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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.

1,625,500 views 716 replies
Reply #676 Top

Is it a Dead Asteroid? Does it have a buff that reduces population? I've run across this sometimes, once it happened five games in a row before I got a good roid start.

Reply #677 Top

For the ones not seeing 1.019f Make sure you specify if you are running Trinity, or if you are running separate installs of Sins, Entrenchment, and Diplomacy. I was able to update to 1.019f using the separate installs, but not with Trinity.

Confirmed.. On two separate computers i tried to update using the separate installs of Sins, Entrenchment, and Diplomacy. Then with Trinity. On the separate install of Diplomacy it will update to 1.019f, but it will not update with Trinity. Trinity stays at 1.019e.

Reply #678 Top

Quoting Kitkun, reply 673

Quoting DavidFalcon, reply 671I noticed it has multiple "Mod" folders also... shouldn't it be deleting them? It's in case you have stuff you want in those folders.
 

You dont have to delete them, and yes it is just in case you have stuff in your mod folders.

What i do when i update is i delete the entire "Ironclad Games" folder in your appdata. Back up all of your mods, and stuff first. When you run for the first time after the update the game will make a new Ironclad Games" folder, and all subfolders. This is to insure that no old files from previous versions of the game are left behind to screw up the update.

Reply #679 Top

Using trinity here. Cant get 1.019f for it either. 

Reply #680 Top

I'm rather disapointed that comunal labour boosts only buiulding build time  :'( .

It does seem that auto casting for ships takes a little bit longer. Eventually they do auto cast but not asap.

Reply #681 Top

Was anyone able to log to ICO with f version???

Reply #682 Top

Quoting boshimi336, reply 676
Is it a Dead Asteroid? Does it have a buff that reduces population? I've run across this sometimes, once it happened five games in a row before I got a good roid start.

 

Failed to noticed the "Frequent Meteorites" buff that I got quite a few times in a row.  Thanks.

Reply #683 Top

Quoting Greg30007, reply 681
Was anyone able to log to ICO with f version???

 

It says i dont have the latest version.... is there any update after the f version?

 

Reply #684 Top

Quoting Daaaniel, reply 683

Quoting Greg30007, reply 681Was anyone able to log to ICO with f version???
 

It says i dont have the latest version.... is there any update after the f version?

 

Nope, just the typical problem that the f version has had.

Reply #685 Top

I hope we can get some attention from the Devs for us Trinity users. I have been trying to be pretty active with this beta and would like to play with the fixes.

Reply #686 Top

This should be fixed now, sorry everyone!   :'(

Reply #687 Top
Still cant login onto the Diplo Beta server. I have the expands version 1.19f(RC)
Reply #688 Top

Same here. Cannot log with f(RC) version.

 

Reply #689 Top

THanx Devs! My Trinity is now hotfixed!

Reply #690 Top

I am not too good with balance things, but here some notes on that from me too:

I have the impression that the trade port structures are in the very most cases the better choice of a logistic structure. even if resources are needed, it can make sense to build a trade port and then buy resources on the black market. maybe something could be done there to promote choice. after all, refineries are a more expensive structure and in some cases higher in the tech tree. oh, and do sth about resource focus. even I notice that it is not a very useful tech.

I think it could be nice to introduce some ways to improve mines over the game duration. all ships hp, shields and dmg increase. mines stay the same all the game once you research them. maybe a tech for increased dmg, blast radiums, activation radius, number of mines or such would be nice.

more if I learn more.

So far I had no problems with the patch beta, technical or otherwise. also for me the ai bounty behavior is noticeably different. in a a nice way. :)

Reply #691 Top

Refineries can be tremendously profitable if you build them in the right spot.  They are meant to complement trade ports, not replace them as a choice.  You are correct about Resource Focus not usually being worth it.

Reply #692 Top

A simple cost reduction would put refineries in line I'd say...

Reply #693 Top

I've completed 1 game with this beta.  It was a 10 player, 1 star, FFA, with the AI players set to hard.

It played out pretty well, and I monitored my ram/cpu usage, and things seemed to work quite well.

 

However, I started a 10 player, 5 team, HUGE multistar game, with all AI set to UNFAIR, and the game ground to a standstill at about 2 hours into the game.  The CPU usage was fine at about 75% or so, but my FPS was 20 or so (playable) at 1x speed.

At 2x speed, the FPS was about 4 frames. (unplayable)  Basically a slideshow.

 

My system specs are:

Win764

P6T

i7 920@3.0GHz

6gb1333RAM

nVidia460GTX1gb Drivers: 260.99

SB X-Fi

 

It should be MUCH better with my system specs.  I wonder, though, if the poor FPS has something to do with the multi-star system...?

Reply #694 Top

Do you trim your empire tree or is everything auto pinned?

Reply #695 Top

hrm....I think I only have fleets and starbases on the tree.

Come to think of it, I never, ever, even use the empire tree.  I should just completely disable it.  Good tip.

 

Interestingly, it took more than 5 minutes to quit the game and get to the main menu.

I tried this a couple of times and it was just as long each time.

Reply #696 Top

A simple cost reduction would put refineries in line I'd say...

 

They cost more because of how much more profitable they can be when well placed around 10+ extractors.  A tradeport can only compete with them when the trade chain is very long ... like a 20+ chain.

Reply #697 Top

Quoting ReadyMan, reply 695
hrm....I think I only have fleets and starbases on the tree.

Come to think of it, I never, ever, even use the empire tree.  I should just completely disable it.  Good tip.

 

Interestingly, it took more than 5 minutes to quit the game and get to the main menu.

I tried this a couple of times and it was just as long each time.

 

Yeah I dont really use it much, But I found a long time ago this was my biggest sources of late game lag and low FPS.

I highly suggest everyone trim the empire tree as much as you can... I know some use it more than others...but reduce to as little as possible and you will see an improvement late game. It wont 100% fix the eventual slow down but it will give a heck of lot more time. It did for me at least.

Reply #698 Top
... Cykur could you pm me how to effectively use Refineries? I have a feeling that I have been doing it all wrong. :-P
Reply #699 Top

It's disappointing that there is no option to disable the tree entirely.  As far as I can see, the only things you can do is unpin all the options for the tree in the User Interface window, and minimize each planet/sb in the tree. That's it.

Am I missing something?

It helps save a few fps, but it's still a slideshow at 2x speed.

I dont recall having this problem with single star systems...maybe it's the added difficulty level of the AI, which means they'll have more trade routes and such....

 

Now would be a good time to request a toggle to disable the empire tree completely.  Yarlen, Can this be done?

Reply #700 Top

Does everyone play at 1x speed in these multistar 10 player games?