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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 #151 Top
We will not be providing standalone patches for v1.1 or for any future version of any of our games. Updates will only be made available via Impulse moving forward.

If you don't have an Internet connection on your gaming rig for some reason, it's very easy to update a copy of Sins on an Internet-connected PC, archive that, and then burn it to disc. You can then use Impulse offline to restore the updated archive on your other system.


Damn, that’s a bit inconvenient. Will I need to "activate" my restored copy of Sins on the offline PC?

I am very disappointed in the developers/publishers for not making it clear on the box that update were activation and available only though some other unreleased software. Had I know this before hand I would not have purchased the game. I appreciate that you mention this in the EULA and the manual but neither of these are good enough excuses as you can not return an opened game unless if does not work. As far as the shops are concerned if you don't agree to the EULA, tough.

Why was this not mentioned on the box?

I would not have an issue with this if I was made aware of this restrictive DRM on the box. Introducing it a few months after release (even if you intended this to be the way forward from day one) is not acceptable.

I appreciate this will be you method of patching/activation in future and at least I know now to avoid all Ironclad/Stardock products in future. I'm just annoyed that I've lost out financially from your deceptive methods (there is no other word for it) in selling your retail boxed product without any clear warnings that its not an offline product.
Reply #152 Top
Wow this argument has come a long way in the past 2 pages...

I have nothing to add that kyro hasn't already said.
Reply #153 Top
We will not be providing standalone patches for v1.1 or for any future version of any of our games. Updates will only be made available via Impulse moving forward.If you don't have an Internet connection on your gaming rig for some reason, it's very easy to update a copy of Sins on an Internet-connected PC, archive that, and then burn it to disc. You can then use Impulse offline to restore the updated archive on your other system.Damn, that’s a bit inconvenient. Will I need to "activate" my restored copy of Sins on the offline PC?I am very disappointed in the developers/publishers for not making it clear on the box that update were activation and available only though some other unreleased software. Had I know this before hand I would not have purchased the game. I appreciate that you mention this in the EULA and the manual but neither of these are good enough excuses as you can not return an opened game unless if does not work. As far as the shops are concerned if you don't agree to the EULA, tough.Why was this not mentioned on the box?I would not have an issue with this if I was made aware of this restrictive DRM on the box. Introducing it a few months after release (even if you intended this to be the way forward from day one) is not acceptable.I appreciate this will be you method of patching/activation in future and at least I know now to avoid all Ironclad/Stardock products in future. I'm just annoyed that I've lost out financially from your deceptive methods (there is no other word for it) in selling your retail boxed product without any clear warnings that its not an offline product.


Deceptive..stop being such a drama queen. They already outlined that you can burn an archive from a pc with internet access and install it onto a computer with no internet access.

It's still an offline product, and no one is forcing you to get the latest updates. In fact, you wouldnt have anything to complain about if they just stopped supporting their game with patches at all, so shut ur mouth.
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Reply #154 Top
LOL.

I can't believe there are ppl are accepting this.

CommanderAdama, who's been the the drama queen, you guys or us?

Seriously, we are now required to have an extra application called "Impulse" that is required to be installed to get further updates.

So even if we bought the game RETAIL (either from stardock or a store), we are still required to have the application "Impulse" installed to get any "further" updates, passed 1.1 update...

So, just to get an "update", we need to have an "Impulse" installed.

I do not believe there is any benefit for us to have "Impulse" installed at this time.

For most of us, we are first timer buyers of Stardock products, and have only brought SINS, so having "Impulse" is no benefit to us at this point.

Reply #155 Top
It's still an offline product, and no one is forcing you to get the latest updates. In fact, you wouldnt have anything to complain about if they just stopped supporting their game with patches at all, so shut ur mouth.


Reply #156 Top

What I'm trying to point out is that Impulse, in and of itself, is a customer "lock-in" tool.Evidence for this includes, but is not limited to:

1) a built-in store, which CANNOT BE REMOVED,

2) Impulse-exclusive "deals" (such as exclusive distribution of patches, which forces customers to either get "hooked" to Impulse or lose support for their games),

3) built-in "Impulse community" which cannot be removed (while not intrinsically bad, this is designed to make leaving Impulse/switching vendors harder, hence "lock-in")

4) functionality with many programs/applications (a good measure, but considering that those tabs can be added/removed indicates that Stardock doesn't really care about increased functionality on the customer's part, but that customers are somehow "hooked" on Impulse)

I think you should post your argument on draginol post http://draginol.joeuser.com/article/314940/Impulse_to_deliver_next-generation_PC_platform where the philosophy behind impulse is explained which can be sum up as : making thing more convenient for the user

I have followed the wikipedia link about lock-in and I really failed to see how it really applies to Impulse. To quote the wikipedia article

In economics, vendor lock-in, also known as proprietary lock-in, or customer lock-in, makes a customer dependent on a vendor for products and services, unable to use another vendor without substantial switching costs. Lock-in costs which create barriers to market entry

And your points:

1) the built in store is another way to access to https://store.stardock.com/ . I fail to see how the unremovable part has anything to do with lock-in. It is more convient and I don't see any substantial switching cost for not using it, unless you are considering that one shouldn't make thing convenient since it will create switching costs when using a less convenient method.

2) Are you arguing again the delivery of patches for Stardock published games or in general? Impulse is just a tool. It is the publisher that decides if patches should be made and how they can be delivered.

3) Currently, the community is associated with forums. You could always use the various specific forums websites.

4) I fear you are looking the wrong way: Stardock doesn't force you to manage those tabs. It would be another thing if you were REQUIRED to use those to access to functionnality of your computer. 

And if you don't know it, Stardock was able to make games thanks to their OS customization departement. Impulse isn't only for gamers ;)

Since Impulse is free and is only required when updates can be made only with Impulse, I really don't understand how customer has been locked-in, allowing Stardock to earn easily more money while preventing customer to go easily elsewhere.

 

Reply #157 Top
It's still an offline product, and no one is forcing you to get the latest updates. In fact, you wouldnt have anything to complain about if they just stopped supporting their game with patches at all, so shut ur mouth.


I see your an open minded person that takes everyone’s view point into consideration before constructing your thoughtful reply!
Reply #158 Top

 

in selling your retail boxed product without any clear warnings that its not an offline product.

Well, it is an offline product:

- are you required to activate the game with an internet connexion when installing it from the retail DVD? no

- are you required to have an internet connexion active for starting the game or playing the game? no

- can you install the game on a non connected internet computer and play it? yes

So explain me your definition of an offline product.

 

if I was made aware of this restrictive DRM on the box.

Have you a better DRM scheme where:

- there isn't any copy protection on the 1.0 retail version

- you can play the game without any CD/DVD

- you can download the whole game once you have registred your serial id

- you need to activate only ONCE per windows installation. If you play on an offline computer, you just need to keep the activation e-mail for restoring archive made on another computer

- the protection is essentially made by giving to legitimate users updates with lots of contents (and not only bug fixes) based on user feedback

 

Reply #159 Top
Peace Phoenix
- the protection is essentially made by giving to legitimate users updates with lots of contents (and not only bug fixes) based on user feedback

I have always found that going to https://www.sinsofasolarempire.com/update/ - was good enough - and the bonus of not having "impulse" installed.

We are gamers, we don't need 50000 different application from publishers that will slow our PC's down.
Reply #160 Top
Its not the concept of Impulse that I have a problem with. Its the fact that no where on the outside of the box did it say that

a. I need to activate any patches I install via the Internet (admitting only once per Sins copy)
b. Can only get the patches via Impulse
c. There are no normal stand alone offline patches.

I bought the game based on what was on the box. Not what they intended to implement several months down the line. I have no problem with them doing all future games like this. I do have a problem with changing the way a game is supported half way through.

Would it be possible to release the updates as a stand alone offline patch every few months? Therefore anybody with Impulse gets incremental patches; everyone else has to wait until a major stand alone offline patch is released. This way everybody is happy.
Reply #161 Top
For those complaining did you buy Relics expansion to Dawn of War called Soulstorm? Released March 7th.
Have you played it? It's so broken it's completely unplayable, the AI is broken, there are skills that crash the game, there are several game breaking exploits make online play against randoms pointless. Not to mention the quality of the game.
Have we received a patch? Nope, and they don't need to either, they aren't obliged to. I'll tell you what will happen. They will release a patch a few weeks before DoW 2 is released to try and drum up some interest and to make out they support their game.

But hey, let's rag on Stardock for releasing their multiple patches since Febuary 4th. All because we have to install a completely uninvasive tool that I can just open or close to get almost expansion like update to a quality game.
Reply #162 Top
We will not be providing standalone patches for v1.1 or for any future version of any of our games. Updates will only be made available via Impulse moving forward.
If you don't have an Internet connection on your gaming rig for some reason, it's very easy to update a copy of Sins on an Internet-connected PC, archive that, and then burn it to disc.  You can then use Impulse offline to restore the updated archive on your other system.


could you elaborate on this. all i really want to be able to keep an archive copy of a patch, is this possible using impulse?

thanks
Reply #163 Top
Haree78,

I don't mind the way they use to do it (via the signing in and putting in your key to get the updates), i do not see how "Impulse" will make it better? - other than restricting the customer of where he/she gets their updates....

So no more file mirrors...
Reply #164 Top

could you elaborate on this. all i really want to be able to keep an archive copy of a patch, is this possible using impulse?

You can't create an archived copy of a specific patch. But you can make an archive of the current version. It can be useful to create an archiving before updating, especially if if is a beta update ;)

Reply #165 Top

i do not see how "Impulse" will make it better?

By downloading only the required files instead of getting a big patch that can be applied on version 1.0 (retail version). Less donwload size and less bandwith usage. And you just have to click "update" instead of going to a specific web page, dowloading the patch and launching the patch to install it.

But I guess everybody has its own way to measure which thing is better ;)

Reply #166 Top
Aleast with 1.1 , I can tell those damn pirates "enjoy your minidumps"

This is what happens when you have standalone patches...
Bad




Reply #167 Top
Ok, can this argument take second priority to questions that are actually about the patch content? I really want to know the answer to the question I asked earlier.

-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?


Take the impulse stuff to another thread. Some of us don't give a crap whether we have to install stuff to update our game. We just want answers on how this patch is going to affect the game we love.
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Reply #168 Top
Haree78,I don't mind the way they use to do it (via the signing in and putting in your key to get the updates), i do not see how "Impulse" will make it better? - other than restricting the customer of where he/she gets their updates....So no more file mirrors...


It will make it better for the developers in reality. With an automated patching system they just need to throw in the new/updated files to the relevant directory if what they have posted about it is correct. This streamlines the patching and distribution process and basically saves developers time.
Does it improve customer experience? Not directly, other than not having to download and run a patch, will probably be a simple click button interface to update but indirectly if Stardock is saving development time by patching in this new manner we will see the benfits in more time spent patching/developing expansions, new games and hopefully not just the share holders and their pockets :)

It is undoubtably a business strategy to change their patch distribution method to this way, but they aren't the first company to do it and it's not the worst thing to happen to consumers. The day they introduce spyware or something similar to Impulse it will get uninstalled and I wont be using any more hard earned cash in Stardocks direction but as it is now Impulse is just an alternative to Steam. Steam had a rocky start but has been a really good thing for Valve (imo) and if the amount that Valve update their products is anything to go by it would suggest it will be a good thing for us Stardock game consumers also. Steam seems to be great for consumers also, I've managed to bag a few bargains from it and the ability to just download and reinstall my games when I've got a new computer is priceless.

If you decide to never go to Impulse well 1.05 is a good working version by anyones standards and you can make the decision as to whether you would install Impulse for any future Stardock games. Looking at the bigger picture of whether the move to Impulse only updates is 'fair' to consumers I can only compare to other companies. Other companies support for their games just doesn't match what we have seen so far.
Relic's behaviour has me seriously considering ignoring DoW 2 altogether even though I'm a long time fan of the Homeworld series and DoW itself. The only reason DoW has survived for me has been because of the updated AI that Larkin's team selflessly produced, the stock AI has been broken since the release of the original game.
The only companies I know of that seems to match what we have seen from Stardock is Blizzard and Valve who seem to go above and beyond with post release updates of their non subscription products.

Apologies for wall of text.
Reply #169 Top
I just think Stardock could have done a "transition" effect (i.e. offer both), while improving the "Impulse" platform, they can continue standalone patches, eventually removing the standalone patch support.

Rather than just coming out of the blue and say no more updates for you if you don't have our program installed.

I do believe that introducing "Impulse" abit early, especially for a big patch like sins 1.1.
Reply #170 Top
Venym
I just hope that opinion holds the customers' interests and rights as the highest priority.
Some customers have long memories and think about things like what's going on now when they're standing in front of a bunch of games and picking which one to buy.

CommanderAdama
I would like to know where it says that Ironclad or Stardock has to do ANYTHING to meet your personal demands past delivering a working product?
My argument is all about reasonable expectations which have been set by a 5 month 5 patch precedent rendering the Impulse requirement as invalid. I think Venym is going in the same direction. Impulse wasn't just a couple weeks late or a month late. It was 5 months off target -- an unreasonable delay especially when 5 updates have been released stand-alone over a 5 month period. Nobody here is advocating releasing Political Machine patches as stand-alone because that product coincided with the launch of Impulse, which clearly was not ready and was not launched at the release of Sins therefore nullifying the specific statement in the EULA that says it's where updates come from.

Kitkun
It's still an offline product, and no one is forcing you to get the latest updates. In fact, you wouldnt have anything to complain about if they just stopped supporting their game with patches at all, so shut ur mouth.

Peace Phoenix
Well, it is an offline product:

- are you required to activate the game with an internet connexion when installing it from the retail DVD? no

- are you required to have an internet connexion active for starting the game or playing the game? no

- can you install the game on a non connected internet computer and play it? yes
SOASE includes a multiplayer component that is part of the package deal advertised and sold. Multiplayer features are touted on the box. Each update from Ironclad renders the multiplayer features inoperable until a patch/update is obtained, thus presenting a consumer protection risk (false advertising, deceptive marketing practices, breach of contract) due to the inoperable but featured multiplayer component. Since the patches are not automatically distributed like in a system such as the game's own internal online matchmaking service (like what is commonly used in most other RTS games such as Rise of Nations, Command and Conquer, Warcraft 3, etc.), Stardock/Ironclad must make reasonable accommodations to present the patches as external downloads. The intention was to use Impulse, but that was delayed 5 months on top of a precedent being set for stand-alone patches thus leading to a reasonable consumer expectation that those would continue.

Haree78
For those complaining did you buy Relics expansion to Dawn of War called Soulstorm? Released March 7th.
Have you played it? It's so broken it's completely unplayable, the AI is broken, there are skills that crash the game, there are several game breaking exploits make online play against randoms pointless. Not to mention the quality of the game.
Nope. Never bought it, don't want it, don't even like it. If I had bought it and they refused to fix it, I'd bitch a storm up and be contacting various consumer protection agencies. Another game company started to learn that people really do this earlier this year after they severely botched a PC/PS3 game. Bite must accompany bark.

It will make it better for the developers in reality. With an automated patching system they just need to throw in the new/updated files to the relevant directory if what they have posted about it is correct. This streamlines the patching and distribution process and basically saves developers time.
Does it improve customer experience? Not directly, other than not having to download and run a patch, will probably be a simple click button interface to update but indirectly if Stardock is saving development time by patching in this new manner we will see the benfits in more time spent patching/developing expansions, new games and hopefully not just the share holders and their pockets
I hope you realize that the core complaints here are about it applying retroactively to all pre-Impulse products such as SOASE. There's a difference between launching a platform, such as Impulse, with a game as opposed to releasing it months after the game's release plus numerous patches. I doubt people would fight Impulse this much if it were simply applied to products moving forward, not moving backward.

P5yy
Aleast with 1.1 , I can tell those damn pirates "enjoy your minidumps"
A misguided accusation. Someone complaining about the product does not necessarily mean they're a pirate. The main complaints here are coming from power users, like myself, who keep a firm grip on anything and everything on their systems. I can assure you I purchased the game on 02/18/2008 at 20:33 at a Gamestop in Pennsylvania from an employee named Ashley. Some of us staple our receipts to our manuals and cd-keys.
Reply #171 Top
I am very disappointed in Stardocks decision into doing this.I am a legit customer, I like my standalone patches, especially when deploying to multiple computers.Stardock, shame on you!I will not be upgrading to 1.1 when it is released


Going to suck to be you!

I do not believe there is any benefit for us to have "Impulse" installed at this time.


Getting a patch isn't a benefit?

I have always found that going to https://www.sinsofasolarempire.com/update/ - was good enough - and the bonus of not having "impulse" installed.


Except that that was a workaround for not having Impulse finished and ready to use on time.

I don't mind the way they use to do it (via the signing in and putting in your key to get the updates), i do not see how "Impulse" will make it better? - other than restricting the customer of where he/she gets their updates....


Impulse will make it better by making it easier for them to create patches. Instead of having to write the code to a stand-alone patch, they just create the updated version and drop it into the proper server directory, and vwa-la! New patch!

SOASE includes a multiplayer component that is part of the package deal advertised and sold. Multiplayer features are touted on the box. Each update from Ironclad renders the multiplayer features inoperable until a patch/update is obtained, thus presenting a consumer protection risk (false advertising, deceptive marketing practices, breach of contract) due to the inoperable but featured multiplayer component. Since the patches are not automatically distributed like in a system such as the game's own internal online matchmaking service (like what is commonly used in most other RTS games such as Rise of Nations, Command and Conquer, Warcraft 3, etc.), Stardock/Ironclad must make reasonable accommodations to present the patches as external downloads. The intention was to use Impulse, but that was delayed 5 months on top of a precedent being set for stand-alone patches thus leading to a reasonable consumer expectation that those would continue.


Whether or not you like the manner in which the patch is distributed has no bearing on the fact that the patch is freely available to all registered users; the only requirement to downloading it through impulse is A) being able to run Impulse (which you can if you pass the Sins system requirements) and B) having the CD key to associate with your Stardock account (and CD keys are a perfectly legitimate copyright technique, even you must agree with that).
Reply #172 Top
P5yy Aleast with 1.1 , I can tell those damn pirates "enjoy your minidumps"

A misguided accusation. Someone complaining about the product does not necessarily mean they're a pirate. The main complaints here are coming from power users, like myself, who keep a firm grip on anything and everything on their systems. I can assure you I purchased the game on 02/18/2008 at 20:33 at a Gamestop in Pennsylvania from an employee named Ashley. Some of us staple our receipts to our manuals and cd-keys.


Did you get her number?

...more important things in life than Eula's & PC's dude.

Reply #173 Top
Doesn't Valve do the same with their games and Steam? I think its just a more convenient way of updating a game.
Reply #174 Top
Ron Lugge
Whether or not you like the manner in which the patch is distributed has no bearing on the fact that the patch is freely available to all registered users; the only requirement to downloading it through impulse is A) being able to run Impulse (which you can if you pass the Sins system requirements) and B) having the CD key to associate with your Stardock account (and CD keys are a perfectly legitimate copyright technique, even you must agree with that).
You're still completely missing the point here. It's not about what I or anyone else personally like or dislike. It's also not about the requirements and restrictions of running Impulse. It's about reasonable consumer expectations. 5 months, 5 stand-alone patches, and the Sins website for registering and downloading all of those updates -- all of these things set a precedent especially in the absence of Impulse, which was only just recently launched a long time after the release of Sins. Each patch renders the multiplayer portion of the product inoperable, which was a selling point, thus necessitating the acquisition of a patch to continue using the entire product that was purchased. Reasonable consumer expectations are critical here. Myself and many other people, given the existing update scheme for the past 5 months, would not have anticipated being forced into downloading tag-along shovelware to continue using all of the components of the product we purchased.

It's very very simple. A lot of you just aren't getting this for some reason. Precedent, reasonable, and expectations are the operative words here. Impulse-only patches amount to changing the rules in a sporting match in the middle of the game. This is why I have drawn a distinction between pre-Impulse and post-Impluse games.

FragieD
Doesn't Valve do the same with their games and Steam? I think its just a more convenient way of updating a game.
There's a key difference. Steam came bundled, operational, and officially launched patched with the games, such as Half Life 2. Everyone knew, upon purchase, that Half Life 2 would have Steam. With Sins, Impulse was just an empty suit nobody knew much about. I don't know what Valve did with Half Life 1, but if they required Steam for updates to it after having released stand-alone patches for over a quarter of a year (time periods are also critical), then I would have had the same complaints against them. I never bought Half Life 1 though so I don't know.
Reply #175 Top
@ Dragon

Basically when I say pirates , I mean those torrent pirates. Im not refering to anyone who is complaining here. Because 1.1 is strictly through impulse , im hoping that its security is tight enough that pirates wont be able to patch their pirate versions to 1.1. They have done so for 1.05.

From this standpoint I support impulse. Because having a game that ive legitimately bought being better and more stable then one downloaded from a torrent gives me the satisfaction over pirates. Standalone patches are easier to crack.