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

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.
131,143 views 78 replies
Reply #51 Top

Help

I have been playing Entrenchment and enjoying the additions it brings, I have seen the update but when I go to download it I get an error message saying that I have entered the wrong serial number or e-mail address.

The Email addy has been checked and ok, the serial number was automatically issued on download, Has anyone else come accross this, and how do I rectify it.

Thanks

Reply #52 Top

Are you sure you're logged in with the same e-mail addy that has it registered? If you are, you'd have to contact [email protected] so they can see what's up.

Reply #53 Top

Hi, yeah same e-mail addy - I have already sent e-mail, hopefully I will get a response as now I cannot even play the game

Reply #54 Top

As an update to anyone who is interested, last night I had played a 3 vs 7 insane AI comp stomp on an 80 planet map with two of my buddies. 3 hours into the game, the previous memory issues were nearly nonexistant, the game was playing smoothly save for a few times when the AI felt like throwing 4 massive fleets into our star's gravity well all at once. Id say the memory patches have helped beautifully.

Reply #55 Top

yea i wish i could see how its fixed cant since for some reason i keep geting a mesage saying my version is invalide i filed complaints all over no response yet love how quikly i get taken care off

Reply #56 Top

Thanks Devs for the fixes involving the AI surrending.

  • Players are now informed when AI players decide to surrender.
  • AI surrendering conditions tweaked.
  • This was much needed.

     

    Spydyr

    Reply #57 Top

    Have you seen how well it works now? I didn't get to that stage of my random huge yet :P

    Reply #58 Top

    Nope, but I will be checking it out tonight...haven't been on since Tuesday night.

    Reply #59 Top

    Yeah. Yay weekend! Tonight is the BSG finale though, so not much Sins either :P

    Reply #60 Top

    Did you Guys fix the fleets taking a less than optimum route though?

    Made my last game totally annoying

     

    Reply #61 Top

    I can say that the game runs much better now a few hours in. I was playing on a 36 planet, 5 AIs late game, all techs researched and no significant slowdowns, even on 8x gamespeed

    Reply #62 Top

    sweet,  got the update.

    Reply #63 Top

    for any who are interested: I played around with an ai a bit and tested the new auxiliary government. what it did was to prevent the loss of the planet. that is, I lost all the pop and thus the credit income, but I did not lose the planet, have to recolonise it, rebuy the upgrades or anything. it just stays at 0 infrastructure and the enemy siege frigs keep firing at it even though it's pointless ( well, not entirely, it keeps the planet from regaining health). so, conclusion: this is in fact a really useful upgrade now, maybe not for every single planet, but definately for some of them, for example deserts with many logistics upgrades researched.

    also, I checked the ai surrender. what did you mean by 'informed' of the surrender? I didn't get a message or see anything in the diplo window. I just got the usual dialogue that I am victorious and whether to continue or not. nevertheless, the timing was pretty good for the surrender. shortly after I nuked and colonised his hw (and he only had one world left), so congrats on that one too.

    on the whole a very nice update to round off a few edges.

     

    Reply #64 Top

    It may not apply to a single AI, as you automatically win if it surrenders. I think it is for those cases when you have multiple AIs, and you would fail to realize one was actually out of the game, and had been for a while.

    Reply #65 Top

    The game definately seems smoother in SP. MP stills seems largely the same (the main issues were always someone lagging which is outside the game engine's control).

    Anyway - good job.

    Not if only I could deploy a SB or deactivate mines in a magnetic cloud (Vassari). Advent can spam mines with their fighter mines....

    Reply #66 Top

    Just got the update. EXCELLENT. Thanks a lot

    Reply #67 Top

    * Fixed starbase jiggles

    lol - You guys are the best!! ;)

    Reply #68 Top

    Quoting TheSpydyr, reply 6
    Thanks Devs for the fixes involving the AI surrending.

    Players are now informed when AI players decide to surrender.
    AI surrendering conditions tweaked.
    This was much needed.

     Spydyr

    “tweaked” is the key word there.

    Before they’d surrender before you even got a fleet into their star system,

    now at least they wait till you take a single planet before folding up like a limp noodle.

    Seems to be shortage of testosterone in the galaxy....

    *sigh* that was a Normal diff, maybe I'll try another game on hard, see if they'll at least send a few frig's my way.

     

     

    Reply #69 Top

    Quoting uglybutz, reply 23
    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.

    It seems like the update has effected it and it no longer works. I will work on the conversion when I have time.

    Also, i will make more update friendly..

    -Aaron

    Reply #70 Top
    Maybe it is my imagination, but since the new patch I would swear that the Vasari starbases move way faster than before. Anyone else noticed this?
    Reply #71 Top

    One minor bug I found it was in since the first entrenchment release:

    I have the german version of sins and installed the german version from entrenchment but the soundfiles from the new ships are in english. It doesn't have a major impact on the gamplay and i don't care about it.  But maybe some people do.

     

    And one point is missing from the change log for modding:

    "DoDamge" buffs now work also with abilities attached to a start! Before this patch the game crashes now such buffs work fine. thanks IC!

    Reply #72 Top

    "DoDamge" buffs now work also with abilities attached to a start! Before this patch the game crashes now such buffs work fine. thanks IC!

    Good thing you sent in that email :P

    Reply #73 Top

    Quoting Annatar11, reply 22

    Good thing you sent in that email

    Yes indeed! you gave me a good advice there ;)

    Reply #74 Top

    Hi!

    Did you also fix AI that puts bounty on a dropped AI player?

    Or AI giving me mission against a dropped AI player?

    Or AI giving bounty on me even when pirates' HW is conquered?

    BR,  Iztok

    Reply #75 Top

    Not sure if there is a bug in Entrechnment, but I'm having problems Zooming in sometimes, doesn't happen all the time.

     

    You zoom in to a certain point, and you get stuck, and have to work abit extra to zoom to planet level.