Sins of a Solar Empire: Entrenchment v1.02 Change Log

Coming soon...

Coming later this week to Impulse is version 1.02 of Sins of a Solar Empire: Entrenchment. Here's the list of changes for the next update:

WARNING: This update may invalidate existing save games!

Gameplay / Balance -

  • Added a new "Entrenchment - ReadMe.txt" to teach the basics of Entrenchment and provide links to more detailed online information.
  • Fixed incorrect level parameters for Meteor Control upgrade for Advent star base.
  • Fleet supply used by ships queued for construction from an Argonev star base in orbit around neutral or enemy planets is now properly accounted for.
  • Mine detection ranges increased from 4000 to 5000 for all race's scout frigates.
  • Weapon ranges of scout frigates increased to match mine detection range.
  • Advent Homing Mines:
    • Target acquisition range reduced from 5500 to 4500.
    • Can no longer acquire structures and starbases as targets (though their area of effect damage will still damage them).
  • Fix for Auxiliary Government upgrade not working as intended.
  • Mass Disorientation max number of levels fixed.
  • Advent structures now have a max shield mitigation of 60% when under the effects of Shield Bestowal.
  • Immobile starbases rotate to face away from planet rather than toward it.
  • More robust fix for AOE shield and hull restore autocast.
  • Fixed starbase jiggles.
  • Fixed neutral siege ships from not bombing planet.
  • Fixed multi targetters from not grabbing new targets once a single target was acquired and new ones were brought in afterwards.
  • Players are now informed when AI players decide to surrender.
  • AI surrendering conditions tweaked.
  • Fixed ships from sometimes being able to fire when they are disabled by various means.
  • Fixed hangar bays from being able to fire at strike craft when not fully constructed.
  • Armistice now affects mines.
  • Fix for improper phase destabilization stacking.

Graphics & Effects -

  • Fix for Marza effects not hitting the right side of planet.
  • Meteors now fall from sky instead of the walls and floor.
  • Reduced debris spawned when mines detonate.

User Interface / HUD -

  • Starbase select hotkey fixed.
  • The 16th capital ship is no longer cut off by '...' in the cap ship crews infocard unless the player has more than 16 caps (through modding, etc.).
  • Built TEC space mines show up in the module counts in the Tactical Structures action grid.
  • Auxiliary Government now always displays text on the infocard of the planet it is affecting.
  • Star base constructors now have bandbox priority over trade and refinery ships.

Modding -

  • GalaxyForge maps now have their own directory and are no longer reliant on the manifest system. Once created, these should be placed in the appropriate directory (e.g on XP C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge).
  • More interface checking to make buffs more robust for modding.

Misc. -

  • Fix potential crash with ability range querying by autocast conditions.
  • Recorded game playback no longer causes auto-saved game files to be generated.
  • Massive memory savings particularly for large games.
131,139 views 78 replies
Reply #1 Top

Wow. Thanks!!!! Fixed everything I found and about 25 things I didn't!

Reply #2 Top

awesome! but does it render existing mods obsolete(again)?

Reply #3 Top

Indeed a few speeling errors and od phrases like:

Fixed hangar bays from being to fire at strike craft when not fully constructed.

from beaing able to fire

and:

Meteors now fall from sky instead of the walls and floor.

Sky? walls? floors? in space? I think i do get the meanning of what is being said just some people will be comfused.

Reply #4 Top

Looking good, but the Advent mitigation thing is confusing. Beam turrets could get to 70% with culture/shield upgrades, does this mean they're now capped at 60%? Or just that all the other buildings now have a max mitigation of 60% (pre-research) because their max was 15% before?

Re: typos, Blair usually puts the change log together and he probably hasn't been getting that much sleep :P

Reply #5 Top

the fix to aux gov was long due. Thanks for that. And the last thing about memory optimizations looks yummy.

Reply #6 Top

The fix for multi-targetters is nice. If i queue targets for my starbase, i ended up focussing fire on a single target, not good as it forgot to fire on other targets even if it had idlling weapons, basically crippling my starbase firepower. I also modded several ships to use multiple targets but they suffered the same problem... Glad it will be fixed.

Reply #7 Top

Advent structures now have a max shield mitigation of 60% when under the effects of Shield Bestowal.

 

Whoa.  I noticed it was stuck at 15%, and thought it was done to prevent certain positions from being unbreakable.  I think I'll have to try Advent now.  Dang.

Reply #8 Top

starbase rotation? huh? what does this mean? rotation around planets? unlikely. but if it were just a graphical/ aesthetic issue it would be in that part ...

auxiliarly gov.: how does it work now? does it prevent the loss of the planet or rather enemy colonisation after the planet had been destroyed?

Reply #9 Top

Quoting Shadowhal, reply 8
starbase rotation? huh? what does this mean? rotation around planets? unlikely. but if it were just a graphical/ aesthetic issue it would be in that part ...

 

I think he's talking about which way the starbase rotates on it's own axis.  It's hard to say with the TEC which way is actually "front" on it as it's pretty symmetrical, but the advent SB has a definate front which is away from the spire thingy on it.  I wonder if this has been affecting the firing arcs of the weapons?

Reply #10 Top

What does Auxiliary Government do now? Is "as intended" what we thought it would do in beta (prevent the planet from being wiped out), or what it did (allow it to be wiped out but prevent it from being colonized by an enemy)?

Reply #11 Top

I wonder if this has been affecting the firing arcs of the weapons?

I'd say this is probably right. otherwise why change anything?

Reply #12 Top

They have simply replace

rotateToFacePlanetTRUE

by

rotateToFacePlanet FALSE

 

If you wish a starbase who always rotate on itself, simply add rotateConstantly True

 

And yes, it is in some way related to firing... usually, front bank are more powerfull... if the front bank of a starbase is oriented to a planet, that a ennemy is coming, the starbase will begin rotate for face the target and use the more powerfull weapons... it add some delay for the best firing solution... a rotateToFacePlanet FALSE allow the starbase to have his front bank oriented to the entry of the gravity wheel, meaning a more fast response for attack... little detail who can change a lot at the tactical level

Reply #13 Top

:)  Awesome!!

 

Reply #14 Top

Just out of curiosity then, does anyone know if their are front banks (i.e. more powerful etc) on the TEC SB?  I can visually tell where the front of the advent one is, but as for the TEC, it's pretty much a brick in space.

Reply #15 Top

at least for the vasari SB turning around actually means something when you have the frontal deflector shield researched.

as the turning really takes ages i appreciate the automatic movement if it works as intended ;)

Reply #16 Top

Quoting Thoumsin, reply 12
They have simply replace

rotateToFacePlanetTRUE

by

rotateToFacePlanet FALSE

 

If you wish a starbase who always rotate on itself, simply add rotateConstantly True

 

And yes, it is in some way related to firing... usually, front bank are more powerfull... if the front bank of a starbase is oriented to a planet, that a ennemy is coming, the starbase will begin rotate for face the target and use the more powerfull weapons... it add some delay for the best firing solution... a rotateToFacePlanet FALSE allow the starbase to have his front bank oriented to the entry of the gravity wheel, meaning a more fast response for attack... little detail who can change a lot at the tactical level

I doubt that, because according to the files, starbases have equal dmg on all sides. just dl the forge tools 3. there is a directory with reference data where you can look it all up. front, back, left, right all have the same values for all banks.

Reply #17 Top

Have check... it is not the weapons... but maybe it is related to some upgrade... if i good remember, one of the starbase have a upgrade related to "front shield"... with a starbase oriented to the planet, the front shield will have almost no use...

 

I have not yet have the time to explore all the file of the entrenchment version but i am sure that the change is not made without any reasons...

Reply #18 Top

Quoting Thoumsin, reply 17
Have check... it is not the weapons... but maybe it is related to some upgrade... if i good remember, one of the starbase have a upgrade related to "front shield"... with a starbase oriented to the planet, the front shield will have almost no use...

 

I have not yet have the time to explore all the file of the entrenchment version but i am sure that the change is not made without any reasons...

front shield would be the vasari, which was not meant (it read immobile and the vasari can move). don't think the others need any special direction to fire abilties, but I'm not sure.

Reply #19 Top

Quoting Tridus, reply 10
What does Auxiliary Government do now? Is "as intended" what we thought it would do in beta (prevent the planet from being wiped out), or what it did (allow it to be wiped out but prevent it from being colonized by an enemy)?

I was wondering the same thing, I hope it prevents planetary bombardment.

I am a little disapointed, I was really hoping they would drop the supply points for Siege Frigates from 14 to 12.

Reply #20 Top

Wait so they fixed mass disorients level up glitch, but did they fix Meteor Storms?

 

Reply #21 Top

That's what I assume by the patch line that references the Meteor Control ability :P

Fixed incorrect level parameters for Meteor Control upgrade for Advent star base.

Reply #22 Top

Quoting Shadowhal, reply 8
starbase rotation? huh? what does this mean? rotation around planets? unlikely. but if it were just a graphical/ aesthetic issue it would be in that part ...

It's just so that the TEC's starbase factory produces ships facing and closer to the edge of the gravity well.

Reply #23 Top

this seems good but i am enjoying the uzi sins plus mod right now for 101 and so id like to know if that mod will be affected/unplayable if i download this update

???????????

this is my second post im kind of bad at this kind of thing. thank you.

Reply #24 Top

This patch changes entities so mods will be affected. I don't know about unplayable, since they look like mostly stat changes they may still work, minus the benefit of the changes of course.

Reply #25 Top

Now I wonder if I should start another game or wait... or wait with upgrading.

 

Often we have savegame incompatibilities, but often they make no sense. Some updates have bug fixes rather than fundamental changes to game mechanics and unit stats. I would also appreciate some leeway, and do not really understand why ... actually every? update makes older savegames unuseable.