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Sins of a Solar Empire v1.18 | Entrenchment v1.04 Change Log

Sins of a Solar Empire v1.18 | Entrenchment v1.04 Change Log

Major Balance Update!

 

Its been over 1.5 years since Sins was first released and this is Ironclad's 22nd update to Sins/Entrenchment (ignoring all the beta updates). 

It really hit us how the gameplay and strategies have evolved since then when we started tracking the source control changes for the siege frigate data which, as many of you may remember, went through a drastic nerfing early in 2008.

Well, now the situation is quite different due to a number of factors, not the least of which is player capability and the defensive measures added in Entrenchment. It was therefore neccessary to bring them back into the roster. 

But we didn't stop at siege frigates. One of our primary objectives in this update is to make sure every unit is brought back into the pool of viable tools. In some cases this was as simple as modifying some data but in some cases we completely redesigned elements of them.

Naturally, trying to figure exactly what those changes needed to be was not an easy problem but one of the best ways was to play the game against as many players as possible so we once again took to playing regularly on Ironclad Online. 

Unfortunately, we couldn't use our real names because when we did in the past we were the targets of unreasonable unholy alliances. Such circumstances aren't great for collecting data and analyzing strategies. Sorry for the smurfing but it was for a good cause :)

In addition to playing online we've spent a lot of time analyzing feedback on the forums, in particular the great thread by Deceiver_0.

In this thread he collected votes from everyone on a wide variety of issues and presented a consolidated place for ideas and potential fixes. 

While we didn't agree with all the suggestions, we did attempt to address what we determined to be the underlying problems but in some cases we implemented the suggestions nearly verbatim.   

Special thanks to everyone who contributed to that thread! Also, special thanks to everyone who wrote constructive posts or emails, we couldn't do this without you!

Enjoy!

-Ironclad

 

 


 

WARNING: This update will invalidate existing save games.

Gameplay / Balance: 

  • All Factions -
    • Fixed bug where purchasing capital ship levels would give you a refund.
    • AntiMedium damage type's modifier vs. Medium armor reduced from 150% to 133%.
    • AntiVeryLight DamageType's modifier vs VeryLight armor reduced from 150% to 133%
    • Cruiser carrier strikecraft build rate penalty when enemies are in the gravity well reduced from 15% to 10% (Entrenchment Only).
    • Reworked the tactical targeting AI to make smarter range targeting decisions (this is particularly prominent when putting short-range ships against long-range ships, such as Heavies vs. LRMs). (Entrenchment Only)
    • Starbases now account for their deployment cost when determining their refund value. (Entrenchment Only)
  • TEC Faction -
    • Kol Battleship:
      • Gauss Railgun range increased from 5,000 to 6,500. (Entrenchment Only)
      • Gauss Railgun damage increased from 300/550/800 to 325/650/975. (Entrenchment Only)
      • Gauss Railgun now also debuffs the target, reducing its max movement speed by 50% for 10 seconds. (Entrenchment Only)
    • Akkan Battlecruiser:
      • Colonize is now guaranteed to spawn its listed number of resource extractors, subject to that many unoccupied resource asteroids being available.
      • Colonize now grants 1/2/3 free resource extractors instead of 0/1/2.
      • Colonize now also increases resource extraction rate of that player's extractors at that planet by 33%/66%/100% for 360 seconds. (Entrenchment Only)
    • Sova Carrier:
      • Fixed bug with Embargo that caused it to not block cargo ship jumps at levels 2 and 3.
      • Rapid Manufacturing duration increased from 45 to 90 seconds.
      • Rapid Manufacturing cooldown increased from 120 to 180 seconds.
      • Rapid Manufacturing orbit body's ship and structure build rate bonus increased from 30% to 300%.
      • Now starts with three squadrons and tops out at eight at max level.
      • Heavy Strike Craft armor bonus increased from 1/2/3 to 2/3.5/5.
      • Heavy Strike Craft damage bonus increased from 10/20/30 to 12/24/36.
      • Missile Batteries antimatter cost reduced from 125 to 70.
      • Missile Batteries cooldown reduced from 50 to 35.
    • Dunov Battlecruiser:
      • Magnetize now interrupts abilities that are being channeled.
      • Shield Restore description amended to remove implied secondary effect.
      • EMP Charge now no longer requires the ship to be facing its target before it can be fired.
    • Cobalt Light Frigate:
      • Max hull points increased from 600 to 635.
      • Max shield points increased from 350 to 370.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Sabotage Reactor range increased from 5,000 to 6,000.
    • Krosov Siege Frigate:
      • Fleet supply cost reduced from 14 to 12.
      • Hit points increased from 450 to 510.
      • Shield points increased from 225 to 255.
      • Planet bombing damage increased from 21 to 25. (Original Sins Only)
      • Planet bombing damage increased from 21 to 31. (Entrenchment Only)
      • Heavy Fallout is now an activatable ability with autocast that can now be toggled on or off, and has a cooldown of 15 seconds. (Entrenchment Only)
      • Heavy Fallout population growth reduced from -30% to -8%. (Entrenchment Only)
      • Heavy Fallout now stacks up to 10 times. (Entrenchment Only)
    • Kodiak Heavy Cruiser:
      • Weapon range increased from 2,750 to 3,150.
    • Proximity Mines (Entrenchment Only):
      • Build cost reduced from 640/160/65 to 510/130/55.
      • Fixed bug that caused Proximity Mines to erroneously affect the end of game stats.
    • Javelis LRM
      • Fixed bug with Cluster Warheads which severely impacted its utility.
  • Advent Faction -
    • Halcyon Carrier:
      • Adept Drone Anima reworked - now grants 1/2/3 extra squadrons instead of 1/2/3 extra strikecraft per squadron.
      • Now starts with three squadrons and tops out at eight max level.
      • Anima Tempest reworked - now spawns 60 strikecraft (increased from 30) and all its strikecraft gain a 25% increased chance to dodge for 75 seconds. (Entrenchment Only)
    • Rapture Battlecruiser:
      • Fixed Domination so that ship counts in stats are properly changed when this ability is used.
    • Revelation Battlecruiser:
      • It is now possible to attack targets affected by Reverie.
      • Clairvoyance cooldown changed from 20/15/10 to 15/15/15.
      • Clairvoyance duration increased from 50/100/150 to 90/120/150.
      • Clairvoyance antimatter cost reduced from 80/70/60 to 70/60/50.
      • Guidance can now only be cast on ships with abilities that have cooldowns. (Entrenchment Only)
      • Guidance autocast now only selects targets with abilities that are presently cooling down. (Entrenchment Only)
    • Disciple Vessel:
      • Max hull points increased from 400 to 425.
      • Max shield points increaesd from 425 to 450.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Steal Antimatter range increased from 3,000 to 6,000.
    • Purge Vessel:
      • Build cost reduced from 730/100/80 to 630/90/75.
      • Fleet supply cost reduced from 14 to 12.
      • Max hull points increased from 385 to 435.
      • Max shield points increased from 300 to 340.
      • Planet bombing damage increased from 21 to 25. (Original Sins)
      • Planet bombing damage increased from 21 to 31. (Entrenchment Only)
    • Iconus Guardian:
      • Repulsion cooldown increased from 8 to 20 seconds.
      • Repulsion activation cost increased from 20 to 90 antimatter.
      • Repulsion antimatter usage rate reduced from 6 to 4 per second.
    • Domina Subjugator:
      • Turn rate increased from 1.65 to 2.25.
    • Destra Crusader:
      • Weapon range increased from 2,750 to 3,150.
    • Solanus Adjudicator (Entrenchment Only):
      • Damage increased from 55 to 60.
      • Hull points increased from 860 to 980.
      • Shield points increased from 490 to 560.
      • Build cost reduced from 1,210/235/160 to 1,050/175/140.
    • Homing Mines (Entrenchment Only):
      • Deployment cost reduced from 660/150/80 to 530/120/65.
    • Advent Deliverance Engine:
      • Reworked buff to avoid very bad slowdowns when multiple shots were fired at one planet.
  • Vasari Faction -
    • Kortul Devastator:
      • Power Surge reworked - now restores 25/35/45 shield points per second instead of boosting shield regeneration rates 75%/150%/225%. Attack rate bonus is unchanged.
      • Disruptive Strikes may now be triggered by its pulse beam weapons.
      • Disruptive Strikes chance to be applied per attack reduced from 35% to 25%.
      • Disruptive Strikes antimatter removed increased from 10/20/30 to 12/24/36.
      • Disruptive Strikes ability cooldown rate penalty increased from 15%/30%/45% to 16.7%/33.3%/50%.
      • Disruptive Strikes now acts as an interrupt.
      • Jam Weapons reworked - enemy fighters that move within range of the Devastator while Jam Weapons is active will have their weapons disabled. Previously only those fighters that were within range at the moment Jam Weapons was triggered would have their weapons disabled for 30 seconds. (Entrenchment Only)
      • Jam Weapons range changed from 3,500/5,000/7,000 to 4,500/5,500/6,500. (Entrenchment Only)
      • Jam Weapons cooldown changed from 15/15/15 to 40/35/30 seconds. (Entrenchment Only)
      • Jam Weapons duration reduced from 30 seconds to 20 seconds. (Entrenchment Only)
    • Skirantra Carrier:
      • Now starts with three squadrons and tops out at eight at max level.
      • Scramble Bombers antimatter cost reduced from 80/65/50 to 50/40/30.
      • Scramble Bombers cooldown reduced from 60/50/40 to 40/30/20.
    • Jarrasul Transport:
      • Nano-Disassembler armor modifier reduced from -2/-4/-6 to -1.5/-3/-4.5.
      • Nano-Disassembler damage rate reduced from 30 to 25 hull points per second.
      • Nano-Disassembler duration increased from 20/30/40 to 25/35/45.
    • Antorak Marauder:
      • Distort Gravity now grants an increase to turn rate of 25%/50%/75% in addition to its other effects.
      • Phase Out Hull reworked - in addition to its existing effect, it now deals 200 shield damage to enemy targets or restore 200 shield points to friendly targets upon their return from phase space. (Entrenchment Only)
    • Vulkoras Desolator:
      • Deploy Siege Platform cooldown reduced from 55 to 20.
      • Deploy Siege Platform antimatter cost reduced from 100 to 35.
      • Deploy Siege Platform spawned platform duration reduced from 180 to 65.
      • Disintegration reworked to harm the hull, shields and antimatter of the target while restoring the Desolator - (Entrenchment Only)
        • Deals 150 damage per second to hull only. (Entrenchment Only)
        • Deals 150 damage per second to shields only. (Entrenchment Only)
        • Depletes 20 antimatter per second on the target. (Entrenchment Only)
        • Restores 120 hull points per second. (Entrenchment Only)
        • Restores 120 shield points per second. (Entrenchment Only)
        • Restores 15 antimatter per second. (Entrenchment Only)
    • Ravastra Skirmisher:
      • Max hull points increased from 700 to 740.
      • Max shield points increaesd from 440 to 465.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Interference range increased from 5,000 to 6,000.
      • Reintegration duration reduced from 40 to 20 seconds.
      • Reintegration repair rate increased from 8/12 to 16/24 hull points per second.
      • Reintegration cooldown reduced from 75 to 60 seconds.
    • Karrastras Destructor:
      • Fleet supply cost reduced from 14 to 12.
      • Max hull points increased from 420 to 475.
      • Max shield points increased from 255 to 285.
      • Planet bombing damage increased from 23 to 27. (Original Sins)
      • Planet bombing damage increased from 23 to 33. (Entrenchment Only)
    • Serevun Overseer:
      • Turn rate increased from 1.65 to 2.25.
    • Stilakus Subverter:
      • Distortion Field range increased from 6,000 to 8,000.
      • Distortion Field antimatter cost reduced from 150 to 130.
      • Turn rate increased from 1.65 to 2.25.
      • Disrupt Shields can now target structures and starbases. (Entrenchment Only)
    • Skarovas Enforcer:
      • Weapon range increased from 2,750 to 3,150.
      • Reintegration duration reduced from 40 to 20 seconds.
      • Reintegration repair rate increased from 12/18 to 24/36 hull points per second.
      • Reintegration cooldown reduced from 75 to 60 seconds.
    • Vasari Hangar Platform:
      • Phasic Trap now works and has increased range and duration after further research upgrades. (Entrenchment Only)
    • Sivuskras Ruiner (Entrenchment Only):
      • Mine deployment costs reduced from 710/170/85 to 570/135/70.
    • Lasurak Transporter
      • Adjusted linear velocity to 450 (mistake from previous patch).
    • Kanrak Assailant
       -Fixed bug with Charged Missiles which severely impacted its utility.

 Graphics and Effects:

  •  New skybox! Blair's favorite!!! (Actually, it isn't new, but up until this point it was only used in screenshots. There was a bug in the data referencing that kept it from being selected in-game until now.)
Sound / Music:
  • Sound Fixes -
    • AnimaTempest
    • EMPBlast
    • ReactiveNaniteArmor
    • NanoHullRepair
User Interface / HUD:
  • Amended descriptions for research labs.
Modding:
  • Now shows error message with info when textures don't match up to make it easier for modders to track down the offending textures and what is wrong with them.
  • New BonusMaxSquads buff modifier type.
  • Revised random name generation of capital ships and starbases to use string prefixes defined in player entities directly rather than a prefix type. (This allows modders to have custom names per faction) (Entrenchment Only)
  • Fixed bug where spawning too many pirates would cause a crash. Spawn ship info with count instead of just raw entitydefnames. (Entrenchment Only)
  • New BuffInstantActionType::ApplyBuffToSelfWithFilter. (Entrenchment Only)
  • Fixed bug with renderShield option not working. (Entrenchment Only)
Misc:
  • Optimized various situations that could occur late game and slow the game down unnecessarily.
  • Fixed crash if autorecord.cache is somehow set to read-only.
  • Fixed corrupt save game bug.
  • Fixed potential graphics crash. Updated shaders so they're not broken by the March 2009 DirectX.
  • Fixed various rare crash bugs.

 

753,782 views 376 replies
Reply #151 Top

You can collapse the individual (non-capital) ships into groups of up to 10 on the empire tree by click on the buttom to the right of the search button.  You will still get empire tree jumping, but the amount of jumping is drastically reduced compared to a fully expanded fleet list.

I see in the change log that ships under Reverie can be attacked now, but I recall that this is already the case.

Reply #152 Top

go into options and then user interface (its the first on the list so it is usually already there for you) then just unselect the autopin features. Afterwords you just have to select what you want pinned and you get a lot more control over the empire tree.

of note though is the lack of the abilty to turn off the autopin for Starbases, now that would be a nice thing to add

Reply #153 Top

I see in the change log that ships under Reverie can be attacked now, but I recall that this is already the case.

Before, your ships would change targets if you cast Reverie on an enemy ship. With this fix, Im guessing they wont do that any more.

Reply #154 Top

Its supposed to make them switch targets. The problem before was you couldn't attack it again until the effect wore off.

Reply #155 Top

you can disable starbase autopinning-you just have to manually edit the settings text file.

+1 Loading…
Reply #156 Top

Quoting Blair, reply 75
We missed some changes in the patch notes. I'll be posting them shortly. Some typos were also fixed and already edited.
Did I miss the changes? Or am I that blind?:dur:

Reply #157 Top

I did not think of that thx

 

Reply #158 Top

Its supposed to make them switch targets. The problem before was you couldn't attack it again until the effect wore off.
I see, guess I never noticed that...

 

Reply #159 Top

The Revelation was an underused capital ship.  I suspect it will still remain the little sister to the other four Advent capital ships, though. 

Reply #160 Top

Quoting Blair, reply 154
Its supposed to make them switch targets. The problem before was you couldn't attack it again until the effect wore off.
Couldn't a second buff be applied for that that only lasts a second or two? Just long enough to get ships to switch automatically.

Quoting -Ue_Carbon, reply 156
Did I miss the changes? Or am I that blind?
https://forums.sinsofasolarempire.com/364878/get;2384689 And yes, you are that blind.  ;P

 

:fox:

Reply #161 Top

The Revelation was an underused capital ship. I suspect it will still remain the little sister to the other four Advent capital ships, though.

The revelation was almost always my second cap as Advent (barring situational circumstances), but I do agree that I dont see it as much as the Halo, Progen and Radiance. But who knows, it seems theyve made some drastic improvements in the guidance ability, and surely Reverie will be more dangerous now, so maybe we'll start seeing it more.

Personally I love that ship, its one of my favorite Caps. It can interrupt, planet bomb and has an incredibly useful scouting ability. And now that guidance will be fixed, it will certainly synergize much better with the other caps (as before it was a bit of an outcast when it came to the synergies)

 

 

Reply #162 Top

https://forums.sinsofasolarempire.com/364878/get;2384689 And yes, you are that blind.

As always zombie fox, I thank you for your humor and guidence! LOL

Reply #163 Top

Looking back at TEC, I just noticed that the Marza will probably not be used nearly as much as it does now. Especially since now every faction can cancel Missile Barrage (Even Vasari- now that the Antorak will become a very viable capital ship), and otherwise is used for its Raze Planet. It's looking more like the Dunov and Akkan will become the ideal starter TEC captials, and of course Kol+Dunov pairs could become devastating. ^_^ And when Marzas are built, I'm feeling that the main reason will be for just Raze Planet- not Missile Barrage.

Reply #164 Top

nay I doubt that the missile barrage will fall out of use. Just having it going for a few seconds can shift the balance of a fleet by causing damage to the fleet. And it is still hard to notice so if you miss it, BOOM bye bye fleet

Reply #165 Top

Not sure If this has been addressed, but last I checked, it's still in the game, and I haven't seen it talked of much here...

For the advent transcencia starbase, the two abilities, meteor control and mass disorientation, both grant upgraded antimatter pool and regen. However, they both also have their own seperate effects, meteor bombardment of ships and planets, and disabling of ships in the radius of effect respectively.

The problem is, the upgrade panel for the starbase doesn't list these, it only tells how the starbase's antimatter will be effected. Not sure about anyone else, but I would find it quite useful if it listed damage and rance for meteor control, and range and duration for mass disorientation, possibly also with range circles in space.

Just a thought.

Reply #166 Top

Quoting Ryat, reply 164
nay I doubt that the missile barrage will fall out of use. Just having it going for a few seconds can shift the balance of a fleet by causing damage to the fleet. And it is still hard to notice so if you miss it, BOOM bye bye fleet

I don't mean that Missile Barrage will fall out of use, but I'm thinking that less TEC players will be using Marza as much, because of more reliable counters now and other viable strategies are available. Like having a level 6 Dunov and a level 5 Kol will be a lot tougher to beat while still being devastating. Nearly 1000 damage every 6 seconds will certainly be pretty good. ^_^

And also, Missile Barrage is pretty easy to detect. Not the actual ability, but just seeing a level 6+ Marza will cause most players to "Stop everything, focus fire!!!". XD

Reply #167 Top

As a general rule of thumb: if you didn't pick it as your first capital ship, don't expect to unlock its level 6 ability.  If you pick Akkan (or Kol or Dunov or Sova) first, don't expect your Marza to unlock missile barrage.

I strongly suspect that Akkan has become the standard pick for TEC now, joining the other colony caps as a simply mandatory unless you're in a very specific situation.  Marza remains a very viable rushing tool, but if you don't start in a rushing position the economic edge of Akkan seems too much to pass up on.  Fortunately, Akkan lacks a strong level 6 ability and this should hopefully result in some second pick caps rather than people sticking it out with one big bad and quitting when it dies.  I suspect Marza and Kol will be at the top of the list for second picks.

Reply #168 Top

Quoting TheSpydyr, reply 107



Quoting Haree78,
reply 100
I'm no marketing guru but wouldn't it be a little crazy for IC not to release a "Game of the Year" edition that includes the 2 micro expansions or keys to download them at something like the price of the original game when it came out?



It's very simple and easy to sell a disk in a box in on a shelf in a store that only gives you a key and you still have to get onto Impulse and verify the key and then download that game digitally through Impulse.

I have done this with a couple of games in the last several months through Steam.

I despise vaporware. I know kids these days are brainwashed/raised used to this kind of BS though so you'll think I'm over-reacting... [Skiping over another debate by deleting detail about SecuRom, Steam & GfWL] Don't get me wrong, I understand paranoia and anxiety all too well.

IC/Stardock is great in not having 90% the hassle those do or I wouldn't even consider buying the expansions. If they sold actuall DVD's in stores they'd make more money, everyone wins. And have manual patches in consideration of the consumers too.

 

Which brings up questions:

If I save all my patched SoaSE files to a DVD(s) then uninstalled/ re-installed and dropped the patched files over them would that work?

If so, would it work with the micro-expansions installed as well?

^This would be a good compromise, to me. I supply the cost of the DVD instead of IC/Stardock and have a hard copy completely up to date to re-install at whim if I need to reformat my computer. (Though I hope to never have to do that again.) It would even convince me to actually buy the expansions instead of sticking with the original one... that I bought from seeing it in a store.

An official answer would be nice. Even though one or two people seem to sound like they are official they don't have an icon on them that says so... It would be good if you said you worked for IC/Stardock or not if replying to this.

If doing this wouldn't work now it would be great if it did in a future patch.

Reply #169 Top

I'm very pleased to see you guys keeping up with support of the already-released game through major patches like this, rather than just dumping it all into the new expansion pack and leaving the community that doesn't wish to follow along with more investment to their own devices.

GG.

-- Retro

Reply #170 Top

Quoting RubicantX, reply 168
If they sold actuall DVD's in stores they'd make more money, everyone wins.
Wrong. At the prices they sell the micro-expansions, the cost of the discs, manuals, packaging, etc. would make it pretty pointless to do so.

 

:fox:

Reply #171 Top

You missed or chose to ignore where I said before: The retail version would be $15 not $10. The $5 difference seems to be "the norm" for retail vs online prices. It's perfectly reasonable for the cost of the packaging/disk/manual.

Even if they didn't raise the price there would still be profit in it over purely online only sales like now...

There are many more purchases are from people picking stuff up because they are browsing a retail store than going online to specifically buy a certain game. I often go to just look around a store not knowing what I'm going to get but knowing it's going to be less than $30. I just bought 2 DVD's I never intended while looking for another one.

I know I've spent only $20 total for online purchases but thousands from picking up a box in a store. It's how I heard of and chose SoaSE in the first place. People who never buy online stuff due to whatever individual reason would now be giving some profit that would have been totally missed before. Hence... win/win.

Reply #172 Top

Quoting RubicantX, reply 171
You missed or chose to ignore where I said before: The retail version would be $15 not $10. The $5 difference seems to be "the norm" for retail vs online prices. It's perfectly reasonable for the cost of the packaging/disk/manual.

I know for a fact that Retail stores will not carry the game if it is not at a lesser price than can be aquired online. This is why Stardock priced their direct sales for release of Galactic Civilization 2 higher than can be found in retail stores at the same time. To compensate for the price difference they gave few additional goodies by makign the game purchased from them a special edition.

Even if they didn't raise the price there would still be profit in it over purely online only sales like now...

HOW DO YOU KNWO THIS? You don't! Stardock is not a stupid company, they make money, they havemarket research no doubt. They done it this way because they wanted to try something new, and the standard format was not worth the hassel or the money.

There are many more purchases are from people picking stuff up because they are browsing a retail store than going online to specifically buy a certain game.

If this is true then provide a credible source for this information.

I often go to just look around a store not knowing what I'm going to get but knowing it's going to be less than $30. I just bought 2 DVD's I never intended while looking for another one. I know I've spent only $20 total for online purchases but thousands from picking up a box in a store. It's how I heard of and chose SoaSE in the first place.

Is this your source for the previous statement? Your own perception of a single individual experience? Give me a break dude.

People who never buy online stuff due to whatever individual reason would now be giving some profit that would have been totally missed before.

I know these people. Those are the people who asked me why I need a cell phone 10 years ago. Same people that asked me why I have no land line. Same people that ask me why I never carry money now. Get with the times man.

Hence... win/win.

Win/win would be if you stopped arguing an off-topic, totally irrelevant position.

 

Reply #173 Top

Quoting RubicantX, reply 171
You missed or chose to ignore where I said before: The retail version would be $15 not $10. The $5 difference seems to be "the norm" for retail vs online prices. It's perfectly reasonable for the cost of the packaging/disk/manual.
Missed it. Astax is right though. Plus gamers would scream as well.

 

:fox:

Reply #174 Top

Wait... a buff for Cap. Carriers... then that means...

YAY! My forum post about Cap. Carriers being outshined by Cruiser Carriers had an impact!:rofl: \o/

Koda0 (^)

Reply #175 Top

Quoting crashmatusow, reply 155
you can disable starbase autopinning-you just have to manually edit the settings text file.

Any such "Work-Around" to permenantly make the panel stationary unless you manually scroll it?.  If so, would someone mind posting an example/walk-through?  This one "Work-Around" would single handedly change the face of Sins for me an countless others IMOO.