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Sins 1.04 preview

Sins 1.04 preview

As some of you know, 1.04 has been split into two updates in order to get an update out sooner that has taken recent feedback from players and evaluated what changes should be made.

Here is a preview of what we have:

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Sins of a Solar Empire v1.04 Changelist
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Gameplay / Balance:
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-Market value changes:
 -Ratio of buy/sell is now 2:1 instead of 3:1.
 -Min price now 200 instead of 80.
 -Boom/crashes now last ~twice as long.

-Multiple instances of the Embargo planet debuff from the same player no longer stack.

- Capital ships
 -All non-Colony capital ship top speeds increased from 500 to 525.
 -All Colony capital ship top speeds increased from 400 to 475.

- Siege Frigates:
 -Build costs decreased by ~15%.

- Javelis, Illuminator, Assailant:
 -Linear acceleration decreased from 200 to 150.
 -Top speed decreased from 800 to 500.
 -Range decreased from 130% to 115% of 1.02 ranges.

- Illuminator:
 -Hull points increased from 520 to 620.
 -Shield points increased from 450 to 550.
 -Attack type changed from CAPITALSHIP to ANTIMEDIUM.
 -Front bank damage increased from 33.8 to 65.
 -Side banks damage decreased from 33.8 to 26.

- Defense Vessel:
 -Reduced cooldown by 45%, damage reduced proportionally to maintain DPS.
 -Fleet supply increased from 3 to 4.
 -Now properly benefits from Advent laser research topics.

-Attack types
 -AntiVeryLight chance to hit bombers decreased from 85% to 75%.
 -AntiVeryLight damage vs Light armor decreased from 100% to 75%.

-Map Balance of Power fixed to have less Heavies and populated desert worlds.


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Graphics:
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Sound / Music:
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AI:
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-Fixed minor bug in Unfair AI not behaving quite correctly.
-Fix bug where AI would retreat from his homeworld or last planet.
-AI is likely to gang up on the leading player in Easy or Normal.
-Misc tweaks.


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Networking / Multiplayer:
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-Fixed minor bug in ico-join game screen where fleet size display was incorrect.
-Improved in-game chat text entry:
 -Escape no longer clears the chat buffer when closing the window.
 -Sending whispers is remembered (don't have to retype the whisper when sending again).
 -Sending to allies is remembered (don't have to retype /a when sending again).
-Chat string and colors changed.


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UserInterface / HUD:
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-Fix map names for Backstab and Balance of power.


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Modding:
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-Entity name lookup is now case insensitve.


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Misc:
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-Fix for saved games not respecting custom game options.


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End
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Now, bear in mind, this isn't the end-all be all update. The goal is to get something out, possibly this week and then do more later.

For single player games, the main change is in the computer AI not being quite so nasty at easy levels but being tougher at harder levels.

Most of the rest will affect multiplayer where unit balance between the 3 races is more sensitive.

199,936 views 222 replies
Reply #151 Top
I disagree. They should remain counter to lrms. This kills mindless strats. The day flak stops killing lrms is the day I start to mass nothing but lrms.
End of quote


There's no intuitive reason for them to counter LRMs though. Making them not a LRM killer doesn't preclude another ship that's good at killing them.
Reply #153 Top
Making them not a LRM killer doesn't preclude another ship that's good at killing them.
End of quote


Yes HC do kill LRMs surprisingly well... Let me tech to tier 5 real quick while you kill my frigate factory.

Reply #154 Top
i think the other ship he might have been referring to is the Carrier Cruiser (with fighter squadrons), which is at tier 2 for Advent and tier 3 for Vasari and TEC. quite possible to access in time to counter LRMs if the Strike Squadrons themselves were more powerful and less vulnerable to Flaks.
Reply #155 Top
Why no fix for MP mini dumps etc???
Reply #156 Top
please have the ai attack neutral platforms, and all frigate factories, it is really annoying when I use the map builder to crank up the neutral power, and then the ai leaves the platforms even after it is done conquering the planet and sitting around idle
Reply #157 Top
i think the other ship he might have been referring to is the Carrier Cruiser (with fighter squadrons), which is at tier 2 for Advent and tier 3 for Vasari and TEC. quite possible to access in time to counter LRMs if the Strike Squadrons themselves were more powerful and less vulnerable to Flaks.
End of quote


Trust me its no counter.

Reply #158 Top
i think the other ship he might have been referring to is the Carrier Cruiser (with fighter squadrons), which is at tier 2 for Advent and tier 3 for Vasari and TEC. quite possible to access in time to counter LRMs if the Strike Squadrons themselves were more powerful and less vulnerable to Flaks.
End of quote


I was referring to neither. My point was that moving a LRM counter away from being a flak doesn't mean there won't be another LRM counter ever in the future of the game.

Reply #159 Top
Um, yeah... Except, it is a counter. Equal supply of carrier cruisers w/ fighters will win out vs. LRMs... That is to say, if the LRMs are not flak assisted. If they are, and they probably will be, then you have a problem. But that really doesn't have much to do with the carriers being a counter to LRMs, that has to do with flaks being a counter to strikecraft.
Reply #161 Top
Sounds like only attributes changes.

I like to see some bouns units like the idea of new downloadable units for the old game Total Annihilation.
Reply #162 Top

We're looking at next week for release. This week we looked at feedback and did a lot of, ahem, play testing.

 

Reply #163 Top
We're looking at next week for release. This week we looked at feedback and did a lot of, ahem, play testing.
 
End of quote


Woooooooo!

:CONGRAT:
Reply #164 Top
Carriers DO kill Flaks.
The problem is Flak+LRM> Carrier+..Anything but HC.

The main thing is that counters against flak aren't very effective because of their tank power- they'll succeed at the mission before anything kills them, even HC (that mission being eliminating fighter/bombers)

Flaks are not a hard counter to LRM and they don't kill LRM before their mission is completed, destroying structures.

Carriers are a hard counter to LRM, but that are countered extremely hard by flak.

So we have a problem here.
LRM> Everything but Carrier/HC
Flak> Overwhelmingly owns Carriers.
Thus majority LRM+Flak> All.

The 'counter force' of Medium Frigates+Carriers fails bc Mediums are owned hard and fast by LRM, before they can kill flaks. Flak+LRM> Flak+LRM+Carrier, since carriers are negated hard and you lose your squadrons after maybe 2-3 runs. Your carriers are a waste, so you end up losing on the numbers front. If you warped in first with Flak+LRM to kill the enemy flaks, unless he only has a few, you'll take much more damage than you'll actually do. The same goes for Flak+LRM+Cobolt+Carrier. Not only are you 4 ships down from extra research, the degree to which Flaks>carriers and LRM>Cobolt actually makes those ships a liability rather than an asset.
Reply #165 Top
advent have caps that:
a bounce your own damage back at you potentially at over 100%?
b cause you to take damage to all your ships if one of them takes damage?

does this seem crazy powerful to anyone else?
Reply #166 Top
OP: I want a timer option that will end multiplayer games at a set time.

RESPONSE: none cares. Learn to beat people within the time you want.
note: I believe he means "no one"

End of quote



How can you make a comment like this and then expect anyone in the known universe to give a flying crap about anything you have to say???

It amazes me how much garbage is in this thread. Here is a company that actually ACTS ON what it's customers suggest... Actually DELIVERS timely updates... Actually TRIES to keep the game interesting over an extended period of time... And to beat all, Does this for FREE... And all you can do is take the pacifier out of your mouth for a minute and cry and whine how somebody ruined "your" game. If you were play testing... er... um... working... at Stardock or Ironclad would you pay attention to to half of the crap that's posted here? Would you honestly and objectively look at post after post of "you guys don't know sh**"???

You do realize you can mod this game, right? You can make it anything you want. Why not put your energies to good use and lobby for mod support for multi-player games? Lobby for it to be easy, to work correctly... so you and all your "friend" can play the game and be happy. MAYBE you'll even get to demonstrate first hand to others what you're on about and they might actually take you seriously...

As a community, we have 2 choices... we can take what's given and look at the positive or the negative. To concentrate on the positive encourages Stardock and Ironclad to continue supporting, changing and modifying the game. The other makes them go work on the political machine... or take lunch... or go home, anything but do something for a bunch of loud, ungrateful cry babies.

I understand we all have opinions. I understand they are all different. I RESPECT the fact that your opinion is not mine. I agree to disagree with the OPINION, but I strive to still respect the PERSON. It's OK to disagree, It's NOT OK to dump on people.

I would ask ALL members to please show some maturity and consideration for the other members of this forum and for the developers in their posts.

T
Reply #167 Top
Excerpt from the OP (1.04 Preview) :

-AI is likely to gang up on the leading player in Easy or Normal.
End of quote


This official statement contradicts Blair Fraser of Ironclad :


However, 1.04 will introduce the idea that on easy and normal difficulties the AI will be less likely to team up against the dominate player
End of quote


Reference > Blair Fraser

The credit for detecting this probable typo in the 1.04 Preview must go to Kreyson, who was the first to mention it (RE : the very end of his reply #124).

The typo has not yet been corrected when I am composing this post, on a Saturday morning.
Reply #168 Top
I am looking forward to harder computers. Even though I play with computer on my team aswell.

Birger :)
Reply #169 Top
advent have caps that:a bounce your own damage back at you potentially at over 100%?b cause you to take damage to all your ships if one of them takes damage?does this seem crazy powerful to anyone else?
End of quote



Advent do have some of the strongest Capital Ship abilities (Malice being one of the best) but they're also more reliant on their special abilities than the others to bolster their fleet's survivability. Advent's strong suit aren't their straight up strength, but their different abilities working on concert to achieve a goal. Jumping around decreasing their antimatter, and different ship abilities can either paralyze critical ships to an Advent fleet or stop them from using their precious Antimatter.

They're strong, but certainly not without weaknesses (antimatter sabotage, paralyzing, focus fire, etc.).

I'm looking forward to this next patch though. Tweaks to the LRMs certainly are needed, such an early tier unit having such great strength is off. I'm wondering though, will this decrease in range make it so LRM's no longer out-range the Guardians Repulsion ability? It's kind of strange right now that the all-purpose T1-T2 LRM can out-range even the T5 ability of a Support ship like the Guardian, as well as take on nearly any ship for the cost except Flaks and Heavy Cruisers.
Reply #170 Top
lobby for mod support for multi-player games? Lobby for it to be easy, to work correctly
End of quote


I too enjoy petitioning game designers for features that already exist. WE NEED A THIRD RACE IN THIS GAME TOO GUYS.
Reply #171 Top
lobby for mod support for multi-player games? Lobby for it to be easy, to work correctlyI too enjoy petitioning game designers for features that already exist.
End of quote


It exist?!? So how exactly do I play a modded game in MP , provided that I have version a of mod x an and there is no way to match me automatically with players having same version of same mod ?

Reply #172 Top
It exist?!? So how exactly do I play a modded game in MP , provided that I have version a of mod x an and there is no way to match me automatically with players having same version of same mod ?
End of quote


You probably want to go to the mod or multiplayer forum and set up a thread looking for people interested in gaming with your mod of choice and set up a time to play. Even if there WERE a way to auto-match you with random people using your mod, you would be in for a very long wait to actually find enough people with your particular mod version.
Reply #173 Top
It exist?!? So how exactly do I play a modded game in MP , provided that I have version a of mod x an and there is no way to match me automatically with players having same version of same mod ?
End of quote


You read the title of the game. For example, I played a game today called "Sins Plus 1.3". Typically, you'll find that servers set up with specific mods, especially in RTS games, don't have an "auto-match" feature - occasionally, FPS games will have a "differs from my local copy" feature on their server browser but this isn't really a FPS.
Reply #174 Top
by: antracer: I understand we all have opinions. I understand they are all different. I RESPECT the fact that your opinion is not mine. I agree to disagree with the OPINION, but I strive to still respect the PERSON. It's OK to disagree, It's NOT OK to dump on people.
End of quote


You really are 1 in a million. Too few people have honorable qualities now days. Although on my end I vary a little different in that area but the objective is the simmilar. All I have to say on my behalf is respect is earned, not given, nor should it be expected. Also, respect is nothing without honor. I'm selective about where I place my respect, and I respect you for demonstrating you have good personal integrity.

That subject aside;

I would still like to see the advents culture cannon upgraded. I remember stating back somewhere that it would be better if you hit an enemy planet with the culture cannon it will destroy media hubs... As it stands now the culture cannon feels like a big nerf gun. It takes 5 consecutive shots to take a planet out; assuming you time the shots correctly.

Also I think the damage rate of loyality should be increased so that it only takes 2-3 shots to overthrow a planet rather than 5 consecutive shots... Thats about all I had in mind.