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Entrenchment Hotfix Change Log

Entrenchment Hotfix Change Log

The Sins of a Solar Empire - Entrenchement Hotfix is now available for update via Impulse (it'll show as v0.91). This update includes the following changes:

  • Fixed Argonev's Resupply ability's level 2 values
  • Fixed missing String in Gravity Mine research description
  • Fixed crash bug caused by managing squadrons when your selection contains both cruisers and capital ships and you have at least one squadron of homing mines allocated.
  • Scuttle and salvage value of TEC space mines is now the per mine value, rather than for the entire mine cluster
  • TEC Hangar Flak Turret research now has 1 level of upgrades instead of 2
  • Fixed bug that caused structures with research prerequisites to allow their construction to progress even if the research was only queued but not complete.
  • Each race's mine's ability that causes them to be phased out and invulnerable now has a unique icon.
186,175 views 77 replies
Reply #26 Top

Quoting Black_Archeron, reply 25
Great work to get a patch out so quickly, can you please note in the log as to whether saved games will still work? (with previous version)

In case I have a great game going I may wish to wait to finish before patching if it will cause problems with the save.

Many Thanks!!
End of Black_Archeron's quote

They usually don't, so your best bet is always to be on the safe side :)

Reply #27 Top

when i played for the first time today i played as advent and it seems that their homing mines can be used offensively and are really powerful too

Reply #28 Top

Hell, please get your latest video card drivers and/or turn down your texture quality settings. Let me know if this works.

Reply #29 Top

Quoting Craig, reply 3
Hell, please get your latest video card drivers and/or turn down your texture quality settings. Let me know if this works.
End of Craig's quote

 

That sounds like a Hell of a good idea ;)

Reply #30 Top

fix the Asteroid-gun next i suddenly play tec alot again.. guess nothing beats shooting with space-rocks.. and i hated TEC - .-
End of quote

Yep, but it needs to do twice as much damage since it is a hunk of space junk ramming at high velocities at another ship.

Reply #31 Top

Really glad to see a good number of the issues myself and others reported on have already been fixed.  Great work Ironclad.

Reply #32 Top

You guys were quick!

I'm going to have to go over what I did yesterday to see if any bugs I noted were fixed.

Scuttle and salvage value of TEC space mines is now the per mine value, rather than for the entire mine cluster
End of quote

I'll check this tonight. I'll let you guys know if this is still somehow broken.

Reply #33 Top

Quoting DarthCaedusMorgan, reply 7
Oh good they did not fix the Kol guas rail gun ablility "Firing the shell.....huh what the #$@!.......we just launched a asteroid.
End of DarthCaedusMorgan's quote

I agree, I think this needs to be toned down in size.  It looks out of place....

Reply #34 Top

Quoting Firefly2442, reply 8

Quoting DarthCaedusMorgan, reply 7Oh good they did not fix the Kol guas rail gun ablility "Firing the shell.....huh what the #$@!.......we just launched a asteroid.
I agree, I think this needs to be toned down in size.  It looks out of place....
End of Firefly2442's quote

 

 

Yes it does it looks like a wad of you know what. I think something bigger than normal fire with like a fire type trail to make it stand out a bit

Reply #35 Top

Why is everyone complainging about mines.  They are as powerful as they should be.  In the real world a mine can cripple just about any vehicle and will sink a carrier if it runs into a whole field - so duh :)  My only complaint is, once my scouts see the mines - why can't we target them and destroy them

Reply #36 Top

Quoting DarkSide73, reply 10
Why is everyone complainging about mines.  They are as powerful as they should be.  In the real world a mine can cripple just about any vehicle and will sink a carrier if it runs into a whole field - so duh   My only complaint is, once my scouts see the mines - why can't we target them and destroy them
End of DarkSide73's quote

Yes I agree that they are not overpowered, the only thing is we are illequiped to destroy effectively and there is way to many of them in a gravity whell.

Reply #37 Top

Kinda like the real world :(

Reply #38 Top

Hey, I installed Entrenchent but for some reason when I open the game, it doesn't load. It sas that windowns can't open the game. An ideas what the problem is and how to fix it?

 

Thanks!!:)

Reply #39 Top

Quoting DarkSide73, reply 10
Why is everyone complainging about mines.  They are as powerful as they should be.  In the real world a mine can cripple just about any vehicle and will sink a carrier if it runs into a whole field - so duh   My only complaint is, once my scouts see the mines - why can't we target them and destroy them
End of DarkSide73's quote

I think their power/ dmg is not the actual problem. the bigger one is their cost or the more or less lack thereof for some races and the difficulty of dealing with them i.e. of detecting and then getting rid of them once detected, etc.

Reply #40 Top

cyber, update your video card drivers and give it another shot :)

Reply #41 Top

The update thats suppose to be in Impulse isn't even showing up for me. Wtf.

Reply #42 Top

Mistereel, did you happen to purchase it with a different e-mail address than your impulse account?

Reply #43 Top

Nope. I have the retail version. I updated yo 1.12, then downloaded Entrenchment on Impulse. I get the mini dump error. I can't find the hotfix on impulse, and it shows no updates for Sin (although it does show updates for GCIV 2).

-Edit-

I uninstalled everything, then redownloaded everything through Impulse. Works fine now.

Reply #44 Top

The Revelation Battlecruiser for the Advent will use its Clairvoyance ability (one of my favorites) whenever you tell it to jump to another planet.  I always deactivate the auto-casting of the ability (I like to choose what I am looking at).  Because of this, it will just sit at the planet and you have to give the command to move, twice (once because the ability will be used, stopping the ship, and again because the ability is in its cooldown phase, so you can move the ship).

This wasn't an issue before Entrenchment, but has appeared now (I play as the Advent a lot).  It would stop moving when you use the ability before, but now the ability will be activated when you tell the SHIP to move. -_-

 

To say it again, here's what happens:

-The capital ship is selected and has the ability Clairvoyance (which has its automatic casting turned off), it is sitting in the gravity well of Planet A.

-an order to go to a planet is given, Go to Planet B.

-Clairvoyance is activated, and Planet B is visible, but the capital ship stops.

-Often times I find myself wondering why a planet has not been conquered yet only to realize that the capital ship is still at Planet A.

 

Just thought I'd let you guys know, I believe this also prevents the fleet, that the BattleCruiser is in, from moving too.  I'm not 100% sure though, so I'll have to try it again later tonight.  Great game though, you guys are absolutely awesome.  I am currently in college to hopefully work for a gaming development company, and I look to you guys as ideal role models for the principles in gaming studios!  :thumbsup:

 

Reply #45 Top

Quoting HappyVader2007, reply 19
Just thought I'd let you guys know, I believe this also prevents the fleet, that the BattleCruiser is in, from moving too.  I'm not 100% sure though, so I'll have to try it again later tonight. 
End of HappyVader2007's quote
I would think that depends upon whether you're doing a grouped jump or if you have them all set to individual (which would then ostensibly send every other ship you selected toward that planet/gravity well while leaving your Revelation behind).

Reply #46 Top

Any word on when the next patch is slated?  The issue with mines in general (and most specifically of the Vasari mines being free and unlimited) has crippled playability.  Vasari AI will carpet a gravity well in mines to the point of lunacy and performance degredation that has forced most people to either stop letting the AI play as Vasari or stop playing altogether.

Other than that I'm loving the expansion so far

Reply #47 Top

I would guess after Christmas for the patch.

Reply #48 Top

So I don't know about anyone else but I'm having some SERIOUS syncronization problems when playing network games with my brother.  Serious being like... my cap ship dies on his screen but not on mine, we both get attacked by the same computer at the same time by the same exact ships but to eachother the other isn't being attacked... pirates coming after both of us at the same time, starbases being destroyed on one persons view but not the other...  We never had problems like this before the beta and I haven't seen any posts about this though I'm hoping it's not just something on my end.

Reply #49 Top

no, its not. my cap ship died 15 secs ahead of time on my friends screen (so mine was lagging 15 secs), and on my screen i would be supporting him against an attack, whilst on his screen i hadnt got there in time and he'd lost the colony....strange :S

Reply #50 Top

Quoting DarthCaedusMorgan, reply 7
Oh good they did not fix the Kol guas rail gun ablility "Firing the shell.....huh what the #$@!.......we just launched a asteroid.
End of DarthCaedusMorgan's quote
How did they not notice this