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Sins of a Solar Empire v1.1 BETA Change Log

Sins of a Solar Empire v1.1 BETA Change Log

Now Available

The next major update for Sins of a Solar Empire is now available!  Since this update is so huge and contains several brand new technologies, we are going to be offering it as an optional beta before its final release. If you are not comfortable with running potentially very buggy software (though we've tried to minimize it), do not install this beta - wait for the final release.

This beta update is available only through Stardock's new Impulse platform. We will no longer be providing standalone patches for future versions of the game. For more information on obtaining the beta and taking part in the testing, please visit: https://forums.sinsofasolarempire.com/319061


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Sins of a Solar Empire v1.09 (aka 1.1 beta) Changelist
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Gameplay / Balance:
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-Kol Battleship:
     -Fix for Finest Hour not applying all of its splash damage correctly.

-Marza Dreadnaught:
     -Fix for Missile Barrage not applying all of its damage correctly. (thx bailknight)
 
-Sova Carrier:
     -Embargo duration reduced from 120 secs at all levels to 60/90/120 secs.
 
-Dunov Battlecruiser:
     -Shield Restore shield points replenished reduced from 350/700/1050 to 250/500/750
     -Shield Restore AM cost reduced from 90 to 65 for all levels
     -Shield Restore cooldown reduced from 16 secs to 11 secs for all levels

-Cielo Command Cruiser:
     -Designate Target damage bonus increased from 25% to 40%.

-Radiance Battleship:
     -Cleansing Brilliance cooldown increased from 75 secs to 120 secs.

-Rapture Battlecruiser:
     -Vengeance antimatter cost decreased from 75 to 70.
     -Vengeance damage retaliated increased from 40%/80%/120% to 65%/130%/200%.
     -Units acquired with Domination will now have their orders reset.

-Domina Subjugator:
     -Suppression antimatter cost decreased from 100 to 75.
     -Suppression cooldown decreased from 40 secs to 30 secs.
     -Suppression duration increased from 40 secs to 90 secs.

-Kortul Devastator:
     -Jam Weapons antimatter cost decreased from 75 to 70.
     -Jam Weapons duration changed from 15/25/35 secs to 30/30/30 secs.
     -Jam Weapons range increased from 3500/4500/5500 to 3500/5000/7000.
     -Disruptive Strikes antimatter depletion increased from 8/10/12 to 10/20/30.
     -Disruptive Strikes ability cooldown rate penalty increased from 10%/20%/30% to 15%/30%/45%.
     -Disruptive Strikes duration increased from 10 secs to 15 secs.
     -Now costs 250 crystal as originally intended. (thx bailknight)

-Skirantra Carrier:
     -Scramble Bombers antimatter cost decreased from 100/75/50 to 80/65/50.
     -Scramble Bombers cooldown decreased from 60/60/60 secs to 60/50/40 secs.

-Antorak Marauder:
     -Subversion antimatter cost increased from 100/90/80 to 100/100/100.
     -Subversion cooldown increased from 50/45/40 secs to 75/75/75 secs.
     -Subversion ship and structure build time penalties increased from 15%/30%/45% to 50%/100%/150%.

-Vulkoras Desolator:
     -Disintegration cooldown decreased from 120 secs to 90 secs.

-Stilakus Subverter:
     -Distortion Field antimatter cost increased from 100 to 200.
     -Distortion Field duration decreased from 30 secs to 20 secs.
 
-Iconus Guardian:
     -Repulsion is now a channeling and interruptable ability.
 
-Serevun Overseer:
     -Reactive Nanite Armor cooldown increased from 2 secs to 4 secs.
 
-Illuminator Vessel
     -Frontal bank damage reduced from 58.5 to 53.5.
     -Side bank damage reduced from 30.3 to 27.25.

-Returning Armada:
     -Now costs 2500 credits, 200 Metal, 500 Crystal to activate.
     -Fleet sizes summoned increased from 25-45 to 45-90 supply.
     -Cooldown increased to 10 minutes at all levels.
     -Phase Stabilizers now have 0 max antimatter.
  
-Scenario and Galaxy Generation:
     -Fixed problem with calculating star extents on smaller maps (because of min size, stars were getting vertically offset by too much). 
     -Fixed bug in galaxy generator so that inter-star connections could end up connected to one star.
     -Fix for some wonkiness with placing artifacts.  They would not show up in your artifact list because the control of the artifact had not been given to you because of ordering of planet acquisition and artifact placement.
     -Added missing starting artifacts for 2 start positions in Ancient Gifts map.
     -Spread out the stars in Ancient Gifts so more of them are in 'distant view' form when looking at a given one (for purely aesthetic reasons).
     -Fix for Implosion having wonky spawn probabilities.
     -Removed non-plural browse picture for Hyperion's Gates.
 
-TEC Research:
     -Maneuvering Thrusters max number of levels reduced from 2 to 1.
     -Rapid Development now additionally reduces costs of Logistics Capacity upgrades by 7.5% per level.
 
-Advent Research:
     -Augmented Defense Grid tactical slot bonus increased from 2 to 5 per level.
 
-Vasari Research:
     -Extreme Heat Metabolism and Sulfurous Respiration population bonuses increased from 7.5% to 15% per level.
     -Trauma Nanomedicine population loss prevented due to planet bombing increased from 10% to 20% per level.
     -Molecular Assembly structure build rate bonus increased from 5% to 40% per level.
     -Wreckage Auto-Salvage salvage percentage reduced from 8.33% to 5% per level.
 
-All frigates and cruisers now spawn with full antimatter.
-AntiLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.
-Carrier frigates rebalanced to have 2-3 squadrons and be relatively less expensive per squadron.
-All anti-strike craft frigates' base DPS reduced by 43%.
-AntiVeryLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.
-Composite attack type's damage modifier vs Medium armor increased from 100% to 125%.
-Composite attack type's damage modifier vs Heavy armor decreased from 125% to 100%.
-AntiHeavy attack type's damage modifier vs Heavy armor increased from 125% to 150%.
-Abilities can now require resources to be used instead of antimatter.
-Fix for capital ships not being able to build squads.
-Squad owners now attempt to build strike craft in all non-full squads, rather than just one squad per type it supports. This addresses the situation where squad owners w/ having all squads of the same type were losing 'production efficiency' vs those having both fighter and bomber squads. This should also improve construction for squad owners w/ 2+ squads (ie most high level capital ships).
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).
-Duplicate buffs that get replaced by new instances of the same buff now do their OnBuffFinish actions when this happens. This should significantly improve Malice's damage output when multiple Progenitors are chain casting it on the same targets.
-Fixed bug with being to see weapon ranges of non-detected ships.
-Buffs are now removed from targets, where appropriate, if their player ownership changes.
-Fix GetExtractionIncomeBonus mistake with bonus amt.
-Better blocking of defeated players being able to use the market and bounty.
-Player resource buckets now start at 50% market price instead of 100% so there isn't so much red at the start of the game.
-Jump Field Generator artifact now also allows travel through wormholes.

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Graphics:
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-Major upgrade to the rendering and texture systems that allows the game to look even better on less powerful machines.
-18 completely redone and touched up meshes.
-Dozens completely redone and touched up mesh textures.
-Lots of new explosion effects and textures.
-A variety of minor 2d texture upgrades and/or replacements.
-New ship shader with colorsample.a swapped with datasample.r (Team and specular have reversed position).
-Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).
-Damage system changed so that dead entities update as fast as possible so the explosion effects occur at the correct time.
-New explosion system.
-The game doesn't crash if the number of persistent damage effects is close to the max.
-Upped the max number of persistent damage effects.

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Sound / Music:
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-Fix for rotation sounds disappearing when loading save games.
-Fix for losing sounds after migrating hosts.

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AI:
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-Improved AI ability choice and usage.
-Fix capturable resource mines from being considered damageable and causing all sorts of badness in the AI (and elsewhere).
-Fix for ships not attacking modules all the time.
-Set the correct difficulty of dropped players converted to AI.
-Improved when AI decides to build capitalships.
-AI can now build frigates in priority list if the supply usage is too low (ala patterns noticed in human build strategies).
-Fix support ship ratio to not be affected by non-combat ships (was building way too many if there were things like trade ships)
-AI now consider a repairbay more of a threat so it gets taken out at a higher priority.
-Improved AI building of tradeports and refineries.
-Further improved AI bounty logic so human players can't cheese the AI so easily.
-Auto join fleet members now inherit auto attack range.
-Autojoining a fleet now also inherits the fleet leaders settings (ex. group hyperspace state).
-Fixed bug where ships that autojoined formations would have their preorder move point overwritten by the rally point code. This meant that the last ship joined would always try to go back to factory, instead of in-formation with their fleet.
-Fix path-finding crash.

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Networking / Multiplayer:
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-Introducing the beta of Ironclad's new game networking technology "Alloy":
     -Peer-to-peer technology (very common with real-time strategy games) has been having a rough time lately due to the increasing use of Internet security software and routers.
     -Sins was no exception, with the most visible problem being the amount of technical knowledge many users needed to learn in order host multiplayer games over Ironclad Online.
     -This latest version of Sins introduces a cutting edge network technology called "Alloy" that bypasses all these problems, performs faster, more reliably, and with more stability.
     -Players should never have to worry about being able to host, configuring routers, changing port numbers, or games ending due to failed host migrations. It’s 100% hands-off.
     -Technically proficient users can always choose to disable Alloy and handle the details manually.

-Synchronization:
     -Fixed loading mods potentially causing a sync problem.
     -Robustness added to various network commands so they don't crash when out of sync.
     -Scenario files are now checked to make sure they don't differ in multiplayer games.
     -Meshes are now checksummed in order to detect sync errors faster.
     -FileArchives now keep track of their contents checksum so the game can do more accurate checks on client data to detect if the game might go out of sync while playing multiplayer.

-Ignore system added so specific players can be ignored in ICO and in-game.
-Fixed assert in GalaxyGenerator causing socket error.
-No longer attempt to whisper "in-game" to disconnected players. This way you can talk to friends over ICO who have left the game.
-Fix for losing sounds after migrating hosts.
-Players can now attach their email to their ICO account to improve future support.
-Players can now join ICO chat lobbies that have the maximum number of characters as their name.
-Previewing galaxies in ICO will no longer kick you back to the single player screen.
-No more spamming of "host has changed game settings" in the game lobby.
-Fixed false negatives being reported for ICO-game hosting.
-All clients are notified if the host changes the game settings while in the game lobby screen.
-New ICO screen for managing game hosting.
-Added a no-duplicate name algorithm to player setup due to the new chat system. There would be no way to send whispers to duplicate name players.
-ICO accounts will now be forced to logout if you attempt to login with the same account. This was supposed to be fixed in 1.05 but should now actually work.

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User Interface / HUD:
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-New Mini Underground Window
     -This new window gives you immediate access to common Underground actions without having to leave the main view. Actions include:
           -Buying and selling resources.
           -Viewing the current bounty target and the raid time remaining.
           -The ability to increment the bounty on the player with current highest bounty.
     -All these actions are now hooked up to hotkeys.
     -Opening and closing the Mini Underground Window can be done via Ctrl-Shift-X or using the User Interface options screen.

-Hotkeys:
      -New default hot key for Select Colony Ships to not conflict with Toggle Main View Icons. (Alt-G)
      -Hotkey to toggle expand/shrink the best selected Empire Tree node. (L)
      -Hotkeys added for opening up specific tabs in the global windows:
           Examples:  
                 - Research Window: Combat, Non-combat, Artifact, Fleet
                 - NPC Window: Market, Pirates
       -Escape menu screen now more accurately reports when the player is entering text so that you can switch from the network status screen to other screens with hotkeys.
       -Entities autojoining fleets (see AI changes) will now search for and join the hot key group that contains the entire fleet. This way you don't have to rebuild hot key groups as more ships get added to the fleet automatically.
       -Can now toggle between the pirate and market screens without having to close them first with hotkeys.
 
-Empire Tree:
       -Hotkey to toggle expand/shrink the best selected Empire Tree node.
       -Using hotkeys to toggle the expansion of an Empire Tree node now also makes it visible. Note that this isn't done when clicking the arrow to the left to prevent shifting of the Empire Tree while your cursor is interacting with it. 
       -Empire Tree now updates if paused.
       -Fix Empire Tree crash.
       -Fixed a bug in the "show selected node" algorithm.
       -Tolerance for readjusting the Empire Tree changed so that it happens when any of the entire node is outside of the window instead of only the entity selected. This is so that selecting an entity will bring the planet in view even if the planet is outside the window.
        -Changed the behavior when making an entity visible so the entire node shows up on the top of the Empire Tree instead of the bottom.
        -New algorithm for making the selected entity displayed. Now takes into account the context of the entity, for example if a ship is selected the entire planet and all of its contents are attempted to be made visible, instead of just the ship.

-Fix missing planet type descriptions from scenariodef file.
-Fix for crash when selecting player portraits.
-Pasting text into text boxes no longer only cuts of the front if the text won't fit (cuts off the end).
-Both combat and non-combat lab counts are displayed in the open research button infocard.
-Abilities that spawn units now show the duration of their spawned units in the ability infocard.
-Changed button text to show credit cost on press instead of /unit of resource.
-Added colors to text that the big market screen uses.
-Added left handed mouse support. Swapped mouse buttons will be auto-detected from the win32 api and saved as a personal setting.

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Modding:
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-Maximum number of buildable capital ship types per race increased from 5 to 9.
-Abilities can now require resources to be used instead of antimatter.
-Fixed loading mods potentially causing a sync problem.
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).
-Fixed game from crashing when a mesh type that the engine expects to have shields is modded to not have shields.
-New convertdata can convert binary to text as well.
-As mentionned in graphics: New ship shader with colorsample.a swapped with datasample.r (Team and spec have reversed position).
-As mentionned in graphics: Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).
-Various improvements to GalaxyForge.

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Misc:
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-Fix crash bug with array out of bound values with Resource Focus.
-Fixed a crash in rendering certain string types.
-Screenshot Changes
       -Changed code for taking autoscreenshots to get rid of any render time interpolation.
       -Take screenshot on singlestep
       -Screenshot mode is disabled on shutdown so all relating settings aren't saved as off.
-Fixed bug where temp ships where messing up statistics (causing them to go negative).
-Fixed a null pointer crash.

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End
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1,720,396 views 574 replies
Reply #51 Top
Release now please? lol
Reply #52 Top
Looking good. Can't wait to fire up the beta on my desktop PC.

Birger :)
Reply #53 Top
whoa 9 caps?! That's gonna be great!
Reply #54 Top
exelent

Multiplayer is far from dead.

and this patch will only make it better. Sounds like an entirely new game, AWSOME!!!!

Best way to play sins is to plan ahead of time. This patch improves upon that tremendously.
Reply #55 Top
I imagine only a person who is a pirate would have a problem with using Impulse. Stop making waves over nothing.


Not true. I have Impulse, and I bought Sins of a Solar Empire: Collector's Edition. And I DO have a problem with using Impulse as the exclusive means to deliver patches. And being a customer, I'd like stand-alone patches as an alternative to Impulse.

Don't get me wrong, I think Impulse is a very good idea. However, it could also turn out to be horrific for the gaming community--if all of your games/applications/etc are checked against corporate servers, one of two things could happen:

A) All of your programs will be up-to-date with minimal hassle, running smoothly and without disks, all without any form of customer aggregate data-mining.

B) The corporations involved, which DO have a very large invested interest in your activities and programs, use Impulse to monitor all of your actions/software involving it. That, combined with the premise that many things (such as this 1.1 patch) are EXCLUSIVE to Impulse, effectively creates a virtual monopoly--"either allow us to monitor you or you can't do anything."

I'm not saying that bad things will happen. I'm saying they might happen. That's why I advocate stand-alone patches and other methods of distribution--it forces honesty. Hopefully we all remember how bad exclusive distribution deals can be in the real world.

Remember that IF a situation like that happens, we, the customers, will suffer the consequences.

Real-Life Example of Exclusive Distribution Problems

Reply #56 Top
i'm with you semazralan, maybe the intity thats chasing the vasari single player type of campaigne that collides with the rest of the race that started all this mess along with the advent and the reason of their return. tec story line, then vasari story plot and advent reasoning for revenge on their bretheren type of single player campaigne :D.
Reply #57 Top
@venymI imagine only a person who is a pirate would have a problem with using Impulse. Stop making waves over nothing. There is still no copy protection, and is by far the most accessable game in terms of lack of antipiracy software.


wrong. i would like a separate downloadable patch thank you very much.

[edit]
let me state this more plainly: i want a patch i can keep.

i have an archive for all the patches released for my games, i value this ability, and i do not want to see it disappear.

[edit]
Reply #58 Top
I imagine only a person who is a pirate would have a problem with using Impulse. Stop making waves over nothing.Not true. I have Impulse, and I bought Sins of a Solar Empire: Collector's Edition. And I DO have a problem with using Impulse as the exclusive means to deliver patches. And being a customer, I'd like stand-alone patches as an alternative to Impulse.Don't get me wrong, I think Impulse is a very good idea. However, it could also turn out to be horrific for the gaming community[...]


Take a look here. Half-Life and its sequel, as well as a myriad of derivatives on the Source engine (Day of Defeat, Counter-Strike, Team Fortress Classic, Team Fortress 2, etc.) are arguably some of the most successful online games of all time. Note that all of updates for these games are available only through the Steam distribution platform, and none of the doom-and-gloom scenarios you painted have happened. Steam is so successful that many other gaming distributors are choosing it over the stand-alone products.

Not only does it eliminate the "version hell", it also allows for quicker turn-around of patch releases. Rather than wait for months while multiple patches are being piled into one gigantic download, the devs are able to release smaller fixes and balance tweaks, even on a daily basis if they chose to.

Would you rather download gigabytes worth of a patch (to handle all updates from 1.0), or sift through tons of incremental patches (e.g. 1.0 -> 1.5 -> 1.5.08 -> etc.), or just fire up Impulse and have it auto-update your game to the latest version in a fraction of the time?
Reply #60 Top

Not true. I have Impulse, and I bought Sins of a Solar Empire: Collector's Edition. And I DO have a problem with using Impulse as the exclusive means to deliver patches. And being a customer, I'd like stand-alone patches as an alternative to Impulse.Don't get me wrong, I think Impulse is a very good idea. However, it could also turn out to be horrific for the gaming community--if all of your games/applications/etc are checked against corporate servers, one of two things could happen:A) All of your programs will be up-to-date with minimal hassle, running smoothly and without disks, all without any form of customer aggregate data-mining.B) The corporations involved, which DO have a very large invested interest in your activities and programs, use Impulse to monitor all of your actions/software involving it. That, combined with the premise that many things (such as this 1.1 patch) are EXCLUSIVE to Impulse, effectively creates a virtual monopoly--"either allow us to monitor you or you can't do anything."I'm not saying that bad things will happen. I'm saying they might happen. That's why I advocate stand-alone patches and other methods of distribution--it forces honesty. Hopefully we all remember how bad exclusive distribution deals can be in the real world.Remember that IF a situation like that happens, we, the customers, will suffer the consequences.

Good thing then that Impulse has been checked and endorsed by the Anti-Spyware Coalition as part of its Certification for Windows Vista. ;)  Impulse doesn't do any data mining or other questionable stuff. It simply verifies that you own a game (by cross-referencing against your Stardock.net account) before it lets you download/update something. If you want to keep a back-up copy of Sins that's fully up-to-date, just archive it with Impulse and keep a install of Impulse handy. You can restore that archive on any PC and Impulse will work offline just fine to boot.

Reply #61 Top
Note that all of updates for these games are available only through the Steam distribution platform, and none of the doom-and-gloom scenarios you painted have happened.


Steam and Impulse are both obviously good ideas and boast a superior method of distribution; however, they can just as easily be used for malicious purposes. The reason why these "doom-and-gloom" scenarios haven't occurred yet is because these games that you listed (Counterstrike, Team Fortress, etc.) are still competing with other larger games/methods of distribution.

For instance, while those games certainly are successful, they pale in comparison to game series like Quake, Command & Conquer, Starcraft, Warcraft, Unreal Tournament, and others that use older methods of distribution (or a mix of old and new). To compete with these larger titles, Steam/Impulse is strongly encouraged to use their distribution model positively (which I described in option A). As market share increases and competition eventually decreases, they no longer have to compete to the extent that they once did, meaning that product quality and customer experience suffers (if not far worse in this case, as described in option B).

A good example is Microsoft Vista.

Regarding a technology as potentially pervasive as this one, I think the competition of alternative methods of distribution (such as stand-alone patches) forces honesty, which at least in this industry is healthy.

... none of the doom-and-gloom scenarios you painted have happened.


Nuclear war hasn't happened yet either, but I'd prefer to prevent it BEFORE it happens, not afterwards.
Reply #62 Top
Don't forget, Impulse / Steam are still going to be "competing" with each other as game "handling" programs, with Direct2Drive added in for "online game purchasing" type stuff. You still aren't going to see any more of a monopoly than is currently the case -- Steam is the only place for Half Life 2, and Impulse / SDC the only place for SD stuff. (Online, anyway -- brick & mortar stores haven't died yet!)
Reply #63 Top
Looks like i'll be dusting off my copy of sins come mid-july... yay!
Reply #64 Top
all looks good, except I still see no fix for carrier swarms in sight... that one issue seems only to be getting worse.
+1 Loading…
Reply #65 Top
When they say Carrier frigates , do they mean the Carrier cruisers? Also does this mean that the number of squadrons for capital carrier would be increased as well? Becasue right now were it stands I can get the same number of squadrons for Carrier cruisers as I would a capital carrier, based on supplys only. Do we get more squadrons, at lower level as well for capital ship? And when you mean "new technologies" do you mean new thing in the tech tree or is thing that make it easier to play the game?
Reply #66 Top
very good question asked here... will the Carrier capital ship get more strike squads after being built??? If not, I see it as being a bit useless vs carriers... sure it does extra damage and have some abilities... but is that enough?

Another question for the devs: you probably know the visual mods for Sins (like Bailknight) greatly improve the visual aspect and the feeling of epicness in the game. After reading the patch notes, I'm not sure if you have done anything to make the game more impressive visually in terms of weapons. Can you clarify??( I only read stuff about explosions in the patch notes )

I mainly ask this because I told my brother to download the demo and check the game out for himself, but he decided not to buy it because he just wasn't impressed, graphic-wise. He felt like the battles weren't impressive enough.
Reply #67 Top
Outstanding...can't wait to begin modding this release! I am just dreaming about what I can do with 9 capital ship slots, and all those new meshes and textures! Hopefully, the DEVELOPER will also be updated, so that its use can continue as well, along with the galaxy and particle forges. Also, being able to creat abilities that don't cost antimatter, but resources instead is a great way to balance the game. Can't wait to see this!

DANMAN
Reply #68 Top
-Returning Armada:
-Now costs 2500 credits, 200 Metal, 500 Crystal to activate.
-Fleet sizes summoned increased from 25-45 to 45-90 supply.
-Cooldown increased to 10 minutes at all levels.
-Phase Stabilizers now have 0 max antimatter.

What are you guys thinking?! People are requesting that you attempt to balance Returning Armada so the Vasari player doesn't have virtually unlimited numbers of free ships showing up periodically. Nobody has requested that you completely change the way Returning Armada works and then handicap it on top of that. Now I hate to criticize like this because you guys generally do a good job, but you're going to screw up Returning Armada as bad as you screwed up Malice. You really need to take a step back and moderate your changes. Returning Armada needs a nerf, yes, but you don't need to nerf it until there's a crater where it once was. Likewise, the same principle needs to be applied to Malice to buff it slightly. Please please sit back and moderate your balance changes. Drastic changes may please someone, but they're also going to upset someone else. It also appears a drastic change to the Guardian is coming too, which will probably be bad since people don't want to take the time to properly combat repulsion.

Also, should I choose to update from 1.4, which I haven't done yet, I would hope that it's as simple as the way updates used to be. I'm talking about clicking on the update button, going to the update page, downloading the exe, and installing it. I really don't want Impulse because all I want to do is patch one game.
Reply #69 Top
I would hope that it's as simple as the way updates used to be. I'm talking about clicking on the update button, going to the update page, downloading the exe, and installing it. I really don't want Impulse because all I want to do is patch one game.

I feel the same. I really don't wanna fill upo my cpmputer's space with Impulse since it's only going to be for Sins. I really think there should be Impulse and then the normal downloadable patch we've had before.
Reply #70 Top
Half-Life and its sequel, as well as a myriad of derivatives on the Source engine (Day of Defeat, Counter-Strike, Team Fortress Classic, Team Fortress 2, etc.) are arguably some of the most successful online games of all time. Note that all of updates for these games are available only through the Steam distribution platform, and none of the doom-and-gloom scenarios you painted have happened. Steam is so successful that many other gaming distributors are choosing it over the stand-alone products.Not only does it eliminate the "version hell", it also allows for quicker turn-around of patch releases. Rather than wait for months while multiple patches are being piled into one gigantic download, the devs are able to release smaller fixes and balance tweaks, even on a daily basis if they chose to.Would you rather download gigabytes worth of a patch (to handle all updates from 1.0), or sift through tons of incremental patches (e.g. 1.0 -> 1.5 -> 1.5.08 -> etc.), or just fire up Impulse and have it auto-update your game to the latest version in a fraction of the time?


The 1.1 patch is not a micro-update, it is a major overhaul.

I. Want. A. Separate. Patch. Please.

Reply #71 Top
No one has mentioned anything about tradeing; that is one of the most primary things this game is missing.

Why can't we trade ships to our allies or neutral party's for money or metals or crystal? etc etc. Same thing goes for planets.

The other thing is Enemies are constantly telling us what they want or they will destroy us how come we can't do the same thing to them.

I want to tell them things like; I want planet X and 50000 crystal or I'm going to turn your race into vapor. Or threaten um with the destruction of an allie or give them task like they try and give me.

Borrow Galactic Civilizations tradeing interface.  :CONGRAT: 

+1 Loading…
Reply #72 Top
This is my only real concern after a full read-through:

-Abilities can now require resources to be used instead of antimatter.

Resource management is difficult enough without capital ships stealing them randomly for auto-enabled abilities. Can you make it so any resource-abilities are auto-disabled when a capital ship is built, and give us a list of which abilities have been changed to include resources?

Apart from that, I'm really looking forward to the AI and graphics updates most of all.
Reply #73 Top
I feel the same. I really don't wanna fill upo my cpmputer's space with Impulse since it's only going to be for Sins. I really think there should be Impulse and then the normal downloadable patch we've had before.


I have limited internet access at home and although I've installed Impulse (mostly to see what's available), I'd prefer downloading the patch from the office (where I have unlimited internet access). And yes, I own a pre-ordered, legal copy of the game.

Impulse is a great... just give us the other option as well, please? :)

Reply #74 Top
Hi!
Vasari Research:
-Extreme Heat Metabolism and Sulfurous Respiration population bonuses increased from 7.5% to 15% per level.

Would be good, if those two techs would be at tier 1 and 2. But they're still at tier 4 and 5, costing about 5000/800/1200 for increasing a pop from 70 to 112 thus giving about 1 credit per second bigger income from each volcanic planet. For that price I'd rather have a level-3 pop upgrade for volcanic planets.

-AntiLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.
...
-AntiHeavy attack type's damage modifier vs Heavy armor increased from 125% to 150%.

Looks like developers decided to give carriers and strike crafts some role. That's good because in my recent SP games I completely ignored them. What those changes will result is IMO:
- fighters will rule the 1.1 battlefield, and the only two things that will be effective against them will be other fighters and special abilities from cap-ships.
- Countering HC spam with light fregates will be even more costly as it is now.

Let's wait and see how much I missed.

BR, Iztok
Reply #75 Top
-Players should never have to worry about being able to host, configuring routers, changing port numbers, or games ending due to failed host migrations. It’s 100% hands-off.
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-Technically proficient users can always choose to disable Alloy and handle the details manually.




Concerning automated router configuration, can we get more info about how this is being handled (e.g., via UPnP, or web-based via port 80)?

While I like automation, I also am circumspect about my home network security and sometimes automated configurations leave more doors open than is strictly necessary. For this reason, I'd like to get more information about exactly what Alloy is doing.

I intend to install the beta once it's available, but I'd like to do so with knowledge in-hand prior to installation.