Yarlen Yarlen

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

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

Stardock Entertainment and Ironclad Games are very happy to present version 1.2 (final) to Sins of a Solar Empire: Trinity/Diplomacy customers.  This is a major update for the game that greatly improves the overall feel, balance and fun factor that will help lead us into the upcoming Sins of a Solar Empire: Rebellion.  Special thanks goes to everyone who helped test the beta versions of this update and provided feedback to us.  

Registered customers can update now via the Impulse client (http://www.impulsedriven.com).

 

Please note that v1.2 is not save game, replay or mod compatible with prior versions.

 


Version 1.2 Changes

 

[ 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. 


[ 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.
      • 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.
      • Pirate planet's base population has been boosted slightly (for increased income).
      • Fixed a memory access error in the Pirate mission system.
      • Pirate raid level escalation has been slowed down slightly for better overall progression.

 

    • 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.
        • Strikecraft destroyed by the Dunov's Magnetize ability now give XP as intended.
      • 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 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.)

 

    • 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.
        • Jarrasul capital ship's colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.
      • 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.
      • Missile Platform:
        • Disruptor Nanites ability now stacks correctly off missile defense platforms.
      • Orkulus:
        • Debris Vortex will now only activate when debris is in range of the effect.
        • Debris Vortex's second level will now unlock correctly.
        • 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.
      • 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 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.

 

[ 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.
  • Fixed some misspellings in various data files.
  • 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.
  • 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).
  • 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.
  • Various other minor tweaks.
  • Research screens should now properly show fleet supply numbers based on game options.
165,100 views 91 replies
Reply #51 Top

Not quite, the way the auto-casting works for planet sieging abilities is that they only trigger when the ship begins to auto-bomb a planet.  In general, the scripting for capital ships tells them to blast all combat capable enemy ships in orbit first(to include silly ships like colony frigates), then tactical structures in orbit.  Once those are taken care of the capital ships will auto-bomb the planet.  When they begin bombing they'll trigger any techs set to auto-cast.  E.g. a Marza Dreadnought will fire a missile at the planet, then trigger Raze Planet.  A Kortul Desolator will shoot a planet bombing beam, then drop a Siege Platform.  The Advent... Revelation IIRC, will use the 'Screamer' ability when it fires a bolt at the planet. Not to leave out the Evacuator and Drain Planet. 

 

Back to the Desolator, it will fire a beam at the planet when the auto-behaviors tell it to bomb, then move closer to the planet to drop the platform.  It will then bomb the planet side by side with any and all platforms that it deploys. 

 

When it comes to dealing with auto-cast abilities you have two approaches.  One, target abilities yourself.  This is the most preferred method if you have time to do it(remember that the QWERT keys are shortcuts for abilities).  The other, toggle auto-cast on and off as the situation dictates.  This can be preferable at times too.  For example, your Radiance is attacking an enemy Skirantra Carrier.  You know the Carrier needs 50 antimatter(with the new 1.2 version) to use Scramble Bombers.  When the enemy antimatter hits 40 you right click the Detonate Antimatter ability to auto-cast it. 

Reply #52 Top

That's pretty interesting , I didn't know the scripting of ships was so well made. Looks like it's made pretty well with some exception as you mentioned (that Ryat denied). I play SOASE sins (joke) it's out and I still learn a lot about it :blush: Definitely the most amazing Strategy game around.

And about mines? Would it run throuh them to deploy the platform as soon as the attack command is given?

Is it useful to micro-manage smaller ships abilities ? I can understand for the capital ships though.

I remapped QWERT to something else (since I'm playing on a laptop) but I should use more shortcuts because I hate my touchpad, lol.

Reply #53 Top

Quoting Souls-Stream, reply 52
Looks like it's made pretty well with some exception as you mentioned (that Ryat denied).

That is because the devs did not implement the AIUseTargetCondition for AntimatterExceedsAmount command for that ability. You can easily modify it if you wish.

Reply #54 Top

So I guess it's only a file we can open with a text editor and modify a line?

Why wasn't it implemented? Is it not working well, is it a memory eater or something else ?

Reply #55 Top

So I didn't see it mentioned... but I'm playing on Maelstrom against a bunch of AI's. I'm trying to sweep up Vasari Explosive Mines with the Advent Seeker Vessel... and it isn't working. It appears that the Seeker Vessel's "Detect Mines" autocast range was indeed increased to 6,000, however the actual revealing effectiveness range wasn't increased, so you have to manually micro the ships to minesweep. If you leave them idle, they'll close to within 6,000 meters, spamming Detect Mines but not actually revealing the mine.

Reply #56 Top

So I didn't see it mentioned... but I'm playing on Maelstrom against a bunch of AI's. I'm trying to sweep up Vasari Explosive Mines with the Advent Seeker Vessel... and it isn't working. It appears that the Seeker Vessel's "Detect Mines" autocast range was indeed increased to 6,000, however the actual revealing effectiveness range wasn't increased, so you have to manually micro the ships to minesweep. If you leave them idle, they'll close to within 6,000 meters, spamming Detect Mines but not actually revealing the mine.

You are correct. It appears there are still some problems with the last 1.2 release like this. The auto cast range is 6000 but the buff's reveal range is 5125 still is what I'm seeing.

There's another one too, but I'm having fun with it right now, maybe someone else will report it ;)

 

Reply #57 Top

The AI... doesn't respond to mine fields.  It will happily plow through a field of mines if that is the shortest path to its target.  Usually you sidestep this with a series of shift commands.  I.e. "move here first, stupid, then turn and bomb the planet."  Enabling a fleet while in that gravity well and assigning a series of orders to the flagship will ensure that all over ships don't have much opportunity to meander about and into a mine field. 

 

Scouts generally target mines first, since they have the ability to decloak them.  But on their own scouts take a long time to clear mines, even if you have 10 to 20 of them working on it.  The scripting for revealing mines isn't tweaked to differentiate when one scout is already targeting a mine.  This means all 20 might go for the same mine, then all stall out once the first one gets there, only to repeat the process for each mine.  To prevent this you have to manually spread them around the mine field so they can begin 'eating' it from the edges. 

 

  The developers mentioned bringing flak along and assigning to a mini-fleet with a scout as the flagship to force mine clearing duties(set to tight cohesion for best results).  But auto-join fleet behaviors are turned on by default for many ships, and this can cause its own headache. I'd have programmed a flag that would allow you to select whether or not ships could auto-join an existing fleet.  Call it CanJoinFleet or something, and put a putting on the fleet management tab.  That way you can turn it on or off to override the auto-join fleet behavior without wasting micro time on all of the ships that you make.  Then if you want to add more scouts or flak you can still do it manually, since only the auto-join behavior would look at the CanJoinFleet variable.  The scout/flak mini-fleet is still good a mop up though, say when you have a siege frigate finishing off a planet and your main force in the area has moved on.

Reply #58 Top

Well I'm aware of the tactics surrounding mines, my post was to point out that the range at scouts start attempting to reveal mines is actually larger than the range at which they reveal mines, so now in 1,2, if you leave a scout alone, it can not sweep a minefield by itself, it must be micro-managed to actually clear out the mines.

Reply #59 Top

Quoting Skippster, reply 58
Well I'm aware of the tactics surrounding mines, my post was to point out that the range at scouts start attempting to reveal mines is actually larger than the range at which they reveal mines, so now in 1,2, if you leave a scout alone, it can not sweep a minefield by itself, it must be micro-managed to actually clear out the mines.

 

And my post was in response to Souls-Stream:grin:

 

I guess I'll look at that range glitch.  If so, it is the old Desolator bug all over again. 

Reply #60 Top

Haha, not paying attention ftw. Sorry <_<.

 

But yeah, I already tossed together a mini-mod that fixed it. It's the self detection buff files out of Entrenchment that need mods, if anyone is curious.

Reply #61 Top

Quoting 1Tiberius1, reply 57
The AI... doesn't respond to mine fields.  It will happily plow through a field of mines if that is the shortest path to its target.  Usually you sidestep this with a series of shift commands.  I.e. "move here first, stupid, then turn and bomb the planet."  Enabling a fleet while in that gravity well and assigning a series of orders to the flagship will ensure that all over ships don't have much opportunity to meander about and into a mine field. 

 

Scouts generally target mines first, since they have the ability to decloak them.  But on their own scouts take a long time to clear mines, even if you have 10 to 20 of them working on it.  The scripting for revealing mines isn't tweaked to differentiate when one scout is already targeting a mine.  This means all 20 might go for the same mine, then all stall out once the first one gets there, only to repeat the process for each mine.  To prevent this you have to manually spread them around the mine field so they can begin 'eating' it from the edges. 

 

  The developers mentioned bringing flak along and assigning to a mini-fleet with a scout as the flagship to force mine clearing duties(set to tight cohesion for best results).  But auto-join fleet behaviors are turned on by default for many ships, and this can cause its own headache. I'd have programmed a flag that would allow you to select whether or not ships could auto-join an existing fleet.  Call it CanJoinFleet or something, and put a putting on the fleet management tab.  That way you can turn it on or off to override the auto-join fleet behavior without wasting micro time on all of the ships that you make.  Then if you want to add more scouts or flak you can still do it manually, since only the auto-join behavior would look at the CanJoinFleet variable.  The scout/flak mini-fleet is still good a mop up though, say when you have a siege frigate finishing off a planet and your main force in the area has moved on.

I laughed when you explained the shift key :grin:

So what I thought was right, if there is a minefield and the desolator just start bombing a planet, it will move towards the planet automatically, stupidely go through the mines, deploy the platform (eventually in the mines) and continue if it's still in one piece (doubtful) so micro-managing is still very important at that point (I guess Starcraft and C&C didn't teach me well AKA build 3000 tank, BLITZKRIEEEEEEG !!! ooh I won ! And who cares if there were some casualties?)

Ya, I noticed for the scouts, but it's not always easy because you would have to send the scout before or after or in the middle of the battle, before is a problem since there's 103.4% chance that the scout will be destroyed by other ships, platforms, defence and whatever can make him go boom.:waaaa:

Then you can send it after, but then again your stupid fleet might just start harvesting mines (it's the season, they're in full bloom and they look so ripe, how can you resist to pick one? :pout: :karma: ) while trying to move towards platforms and other ships.:waaaa:

Finally, you can send your scout in the middle of the fight, which is probably the most effective way to do it but you'll probably go crazy to micro-manage the battle, the skills of your capital ship(s), preventing your fleet going in the minefield and your scouts to destroy the mines... XD

Well, I just love mines but fighting against them is really hellish 8C

The mini-fleet can just be destroyed if there's a fleet stationning in the planet so it could end being a waste too, isn't it? Your mod Idea though, sounds totally great for that case :grin:

Reply #62 Top

I read better texture blah, blah, and I don't see new memory limit.  Is mem limit still 2GB or now 3, 4, 8, 32... what's the scoop?

Reply #63 Top

Quoting SemazRalan, reply 62
I read better texture blah, blah, and I don't see new memory limit.  Is mem limit still 2GB or now 3, 4, 8, 32... what's the scoop?

Total ram that the game can use: 2GB

They just reduced the max amount the game will use down to 1.3GB, which will give them and modders room to add more units, etc into the game.

 

 

Reply #64 Top

Quoting uaequals42, reply 63



Quoting SemazRalan,
reply 62
I read better texture blah, blah, and I don't see new memory limit.  Is mem limit still 2GB or now 3, 4, 8, 32... what's the scoop?


Total ram that the game can use: 2GB

They just reduced the max amount the game will use down to 1.3GB, which will give them and modders room to add more units, etc into the game.

 

 

 

I personally think thats a mistaken approach on how to use the memory.  most pcs these days have 4 gigs of ram.  they should alow the game to use that memory and not hinder it.  Im still getting laggy games after 3 plus hours.  doesnt feel like they fixed anything.  The game does feel smoother to start but after that 3 hours mark, nothing but pauses and pauses. 

Reply #65 Top

*eye roll*

have you bothered to pull up task manager and see exactly how much memory is being used in the gam at that 3 hour mark?  nuuuu. 

sins will NEVER use more than 2 gigs of ram, or be multithreaded and the devs HATE it when people remind them.

Reply #66 Top

I second that, the way it's been improved is amazing :grin:

Reply #67 Top

Quoting SemazRalan, reply 62
I read better texture blah, blah, and I don't see new memory limit.  Is mem limit still 2GB or now 3, 4, 8, 32... what's the scoop?

Its been made more efficient. Same result as if they increase the RAM limit, you can fit more stuff.

Reply #68 Top

Guys, 32-bit Operating Systems only allow you to allocate 2GB RAM total to a process. Sins is a 32-bit game, so there's nothing we can do about the process limit.  It's not like we can flip a switch and make it 64-bit. :P

Reply #69 Top

Quoting Yarlen, reply 68
It's not like we can flip a switch and make it 64-bit.

Yet according to the denizens of the 'net you can.

Reply #70 Top

Quoting Ryat, reply 69
Yet according to the denizens of the 'net you can.

According to the denizens of the internet? Would you really trust them on anything?

 

:fox:

Reply #71 Top

Quoting Kitkun, reply 70

Quoting Ryat, reply 69Yet according to the denizens of the 'net you can.
According to the denizens of the internet? Would you really trust them on anything?

 

Sorry about that

Quoting Ryat, reply 69

Quoting Yarlen, reply 68It's not like we can flip a switch and make it 64-bit.
[sarcasm] Yet according to the denizens of the 'net you can.[/sarcasm]

fixed it

Reply #72 Top

I'm actually happy they made game's memory usage more efficient.

I'm running a very old WinXP PC with 1 GB system memory and 1 GB video memory. I installed the DS mod a week or so ago, and have been pleasantly surprised that I'm able to play it with the nice effects.

 

Reply #73 Top

Is anyone else seeing a problem where mines can't be cleared?

 

This happened to me in almost every game since I put in 1.2, I throw a couple of cleanup scouts into a mined planet where the battle is over, and 20 minutes later I wonder why there are still mines, and I see the scouts all clustered around a mine, their mine detect ability is on auto, but nothing happens.

 

I try manually detecting mines and the mine detect fires but the mines remain cloaked/invulnerable.  Every once in a while, if I move off all the scouts somewhere else and send one back manually at the mines, I can uncloak one or two, and then it will hang again.  The rest of the game works great, it's just the mine clearing that doesn't happen.

 

I'm running Vista 64, no mods... after the 4th or 5th game where this happened I wondered what was going on.

Reply #74 Top

Its a known bug, just manually move your scouts closer to the mines and use the ability yourself and they should get "unstuck", for a bit at least. Fortunately the AI builds fewer mines so they aren't needed as much.

Reply #75 Top

i cant dl the patch:(

as soon as it reaches 98% it says "download verification checks failed - press resume to try again" but it still doesnt get past 98% even though i press on resume:( 

can some1 help me?