Subtle differences between Versions

What are they?

There are obvious differences between Entrenchment and the vanilla version of Sins - like Starbases, and the Defense research trees.  But, with all the debate raging about "unnerfing Carriers", I wonder if people forget that Carriers weren't changed in vanilla Sins, like they were in Entrenchment.  If you don't like one version, go play the other (and then tell me if the nerf made a difference?).

Some unseen differences, or not so obvious, and maybe unknown differences:

1.  Vanilla Sin's Carriers don't have a build rate penalty.  (And flak didn't get a range/distance buff?)
2.  Vanilla trade chains automatically extend through uncolonizeable gravity wells, Entrenchment routes don't.
3.  Entrenchment's Kostura Cannon deals more damage, and opens a phase gate to the bombarded planet.
4.  Additional Artifacts (3).  [Ok, this is relatively obvious, but their functions are largely unknown].
5.  Damage Multipliers were changed for various ship types?

What else?  I will probably need to look at the changelogs, but I know some of the above weren't mentioned.

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Reply #1 Top

Additional Artifacts (3).  [Ok, this is relatively obvious, but their functions are largely unknown].
End of quote

This is new content, not a new feature or change to an old one.  If the artifacts deserve to be listed, so do the new starbases and frigate types.

Damage Multipliers were changed for various ship types?
End of quote

I wasn't aware of this; if it did happen, it wasn't significant enough to be noticable.

 

 

Reply #2 Top

Yeah, artifacts probably shouldn't be included.  As far as I can tell, all the old ones still have the same function.

After playing Entrenchment almost exclusively since its release, I've recently played several vanilla Sins games.  And the original vanilla Sins does play quite a bit differently!  (I tried both Single & Multi - player).  One of the major differences that is not readily apparent is: the AI playstyle.  Apparently, vanilla Sins didn't get some of the 'enhancements' to the AI.

6.  Vanilla Sin's AI doesn't fight for neutral extractors, like it will in Entrenchment.
7.  Vanilla Sin's AI won't make full fledged raids into enemy territory, like Entrenchment will (especially against SBs).

In the Entrenchment 1.02 changelog it says "Renormalized ANTIMODULE attack type to deal 200% damage vs structures, and renormalized its effectiveness vs. other armor types to be within the range 25% -100%".  I have no clue what this means, other than possibly reversing the long list of confusing changes to damage modifiers in the prior changelog (1.0).  In particular, I am curious if, damage multilpliers were changed for scouts in Entrenchment alone.

In the Entrenchment Beta 3 changelog it says: "All races' anti-strike craft frigate range increased 20%".  In the vanilla version 1.1 changelog it says: "Anti-strike craft frigate range increased from 3000 to 3250."  I don't know if this is referring to the same change, or if the Entrenchment change added more to the original change?