Yarlen Yarlen

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

The v1.2 BETA for Sins of a Solar Empire: Trinity/Diplomacy players is now available!  This update makes some changes to the game's engine and other core systems, so we're opting to release it as a beta before making it final.

IF YOU ARE NOT COMFORTABLE WITH USING UN-FINISHED UPDATES, DO NOT INSTALL THE BETA.

Since this is a beta, it may be buggy and do unforeseen things. If you're not able/willing to help test this out and risk strange things happening, please wait until we release the final version. ;)

WARNING: THE BETA WILL INVALIDATE YOUR EXISTING SAVE GAMES!

 


BETA 4 HOTFIX CHANGE LOG

  • Novalith should no longer cause infinite stacking debuffs on targets.
  • Research screens should now properly show fleet supply numbers based on game options.
  • Fixed a bug where autocast would not work for many abilities.
  • Fixed a data error where the Destra Cruiser had the wrong fleet cost.

 

 


 

BETA 4 CHANGE LOG

[ GAMEPLAY ]

  • Advent
    • Destra Crusader heavy cruiser now costs the correct number of fleet points.
    • Communal Labor will now passively decrease module build time with a buff that stacks on the orbit body with every constructor ship. (Buff will disappear if the constructor ship(s) are destroyed.)
  • Pirates
    • Pirate raid level escalation has been slowed down slightly for better overall progression.
  • Diplomacy
    • AI players will now place bounty on one another based on many factors including diplomatic relationship level, overall threat level and simply avoiding the raid in general (like most human players). This makes Diplomacy much more dynamic in general as you can really play factions off one another.
    • Missions that target or are issued by players who are defeated during the mission timer are now automatically cleared with no penalty for non-completion to the other player.
  • General
    • Detect Mines range for all scouts has been increased to 6,000 from 5,000. This should make it easier to clear out mine fields, assuming your ship doesn't jump in right on top of one.
    • Added a new AIUseTargetCondition for AntimatterExceedsAmount. This is being used on ships that steal antimatter to prevent them from autocasting on targets that are out of antimatter. If there are other abilities that could use better or new AIUseTargetConditions, let us know
    • Some fixes to make AIUseTargetConditions more effective based on feedback.
    • More mesh file fixes based on community feedback (thanks to all). 
    • Various other minor tweaks.

 

We expect this to be the last beta update for v1.2 of Sins of a Solar Empire: Trinity/Diplomacy. Please let us know of any major issues asap. Beta 4 will be released later today (Thursday - 3/10)

 

 


 

BETA 3 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • Strikecraft destroyed by the Dunov's Magnetize ability now give XP as intended.
  • Vasari
    • Jarrasul capital ship's colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.
    • Disruptor Nanites ability now stacks correctly off missile defense platforms. 
  • Advent
    • Defense Vessel fleet cost reduced back to 4 points from 5, as intended. Thanks to in-the-sun on this.
  • Pirates
    • After the fifth pirate raid, pirates will be able to purchase two upgrade levels per raid if they have sufficient credits. (This is a work in progress to adjust scaling of Pirate strength.)
    • Pirate planet's base population has been boosted slightly (for increased income).
    • Fixed a memory access error in the Pirate mission system.
  • General
    • Tips that weren't being properly loaded should now appear.
    • Various fixes for old crash bugs (thanks to the community on these).
    • Various fixes to mesh files (thanks to the community on these).

 

 


 

BETA 2 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • The Marza's Incendiary Shells ability will now correctly refresh itself with each shot and stack up to 3 times, as intended.
  • Vasari
    • Orkulus Phase Gate upgrade will now work at stars.
    • The construction boost passive of the Jarrasul colony capital ship now spawns extra construction ships over time, as opposed to all at once, to try and avoid crashes in the physics system.
  • General
    • Starbases with trade upgrades will now work properly at stars.
    • Resolved a case where ships set to auto-explore would attempt to travel to other stars without phase jumping. We'll need more info on this one if there are other instances where players see this happen.
  • Pirates
    • Fixed mission timer bug where the timer wasn't properly syncing up to reality (i.e., the timer said a player couldn't place another mission when they could.)
    • Pirates will now notify the player if they successfully complete a mission.
    • Fixed a problem with pirate raid defs that could cause odd behavior for high level raids.
  • Misc
    • Fixed some misspellings in various data files.

BETA 1 CHANGE LOG

[ Engine ]

  • The game engine has been updated in order to free up more texture memory. Players should generally use no more than 1.3 GB of RAM on Huge maps with all races represented now. We're very interested to see what everyone's experiences are with this, so please post back and let us know. You can find the total by alt-tabbing out of the game and hitting Ctrl+Shift+Escape, select the Processes tab and look for Sins of a Solar Empire Diplomacy.exe.

[ Gameplay ]

  • Pirates
    • The Pirates system has been completely overhauled with this update. Rather than relying on random upgrades which could result in a huge power curve, the Pirates will now scale gradually in abilities, fleet size and power as a game progresses.
    • The size of the Pirate fleet is now based off of the current raid level (Low, Guarded, Elevated, High, Highest) and there are now preset fleet compositions for each.
    • Pirates now take into consideration the total amount of bounty on offer before sending out their fleets (at High and Highest raid levels). If there isn't enough booty on the table, the Pirates will send out a smaller fleet. This is to prevent 250 credit cheese scenarios that could spawn a massive Pirate incursion.
    • Pirates have the opportunity to purchase upgrades after every launched raid. There are 20 levels of upgrades available to them which include bonuses to Armor, HP, Weapon Strength, Weapon Range; plus special abilities including Intercept, Quick Jump Calculation, Timed Explosives, Heavy Fallout, Embargo Planet and Sabotage Reactor. Basically if you let the Pirates live in a really long game, they will become very nasty indeed!
    • The Pirate mission system via diplomacy has been updated. Players must now pay a pre-set credit amount to generate a raid (same fleet composition as for bounty-spawned raids). This eliminates the guesswork of paying too much/little and not quite knowing what you'll get (and makes issuing raids generally quicker).
    • The Pirate base's population upgrade will now properly increase population growth rate.
  • TEC Balance
    • Kol:
      • Gauss Blast: Reduced AM cost from 75 to 50/55/60; increased damage from 325/650/975 to 400/725/1050.
      • Flak Burst: Range changed from 2400/3000/3600 to 3000/3300/3600.
      • Finest Hour: AM regen reduced from 5 to 3; HP regen increased from 10 to 15.
    • Dunov:
      • EMP: Range increased from 4500 to 4500/5000/5500; AM cost changed from 100/90/80 to 90/90/90; cooldown reduced from 50/45/40 to 40/35/30.
      • Magnetize: Max affected strikecraft increased from 8/12/16 to 12/20/28.
    • Marza:
      • Incendiary Shells: Stacking limit increased from 1 to 3.
      • Missile Barrage: Range reduced from 10,000 to 8,000.
    • Hoshiko:
      • Demolition Bots: Changed needsToFaceTarget TRUE to FALSE.
    • Novalith Cannon:
      • Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack.
  • Advent Balance
    • Radiance:
      • Animosity: Increased max targets from 8/16/32 to 12/24/36; effect now channels every second over 20 seconds instead of being an instant action so new targets entering the AoE are hit; auto-cast will only activate if 3 or more enemy ships are in range.
      • Absorptive Armor: Increased armor bonus from 1/2/3 to 2/4/6.
    • Rapture:
      • Vertigo: Increased range from 4500 to 4500/5000/5500.
    • Revelation:
      • Guidance: Now a triggered, caster-based area of effect that affects friendly capital ships, frigates and structures. AM cost is now 90/100/110; range is 8000/8000/8000, cooldown is 50/50/50; buff applied grants 25%/25%/25% boost to ability cooldown rate, duration 20/30/40.
      • Clairvoyance: Duration increased from 90/120/150 to 90/150/210.
    • Communal Labor: Allows constructor ships to buff the rate of whatever a structure does (i.e., ship building) by flying within range of it. (NOTE: Sorry, this didn't make it into BETA 1.)
  • Vasari Balance
    • Jarrasul:
      • Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.
    • Skirantra:
      • Scramble Bombers: Reduced expiry time from 120 to 75; reduced cooldown time from 35 to 30.
    • Antorak:
      • Distort Gravity: Reduced cooldown from 45 to 40.
    • Vulkoras:
      • Phase Missile Swarm: Increased range from 5000 to 6500; increased max targets from 3/5/7 to 4/8/12.
      • Assault Specialization: Increased bonus damage from 60/120/180 to 90/180/270.
    • Stilakus Subverter:
      • Shield Disruption: Reduced Phase Missile Block reduction from 25% to 20%; reduced Shield Mitigation Reduction from 10% to 8%.
      • Distortion Field: Reduced radius from 2000 to 1600.
    • Kostura Cannon:
      • Will no longer damage and stun enemy ships.
    • Orkulus:
      • Debris Vortex will now only activate when debris is in range of the effect.
      • Debris Vortex's second level will now unlock correctly.
    • Raider Xenophobia:  Tech moved to level 5; reduced from 2 upgrade levels to 1; will now reduce the Pirate fleet size sent against the player by 1 level (i.e., an Elevated level fleet size becomes a Guarded level fleet).
    • Pinpoint Bombardment: Increased range bonus from 0.1333 per level to 0.6667 per level.
  • Diplomacy System
    • The Aggressiveness Rating for all players has been changed to be a random value between -1.5 to +2 (from -2 to +2).
    • The calculation for Military Presence has been updated to look at the ratio of the players' used fleet points instead of just overall fleet points. This should make the overall diplomatic rating more balanced overall, especially at higher difficulty levels. We'll be looking for feedback on this.
    • Added a new Trade Bonus modifier for diplomatic relations. Players who have a Trade Alliance will slowly gain a positive diplomatic relations bonus with one another as trade ships reach foreign ports up to a maximum of +2. If the Trade Alliance is ended, this bonus will decrease gradually back to 0.

[ AI ]

  • The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.
  • Fixed bug where the AI would form a Pact, break it, and then immediately reform it if the players' relationship value dropped to a certain level repeatedly.
  • The AI will no longer send Envoys to non-aligned gravity wells where the player controls a resource (i.e., if you controlled a neutral extractor at an asteroid belt).
  • AI players will no longer "spam" the player with mission requests after a mission has been rejected. Each rejection will cause the AI to wait four minutes before offering another mission (culmulative up to 10 times for each consecutive rejection).

[ Interface ]

  • The far planet icons that show up when far stars are visible are now turned off by default. Hovering your mouse over the far star icon will now show the far planet icons (if visible). Alternatively, holding down ALT will now show all visible far planet icons.

[ Misc. ]

  • Fixed a couple errors in the entity files that would cause the game to crash.
  • Ability PhaseOutHull will now play the proper sound effect.
  • Adjusted max dot for graphics to 0.95 from 1. This should largely eliminate the strange white lines that would appear for some players on the edges of ships/structures. Special thanks to Aractain and Kitkun for this info!
  • Missions can now be rejected so long as there's at least half the original mission time remaining.

 


 

To update to the BETA, run the Impulse client and once you're logged in, click the blue button in the upper-left corner.  Check "Show pre-release versions" and that will display the beta update. Update the game via the Update or My Games tab and that's it.

How to provide feedback

For gameplay related feedback, please post it in a new thread on these forums. One issue per thread, please - that'll make it easier to keep track of things.

If you encounter a crash or a multiplayer desync we will need you to send in some information to [email protected].

For crashes: Send us your PC's dxdiag report, the Sins mini-dump file, and your latest save game. Please also provide us with any information or details you can about what was going on before the game crashed and if the issue is reproducible.

For desyncs: We will need the last saves for all the players involved and as detailed a description of what was going on at the time the desync occured. Also, please indicate if the desync is reproducible from your last save point.

1,627,133 views 716 replies
Reply #326 Top

The Vasari colonize ability still cause my game to crash. Even with the latest Beta 2 patch. While I do think it would be cool to have extra constructor ships, if I can't play the game because of it, just change it back to the default ability. 

Reply #327 Top

Quoting TheExile1, reply 326
The Vasari colonize ability still cause my game to crash. Even with the latest Beta 2 patch. While I do think it would be cool to have extra constructor ships, if I can't play the game because of it, just change it back to the default ability. 

It is easily fixable if they would listen to us modders. ZombieRus5 figured out a fix for it real quick. PM him for a file copy.

Reply #328 Top

Quoting Ryat, reply 327

Quoting TheExile1, reply 326The Vasari colonize ability still cause my game to crash. Even with the latest Beta 2 patch. While I do think it would be cool to have extra constructor ships, if I can't play the game because of it, just change it back to the default ability. 
It is easily fixable if they would listen to us modders. ZombieRus5 figured out a fix for it real quick. PM him for a file copy.

Here's the link he gave earlier in this thread.

 

Reply #329 Top

advent have by far the best heavy cruisers when upgrades are factored in

the adjucator may suck, but upgraded HC will kill SB.

problem is everylate game fleet is almost entirely bombers :P

what i would really like is a better way to combat starbase abilities, esp the advent ones

Reply #330 Top

Hmmm. 

Downloaded Jarasul fix from ZombieRus5 extracted and overwrote previous entity file but game still crashes when trying to use colonize. Perhaps it has something to do with purchasing upgrades since i did purchase them. Does above mentioned fix works for rest of you gang???  

I downloaded from link a few threads above and once opening it i can see that it's supposed to implement as 3 sec delay as mentioned in previous posts... 

Or perhaps there is something else wrong with Jarasul.....

Edit: Found out mistake was that I downloaded file to vanilla game info folder instead of diplomacy game info folder.

File works!!! +1*

Reply #331 Top

where did u put that file exactly?

 

Reply #332 Top

the adjucator may suck, but upgraded HC will kill SB.

Indeed; this is the core of my point; you're better off putting your money into more general combat frigates (probably destras) than you trying to do something with Adjudiactors.

what i would really like is a better way to combat starbase abilities, esp the advent ones

There are ways to deal with all of them.  TEC has the best one:  uplinked Ogrovs.  The targeting uplink ability of the Akkan will give the Ogrov enough range to be immune to meteor control and mass disorientation.  For Advent, you can try using multiple Radiances staggering detonate antimatter.  You have to be really careful not to allow for a split-second to activate abilities against a boom-base, but it does work.  Vasari has a little bit more trouble here, but you always the Orkulus and bombers to fall back on, and Vasari bombers are awesome against starbases.

problem is everylate game fleet is almost entirely bombers

Indeed; I wouldn't mind seeing a general nerf to bombers to bring them into line.

Reply #333 Top

where did u put that file exactly?

 

Thanks to try to help but i found solution.

When I was extracting I mistakenly extracted to vanilla game info directory instead of diplomacy game info directory. It works.

Reply #334 Top

Thats what I figured you did  XD

Reply #335 Top

Quoting Greg30007, reply 333

where did u put that file exactly?


 

Thanks to try to help but i found solution.

When I was extracting I mistakenly extracted to vanilla game info directory instead of diplomacy game info directory. It works.

I'd recommend running it as a mod personally (http://soase.weebly.com/placing-mods.html).

You can restore your original game version files by [ctrl]+[shift]+[right click] then selecting 'Verify Installation' on each version in Impulse.

Reply #336 Top

It is easily fixable if they would listen to us modders.

Yep, they could look at Project Equilibrium for some easy ideas without having to drudge through forum posts for community feedback. That balance mod is already a compilation of community feedback.

 

Reply #337 Top

If phase missiles were stopped from bypassing mitigation; bypassing the shield would have to be increased up from 30% for balance purposes. Also, remember phase missiles take some time to research. The other weapon upgrades for the vasari capital ships appear later on in the research tree; while Advent have their laser and beam upgrades for caps early on. Phase missiles is all that the vasari caps have, to start with...

Reply #338 Top

I also think removing the mitigation bypass from phase missiles is a little harsh. Shifting the research further up the tech tree or removing the damage techs would be a better solution I think.

Reply #339 Top

Impressive memory reductions!

 

Haven't encountered any bugs not already mentioned and the lag is pretty much gone.

 

My wish would be to somehow make Sins able to use more than one cpu core. Its quite obvious that the game is very cpu limited.

 

Performance with debris and asteroids as the only thing not on or maxed is good for smaller fleets, but Ive had quite a few battles where I had serious problem due to low fps (5). Have attempted to lower graphics details a bit, but it seems 80% of the problem is CPU.

I have played random huge single star system with max number of AI for testing.

 

Core 2 Duo E8500 OC @ 3.8GHz

AMD Radeon HD 6950

4GB RAM

Reply #340 Top

Yes the biggest issue is CPU. Most modern graphic cards can handle anything Sins has to throw at them. Unfortunately, from what I understand multi-core support is almost impossible to do.

Reply #341 Top

This is the big problem. As Advent pushes its mitigation combos higher, phase missiles work out to an obscene damage bonus, something like 600% damage increase in a worst-case scenario. How can we get Advent vs TEC and Advent vs Vasari both balanced with a feature like this on the table?

 

Yeah this is why Vasari do so well against Advent. Advent gain alot of their tanking power from shields. Most of their units gain have more shields than hull. And its not the fact phase missles bypass damaging sheilds. Im all ok with that. Its the fact it equates to 100's% increase in damage when you look at the numbers.

IMHO, just allowing phase missiles to affected by shield mitigation even while bypassing shields is the key to bringing them within a happy balance zone. After all mitigation still works when a unit has no shields, and I believe in the manual it says all ships have backup generators to keep that 'emergency mitigation shield going all the time'. That to most is a moot point though.

 

Anyhow, It will still put Advent at a disadvantage vs Vasari since bypassing their large shield, and hitting their weaker hull but if phase missiles are affected by migitation you will see a huge balance issue fixed.

 

Now if we could only fix the game turning into a end game 'I have more bombers' I win. Lowering bomber damage vs, everything execpt HC and structures. Another dream pipe idea is to limit SC range, I know I know....cue the SC lovers hate...but its the only unit that its basically free to replace. If you tied SC range around the Carrier you see a new (IMHO better) way to play. Carriers would have to 'join' a battle more or less. Instead of warp in, spam SC... SC die or destroy the world...then warp out. Never ever leaving the edge of grav well. 

 

If they had a range cap, someone couldnt warp in a carrier horde snipe your caps while they are across the grav well and then leave. You could have your LF intercept them since they are the 'counter' to them. Heck even set your own Carriers to intercept and allow you own SC to do their job while you Cap can kite out of range. I just find Carriers/SC are on a league of their own. No other unit can drink Rum, Coffee, Tea, whatever your poison is...while destroying the souls of everything you own. Heck LRF, at least have to fly and 'join the fight' and there is a 90% change they are gonna get shot back at.

Reply #342 Top

Do I see -Ue_Carbon asking for a buff (in a backhanded way) for the Advent? 8C

I do agree with Carbon on the SC issue. Carbon and I have discussed this at length and both of us agree that this would be the best option. On how to make it work, well us successful modders are still scratching our heads.

Reply #343 Top

IMHO, just allowing phase missiles to affected by shield mitigation even while bypassing shields is the key to bringing them within a happy balance zone

The problem is that ignoring mitigation is one of their primary benefits.  Take it away and phase missiles become completely worthless outside of late-game Vasari vs Advent.  Even then, it will only help against regeneration-based combos.

Most Advent units have about equal hull and shield.  However, because hull is affected by armor-based damage reduction, in practice they effectively have MORE hull durability than shield durabillity.  Because only 30% of phase missiles bypass at best, this means that unless a Progenitor is restoring those shields you will always clear the shields before you kill the target (exception granted if you're comboing with nanos).  The real power of PM's is their ability to ignore mitigation, and it's only late-game when Advent can get some absolutely ridiculous shield regeneration operational that you'll start seeing units dying with large quantities of shields left.

I've been thinking on this for the past few days, and I think the final shield upgrade for Advent (the one that offers +2/+2 mitigation) should also offer phase missile block chance.  At this point in the game, PM's are hitting Advent easily for twice as much damage as they are TEC, if not far more.  We'll never get late-game Advent in-line against both factions under these circumstances, so making this upgrade effective in all matchups by making it reduce PM effectiveness would be a good idea.  The fact that you'd need to max out your shield upgrade line to get PM resistance should keep this from affecting all but the most late-game battles.

 

Now if we could only fix the game turning into a end game 'I have more bombers' I win. Lowering bomber damage vs, everything execpt HC and structure

I think the best place to start would be a fighter buff.  Right now, the longevity of fighters against flak versus the longevity of bombers and against fighters leaves much to be desired, quickly devolving any fleet battle into flaks vs bombers.  Beyond that, bombers have an initial "shock value" where they blast several units (and sometimes capitals) on their first few runs.  We basically need to rely on "protection" abilities like jam weapons, TK push, and flak burst to survive these (poor, poor TEC).

The biggest issue I have with a blanket nerf, though, is that carriers are quite weak early game.  They are easily run down by just about any unit and slaughtered, which is why you primarily see carrier capital ships that are faster and harder to kill.  What we need is a change that makes carriers less dominant late-game but more reasonable early-game.

Reply #344 Top

Beyond that, bombers have an initial "shock value" where they blast several units (and sometimes capitals) on their first few runs.

 

Well that my only issue honestly with bombers. Thats why I wish they had a tether to their parent Carrier. You could move those high target Caps out of range much like you can do just about any other unit.

I find Fighters do fine, until you get mass numbers of bombers. Then its a targeting issue, all your fighters shooting 1 bomber squad at a time.

 

I dont mind the power of SC if we attach a range. Its the simple fact they can warp in...nuke whatever then warp out...and all the attacker could of lost is antimatter.

The damage reductions would be icing on the cake. I much rather have the option to safely keep high priority targets out of SC range. I know we have abilities but again no other unit can do what SC can and I think thats not right. Even LRF have to put themself in danger to fight.

Reply #345 Top
i could get onboard with that. anyone want to throw together a test mod?
Reply #346 Top

I dont think we can tether SC. I could be wrong but I dont see a way currently tie them together. Otherwise I would of done this along time ago for DS.

Reply #347 Top

Could you maybe make them extremely easy to kill unless they were protected by an extended shield from the carriers? Not sure if its possible but might almost do what you want.

I was going to add upgradeable flak points to all structures in my mod.

Reply #348 Top

Quoting Darvin3, reply 343


I've been thinking on this for the past few days, and I think the final shield upgrade for Advent (the one that offers +2/+2 mitigation) should also offer phase missile block chance.  At this point in the game, PM's are hitting Advent easily for twice as much damage as they are TEC, if not far more.  We'll never get late-game Advent in-line against both factions under these circumstances, so making this upgrade effective in all matchups by making it reduce PM effectiveness would be a good idea.  The fact that you'd need to max out your shield upgrade line to get PM resistance should keep this from affecting all but the most late-game battles.

Actually I wonder if it would be viable to give the Domina's perseverance a large phase missile block chance? That wouldn't require changing the engine (I don't think phase missile block is a research modifier), could give the domina a use (need at least 1 per capital ship) and gives the player a tool to prevent those obscene damage modifiers to their most important ships.

Reply #349 Top

Well, my thinking was that rather then try and tether them down, make strike craft when destroyed send damage to their host ship.  This way the carrier is still taking damage every time it's craft is taken out.  When it's got none fielded, have passive regeneration disabled.  Eventually, the carrier will either pop itself, or become damaged enough that a small group of ships can be pulled from the main battle and get rid of the carriers.

It's not going to prevent the bomber rush right away, just like in real life you wouldn't be able to prevent that, but it'll make a player not just use them with reckless abandon.  In some situations it would be better to keep the craft in their hangers....

 

Just an outside of the box thought...

Reply #350 Top

Quoting Havok_357, reply 337
Also, remember phase missiles take some time to research. The other weapon upgrades for the vasari capital ships appear later on in the research tree; while Advent have their laser and beam upgrades for caps early on. Phase missiles is all that the vasari caps have, to start with...

This is not quite true... Phase missiles are way cheaper and faster to research for the benefits they give than the Advent weapons upgrades : First, most Advent caps have their damage divided between laser, beam, and plasma. So if you want to completely upgrade their weapons, you have to research the three. Lasers are cheap, I agree. Plasma is a bit more expensive, and also a bit more expensive than phase missiles. Beams, the thing you generally want to upgrade when you have illums and bombers, start on tier 3, while phase missile tech starts on tier 1, which make beams far more expensive...

With one upgrade sequence you upgrade assaillants, fighters and bombers...

I didn't think these missiles were so powerful before I read the post from Pbhead about them. Also, the simple fact that fully upgraded phase missiles make vasari fighters better than heavy cruisers at taking out cap ships is just... Plain wrong... Why build enforcers then ?...

However, as you and Darvin said, if you remove the shield mitigation bypass, they become totally useless (exception for taking out guardians probably), unless you change shield negation chance to 60 or 70%... I personally favor a higher research cost, maybe tweaking the order, get damage increase first, then shield negation, or a more combined path, getting damage and negation at each step, I don't know...

Concerning bombers, the fact that flak is not very good at taking them out is a bit counter-intuitive to me... In real life, flaks are way more effective against bombers than they are against fighters, because bombers are slower, less manoeuverable, thus easier to track... It's a game, there's no problem to me about that, but maybe a combination of increasing fighter durability, flak efficiency against bombers, lowering bomber efficiency against what they're not meant to take down would be enough, and would bring more heavies into battle... I don't really know what I think about the tether idea, it would be a big change...