Sins of a Solar Empire: Rebellion v1.86 Released

Ironclad Games and Stardock Entertainment are pleased to announce the release of version 1.86 of Sins of a Solar Empire: Rebellion today. Today's update further optimizes the CPU and AI systems, while including several fixes for the Outlaw Sectors DLC. 

Change Log
  • Advent Reanimation and any other form of cloning will no longer clone Militia units. 
  • Truce Amongst Rogues is now with just the pirates - not rebels, neutrals or militia. 
  • Modders can now make use of the new ResearchModifierTypes "FriendlyWithPirates" and "FriendlyWithRebelNeutrals" in addition to the original "FriendlyWithPiratesRebelNeutrals".
  • Fixed smuggling data showing up when looking at crystal or metal tooltips. Smuggling only affects credits. 
  • NPC and Militia carriers now build their strikecraft squadrons. 
  • Militia will now spawn carriers. 
  • Militia no longer receive research benefits that are tied to weaponclass. This solves the problem of races who don't use the militia ship classes being at a research disadvantage. 
  • Mod users no longer need to move their mods to a new mod folder if the executable version changed unless the new game version breaks the previous version's mods. (e.g. 1.85 mods can stay in the Mods-Rebellion v1.85 folder even though this is game version 1.86). 
  • CPU optimizations in large battle situations, late game situations and mass militia situations.
  • Reduced memory usage (particularly during large battles). 
  • Reduced memory fragmentation (particularly during large battles). 
  • AI CPU and memory optimizations.
351,888 views 26 replies
Reply #1 Top

Thank you for the continued support :)

+1 Loading…
Reply #3 Top

Never fails to amaze me of your continued support of Sins. Goes to show why this game is so beloved!!! Thanks guys!!!

+1 Loading…
Reply #4 Top

Thanks for the update yarlen, can i make some requests for future patches, are we able to have a weapon limit increase and the ability to add shields to strikecraft if its not too time consuming. 

Anyway thanks for the update and i look forward to future patches.

 

Regards Vader

+1 Loading…
Reply #6 Top

I second having the ability to give shields to fighters.

Also, I know I've banged on about this a lot, but I'd really love it if you could remove the hardcode limit of one starbase in the mobile starbase effect and instead make starbases only blocked from jumping if the destination grav well already has the starbase limit reached (or enroute) 

+1 Loading…
Reply #7 Top
  • CPU optimizations in large battle situations, late game situations and mass militia situations.
  • Reduced memory usage (particularly during large battles). 
  • Reduced memory fragmentation (particularly during large battles). 
  • AI CPU and memory optimizations.

This is going to help us out so much. Can't articulate how much we love you guys for continuing support!

+2 Loading…
Reply #8 Top

Quoting Wintercross, reply 6

Also, I know I've banged on about this a lot, but I'd really love it if you could remove the hardcode limit of one starbase in the mobile starbase effect and instead make starbases only blocked from jumping if the destination grav well already has the starbase limit reached (or enroute) 

I'll have it done for the next update.

+3 Loading…
Reply #9 Top

I like these things that are happening

Reply #10 Top

I've been playing nothing but Sacrifice of Angels 2 mod.  Glad this release supports my favorite modders.

 

backs out of the room slowly...  *_* :borg:

Reply #11 Top

Just curious...

Was there a technical reason the PlayerXXX.entity file couldn't drive the Outlaw militia for player owned planets?

 

Reply #12 Top

Quoting Blair, reply 8
I'll have it done for the next update.

I'll revive an idea I threw when 1.85 dropped...

Quoting Lavo_2, reply 22

A second request would be to have RuinPlanet buffInstantActionType be changed to one similar to ClearRecordedDamage and ChangePlayerIndexToNeutral. Here is an example of the existing AbilityRuinPlanet modified for such a change. The current version, while adding a function that was previously not possible, is nevertheless fairly limiting, as it can only be used in Ability files and not in Buff files.

+1 Loading…
Reply #13 Top

Thank you for the update!

Reply #14 Top

Can we make the advent Progenitor Mothership icon be upright as we rotate around the model, looks so derpy upside down. 

+1 Loading…
Reply #15 Top

Quoting Blair, reply 8


Quoting Wintercross,

Also, I know I've banged on about this a lot, but I'd really love it if you could remove the hardcode limit of one starbase in the mobile starbase effect and instead make starbases only blocked from jumping if the destination grav well already has the starbase limit reached (or enroute) 



I'll have it done for the next update.



=O

Seriously!? THIS IS AMAZING THANKYOU!!!!
This means I can experiment with going back to my original mod plans of having capital ships as starbases with upgrades and stuff >=D 

Reply #16 Top

Quoting upsurper, reply 14

Can we make the advent Progenitor Mothership icon be upright as we rotate around the model, looks so derpy upside down. 


Would be cool to have a setting in the entity file to make icons static or directional, like structures compared to ships atm.
I'd personally like to have all the icons like the structure type 

Reply #17 Top

I know I might be pushing my luck a bit... but is there any chance we could get the option to make Starbases use supply points? Just a hopeful wish =P

Reply #19 Top

SOOOO thats why SB-ferdie was playing Vasari today instead of TEC rebels. LOOOOOL. 

 

 

Reply #20 Top

Hello, please fix the AI, it sometimes creates a list of unavailable researches due to lack of research stations that halts its development, as it can't construct new stations.

Colonization and relationship researches lead to such problem.

Thanks

Reply #21 Top

Wow, great news. CPU optimization is always good. Utilize SSE4.1, unroll some loops, Convert data layout from AoS to SoA: all good stuff.

 

Seriously though, I'm glad SoaSE continues to get support. Keep up the good work!

Reply #22 Top

Another Comment Mr Fraser,

Any chance to get the hole in the Eradica fixed. 

 

Reply #23 Top

Thank you for the continued updates :)

Although is there a way I can reverse it? I would gladly trade optimization for the old TAR.

 

-edit- Looking through some searches, seems that it may be impossible to reverse the update. Looks like the end of sins for me then :/ rip

Reply #24 Top

Quoting hellvor, reply 23

Thank you for the continued updates :)

Although is there a way I can reverse it? I would gladly trade optimization for the old TAR.

 

-edit- Looking through some searches, seems that it may be impossible to reverse the update. Looks like the end of sins for me then :/ rip

It's easily moddable since they left the original modifier in place.

Reply #25 Top

Quoting ZombiesRus5, reply 24


Quoting hellvor,

Thank you for the continued updates :)

Although is there a way I can reverse it? I would gladly trade optimization for the old TAR.

 

-edit- Looking through some searches, seems that it may be impossible to reverse the update. Looks like the end of sins for me then :/ rip



It's easily moddable since they left the original modifier in place.



Yeah, they've been good to us modders by often leaving in stuff even if it isn't used by the vanilla game anymore.