!  

 

Only sad thing is it means all mods will have to be updated yet again. 7DS still isn't compatible with 1.03, and not we have 1.04. And Distant Stars will have to be updated.

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September 23, 2009 6:25:02 PM from Stardock Forums Stardock Forums

And Distant Stars will have to be updated.

Copy 1.17/1.03 to another location before updating, you can then use 1.17/1.03 with Distant Stars, and 1.18/1.04 on its own

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September 23, 2009 6:26:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I don't expect the modding changes to be that bad. Not many file structures changed. The biggest structure change was with naming things like capitalship and that is fairly straightforward. I'm also willing to bet most modders will want to incorporate this as quickly as possible so each faction they've created can have accurate names instead of just pulling from three sets.

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September 23, 2009 6:32:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Looks pretty good, the planet bombing ship buff was long overdue and cap ship tweaking is welcome.  I don't think the basic frigate buff was sufficient to discourage LRM spam as the dominant strategy but I guess we'll see.  If not, there's always Diplomacy for major overhauls I guess.

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September 23, 2009 6:35:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

also I will be updating my MOD UPDATER (which can update a mod within an expansion between older versions and the latest version)when I have downloaded the new patch and found all the differences

harpo

 

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September 23, 2009 6:36:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wowee, that's a lot of changes...

(looks at Akkan's stats)

(glee)

You can't say Ironclad doesn't pay attention - a fair number of those suggestions I agreed with.

(checks Vulkoras)

Damn...just...DAMN... 

Whatever you do, do NOT get on the receiving end of Disintegration, now - can we say "Cap-Killer?"

...I like it.

Nicely done, IC!  I await the new stuff with great anticipation!

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September 23, 2009 6:37:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I am incredibly happy that the Sova Carrier and Akkan are getting buffed. Really, this just made my day. Once this update comes, I'm going to resume building my beloved Sova, Titania. Also, the Gauss Rail Gun and EMP Charge buff will make a high level KolxDunov even deadlier than a Missile Barrage!

...Though this is a bit odd, but no changes to the Illuminator? I'm certain that the Guardian's overall weakening will in turn damage Illums, but still...

Regardless, I'm extremely happy about this update, and will go recommend this fantastic games at work tonight!

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September 23, 2009 6:38:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This is amazing...thanks a ton, Dev team!

 

Quick question, for you guys...

 

From internal testing of the patch, what is the biggest change in gameplay you have noticed?

 

There are too many changes in it for me to imagine how the dynamics might change!

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September 23, 2009 7:06:35 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I don't think the basic frigate buff was sufficient to discourage LRM spam as the dominant strategy
Though this is a bit odd, but no changes to the Illuminator?

While we didn't touch LRM's directly, there is tons in there that changes relationships with them. We've tested the crap out of them and the status quo has changed.

Consider this example. Heavies were originally intended to be prototypical counter to LRM's. However, test after test said otherwise, despite our math. In one test sample that we ran over and over again, 102 Kodiaks vs 170 Illums (equal food comparison) the Illums actually beat the Kodiaks. When we updated the targetting and Kodiak ranges the Kodiaks defeated them handidly and were consistantly within error of the value we expected in our master balance spreadsheet. Obviously this isn't the only change as this is just one relationship but you get the idea - we dealt with them indirectly because we don't believe the fundamental problems are with LRMs (or Illums) themselves.

 

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September 23, 2009 7:07:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Looks pretty good!  Can't wait to test it out.

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September 23, 2009 7:17:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

By the way, thumbs up for beasting the kol. With finest hour on....the autofire gauss cannon will be pure sex. I might have to play TEC again...

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September 23, 2009 7:20:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting FlyingNinja77,
By the way, thumbs up for beasting the kol. With finest hour on....the autofire gauss cannon will be pure sex. I might have to play TEC again...

Let's see here...

Finest Hour + New Gauss + Flux Field = Ass-kicking time, indeed.

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September 23, 2009 7:27:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Cant wait to get my hands on those vasari ships hope this fixes the balance problem when people use advent fighters as turrets

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September 23, 2009 7:34:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

WOOOOOO!!!!!! Start watching the skies people, because you're going to see the inferno of my ignited buggy racing across the cosmos. The days of me being a one man wrecking crew are coming back. THE GAME TOOK A HUGE STEP TOWARDS BEING BALANCED. I take back every mean thing I have ever said about you Ironclad. This update is huge! I'm a little concerned about some of the fixes, but you've changed enough about the game that I'm happy. 

Obviously this isn't the only change as this is just one relationship but you get the idea - we dealt with them indirectly because we don't believe the fundamental problems are with LRMs (or Illums) themselves.

I do get the idea. I'm still a little concerned about some issues (I don't think you're stopping Illum spamming/starbase rushing), but I'm going to stay mum until I see it in practice, and I can trust that you guys made some pretty significant changes here. Overall two thumbs waaaaay up in the air.

I don't think you'll ever get this game completely balanced. I say that not to talk down to anyone at Ironclad, but the fact is enough of us have shown that we'll crunch the numbers and find the ship to exploit (that's why I'm still a little worried about the Illum, you didn't adjust the stats on the Illum and its affect on other ships outside of the lf)

Now I just have to find time to come back and play online again!

On a side note, if you're still making changes I have to chime in with this. Has anything been done for random maps? Specifically, the two big issues of:

1. Single Phase Lane starts

2. Maps that are completely stocked with neutrals on one side of the map but have none on the other side.

The second issue may not be an issue to you at all, but I do remember hearing somewhere way back when that single phase lane starts would be addressed. Comments?

 

 

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September 23, 2009 7:39:48 PM from Stardock Forums Stardock Forums

Finest Hour + New Gauss + Flux Field = Ass-kicking time, indeed.

I'm looking forward to using Gauss + Flux Field + lvl3 Ion Bolt = no escape except a fast exit into oblivion.

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September 23, 2009 7:39:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting top vasari,
Thank you!!!!!!! These balances look great I cant wait to try them out!

Raging amsih will be happy

_|~Uber

You're damn right I'm happy! WOOOO!!!!

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September 23, 2009 7:41:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

NICE!

we can make cool names for capships now!!

 

Pirate Capships here I come!!

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September 23, 2009 7:44:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Fuzzy Logic,

I'm looking forward to using Gauss + Flux Field + lvl3 Ion Bolt = no escape except a fast exit into oblivion.

That, too.

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September 23, 2009 7:51:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

* Optimized various situations that could occur late game and slow the game down unnecessarily.

 

Does this include the "text lowering FPS signifigantly " issue....I don't know if anyone else has this but I know it's not just me ( *looks at Thrawn2787)

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