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Sins of a Solar Empire: Trinity/Diplomacy v1.21 Change Log

By on May 24, 2011 9:45:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen

Join Date 01/2005
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Ironclad Games and Stardock Entertainment are happy to announce the release of version 1.21 for Sins of a Solar Empire: Trinity/Diplomacy today.  We've spent the last few weeks delving into the Alloy network code for the game to address lag in multiplayer games, as well as making some other minor tweaks to gameplay.

The update is now available via the Impulse client for all registered customers.

NOTE: THIS UPDATE WILL INVALIDATE YOUR SAVE GAMES AND RECORDINGS


Multiplayer:

  • Tweak to the Alloy network code to try and keep clients from running ahead of the server, and to catch up better when clients lag behind. Our testing shows this should significantly improve overall multiplayer performance over ICO when Alloy is used. 
  • Players who flood the ICO chat system will now be kicked from the server.
  • Additional validation checks added to the ICO server.

Gameplay:

  • Fixed range on scout ships' mine detection ability to properly be 6,000.
  • Maximum level capital ships will no longer "leech" experience points.
  • Anti-very heavy vs. capital ship armor damage reduced from 0.75 to 0.6 (i.e., bomber squadrons will no longer do as much damage to capital ships).

AI:

  • AI players should now place mines with a higher priority nearer to structures.

Interface:

  • Research tabs with no research subjects should now be properly hidden.
  • Added an option to allow users having trouble with the cursor to switch to the Windows system cursor.

Sound:

  • Old sound effect for the Vasari Kortul re-added.
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May 24, 2011 1:15:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Most excellent. Thank you!

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May 24, 2011 1:27:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

YEAH   THX for the update

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May 24, 2011 1:29:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

As an FYI - we're in the process of updating/rebooting the ICO server, so things may be offline for a short period (in case you can't connect).

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May 24, 2011 1:49:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Culd you fix Kortul pulse beam banks?

Kortuls attacking frontal targets using it's side beam banks look ugly...

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May 24, 2011 2:01:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

zomg bomber nerf!

which, means... also skirantra, and carrier cap in general nerf.

 cant wait to see how this plays out.  

The no leeching thing is intresting... hopefully it will get some more cap ships out into the battles.

Awesome multiplayer stuff.  

 

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May 24, 2011 2:06:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Love the bomber nerf...this will effect the skirantra the most as they currently still field hordes of bomber

Also the spam kicker thing is awesome, DEATH TO SPAM

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May 24, 2011 2:06:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Arthanis,
Culd you fix Kortul pulse beam banks?

Kortuls attacking frontal targets using it's side beam banks look ugly...

 

Who cares haw does it look

 

What importand, they adresed a spamer problem and, i was so wrong, i thought they dont care about us.

Now please  switch hoshikos back  to pre-buff state as they are now insanely more oped then subs.

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May 24, 2011 2:09:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Great patch again

Will we get any news/more info about the new stand alone soon ?

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May 24, 2011 2:26:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Next month.

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May 24, 2011 2:35:47 PM from Stardock Forums Stardock Forums

Thanks!

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May 24, 2011 3:37:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Just finished making a post on the 1.2 thread. Loved this recent update. Best game of Sins I ever played came out of that last revision. Looking forward to this one!

 

 

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May 24, 2011 4:56:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ,
Tweak to the Alloy network code to try and keep clients from running ahead of the server, and to catch up better when clients lag behind. Our testing shows this should significantly improve overall multiplayer performance over ICO when Alloy is used.

I sure hope this works.  Will it also reduce out-of-game lag in ICO chat rooms and general non-game ICO lag (joining games, etc.)?

Players who flood the ICO chat system will now be kicked from the server.

Awesome, I hope this works.  What about also implementing something like a 2 minute ban so they can't get back on for 2 minutes?

Additional validation checks added to the ICO server.

What's this about?  Is this an anti-piracy measure?

Research tabs with no research subjects should now be properly hidden.

???

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May 24, 2011 5:28:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Awesome!  Thanks for the tweaks.  It all sounds good.

I've logged on to Ironclad Online, and can already tell that it is better.  Log in and chat listing was instantaneous again.  Thanks again.

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May 24, 2011 5:39:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Much appreciated.

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May 24, 2011 5:45:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Ya see? They DO love us
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May 24, 2011 6:55:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Chat and deleting/adding new player names seems faster.  I just did a 5 on 5 and there wasn't any lag at all.  I wonder whether we'll discover that much of the late-game lag is based on computers being ahead or behind other computers and not really CPU lag (maybe that's the same thing).  So far so good.

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May 24, 2011 8:15:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What's this about?  Is this an anti-piracy measure?

 

Probably anti-spammer measure.  Flood kicks are a bad bandaid on the horror that is the mighty bot crawler.  If it has to own the game though, that makes the bot a little less problematic to deal with, especially since they can flag them and disable their account even if they do.

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May 24, 2011 9:39:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

.The Anima Are Freaking pissed off!!!! Don't see how this specifically benefits a race dependent on strike craft.

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May 24, 2011 10:09:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting justblazz3,
.The Anima Are Freaking pissed off!!!! Don't see how this specifically benefits a race dependent on strike craft.

The Advent are not dependent on strike craft. Vasari bombers are much better than their Advent counterparts thanks to phase missiles. Besides, it only effects damage to capital ships, were too easy to kill regardless of which races are involved. Hopefully this will somewhat solve that problem now.

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May 24, 2011 10:38:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

One could equally argue that this is a huge boon to Advent, since they value their capital ships more highly than the other factions and preserving them is more critical.  The bottom line is that bombers were too strong against capital ships period, regardless of which factions were involved.

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May 24, 2011 10:44:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I really hope this patch fixes the lag issues, Im so tired of playing a long game and not being able to finish it because it lags down so badly.

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May 24, 2011 10:49:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvin3,
One could equally argue that this is a huge boon to Advent, since they value their capital ships more highly than the other factions and preserving them is more critical.  The bottom line is that bombers were too strong against capital ships period, regardless of which factions were involved.

 

Guess your right..i still feel a  little Nerfd but it will pass.

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May 25, 2011 3:49:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Who cares haw does it look

I care, many modders care (kortuls pulse beams issue was fixed in multiple mods, like skinatra siege beams firing from hangars...). If you don't care of unit design it's your problem. Most of people cannot ignore ugly and illogical animations, unit design is integral part of the game.

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May 25, 2011 5:28:48 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I've played a couple games today, and I am very impressed with this new patch.  From what I can tell it has greatly reduced the lag.  Lag is still possible, but just not as common and nowhere near as bad as it was before.

It's a shame that we didn't have it two years ago, but it's very good news that it's available now for us to enjoy and for testing and further tweaking before Rebellion comes out.  It fixes what I think is the biggest complaint people had about online multiplayer.  The online multiplayer user interface could certainly be improved and could use some additional features, but with this lag fix it almost feels as though it's polished.

If the online multiplayer in its current state had been this way when the original game was released back in early 2008, I bet we'd have far more players online today than we do now.  (I'm not talking about the content of the expansions, but things like the ability to host games, minidumps, desyncs, lag, etc.)

This patch has really increased my enthusiasm for Rebellion.  I almost view Rebellion as a Sins-2 since it will be a stand-alone game.  It sure would be nice if the sequel to an all-time favorite game of mine were actually an improvement over its predecessors (as opposed to being a major disappointment that kills the game's franchise).

 

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May 25, 2011 9:41:40 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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