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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

Stardock
Join Date 01/2005
+157

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 30, 2011 12:45:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Derek06,
the max is 18 i think

16

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May 30, 2011 4:57:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

And please fix ugly Kortuls pulse beams animation... (Kortul attacking front targets using SIDE beams banks...)

 

It is not big thing, but it look irrational and ugly.

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June 1, 2011 11:19:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So Mr. Yarlen, it's "next month"...where's my rebellion update!

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June 1, 2011 11:52:26 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Coming later this month.

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June 1, 2011 3:03:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Coming June 31st.

 

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June 1, 2011 4:42:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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June 1, 2011 6:10:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,
Coming later this month.  

Nah....Week of the 6th or E3.

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June 2, 2011 12:17:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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June 2, 2011 10:44:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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June 8, 2011 2:59:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Kitkun,
Coming June 31st.

Don't they generally release in February though?  Probably more like February 31st...

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June 8, 2011 3:08:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Seleuceia,
Don't they generally release in February though? Probably more like February 31st...

The games yes. This is more like the time frame for info on release.

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June 8, 2011 3:12:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

As someone who is a latecomer to this game, can I say it is so refreshing that the Devs still care about the long term players

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June 8, 2011 5:31:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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June 8, 2011 6:59:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Of course Yarlen cares. Where else would he get the fresh meat for his lunch?

 

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June 8, 2011 8:47:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

From the Soviet Food Exchange Center of course...

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June 9, 2011 1:00:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

All I see from Yarlen on the forums are , and 

 

If this is some sort of horribly prolonged April Fools joke ... I will be very sad.

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June 9, 2011 1:23:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Dates are in flux, it may be a bit later than intended but we'll see.  I want to be able to show off some in-game stuff to you guys and that's taking longer than anticipated.

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June 9, 2011 2:01:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

awesome news although I always chose carriers as my first capital, but hey this is good news capitals will killed way to quickly, and as a bonus those advent star bases with over 10 squads of bombers and 10 squads of fighters ar now slightly less deadly although the still will cause hell for you !!

 

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June 9, 2011 2:40:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 I have no idea how you infered all that from yarlen's post.

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June 9, 2011 2:41:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think he was reading the original post.

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June 10, 2011 12:15:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Good news to hear Yarlen!

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June 11, 2011 2:48:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 


Sound:

  • Old sound effect for the Vasari Kortul re-added.

PLS re-added in the next patch the sound effects:

  • Weapon_TechCapitalAutoCannonMedium_Muzzle_Alt2
  • Weapon_TechCapitalAutoCannonMedium_Muzzle_Alt1
  • Weapon_TechCapitalAutoCannonMedium_Muzzle
  • Weapon_TechCapitalAutoCannonLight_Muzzle_Alt1
  • Weapon_TechCapitalAutoCannonLight_Muzzle

(that are the sound effects of the TEC: Akkan, Dunov and Marza Capital ship/of the Kodiac cruiser and of the Garda and Protev frigate)

from original Sins and delete the sound effect from the Hangar Flak Turrets in Entrenchment sound files. That listen better in my ears and this old sound effects listen more powerfull when the TEC ships with this sound shoot and not so strange how the new one!

Always when a patch comming i copy this sound effects from original Sins sound files and put this into Entrenchment sound files and delete the sound effect from the Hangar Flak Turrets. 

This works and it listen a lot more better than the new sound effects that are came with Entrenchment expansion! ^^

 I will not more longer copy every time this sound effects and put they into Entrenchment sound files and delete every time the sound effect from the Hangar Flak Turrets!

I hope your guys at Ironclad make this little trifle for me. THX for this great game and i looking forward for the Rebellion expansion.

BB

Ps: Sry for my bad english

 

 

 

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