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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 #176 Top
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.


Hmmm...You do have a point there. Half Life is not on the steam platform as Steam didn't exist yet. But from the point of bundling it with retail, if customers wanted to update their game, they needed to download it off the net right, so I dont see that it would be a big problem if they needed to download Impulse first to automatically update their game(off the net either way). Unless it is a big hassle. My comment is squarely based on your statement about it not being shipped with the bundle.

Reply #177 Top
cant a mod create a new thread for this useless discussion?
Its totaly derailing this thread. :/
Reply #178 Top

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


are you saying that i can effectively copy-n-paste the install folder into my archive?

this would be good enough for me if that is what you are saying?
Reply #179 Top
are you saying that i can effectively copy-n-paste the install folder into my archive?this would be good enough for me if that is what you are saying?


You can simply right click the game in Impulse and pick Archive. It'll be packed up and you can restore it later at any time, or copy it to another machine to save redownloading to install it there, etc.
Reply #180 Top
Guess I will keep on owning people with the TEC until the patch is out then.
Reply #181 Top
This is excellent!!!

I didn't know the explosion system needed fixing at all, but it does explain why ships explode in the wrong order when chain-reacting with mines!!!

This fixes the last thing I had to fix with my minefield implementation :) :D

Happiness +100
Reply #182 Top
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.


Not in the early days ZJBDragon, as I recall Valve shutdown WON and forced players from CounterStrike 1.5 and Team Fortress Classic onto Steam. There was a shed load of complaints there too...

It is of course true that CounterStrike:Condition Zero & HalfLife2 etc etc required Steam from day one, but Valve went through that painful and critical transition too.

Bottom line is IC and SD are a being a bit cheeky but giving a lot too, in the greater scheme of things is that really such a bad thing? You are making a mountain out of a mole hill, in principle you have a point but ffs 'thats life m8' enterprise and progress a bit of rule breaking here and there but nothing to get so worked up over.

If Impluse is a rip roaring success then fair dues to Stardock et al is what I say, competition with Steam is damn good thing and as a gamer of some thirty odd years of experience I do not see one single downside to this at all.

Reply #183 Top

Quoting jwilliamo, reply 14
If u ask me, CCP is going the same direction. They are dedicated to their game and continue perfecting it. Great work and they also listen to the community alot. (that is evident by the changes they made)I really hate the negative posts people put on this thread. This thread should have nothing but praise. How about you go and try making something better instead of complaining eh?

Amen to that bro! These know-all whiners plague all boards...luckily the Sins team know what they are doing, delivering far more goods to our way than what 99% of developers usually do despite the crap some people keep posting to their direction. Cheers to you from one very very thankful single-playing gamer!

Reply #184 Top
TFLBigBANGtheory
Not in the early days ZJBDragon, as I recall Valve shutdown WON and forced players from CounterStrike 1.5 and Team Fortress Classic onto Steam. There was a shed load of complaints there too... It is of course true that CounterStrike:Condition Zero & HalfLife2 etc etc required Steam from day one, but Valve went through that painful and critical transition too.
I wasn't aware of that, but like I said, I started playing Valve's games with HL2. Had I been interested enough in playing HL1-era games that were forced over to Steam, I would have been complaining at that point too and likely would not have bought HL2 (I currently won't even buy the Orange box until I see some sort of Black box). However, I was too busy enjoying several other games at that time and never got around to HL1.

If Impluse is a rip roaring success then fair dues to Stardock et al is what I say, competition with Steam is damn good thing and as a gamer of some thirty odd years of experience I do not see one single downside to this at all.
I hope Impulse is a success. Just because I don't want it now doesn't mean I won't join up months from now or next year. I had never meant to call it a bad program and made a clarification earlier as to how the term 'shovelware' is used around me and at work (it carries no negative or positive quality implications unlike some of the internet definitions out there). Consider me as a wild animal -- if you try to stuff me into a cage against my will, I will rebel even if tethered. If you put something in there and wait for me to go into the cage on my own, I'll eventually do it. Replace the cage with Impulse and the tether with Impulse-only multiplayer compatibility updates and the analogy is complete. If/When I do finally enter that 'cage', it's not all that improbable that I'll be bringing a park management sim along with me for a possible business deal.

With Steam, I voluntarily purchased HL2 knowing full well what Steam was and its limitations. With Impulse, I purchased Sins when Impulse was still an application/platform on paper mentioned only by name not even visibly on this site. Essentially, it shows up and then, by surprise, becomes required for updates. With Windows Live, it tried to install itself bundled with a copy of MSN Messenger causing its install processes to get halted, blacklisted, and all related files deleted which has also prompted me to never buy a game that has Windows Live. I don't like to be forced into things. The only one who gets away with doing that is the government.
Reply #185 Top
To answer some questions about the patch content:

1)"Maximum number of buildable capital ship types per race increased from 5 to 9."

We have not added any new capital ships to the game, we simply improved the underlying UI code to be flexible enough to support up to 9 capital ships. This change was primarily made for the modders' benefit for the time being.

2)"Abilities can now require resources to be used instead of antimatter."

All this means is that it is now possible for an ability to be designed to cost resources when it is used rather than consuming antimatter. Almost all triggered abilities in the standard game will continue to require antimatter, but this should allow for some new functionality for modders wishing to make use of it. Players concerned about such abilities being an unpredictable economic drain can turn off their autocast.


3) Regarding Returning Armada's rebalancing

RA was originally envisioned as a way for Vasari players to bring in short notice reinforcements to a key location. Increasing its cooldown, adding an economic cost, and increasing the strength (in terms of fleet supply) of the reinforcing fleet brings it closer to that goal, and should encourage it to be used more sparingly and strategically. Some of you have expressed concern over the magnitude of the resource cost, to which I'll point out that this cost still compares slightly favorably vs the cost of building an equivalent number of ships, with the added advantage of getting them all at once.
Reply #186 Top
Thank you steve. Maybe now we can talk about the patch.


PS, i'm gonna go out on a limb here and say that i think Impulse is VERY nifty. I like it a lot, and can't wait to see what games are in the future lineup. So far, the only one that has peaked my interest has been UT3, but i'm getting it for 360 in about a week. I look forward to being able to try out the new platform, next time i want a game.
Reply #187 Top
wait wait.... wheres the campaign mode at?

i hope thats not the complete and not going to change list, otherwise, i'm giving up on sins.

an rts game cant live on multi-player and skirmish's alone, and pretty much every single rts game ever made has both a SP campaign and a multi-player, its like an unwritten law.


Sins was at best incomplete on its release, stardock jumped the gun on it, they should have waited for the campaign mode, if they dont release it now, i think sins player base will only deteriorate (posts already pointing out the dwindling number of people playing sins' MP)

the games just not the interesting anymore, a few weeks of gameplay and i was done with it, goo thing i didnt buy it, one of my msn buddies bought it played it for bout a week then gave it to me, said it was cheep and uneventful, and not ground shattering in anyway. only thing i have been looking forward to was the campaign mode, now that it isnt on the list, im left wondering if it was even considered at all (thought somewhere someone from Ironclad had said it would be in 1.1).

guess its back to the lonely wait for SC2 D:
Reply #188 Top
Campaign = expansion pack
This is a MAJOR patch to the original game
Civ didn't have a campaign and everyone played it!!!
Reply #189 Top
wait wait.... wheres the campaign mode at?i hope thats not the complete and not going to change list, otherwise, i'm giving up on sins.an rts game cant live on multi-player and skirmish's alone, and pretty much every single rts game ever made has both a SP campaign and a multi-player, its like an unwritten law.Sins was at best incomplete on its release, stardock jumped the gun on it, they should have waited for the campaign mode, if they dont release it now, i think sins player base will only deteriorate (posts already pointing out the dwindling number of people playing sins' MP)the games just not the interesting anymore, a few weeks of gameplay and i was done with it, goo thing i didnt buy it, one of my msn buddies bought it played it for bout a week then gave it to me, said it was cheep and uneventful, and not ground shattering in anyway. only thing i have been looking forward to was the campaign mode, now that it isnt on the list, im left wondering if it was even considered at all (thought somewhere someone from Ironclad had said it would be in 1.1).guess its back to the lonely wait for SC2 D:


No, Campaign was never discussed for a patch.
Reply #190 Top
Whoa whoa whoa...

Where is the stuff about being able to spawn near players on the same team? This is the only feature I have ever cared about to be added, as I feel it is a critical part of my enjoyment of the game because I most intend to play this cooperatively with a friend or with friends...

When I start in a large galaxy, I'm going to be spawning in an entirely different star from my friends... I don't see anything in the changes that fixes this... despite being asked for time and time again and being told it will be in 1.10

What the hell. :( I have barely touched this game since release because I've been waiting for this feature as I was told it would be with 1.10
Reply #191 Top
@ DragonBasically 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.


P5yy man:

Rule #1: Pirates always find a way.

Rule #2: In case of new security scheme, see rule #1.


The same percentage of players always have and always will pirate. At the end of the day it all comes down to your fan base. If you take care of your fanboys and listen to them your game will have a healthy community and you'll see some healthy profits, regardless of "pirates", 'specially when the sequel comes out. Otherwise you won't.

Case 'n point Epic's "Epic" failure UT3. They forgot the golden rule. Or wait, maybe it WAS pirating that sunk their triple-eh title. No, sorry, quick look at gamespy stats says BATTLEFIELD VIETNAM has more players online right now. Looks like even the pirates aren't playing...

I mean yeah it's great stardock (ironclad, whatever) is still "supporting" the game and all, but they're not exactly doing it out of the goodness of their hearts... It makes cold hard business sense. If they let this game whither and die prematurely they'd get a rep for that and they'd lose players, which would hurt their bottom line when SoaSE2 comes out.

Why do you think they put up with you jokers flaming them? (although for the life of me I can't understand why Venym got to them so, I mean for game devs getting flamed is part of the job descrip, why not just ignore him?). ANYways they put up with you guys flaming them and are still going to churn out content cause they want to get PAID. What're they gonna do, close up shop in protest cause some snarky 17 year olds gave them a hard time?

"Yeah, we're out of business. Yeah, we alienated our customers. But we'll be DAMNED if we're gonna toil and sweat churning out more fun content when it's so un-appreciated!" nahhhh.

I mean I'm not complaining, I'm just cynical enough to call it as it is. And because they DID finally get around to 1.1, taking care of fanboy yours truly, I'll prob be shelling out for SoaSE2 when it comes out. Can't ya already hear that cash register go "cha-ching!"
Reply #192 Top
Can't believe the amount of disagreement.

All of a sudden we were all happy with standalone patches, and stardock central being seperate, now with Impulse....

Why can't we have our standalone patches, does it make it any difference? Yes I'm gonna blame Stardock for this.

How often do we get updates for the game?
How often will the game get micro-patched?

I purchased the damn game, do you want to see my paypal reciept ?

Now you are all labeling us PIRATES!
Reply #193 Top
Actually, I just thought of something, is there any way getting the standalone patches through Impulse?

Thus solving everyone's problems ?
Reply #194 Top
Actually, I just thought of something, is there any way getting the standalone patches through Impulse?Thus solving everyone's problems ?


No but there's a way of patching your game then archiving the whole thing for use on other (read: offline) computers
Reply #195 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.


That is actually a different situation. The developer who created that expansion, Iron Lore, closed it's doors a few days after the expansion was released.

http://en.wikipedia.org/wiki/Warhammer_40,000:_Dawn_of_War:_Soulstorm
Reply #196 Top
You're still completely missing the point here.


No, you are.

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.


Its actually even more simple than that: its their game, they can distribute the patches however they feel like it. So long as anyone who legitimately owns the game can get the patch, they (SD / IC) are perfectly ok. The only argument you can make about this is the individual who has to use public computers for internet access, to which a satisfactory solution has not been given. Argue from that point and I'll support you; argue from some "this is the way things are now, so they should stay that way!" point and I'll point you over at the simple non-GUI games of eras past and say "enjoy!" -- while laughing in your face.

Why can't we have our standalone patches, does it make it any difference? Yes I'm gonna blame Stardock for this.


It makes a huge difference. Its not possible for SD / IC to lock down the standalone patches -- hence they kept on ending up on third-party sites, "like it or not!" -- which made them incompatible with the security measures the game used: CD key needed to patch, ergo pirates can't patch.

Reply #197 Top
Actually, I just thought of something, is there any way getting the standalone patches through Impulse?Thus solving everyone's problems ?No but there's a way of patching your game then archiving the whole thing for use on other (read: offline) computers


I was to refering to something like GPGNet does with Supreme Commander?\

it downloads the patch from their servers and launches the setup.

But it keeps the patch in it's install directory.
Reply #198 Top
It makes a huge difference. Its not possible for SD / IC to lock down the standalone patches -- hence they kept on ending up on third-party sites, "like it or not!" -- which made them incompatible with the security measures the game used: CD key needed to patch, ergo pirates can't patch.


The whole point of having them on third party sites is:

#1 Save stardock money on bandwidth.

#2 If 1 location is full or slow download, you have multiple sites.

This whole thing is to control Piracy, nothing to do with customer feedback (I never wanted "Impulse" in the first place and I'm a legit customer).
Reply #199 Top
Is anybody else concerned about there not being any choice of starting location? I mean, am I the only person who has wanted to be able to start next to my allies in games, whether multiplayer or coop rather than it being random and often in an entirely different star?
Reply #200 Top
Raziaar, I think why you haven't seen starting locations addressed is because of the limitations of the map selection process. This isn't like some strategy games where you can click a starting spot or line up numbered starting location to select where you and opponents will start. From what I've been able to gather, starting locations are controlled by some sort of placement algorithm.

o0Yinhe0o
Case 'n point Epic's "Epic" failure UT3. They forgot the golden rule. Or wait, maybe it WAS pirating that sunk their triple-eh title. No, sorry, quick look at gamespy stats says BATTLEFIELD VIETNAM has more players online right now. Looks like even the pirates aren't playing...
Yep, all 40+ million (Epic's number, not mine) of those pirates have elected not to play UT3. Last time I played UT3 there were so few people online that stats were being tracked for bots. I wonder if they're still inflating the online numbers by counting bots as people...it used to be that way back in January. Epic has the gall to ban veteran modders off their forums though...and that's something only EA has managed to match. The firing of Jeff Morris may help serve some justice, but that's unlikely to happen.

Ron Lugge
Its actually even more simple than that: its their game, they can distribute the patches however they feel like it. So long as anyone who legitimately owns the game can get the patch, they (SD / IC) are perfectly ok. The only argument you can make about this is the individual who has to use public computers for internet access, to which a satisfactory solution has not been given. Argue from that point and I'll support you; argue from some "this is the way things are now, so they should stay that way!" point and I'll point you over at the simple non-GUI games of eras past and say "enjoy!" -- while laughing in your face.
Wow. First, at no time have I intentionally denigrated Impulse (except with the shovelware comment, which I corrected as soon as I realized the internet definition, not the local industry definition here, contains a negative annotation to it). I continue to maintain that Impulse is a good idea, but changing the patch delivery method is a bad idea. In a different thread I've even said that I would do exactly the same thing Stardock is doing with Impulse (that exact statement did not apply to doing the same thing with the patch for Sins since prior to this thread I did not know it would be Impulse-only). To equate my position as not wanting to step away from command prompt text games is pure madness.

Second, yes, Stardock/Ironclad can distribute the patches the way they want -- they are in the driver's seat like I said before. However, the whole point of registering on this site with a cd-key was to lock down the patch to registered users. For some reason, Stardock/Ironclad has stood silent as numerous big-name download sites have copied the patch for download from their own servers, which do not require the cd-key linked user account required for updates from this site. Effectively, the system in place was deliberately disregarded for the past 5 months as each of the 5 patches came out.

Third, with the ever-increasing importance of social networking, content syndication, and instant communication, the presence of a minority of consumers upset about Impulse could hit the Epic Fail-effect thus generating so much negative buzz it cripples the longevity of the product. In the case of UT3, Epic really doesn't care because they've already got your money, but the negative buzz sends sales into a irrecoverable nosedive, discouraging modders, and driving away player and fan bases. In the case of Impulse, if the same thing happened it would depress the platform into a state that might not allow it to get fully off the ground. It's also particularly damming if the argument of Impulse being de facto DRM introduced by an anti-DRM ever gets going. I don't subscribe to that way of thinking, but it's come up here more than once.