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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.

1,625,648 views 716 replies
Reply #151 Top

on the kostura i think it still has its uses except it is no longer OP

use it to bypass a chokepoint

use it to cancel out abilities like phasic trap to help take a chokepoint

the fact that the kostura requires no prereqs makes it so much easier to build it shouldnt be a game ender

novas were pretty useless before. a starbase would cancel out a nova, using nova against eco player did nothing as 80% of income was coming from trade anyhow

the advent cannon now needs a buff to give all 3 races a viable super weapon

Reply #152 Top

Quoting Derek06, reply 151
on the kostura i think it still has its uses except it is no longer OP

use it to bypass a chokepoint

use it to cancel out abilities like phasic trap to help take a chokepoint

the fact that the kostura requires no prereqs makes it so much easier to build it shouldnt be a game ender

novas were pretty useless before. a starbase would cancel out a nova, using nova against eco player did nothing as 80% of income was coming from trade anyhow

the advent cannon now needs a buff to give all 3 races a viable super weapon

 

Stop spreading defectism.

To get to enymy back and baypass chock u can use wormhole and to disable phasic traps u use subverters. 99x cheaper, almost same effective and u dont need 8 labs to do it.

Kosturs got castrated.

All hail the tec king  , let the spamming era begin

Reply #153 Top

ANTI MEDIUM damage should be significantly less effective vs caps, even reduction to 25% damage (from 75%) is not an overnerf. LRFs are too versatile and there is no good reason to allow these units to hardcounter Caps...

Reply #154 Top

Quoting Qu4r, reply 152

Quoting Derek06, reply 151on the kostura i think it still has its uses except it is no longer OP

use it to bypass a chokepoint

use it to cancel out abilities like phasic trap to help take a chokepoint

the fact that the kostura requires no prereqs makes it so much easier to build it shouldnt be a game ender

novas were pretty useless before. a starbase would cancel out a nova, using nova against eco player did nothing as 80% of income was coming from trade anyhow

the advent cannon now needs a buff to give all 3 races a viable super weapon
 

Stop spreading defectism.

To get to enymy back and baypass chock u can use wormhole and to disable phasic traps u use subverters. 99x cheaper, almost same effective and u dont need 8 labs to do it.

Kosturs got castrated.

All hail the tec king  , let the spamming era begin

We were already in a spamming era, at worse we switched from one spam to another slightly harder to research spam and to a faction that needed a late game win strategy more than any other. On paper, I've got to agree with Derek.

Also, I belief the 100% reduced trade income is just cutting trade half, not stopping all trade altogether. So I don't think it will disrupt trade chains.

Reply #155 Top

 

Rant ahead!!!

 

TL;DR= Quit crying Superweapons are fine the way they are. Talk about SC Op'edness instead.

 

 

 

 

 

Oh quit crying, you bunch of babies.

The Novalith should of been this way from the get go. Period. Its a good think its finally got some love.

As for the Deliverance, am the only one who see its potential?

Ok sure its not good at any one thing, but its by far the most useful. Why you ask? Well culture does alot. More that most of you singlemined-ICO-5v5-PUG-smurf loving-blah-blah-blah will give it credit. Now that If gotten that off my chest.

Culture grants bonuses depending on faction, we all know that...wasnt it just a few post ago yall were bitching about hoskio with unlimited AM. Well use the Deliverance. Boom no more Culture bonus, hey btw your fleet now get is culture bonus as it goes around rape churches and burning women. OH! dont forget you get additional damage bonus b/c of the Deliverance.

Its pure synergy which in its current form is pure Advent. It fits perfect with their battleball of doom mentality.

 

 

Ok now the new Kostura...its still great. And again it now fits more with the Vasair Theme. Mobility. Nothing says Rawr Im Vasair as Kostura dropping fleets and SB's behind enemy lines. End story. Besides, you can still spam chain them like yall like too do. They still damage and stun structures....hell you could chain and nuke that chokepoint full of hangers and repair bays...again if your fleet is there...massive help. I could go on but others have said the same things before.

 

Come on kids, about time you Grizzled Pros start thinking outside your box. 

 

Now if you wanna talk about true OP'ed stuff. Talk about SC. Or more specific Bomber spam....

 

/rant:annoyed: >:(

Reply #156 Top

If you're going to nerf the Kostura (why?), the Skirantra (I can see it), and the Subverter (that one hasn't been nerfed enough yet, really now?)... can you kindly PLEASE buff the Antorak Marauder? Make it a little more powerful offensively or something. As it stands there is absolutely no reason to ever start off with a Marauder, in fact, it's mostly only useful as part of a large already well developed fleet w/ multiple cap ships already included - or as part of a pack of Marauders meant for some rear-area raiding.

I would just like to have a reason to make my favorite cap ship before I've made 4 or 5 others and a handful of upgraded star-bases. The Phase-Out-Hull ability is very micro intensive (just noting, not knocking, although another 2 seconds of duration would be much loved), and the Subversion ability is very lack-lustre. Distort Gravity is very, very nice - however - can you please remove the -900% (or -700%?) debuff on spooling up the phase drive from rank 1? There's really no reason for that penalty.

Honestly... If I'm going to have a Marauder in grav-well - it's going to be w/ a conquering fleet 9 times out of 10, and using the Subversion ability is wasted anti-matter because the world will be destroyed and recolonized momentarily. It's only useful to strike behind the lines when you have several Marauders crowd-controlling the various things coming to destroy them and then getting the **** out ASAP, because if you don't - you'll be space dust in seconds (fragile ships, they are).

Moar MaRAWRder preez!

-Itharus

 

Edit: Thank you for the buffs to Phase Missile Swarm, the extra targets were sorely needed. Now if you would kindly make the Phase Missile Swarm actually use Phase Missiles so that the damage has a chance of bypassing shields I would be ecstatic.

Reply #157 Top

The 700% thing with Distort Gravity is a buff not a debuff. It allows the ships to get out faster. After all, the gravity has been lessened to help with the speed. At least that is how I read the coding.

Reply #158 Top

I have been playing the new beta since it came out. I have noticed that I still have issues with the game towards the end of a match. Towards the end of a match, my frames per second drop. I start the game at sixty frames a second. At the end of the game, I get eight to ten frames a second. What gives? My specs are as followed:

AMD PhenomII Quad Core Processor

ATI 4890 Graphics Card

6 GB Patriot RAM at 800mhz

1TB Toshiba Deskstar HDD

 

I also noticed that the pirates are now very underpowered. I know that not many people even play with the pirates on, as for me, I usually play as the TEC and use my strong economy to pay the pirates off to attack other players as a tactic. I notice that the fleet size of the pirates are alot smaller in the beta. Most people I have played with that dont enjoy the pirates active just turn off the option. I know I am only one person but it just makes sense to me to leave the pirates(fleet size) alone.

Reply #159 Top

Quoting Itharus, reply 156
As it stands there is absolutely no reason to ever start off with a Marauder

IMO I don't think all capitalships need to be balanced so they can be good starting capital ships, but the ones that don't start off strong should be good later game. So yes, the Marauder still needs lots of help.

I'm pretty happy with the Vulkoras, the things were already awesome rush ships, and now it can hold its own a little better in other situations. The thing is phase missile swarm either has to all go through shields or none at all, it can't be tied to your phase missile research. So perhaps a slight damage reduction for shield penetration would be nice to make it better sense lore wise.

Quoting AjHayden, reply 158

I also noticed that the pirates are now very underpowered. I know that not many people even play with the pirates on, as for me, I usually play as the TEC and use my strong economy to pay the pirates off to attack other players as a tactic. I notice that the fleet size of the pirates are alot smaller in the beta. Most people I have played with that dont enjoy the pirates active just turn off the option. I know I am only one person but it just makes sense to me to leave the pirates(fleet size) alone.

Well ignoring the fact that pirates way to powerful last patch, how much bounty were the raids? They won't send large fleets unless there is a sizeable bounty to go after. So wait until the raids get severe and put 10,000 credits on someone just for kicks and see if that pirate fleet is still to small for you.

Reply #160 Top

Thanks for the fast reply. I should of been more specific and you have my apologies. I am talking about when you offer the pirates missions. With the patch I notice that you can only spend 15,000 credits. At 15,000 credits it is labeled as "overwelming" but I notice that the pirate fleet size is very small compared to the previous version.

Reply #161 Top

well, the novalith thing is something we can certainly easilly test.

As far as balance goes... kostra's should be the weakest superweapon, simply due to the fact that they have zero prereqs.

Your not going to see fleets of 100% hoshikos... (like we do with lrms) I mean, come on.  such a fleet would have almost no weapon firepower.  A 100% hoho fleet would have less firepower than a 100% capital ship fleet.... and more expensive. (12.5 hohos (50 fleet supply) would cost 4375cr,375m,625c

If you have a reasonable quantiy of hoshikos... well, if you remember that counters chart that was posted by the devs, they are supposed to be able to counter heavy cruisers.  Before, they never really quite fufilled this role... now it might be possible.  It would take 6.67 supply worth of hohos to permently keep down any single ship, (based on default antimatter regen).  So, it would take 1.67 times the number of enemy heavy cruisers to keep them all down, with no antimatter regen extra for repairs.... which, while takes less fleet supply, is once again, very expensive.

Hell, if you really wanted to overwelm a hoho/lrm fleet, tec or advent scouts would provive far too many targets, and drain the hoho's am reserves incredibly quickly.  (vas scouts just kinda suck at fighting)

Hoho's dont effect carrier cruisers (as far as dps), caps, or starbases... an enemy of hoho's and kodiaks is a PERFECT excuse to bring out the bomber spam.... and hoho and lrms... well, carriers filled with fighters already beat equal fleet supplies of lrms, so... piece of cake till the flack frigs come out.

hoho's and guardas?  light frigs!  not only do they get niiice damage bonuses vs heavy armor, they also have hoho neutralizing abilities.

Unlike subjugators, hoho's dont affect abilites, or phase jumping or carrier cruisers, In addition, suppression uses less antimater, lasts longer, has twice the range...  yall complain about hohos now...? wait till you get your wish and get domina's with needtoface turned off. HA.

Seriously... do i need to learn how to play advent and show you what the domina can do?  put some dominas next to a antimatter restoring structure, and notice how they are just as, or more effective at disabling heavies and carriers as hohos.

The only thing hoho's got is the lack of chanelling required, and hence the ablility to waste all thier antimatter at once.  If you gave the Domina's repair ability decent AI targetting parameters (take a look at it...'disableimmune',

aiUseTime "OnlyInCombat"
aiUseTargetCondition "Any"

 Which... is why they use it quite stupidly, combined with the long cool down means that if they do use it stupidly, you cant fix it for quite a bit.... If you adjust this, i believe you will find that suddenly, they are quite good. (disable immune even restores more hull points/antimatter than repair droids... and has more range.

You got that? the only problem with domina's is their autocasting...  give them decent autocasting (which, prolly requires some coding on the dev's part...  something like " aiUseTargetCondition "IsWeaponDisabled""  or, something that wont require coding: aiUseTargetCondition "HullDamageExceedsAmount"...  what would be best would be something like:

 "IsWeaponDisabledOrHullDamageExceedsAmount"

If you use a domina on say... one of your many capital ships with channeling abilities... you dont have to worry about ionbolt, disruptive strikes, magnatize, so on and so forth...

Have you all even TRIED using the domina in multiplayer since the patch?

Reply #162 Top

Quoting Ryat, reply 157
The 700% thing with Distort Gravity is a buff not a debuff. It allows the ships to get out faster. After all, the gravity has been lessened to help with the speed. At least that is how I read the coding.

 

This is why all your planets in Distant stars had the opposite effect from the intended effect for the llooooongest time. You read coding backward.

Reply #163 Top

Quoting Itharus, reply 156
If you're going to nerf the Kostura (why?), the Skirantra (I can see it), and the Subverter (that one hasn't been nerfed enough yet, really now?)... can you kindly PLEASE buff the Antorak Marauder? Make it a little more powerful offensively or something. As it stands there is absolutely no reason to ever start off with a Marauder, in fact, it's mostly only useful as part of a large already well developed fleet w/ multiple cap ships already included - or as part of a pack of Marauders meant for some rear-area raiding.

I would just like to have a reason to make my favorite cap ship before I've made 4 or 5 others and a handful of upgraded star-bases. The Phase-Out-Hull ability is very micro intensive (just noting, not knocking, although another 2 seconds of duration would be much loved), and the Subversion ability is very lack-lustre. Distort Gravity is very, very nice - however - can you please remove the -900% (or -700%?) debuff on spooling up the phase drive from rank 1? There's really no reason for that penalty.

Honestly... If I'm going to have a Marauder in grav-well - it's going to be w/ a conquering fleet 9 times out of 10, and using the Subversion ability is wasted anti-matter because the world will be destroyed and recolonized momentarily. It's only useful to strike behind the lines when you have several Marauders crowd-controlling the various things coming to destroy them and then getting the **** out ASAP, because if you don't - you'll be space dust in seconds (fragile ships, they are).

Moar MaRAWRder preez!

-Itharus

 

Maurader doesnt need a buff, imho.  It is my fav cap ship too, and only because everyone else thinks its absolutely worthless.  Ya, so subversion is useless,.. but phase out hull and distort gravity are amazing.

The only problem with distort gravity, is that if you miss a single ship, well, the fleet only goes as fast as the slowest ship... but I have had mauauders going sooo fast, it was practicly able to stay out of bomber weapon's range. (I uasually have a kortul tag along with my maruader so that when distort gravity expires, i can cast jamweapons)

Just yesturday, in multiplayer, I had a lv 8 maurader, It was beautiful.  Ill be honest, it wasnt my first capital ship... it was my second, but i only built it after my first cap ship had died.

I absolutly love the maruader because 1. everyone is like LOLOL marauder, and doesnt really bother to kill it, and 2. when they deside to run, I spring onto action, I am then like LOLOL your cap is dead! ha!

Seriously, the maruader is the best capital ship killer in the game... and also makes a mighty fine capital ship savior.  I mean, at max phase out hull, you can keep at least 2 enemy capital ships from retreating, or one enemy ship from running, and one of your capital ships alive.

Reply #164 Top

Im liking the changes made so far to Sins. I think the Vasari Desolator  phase missle swarm should do 5/10/15 damage, and the swarm should actually be phase missles as indicated. Also, i keep crashing when using the Jarrasul Evacuator.

Thank you

Reply #165 Top

Quoting Pbhead, reply 162

Quoting Ryat, reply 157The 700% thing with Distort Gravity is a buff not a debuff. It allows the ships to get out faster. After all, the gravity has been lessened to help with the speed. At least that is how I read the coding.

 

This is why all your planets in Distant stars had the opposite effect from the intended effect for the llooooongest time. You read coding backward.

That was Carbon's mistake. He keeps misunderstanding.

As far as the Distort Gravity, it posts the 700% in green while the Phase inhibitor posts it in Red. So which is which.

Reply #166 Top

Quoting Havok_357, reply 164
Also, i keep crashing when using the Jarrasul Evacuator.

Thank you

Known issue. I believe ZombieRus5 posted up a quick fix a few posts back.

Reply #167 Top

Just opened up diplomacy, and I am sorry, I am quite mistaken.

You dont read coding backward.

You are color blind. :thumbsup:

 

edit: that said, the jump inhibition immunity means that, while there is a 700% charge debuff, the marauder ignores it.

Reply #168 Top

At rank one I swear it says that Distort Gravity makes the jump drive spool up more slowly @_@. Rank two and up the ability is drool worthy (that debuff is off the tooltip), although like Pb said, if you miss a single ship... it can be pretty retarded.

I never meant to imply that Marauders are useless - far from it. I just feel they need a bit more testosterone, mainly in Subversion being useful and perhaps a touch of something more offense oriented, be it damage or ability related.

I see your point Goa... the all or nothing bit for PMS (lol @ acronym)... In that case, my vote is for raising the target cap even further to offset the lack of phasing.

I would like to point out (correct me if I'm wrong) that the Assault Specialization ability seems to also increase damage vs Star Bases and was already a damned nice boost. Two L6+ Vulkoras w/ that ability and the draining beam can rapidly rape most star bases. Not that I'm complaining, just making a note.

-Itharus

Reply #169 Top

I may have misread the files/game notes. Will check again later.

Reply #170 Top

Being a colour blind gamer is a pain in the rear end, I can attest.  You learn tricks to get around it, but telling at a glance between a green number and a red number is never easy for us.  That said, Sins isn't the worst offender since there is an intensity difference between the red and green text, which helps contrast them.

Reply #171 Top

I think my issue is that I never really paid attention to the first level. I usually go for the training aspect (especially in Distant Stars which allows for 6 levels of training) and so never really "saw" the first level. Hence I never dealt with level 1 Distort Gravity.

Reply #172 Top

I found another bug!  well me and derek.

The novalith's trade income reduction does indeed stack, even though the dev notes say they are not supposed to.

Derek and i managed to get it to -1200% trade reduction.

soez...  2 for me! ^^

Reply #173 Top

Yeah, it's set to -1 (infinite) in the buff file.

 

:fox:

Reply #174 Top

Which... is why they use it quite stupidly, combined with the long cool down means that if they do use it stupidly, you cant fix it for quite a bit.... If you adjust this, i believe you will find that suddenly, they are quite good. (disable immune even restores more hull points/antimatter than repair droids... and has more range.

You got that? the only problem with domina's is their autocasting... give them decent autocasting (which, prolly requires some coding on the dev's part... something like " aiUseTargetCondition "IsWeaponDisabled"" or, something that wont require coding: aiUseTargetCondition "HullDamageExceedsAmount"... what would be best would be something like:

"IsWeaponDisabledOrHullDamageExceedsAmount"

If you use a domina on say... one of your many capital ships with channeling abilities... you dont have to worry about ionbolt, disruptive strikes, magnatize, so on and so forth...

Have you all even TRIED using the domina in multiplayer since the patch?

I would tend to agree that the main problem with domina's is their autocasting. Changing the targetting conditions would help but unfortunately the Domina still act like synchronized swimmers and tend to target the same ship. Case in point: the Domina's suppression ability has a target condition of IsNotWeaponDisabled. The Domina's using their targetting logic tend to lock in on the same ship, usually a heavy like a flak frigate, to suppress. Why? the Dominas don't know other Dominas have targetted the same frigate which ends up having multiple ships locking down the same object waisting AM and utility.

The main problem in my opinion is with the game mechanic currently implemented around channeled abilities that target a single ship or structure. If the channeled ability is required from a lore perspective then it would be nice if the ApplyTargettedBuffToSelf could disclude targets that already have sub-buff applied for the ability (up to stacking limit), similar to how non-channeled abilities like repair bays work. Personally, I think channeled abilities that target a single object should be fixed or replaced with adjusted non-channeled abilities. I'd rather have a more functional autocast then the cool channeled particle effects.

As it stands now a fair amount of micro is needed to make Domina's function well. A good ship, but falls short for a tier-5 and 6 requirement when you factor in the amount of micro needed to justify the fleet supply. On the flip side Hoshiko's and Overseer's work perfectly for mobile repair and require very minimal micro.

Reply #175 Top

Quoting Pbhead, reply 172
I found another bug!  well me and derek.

The novalith's trade income reduction does indeed stack, even though the dev notes say they are not supposed to.

Derek and i managed to get it to -1200% trade reduction.

soez...  2 for me! ^^

 

should start a new thread for this

are you gonna post the replay ?

mention also that the reductions last FOREVER lol