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Sins of a Solar Empire - Trinity/Diplomacy - v1.2 Changelog

By on March 14, 2011 3:15:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen

Join Date 01/2005
+185

Stardock Entertainment and Ironclad Games are very happy to present version 1.2 (final) to Sins of a Solar Empire: Trinity/Diplomacy customers.  This is a major update for the game that greatly improves the overall feel, balance and fun factor that will help lead us into the upcoming Sins of a Solar Empire: Rebellion.  Special thanks goes to everyone who helped test the beta versions of this update and provided feedback to us.  

Registered customers can update now via the Impulse client (http://www.impulsedriven.com).

 

Please note that v1.2 is not save game, replay or mod compatible with prior versions.

 


Version 1.2 Changes

 

[ Engine ]

  • The game engine has been updated in order to free up more texture memory. Players should generally use no more than 1.3 GB of RAM on Huge maps with all races represented now. 


[ Gameplay ]

    • Pirates
      • The Pirates system has been completely overhauled with this update. Rather than relying on random upgrades which could result in a huge power curve, the Pirates will now scale gradually in abilities, fleet size and power as a game progresses.
      • The size of the Pirate fleet is now based off of the current raid level (Low, Guarded, Elevated, High, Highest) and there are now preset fleet compositions for each.
      • Pirates now take into consideration the total amount of bounty on offer before sending out their fleets (at High and Highest raid levels). If there isn't enough booty on the table, the Pirates will send out a smaller fleet. This is to prevent 250 credit cheese scenarios that could spawn a massive Pirate incursion.
      • Pirates have the opportunity to purchase upgrades after every launched raid. There are 20 levels of upgrades available to them which include bonuses to Armor, HP, Weapon Strength, Weapon Range; plus special abilities including Intercept, Quick Jump Calculation, Timed Explosives, Heavy Fallout, Embargo Planet and Sabotage Reactor. Basically if you let the Pirates live in a really long game, they will become very nasty indeed!
      • The Pirate mission system via diplomacy has been updated. Players must now pay a pre-set credit amount to generate a raid (same fleet composition as for bounty-spawned raids). This eliminates the guesswork of paying too much/little and not quite knowing what you'll get (and makes issuing raids generally quicker).
      • The Pirate base's population upgrade will now properly increase population growth rate.
      • Fixed mission timer bug where the timer wasn't properly syncing up to reality (i.e., the timer said a player couldn't place another mission when they could.)
      • Pirates will now notify the player if they successfully complete a mission.
      • Fixed a problem with pirate raid defs that could cause odd behavior for high level raids.
      • Pirate planet's base population has been boosted slightly (for increased income).
      • Fixed a memory access error in the Pirate mission system.
      • Pirate raid level escalation has been slowed down slightly for better overall progression.

 

    • TEC Balance
      • Kol:
        • Gauss Blast: Reduced AM cost from 75 to 50/55/60; increased damage from 325/650/975 to 400/725/1050.
        • Flak Burst: Range changed from 2400/3000/3600 to 3000/3300/3600.
        • Finest Hour: AM regen reduced from 5 to 3; HP regen increased from 10 to 15.
      • Dunov:
        • EMP: Range increased from 4500 to 4500/5000/5500; AM cost changed from 100/90/80 to 90/90/90; cooldown reduced from 50/45/40 to 40/35/30.
        • Magnetize: Max affected strikecraft increased from 8/12/16 to 12/20/28.
        • Strikecraft destroyed by the Dunov's Magnetize ability now give XP as intended.
      • Marza:
        • Incendiary Shells: Stacking limit increased from 1 to 3.
        • Missile Barrage: Range reduced from 10,000 to 8,000.
      • Hoshiko:
        • Demolition Bots: Changed needsToFaceTarget TRUE to FALSE.
      • Novalith Cannon:
        • Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack.

 

    • Advent Balance
      • Radiance:
        • Animosity: Increased max targets from 8/16/32 to 12/24/36; effect now channels every second over 20 seconds instead of being an instant action so new targets entering the AoE are hit; auto-cast will only activate if 3 or more enemy ships are in range.
        • Absorptive Armor: Increased armor bonus from 1/2/3 to 2/4/6.
      • Rapture:
        • Vertigo: Increased range from 4500 to 4500/5000/5500.
      • Revelation:
        • Guidance: Now a triggered, caster-based area of effect that affects friendly capital ships, frigates and structures. AM cost is now 90/100/110; range is 8000/8000/8000, cooldown is 50/50/50; buff applied grants 25%/25%/25% boost to ability cooldown rate, duration 20/30/40.
        • Clairvoyance: Duration increased from 90/120/150 to 90/150/210.
      • Communal Labor will now passively decrease module build time with a buff that stacks on the orbit body with every constructor ship. (Buff will disappear if the constructor ship(s) are destroyed.)

 

    • Vasari Balance
      • Jarrasul:
        • Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.
        • Jarrasul capital ship's colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.
      • Skirantra:
        • Scramble Bombers: Reduced expiry time from 120 to 75; reduced cooldown time from 35 to 30.
      • Antorak:
        • Distort Gravity: Reduced cooldown from 45 to 40.
      • Vulkoras:
        • Phase Missile Swarm: Increased range from 5000 to 6500; increased max targets from 3/5/7 to 4/8/12.
        • Assault Specialization: Increased bonus damage from 60/120/180 to 90/180/270.
      • Stilakus Subverter:
        • Shield Disruption: Reduced Phase Missile Block reduction from 25% to 20%; reduced Shield Mitigation Reduction from 10% to 8%.
        • Distortion Field: Reduced radius from 2000 to 1600.
      • Kostura Cannon:
        • Will no longer damage and stun enemy ships.
      • Missile Platform:
        • Disruptor Nanites ability now stacks correctly off missile defense platforms.
      • Orkulus:
        • Debris Vortex will now only activate when debris is in range of the effect.
        • Debris Vortex's second level will now unlock correctly.
        • Orkulus Phase Gate upgrade will now work at stars.
        • The construction boost passive of the Jarrasul colony capital ship now spawns extra construction ships over time, as opposed to all at once, to try and avoid crashes in the physics system.
      • Raider Xenophobia: Tech moved to level 5; reduced from 2 upgrade levels to 1; will now reduce the Pirate fleet size sent against the player by 1 level (i.e., an Elevated level fleet size becomes a Guarded level fleet).
      • Pinpoint Bombardment: Increased range bonus from 0.1333 per level to 0.6667 per level.

 

  • Diplomacy System
    • The Aggressiveness Rating for all players has been changed to be a random value between -1.5 to +2 (from -2 to +2).
    • The calculation for Military Presence has been updated to look at the ratio of the players' used fleet points instead of just overall fleet points. This should make the overall diplomatic rating more balanced overall, especially at higher difficulty levels. We'll be looking for feedback on this.
    • Added a new Trade Bonus modifier for diplomatic relations. Players who have a Trade Alliance will slowly gain a positive diplomatic relations bonus with one another as trade ships reach foreign ports up to a maximum of +2. If the Trade Alliance is ended, this bonus will decrease gradually back to 0.
    • AI players will now place bounty on one another based on many factors including diplomatic relationship level, overall threat level and simply avoiding the raid in general (like most human players). This makes Diplomacy much more dynamic in general as you can really play factions off one another.
    • Missions that target or are issued by players who are defeated during the mission timer are now automatically cleared with no penalty for non-completion to the other player.

 

[ AI ]

  • The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.
  • Fixed bug where the AI would form a Pact, break it, and then immediately reform it if the players' relationship value dropped to a certain level repeatedly.
  • The AI will no longer send Envoys to non-aligned gravity wells where the player controls a resource (i.e., if you controlled a neutral extractor at an asteroid belt).
  • AI players will no longer "spam" the player with mission requests after a mission has been rejected. Each rejection will cause the AI to wait four minutes before offering another mission (culmulative up to 10 times for each consecutive rejection).

[ Interface ]

  • The far planet icons that show up when far stars are visible are now turned off by default. Hovering your mouse over the far star icon will now show the far planet icons (if visible). Alternatively, holding down ALT will now show all visible far planet icons.

[ Misc. ]

  • Fixed a couple errors in the entity files that would cause the game to crash.
  • Ability PhaseOutHull will now play the proper sound effect.
  • Adjusted max dot for graphics to 0.95 from 1. This should largely eliminate the strange white lines that would appear for some players on the edges of ships/structures. Special thanks to Aractain and Kitkun for this info!
  • Missions can now be rejected so long as there's at least half the original mission time remaining.
  • Fixed some misspellings in various data files.
  • Starbases with trade upgrades will now work properly at stars.
  • Resolved a case where ships set to auto-explore would attempt to travel to other stars without phase jumping. We'll need more info on this one if there are other instances where players see this happen.
  • Tips that weren't being properly loaded should now appear.
  • Various fixes for old crash bugs (thanks to the community on these).
  • Various fixes to mesh files (thanks to the community on these).
  • Detect Mines range for all scouts has been increased to 6,000 from 5,000. This should make it easier to clear out mine fields, assuming your ship doesn't jump in right on top of one.
  • Added a new AIUseTargetCondition for AntimatterExceedsAmount. This is being used on ships that steal antimatter to prevent them from autocasting on targets that are out of antimatter. If there are other abilities that could use better or new AIUseTargetConditions, let us know.
  • Some fixes to make AIUseTargetConditions more effective based on feedback.
  • Various other minor tweaks.
  • Research screens should now properly show fleet supply numbers based on game options.
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March 16, 2011 1:26:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

nice maybe i buy rebelion

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March 16, 2011 1:33:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

sweeeet

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March 16, 2011 2:19:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Will DL now!  Most of that sounds juicy. 

 

One question though, what was the line of thought behind the change to Raider Xenophobia for the Vasari?  If pirates start weaker, the tech likely wouldn't be abusable, no? 

 

Also, I'm not sure what units are being used to describe Pinpoint Bombardment's boost, but the change sounds like you can practically bomb a planet from the very edge of a visible gravity well now. 

 

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March 16, 2011 2:33:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

JUHU

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March 16, 2011 3:13:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting 1Tiberius1,
Will DL now!  Most of that sounds juicy. 

 

One question though, what was the line of thought behind the change to Raider Xenophobia for the Vasari?  If pirates start weaker, the tech likely wouldn't be abusable, no? 

 

Also, I'm not sure what units are being used to describe Pinpoint Bombardment's boost, but the change sounds like you can practically bomb a planet from the very edge of a visible gravity well now. 

 

Raider Xenophobia will never reduce a Pirate Raid down to nothing; and since it's now at a higher level, most players likely won't research it until the escalation level is pretty high. Remember, it's not just the number of Pirates that increases over time, but their general power/abilities as well.

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March 16, 2011 3:13:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

one word : A-W-E-S-O-M-E !!!!!

I don't know about the other updates but the pirates being totally changed rocks !!!!

I think they were really annoying before especially in the begining of game when you were attacked by a massive fleet when you get only your second planet and your fleet is not very strong...

Now, it will progressive ! YEAAAAAH !!!!

And the pirates seems like at last, they will be usefull in the later game and be more of a threat ! I always wondered how they could be so weak towards the end of the game when your just giving them millions every couple minutes

But now, everything is just fixed and I'm going to play a lot with them !!! I'm so happy ! I'm going to try to tackle them down after a really long game ! LOL I'm in a hurry to test that !

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March 16, 2011 3:53:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Its a very sad day when u started to balance MP based on sp players  and unexpirienced mp players opinions

U lost something special that distingushed sins from other rts's,  now  sins is just another game with low mp player base.

 

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March 16, 2011 3:56:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This is an incredible update, if only because TEC can be viable in the late-game with Hoshiko Demo-Bots. I haven't played SOASE in a while, but now I'll have to find some time for a game.

The changes to the Egg and Skirantra also will greatly help change the pace of a match.

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March 16, 2011 4:21:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Qu4r,
Its a very sad day when u started to balance MP based on sp players  and unexpirienced mp players opinions

U lost something special that distingushed sins from other rts's,  now  sins is just another game with low mp player base.

I love how this complaint tells us nothing about the issue you seem to have. A lot of the major changes they are probably saving for a latter patch, and more useless abilities and technologies have been made viable in this patch than any other.

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March 16, 2011 4:27:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I wonder if the Pirate Rogue is the one with Timed Explosives... It just reminds me of an ancient thread I made...

 

The Embargo ability seems appropriate too.  I'd love to send them on a mission to a heavy trade world just to pop all those trade frigates.  "Fresh 'fer the taking! Yar!"

 

For those that like reading massive walls o' text from yesteryear:

http://forums.sinsofasolarempire.com/377796

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March 16, 2011 4:30:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'm seeing a very significant boost in video performance. I'm running it on a computer with just a built in Intel video and normally set the game to default settings for video. But it seemed to be running so smoothly I tried setting everything to highest and increased the res to 1280x1024. (I might have ran it at 1280x1024 before but can't remember) Anyway it still is running silky smooth.

 

Great job guys and gals!!!

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March 16, 2011 5:29:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

just lovin' it. sins my no1 title once again. great job! signing up for rebellion pre-order...

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March 16, 2011 6:13:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What I find to be funny is that the Jarrasul's fix is also repeated under the Orkulus:



Vasari Balance

Jarrasul:

Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.
Jarrasul capital ship's colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.


Orkulus:

Debris Vortex will now only activate when debris is in range of the effect.
Debris Vortex's second level will now unlock correctly.
Orkulus Phase Gate upgrade will now work at stars.
The construction boost passive of the Jarrasul colony capital ship now spawns extra construction ships over time, as opposed to all at once, to try and avoid crashes in the physics system.

Awesome! Downloading now.

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March 16, 2011 6:23:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Updated 

Thanks Yarlen and send my thanks to the other devs as well. Great improvements to the game and I will be pre-ordering Rebellion in a few months.

 

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March 16, 2011 7:49:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Beta was awesome, I'm so glad it is out now so modders can work some more magic!

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March 16, 2011 10:13:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yay!!!

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March 16, 2011 10:30:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

nice patch

 

so will the AI put up a fight in milti star games now ??

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March 17, 2011 3:24:37 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is the memory system upgraded from the last beta patch?  I'm still reeling from the 10 player, huge, multi-star map, that came down to a slide show at the 3 hour mark.

 

Since the bottleneck is the one cpu core that is used, what is the most that a fast cpu (i7 920) can run, as far as number of AI, planets, stars?

 

 

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March 17, 2011 8:44:52 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I also love the fact that the AI doesn't spam us anymore with missions   and is using more diplomacy.

@Qu4r: I'm pretty sure a lot of those fixes will help ballance MP as well from what I can read so you shouldn't worry too much  I don't think in MP anybody like under or overpowered units/tech/ability.

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March 17, 2011 9:08:47 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting 1Tiberius1,
Will DL now!  Most of that sounds juicy. 
Also, I'm not sure what units are being used to describe Pinpoint Bombardment's boost, but the change sounds like you can practically bomb a planet from the very edge of a visible gravity well now. 

 

sadly this is true, which means that the siege cap doesn't automatically use its siege platforms anymore (because it's not within their range when it bombards a planet) and the space egg doesn't use its vacuum cleaner either, for the same reason.

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March 17, 2011 9:38:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

mmm not so much. it is a significant increase, but its not nearly as rediculous as it seems, not to mention, you have to research 4 rather useless technologies to unlock 3 of em.

And, the siege cap will move closer to the planet to depoy its platforms, unless you specificly tell it to bombard. preety sure you always had to move your space egg closer to vac planets as well.

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March 17, 2011 10:31:24 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah, pulse beam research is very lame.  Heck, pulse research in general is lame, since it only really affects Skirmishers.  I mean, you aren't going to spam starbases.  But, at least against the AI, Pinpoint Bombardment would allow for some fun hijinx.  For example, Kostura Cannon + lvl 6 Marauder(for the return trip) + Destructors = insta-bombing anywhere in the solar system.

 

I also always micromanage capital ships when they bomb.  Speaking of the Desolator, I've been using it in an AI game to test out some of the new pirate features.  The boost to Phase Missile Swarm is nice.  It makes it particularly nice against smaller swarms of LRMs, practically killing them with one or two volleys(at higher levels).  Sending in a pack of Sentinels ensures that they all quickly fall after that.  It seems pirate missions are done in increments of 3,000 now.  I.e. 3,000 is the base and sends a 'Weak' raid, 6,000 is 'Moderate' and so on.  This is nice since you have to make a serious investment into the mission, and not just send them on their way every few minutes if you're a TEC player. 

 

As Pbhead said, the ship will move forward to use Deploy Siege Platform if it was left to auto-bomb a planet.  I can confirm that it did this in the game I am currently playing.  I'll be sure to test out Pinpoint Bombardment at some point too, and see how the skill interacts with that.  IIRC that was a fix in an older patch, where before that the ship dumped them uselessly because it stayed at the edge of its own superior bombing range.

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March 17, 2011 1:48:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So, can the AIs get on speaking terms with each other yet, otherwise Diplomacy isn't worth playing for a primarily single player person like my self.

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March 17, 2011 1:56:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'm in a hurry to test that siege stuff, if it's true, it could bring some pretty interesting stuff (or not) in MP. I cannot decide if it's good or not?

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March 17, 2011 6:41:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Eh, turns out it is more like halfway through the gravity well.  Excepting the Desolator, which has extra range and can bomb from more like 75% out from the planet.

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