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Sins v1.02 Changelog

Sins v1.02 Changelog

Coming soon...

Sins of a Solar Empire v1.02 is coming...

We hope to get this out this week. Ironclad has been working hard to make v1.02 available as soon as possible but we also have to finish testing.

Updated info at bottom:

Here is what will be new:

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Gameplay / Balance:
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-Tutorials moving into bad states at random fixed.
-Siege frigate survivability decreased.
-Pirate raid frequency decreased.
-Later stage missions to destroy ships and structures have had their expiry times increased.
-Clairvoyance: duration increased from 30, 45 60 seconds per level to 50, 100, 150 seconds.
-Guidance: cooldown changed from 20, 15, 10 seconds per level to 20 seconds at all levels.
-Guidance: ability cooldown rate changed from +20%, +35%, +50% per level to +40% at all levels.
-Guidance: duration changed 20 seconds at all levels to 15, 30, 45 seconds per level.
-Reverie: friendly units will no longer auto-acquire enemies under the effects of reverie as attack targets.
-Reverie: duration increased from 15, 20, 25 seconds per level to 20, 30, 40 seconds.
-Gravity Warhead: range decreased from 7000 to 6000 at all levels.
-Gravity Warhead: cooldown increased from 18, 16, 14 seconds per level to 25 seconds at all levels .
-Gravity Warhead: antimatter cost raised from 80 to 100 at all levels.
-Gravity Warhead: duration changed from 12 seconds at all levels to 12, 15, 18 seconds per level.
-Gravity Warhead: Speed reduction changed from 15%, 30%, 45% per level to 30%, 45%, 60% .
-Gravity Warhead: Acceleration reduction changed from 20%, 40%, 60% per level to 60%, 80%, 120%.
-Nano-Disassember: range increased from 4500 to 6000 at all levels.
-Nano-Disassember: antimatter cost decreased from 85 to 75 at all levels.
-Ion Bolt: antimatter cost increased from 65 to 85 at all levels.
-Ion Bolt: cooldown from 9, 11, 13 seconds per level to 10, 12, 14 seconds.
-Shield Projection: radius of effect increased from 2500 to 5000.
-Game update rate change hooked to - and = buttons (singleplayer only).
-Two new pirate-less maps.
-First tutorial now handles players spending their ability point before they were intended to and thus not being able to spend it when instructed.
-Phasic Transmissions research is now effective even at max fleet supply research.
-Reduced Phasic Transmissions supply bonus from 20% down to 15%.


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Graphics:
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-Shield projection's bubble less opaque.
-Various new ICO art.


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Networking / Multiplayer:
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-Games in progress causing "Rejected by Host" error fixed.
-Multiplayer lobby screens now have Map Designer tab.
-Whisper functionality for ICO
-Refactored join game screen.
-Fix for not seeing friend's games.
-New chat friendly ICO font.
-ICO user names are now sorted.
-Self and friends are colored in ICO channel player list.
-Events for players entering and leaving channels.
-ICO nows preserves history when changing channels.
-ICO logged in user count now displayed. This number will only update when you change channels or login.
-Added some default lobby names.
-Reorganized numbered lobbies to increment sequentially as they fill.
-Added notification of what channel you are in.
-Fix for rare multiplayer lobby crash when host leaves a game in ICO.
-Various new ICO message strings.


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UserInterface / HUD:
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-Added counter descriptions for all frigates and fighters.
-Game menu now mapped to F10 by default instead of Esc so people can repeatly press Esc to close any submenu they may-Fix rare bug in group selection.
 be in w/o going all the way to the escape menu.
-Various strings cleaned up.


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Modding:
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-Loading mods supported

Might be ready by Friday. Maybe.

Update:

Some people are complaining that we're simply catering to "whiners".  I would remind those people that Stardock has many many years of experience in putting together lists based on user feedback and making its own judgments on the matter.  The GalCiv series, for instance, has evolved plenty over the years and it's unlikely you're going to find any reasonable person who would say that we simply make changes based on who is loudest.

Prior to release, our internal testing of the game has produced a lengthy list of suggestions for future updates (1.01, 1.02, 1.03, and so on). Stardock and Ironclad get together, discuss what things we would like to change, and then prioritize it. The only thing that was "rushed out" for this release was some additional maps that don't have pirates so users have a choice.

It is not hard to defend against siege units.  But that is irrelevant. No counter to a given strategy should require more effort than the initial strategy. Throwing a swarm of siege units, takes virtually no effort. Defending against it requires considerably more. Similarly, the strength of the pirates is fine.  It's how OFTEN they strike.  The changes are not drastic, however.

For those of you who aren't familiar with Stardock, we can understand your concerns.  For those of you who have GalCiv II,  I would hope you all know better than to think that we make changes on a whim based on who posts loudest on a forum by now.  Ironclad shares the same views as we do on this matter. It's their game and we get together and discuss these things at length.

 

231,151 views 260 replies
Reply #76 Top
Well, I've playing this game for a while now, and I applaud most of the changes you list here - even more so how quick you plan to make them!

What I'm not quite sure about yet is the buff-up on some of the abilities, but we'll see how that works out when ppl play multiplayer more... :D
Reply #77 Top
You guys are quite the duo. Not only are you both vastly superior skill-wise then everyone else
End of quote


Maybe it's a conspiracy?
Maybe we're hacking?
Maybe we don't jump to the conclusion that we are so good at this game, that within two days of release we know ALL tactics we lose to must be imbalanced, and NOT our own failure?
No, that makes too much sense.
Reply #79 Top
Maybe we don't jump to the conclusion that we are so good at this game, that within two days of release we know ALL tactics we lose to must be imbalanced, and NOT our own failure?
No, that makes too much sense.
End of quote


You do, on the other hand, seem to think you know more about game balance than the developers.

Reply #80 Top
We don't expect non-common sense spams in this game. At least I don't, because that's what the devs told me. And to be entirely honest, it seems as if the "smart usage" is nothing but a suicide charge by a unit that shouldn't suicide charge.
End of quote

thats what I'm saying, people appear to be mistaking well coordinated plunges into weak areas of your territory for "spams", I've had rediculous attacks launched against me from absurd angles (where the attacking force had to go through 3 planets of an adjoinging empire) just to get to my juicy internal volcano, I dont see how this would be different if the AI is choosing to use siege units: its going to skirt your defenses.
If this is the reason why you dont want any changes made Schod, then why dont you post a step by step on how not to grow their empire in a too fast or too slow way
End of quote

I'll consider this, as it seems that general tip-guides have already helped some people fend off pirates and siege frigs, if its just a matter of the wierd learning curve (easy to learn, hard to master, so to speak) then maybe we can get all this huss and fuss over with that way.
TY for decreacing the pirate raids i got raided like 15-20 times in about a 2 hour game and it was a bitch to fend off too....
End of quote

did you try and place bids on other empires? it usually is the best way to fend off pirates ^ ^
not to mention they go off and hurt someone else.
Reply #81 Top


Bitter much?


Cest la vie.

CONTINUE THE NERFZ!

OMGZ PIRATES JUMPED IN AND KILLED MY TWO DEFENSE PLATFORM PLANET OMG NERFZ


End of quote

bit·ter /ˈbɪtər/ [bit-er] - adjective, -er, -est, noun, verb, adverb
5. characterized by intense antagonism or hostility: bitter hatred.
6. hard to admit or accept: a bitter lesson.
7. resentful or cynical: bitter words.
Reply #82 Top
ROFL!
Reply #83 Top



Bitter much?


Cest la vie.

CONTINUE THE NERFZ!

OMGZ PIRATES JUMPED IN AND KILLED MY TWO DEFENSE PLATFORM PLANET OMG NERFZ



bit·ter /ˈbɪtər/ [bit-er] - adjective, -er, -est, noun, verb, adverb
5. characterized by intense antagonism or hostility: bitter hatred.
6. hard to admit or accept: a bitter lesson.
7. resentful or cynical: bitter words.
End of quote


Whose being hostile?
Epic fail, my friend. I don't take forums personally. I apologize you thought I hated you for having an ignorant, newbie view that is atypical and happens in EVERY real time strategy game EVER created.
Reply #84 Top
I've put in roughly 15 hours since retail release (about 200 in betas) and I don't think the pirate and siege nerfs are needed. Siege frigates tend to get ripped to shreds pretty quickly by an equivalent in ship cap (minus anti-fighters/scouts) OR 5+ Gauss/beam/missile platforms. A simple planet infrastructure upgrade ensures that a disproportional siege frigate force would be needed to take down any colony with said defenses; I've seen this happen in my second most recent game.

As for the pirates: they are currently (v1.01) perfect. They come around enough to fore you to be on guard a lot while not being constant. Pirates also = proxy war! Just put forward some credits (I know, it's sometimes hard to do) and make sure that someone else has a bigger bounty then you. If that fails, a cap ship with a dozen light frigates will make short work of any pirate raiding fleet..... in my experience.

Looks like I'll be modding the patch though.... returning pirates and siege frigates back to normal. Like the other changes though.
Reply #85 Top




Bitter much?


Cest la vie.

CONTINUE THE NERFZ!

OMGZ PIRATES JUMPED IN AND KILLED MY TWO DEFENSE PLATFORM PLANET OMG NERFZ



bit·ter /ˈbɪtər/ [bit-er] - adjective, -er, -est, noun, verb, adverb
5. characterized by intense antagonism or hostility: bitter hatred.
6. hard to admit or accept: a bitter lesson.
7. resentful or cynical: bitter words.


Whose being hostile?
Epic fail, my friend. I don't take forums personally. I apologize you thought I hated you for having an ignorant, newbie view that is atypical and happens in EVERY real time strategy game EVER created.
End of quote


Oh master of Sins, please continue to share your great wisdom of video games and their development processes with us! Us ignorant newbies could not live without YOU here to explain the mysteries of our "epic failures." Since Ironclad and Stardock certainly must agree with your total dominating brilliance, will you not continue to impart more of it upon us?
Reply #86 Top
Maybe we don't jump to the conclusion that we are so good at this game, that within two days of release we know ALL tactics we lose to must be imbalanced, and NOT our own failure?
End of quote


Scynix; it's not a matter of losing to them - it's a matter of them existing at all.
Siege units shouldn't be spammed. They shouldn't. That's the nature of siege units. I don't care if I win against them, I'm just concerned that they're there. They shouldn't be. They shouldn't be. They shouldn't be.

They shouldn't be. Has that occurred to you? No offence meant, but you don't seem to be responding to our actual point.

thats what I'm saying, people appear to be mistaking well coordinated plunges into weak areas of your territory for "spams",
End of quote

There have been plenty of battles in history, or even wars, and never, not once, was there a well co-ordinated plunge into weak areas of an enemy's territory consisting only of siege units. It would be suicide. Useless suicide, since they wouldn't achieve their objectives. Even the weakest commander would defeat them before they came close to finishing their objective.
And it should be such a suicide in this game, because that is the nature of siege units.

I respect you guys, especially Schod, because most (if not all) of the time your arguments are rationally stated; I just totally disagree with them. If, however, your want to argue on a point that's long been dismissed, then don't expect to get too much out of it. Again, no offence meant.

Reply #87 Top
And to be entirely honest, sarcastic arguments like those from Prof and Scy, though amusing, aren't really all that useful in the debate.
Reply #88 Top

Oh master of Sins, please continue to share your great wisdom of video games and their development processes with us! Us ignorant newbies could not live without YOU here to explain the mysteries of our "epic failures." Since Ironclad and Stardock certainly must agree with your total dominating brilliance, will you not continue to impart more of it upon us?
End of quote


I accept your challenge, knave.

There isn't. That's the problem. You can deflect all you please, but NEVER should ten CRAP SHIPS that you can build in the first 30 seconds of the game be able to bring down a HEAVILY defended planet system.


With standard game speed and resource settings, it takes a bare minimum of three and a half minutes *just* to get the mere capability of building siege frigs if you go straight for them at the cost of all else. It then takes 45 seconds to build each one, and that's if you have the resources to do so (If you dropped everything, you won't).

In order to finance a seige rush, you'll at least need to get your flagship up and send it out hunting so you can get additional mines up on other planets. That will delay the initial availability of sieges a fair amount (not enough crystal to do both, and one mine gives you a pretty sad trickle).

Financing aside (and that's a big aside), it will take you seven and a half minutes to build ten seige frigs. For the cost of an extra frig factory (built while researching Krosovs) you can halve that... but that puts the total cost past 10000 credits and 1000 crystal, which is a very difficult price to ignore early-game.



For less money than that, a bit more metal, and a LOT less crystal (crystal being a big limiting factor early game), you could make TWENTY cobalts in less time, and have a strong fleet for creeping and colonizing to boot. By the time the siege player is ready, you'll have multiple colonies with resources rolling in, gained at least a couple of levels on your flagship, AND have a fleet strong enough to rip his to bits and be in shape to crush his homeworld shortly thereafter (regardless the status of your own capital).


It's all a matter of strategy. Siege rushes may be powerful against an unprepared player, but they're a huge gamble and are hardly unstoppable. Much like rushes in other games, a failed rush attempt pretty much guarantees your own loss against a competent enemy.
End of quote


Reply #89 Top
There have been plenty of battles in history, or even wars, and never, not once, was there a well co-ordinated plunge into weak areas of an enemy's territory consisting only of siege units.
End of quote


Oh really? So world war 2 never happened?
http://en.wikipedia.org/wiki/Bombing_of_Tokyo_in_World_War_II

Or are BOMBERS not considered siege units in our day and age?
Not only that, NONE OF THEM CAME BACK.
Reply #90 Top

And to be entirely honest, sarcastic arguments like those from Prof and Scy, though amusing, aren't really all that useful in the debate.
End of quote


Agreed completely. I tried to discuss the facts of the problem, but He-Whos-Tears-Are-Delicious instead wanted to call me a "ignorant newbie" rather then arguing the facts of the issue, like you stated (very well) above.

But unfortunately, this is what happens with video games, elitists and those who exploit an engine weakness will always throw tantrums when their weak strategies are threatened.
Reply #91 Top
was there a well co-ordinated plunge into weak areas of an enemy's territory consisting only of siege units
End of quote

I'm sorry, have you ever heard of that little war known as WWI? how about WWII and germany with its lovely artillery? how about that giant-I-cant-remember-its-name-gun that shelled Paris from forests some 144 miles away? how about all of those medieval bickering-wars? how about the multiple sieges of Jerusalem? how about that little old nobody-knows-it battle of Gettysburg?

siege units are commonly used to hit an enemy's weak point, they just make sure that they know if the enemy is coming so that they can defend or retreat. siege units are 100% useless if you're attacking an enemy who has, *cough* fortified himself.

now I'm sure people would all agree a nerf is in order IF THATS WHAT WE FIND IN A WEEK, but its far far far too early to tell now.
Oh master of Sins, please continue to share your great wisdom of video games and their development processes with us! Us ignorant newbies could not live without YOU here to explain the mysteries of our "epic failures." Since Ironclad and Stardock certainly must agree with your total dominating brilliance, will you not continue to impart more of it upon us?
End of quote

I would quote your own post about bitterness, but it would be particularly inflamatory and needlessly assish.
Reply #92 Top
Well, I concede your point there. (I should have known there would that one time :P )

Could I go out on a limb and ignore air units? I know that's lame, but...?

Could the bomber siege have been easily stopped by fighters though, or was Tokyo caught totally off guard? That is, would a commander with fighters under his command have been easily able to stop the raid?
Reply #93 Top
I accept your challenge, knave.
End of quote


Again, where does that explain why the Easy AI uses this and only this so called 'hardly unstoppable' tactic?

Reply #94 Top

There have been plenty of battles in history, or even wars, and never, not once, was there a well co-ordinated plunge into weak areas of an enemy's territory consisting only of siege units.


Oh really? So world war 2 never happened?
http://en.wikipedia.org/wiki/Bombing_of_Tokyo_in_World_War_II

Or are BOMBERS not considered siege units in our day and age?
Not only that, NONE OF THEM CAME BACK.
End of quote


OH LORD! A WIKIPEDIA BASED ARGUMENT ON AN INTERNET MESSAGE BOARD! I SURRENDER!

Reply #95 Top
But thinking over the point, I wouldn't actually consider a bomber a siege unit. I'd rather consider it a bomber.

And if you would equate siege frigates with bombers in this game, then why aren't they easily stopped by just as many gun frigates? Or, for that matter, fewer gun frigates?
Reply #96 Top

And to be entirely honest, sarcastic arguments like those from Prof and Scy, though amusing, aren't really all that useful in the debate.


Agreed completely. I tried to discuss the facts of the problem, but He-Whos-Tears-Are-Delicious instead wanted to call me a "ignorant newbie" rather then arguing the facts of the issue, like you stated (very well) above.

But unfortunately, this is what happens with video games, elitists and those who exploit an engine weakness will always throw tantrums when their weak strategies are threatened.
End of quote

oh here we go... caste wars invented by the newcomers

you do realize that nobody has established a power order yet? you know what also hasnt been established? the credence of your claims.

all we know is that we're all little noobies in this giant ocean of noobness, so can we get back to the original argument?
Reply #97 Top
No wait a moment.
I'm sorry, have you ever heard of that little war known as WWI? how about WWII and germany with its lovely artillery? how about that giant-I-cant-remember-its-name-gun that shelled Paris from forests some 144 miles away? how about all of those medieval bickering-wars? how about the multiple sieges of Jerusalem? how about that little old nobody-knows-it battle of Gettysburg?
End of quote


Germany with its lovely arty had support in other units, no?
The giant-I-cant-remember-its-name-gun had anti-air, or it would've been bombed, no?
Mediaeval bickering-wars; trebuchets had support, no?
Multiple sieges of Jerusalem, had siege units with support, no?
Battle of Gettysburg had siege units with support, no?

If my statements are true, then my argument stands; never was there a well-co-ordinated plunge consisting ONLY of siege units.

Reply #98 Top
ok we can still ignore bombers and continue only using the concept of siege units.
in any case your point has been that they arent supposed to be effective when met head on, they are supposed to be appropriately eviscerated. well as far as I've seen they are almost always appropriately eviscerated in sins as well.
Reply #99 Top


Could the bomber siege have been easily stopped by fighters though, or was Tokyo caught totally off guard? That is, would a commander with fighters under his command have been easily able to stop the raid?
End of quote


Yeah, actually. Tokyo was just caught off guard, because we used long range bombers launched from carriers that weren't supposed to carry them.

Siege frigate rushes are NO DIFFERENT. It's a cheesy tactic that has no real functionality against ANYONE who sees it coming. It's ONLY good at killing newbies. Like flash tank rushing in TA, or zerg rushing in SC. This game is FAR more tactical, and even an HOUR of commitment to learning can teach you how to counter this "killer strategy" that ProfC absolutely refuses to accept.

My biggest problem with this entire argument is that it changes constantly.

A third of the people hate it because the AI constantly uses it- I AGREE WITH THIS.
A third hate it because they can't beat it- I love you guys, but L2P or ask for help.
And the final third are jumping on the band wagon of the second third because, as always in EVERY rts release, newbie voice majority is a compelling (yet completely uninformed) arguement.
Reply #100 Top


oh here we go... caste wars invented by the newcomers

you do realize that nobody has established a power order yet? you know what also hasnt been established? the credence of your claims.

End of quote


The "newcomers?" If anyone is a "newcomer" it's your best e-buddy Scynix (who has been registered for literally less than a week, so clearly his knowledge of SD games is severely limited).

It isn't the "newcomers" versus the old experienced masters of the internet. Many of the defenders of the already lost "stop the nerf" war are they themselves "newcomers."