Yarlen Yarlen

Sins of a Solar Empire v1.19 and Entrenchment v1.05 Change Log

Sins of a Solar Empire v1.19 and Entrenchment v1.05 Change Log

Coming soon in preparation for the upcoming release of Sins of a Solar Empire - Diplomacy is v1.19 of the original game and v1.05 of Entrenchment.

WARNING: These updates will invalidate existing save games!


Gameplay / Balance:

  • All Factions -
    • Beam weapon damage is no longer over-applied in cases when the damage duration is equal to or greater than the update period of the damage system. (aka - fix for the Illuminator mystery damage bug)
    • Fixed AI not autocasting ultimates.
    • Fixed where the AI wouldn't start building anything until awhile after the game started.
    • Improved the AI's building in general.
    • Fixed bug where AI would incorrectly send an incomplete attack force.
    • Improved the AI's ship building selections.
    • Reduced the AI's building of siege frigates.
    • *Entrenchment Only* Improved the AI's building of minelayers.
  • TEC -
    • Arcova scout frigate DPS reduced by 15%.
    • Sova's Rapid Manufacturing ship and structure build rate bonus reduced from 300% to 250%.
    • Embargo can no longer cause a player to lose less money if their planet being affected by Embargo has negative income.
    • Fixed bad triangle on TEC Kol Battleship mesh.
  • Advent -
    • Seeker Vessel DPS reduced by 20%.
    • Improved autocast condition for Antimatter Rechargers.
    • Fixed Illuminator damage bug (see above).
  • Vasari -
    • Jikara Navigator DPS reduced by 15%.
    • Ravastra Skirmisher DPS increased from 10.5 to 12.
    • Skirantra Carrier's Scramble Bomber ability revised -
      • Now spawns 1/2/3 squads per use instead of just one.
      • Antimatter cost changed from 50/40/30 to 50/50/50.
      • Cooldown changed from 40/30/20 to 35/35/35.
    • Fixed Phase Gates from not always behaving correctly.
    • Fixed Siege Turrets sometimes not firing at the planet.
    • *Entrenchment Only* Phasic Trap level 2 properly fixed.
    • *Entrenchment Only* Improved auto-cast condition for Nano Weapon Jammer.
    • *Entrenchment Only* Fixed erroneous effect for Jam Weapons.
    • *Entrenchment Only* Vasari mines reference their proper explosion effects.

Graphics and Effects:

  • Fixed disappearing particle effects / particle effects not appearing at all.
  • Infinite lifetime particle effects now die off if you aren't looking at them and resurrect when you are.
  • Lots of finite time effects have had their lifetimes decreased to something reasonable.
  • All travel particle effects are now infinite as intended.
  • All muzzle and hit effects are now finite and have reasonable lifetimes as intended.
  • Various particle effects that were incorrectly infinite are now finite and vice versa.
  • Deleted some obsolete particle effects.
  • Fixed bad triangle on TEC Kol Battleship mesh.
  • Fixed bad phase cannon shell textures.
  • Fixed flickering phase cannon shell.
  • Fixed erroneous effect for Jam Weapons.
  • Fixed slowdown caused by text rendering bug.
  • *Entrenchment Only* Vasari mines reference their proper explosion effects.

Modding:

  • Additional reference sanity checking for abilities and buffs to make it easier to debug new abilities at run-time. Abilities and buffs used by entities will output an error message if they specify a non-existant buff for creation.
  • Increased maximum number of meshes allowed (400->800).
  • Increased maximum number of textures allowed (1000->2000).
  • Warning - Just because the engine can now reference 800 meshes and 2000 textures doesn't mean there is more memory available. The overall limit is still 2 GB of RAM. Use at your own risk.
  • ConvertData is now statically linked to its dll's so there is no more conflict or erroneous conversions on some machines.
415,408 views 153 replies
Reply #26 Top

Besides I don't want to see fleets of capital ships.

Fleets of caps - no.

An antorak once a millenium which proves that his owner didn't make his last mistake by building one - yes please.

Reply #27 Top

An antorak once a millenium which proves that his owner didn't make his last mistake by building one - yes please.

Antoraks arent fighting ships, just like Dunovs. They're for fleet and cap support, and theyre damn good at it. I love em. Not my first choice for cap, but since when is first cap ever a support Cap anyway? I've said it before and I'll say it again, Marauders have saved my fleet in a pinch many times and are better ships than most give them credit for.

Reply #28 Top

Heh, yeah right.

first, Dunov has a LOT more combat utility than antorak.

Second, I am sure that you would have won the game half an hour before the antorak saved your hide if you took any other cap instead of it.

If the marauder saved your ass a pinch many times, than you ought to have a pinch many replays showing it, no? I can PM you my e-mail, I'm DYING to see those. >_>

Reply #29 Top

Quoting JohnJames, reply 19
1.20 = ico fix maybe?
was there any desync fixes? More of those lately
Have people been sending logs like was asked? They can't even know where to look without them.

 

:fox:

Reply #30 Top

OMG.  Looks like all or work, pestering, contacting the developers, including Blair personally, and our prayers have finally paid off!  My hat goes off to IC!

And the mention of the 2GB limit and to use the new limits at our own risk?  Yeah Yarlen (and you too Blair!) I know that was targeted at guys like me LOL!

 

Thank you once again.  You continue to support us, and we will continue to support you, by making mods that drive people to buy your product.  The best advertising you can buy!

 

Great work guys, can't wait to get that update to start.  A word or warning though, this will halt all mods existing until we update to the new patch.  So hopefully we will be provided with the Mod Tools and DEV EXE right away to take advantage of this new patch and get working!

 

DANMAN

 

Reply #31 Top

Quoting Kitkun, reply 29



Quoting JohnJames,
reply 19
1.20 = ico fix maybe?
was there any desync fixes? More of those latelyHave people been sending logs like was asked? They can't even know where to look without them.


 


Sigh. Unfortuanately, we have not recieved a single sync log. I will assign the budget and programmer hours to tracking this down if we can get some data from people who are consisantly able to create the sync bugs.

Reply #32 Top

I can PM you my e-mail, I'm DYING to see those.

Do it, I dont generally save my replays, but next time I use the Marauder Ill save it and send it to you.

Reply #33 Top

Quoting DANMAN3712, reply 30
So hopefully we will be provided with the Mod Tools and DEV EXE right away to take advantage of this new patch and get working!

the mod tools was not updated for the previous patch... but it is not really a problem since convertdata, dev exe are until now always included in the upgrade... and sure that our half-god Harpo will have a mod updater very fast after the release...

Reply #34 Top

Quoting Blair, reply 31

Quoting Kitkun, reply 29


Quoting JohnJames,
reply 19
1.20 = ico fix maybe?
was there any desync fixes? More of those latelyHave people been sending logs like was asked? They can't even know where to look without them.


 



Sigh. Unfortuanately, we have not recieved a single sync log. I will assign the budget and programmer hours to tracking this down if we can get some data from people who are consisantly able to create the sync bugs.

 

We r all sending minidumps  log. Half of them is cause of desynk. R u saying u dont get any logs, or u dont get any  logs with desynks? Or u simply cant find desynk in the logs? Please specyfi what do u need to trace desynk and MD

 

PS: We developed that restarting sins  after every game reduces MD and desynks.

Reply #35 Top

Blair can you provide another email other then [email protected].  I can forward all the logs to an alternate email when you provide one.

Reply #36 Top

thoumosin, I am not a god or part god, I am only a computer nerd/programmer/technician that has over 30 years in the computer industry in most roles, and enjoy fixing problems and programming. also I stated before that the tools that I have released I decide to write because I saw a major need that I could create a program to help fix.

harpo

+1 Loading…
Reply #37 Top

hmm there is nothing mentioned about no sound on kortuls wave guns (Entenchment only) and migrators unshielded sb building claws. Are those fixed?

Reply #38 Top

Quoting Qu4r, reply 34
We r all sending minidumps  log. Half of them is cause of desynk. R u saying u dont get any logs, or u dont get any  logs with desynks? Or u simply cant find desynk in the logs? Please specyfi what do u need to trace desynk and MD

PS: We developed that restarting sins  after every game reduces MD and desynks.
https://forums.sinsofasolarempire.com/368945/get;2510952

 

:fox:

Reply #39 Top

Quoting Kitkun, reply 38



Quoting Qu4r,
reply 34
We r all sending minidumps  log. Half of them is cause of desynk. R u saying u dont get any logs, or u dont get any  logs with desynks? Or u simply cant find desynk in the logs? Please specyfi what do u need to trace desynk and MD

PS: We developed that restarting sins  after every game reduces MD and desynks.https://forums.sinsofasolarempire.com/368945/get;2510952


 


That helps but combined with the sync logs from his group of players it would narrow it down quite quickly.

Reply #40 Top

Does it help to mention that you have a higher chance of crashing if the game isnt restarted after a game. As quar has mentioned we asked people to restart the game before starting the next one.

 

I've changed my user settings to the suggested above and will send those as well.

 

Will you provide an alternate email so we can send sose desymc logs/files to?

Reply #41 Top

I'm a little late to the party, but this is fantastic!  I'm also glad to hear the Illuminator mystery damage was finally tracked down.

Reply #42 Top

Quoting JohnJames, reply 40
Does it help to mention that you have a higher chance of crashing if the game isnt restarted after a game. As quar has mentioned we asked people to restart the game before starting the next one.

 

I've changed my user settings to the suggested above and will send those as well.

 

Will you provide an alternate email so we can send sose desymc logs/files to?

 

[email protected]. The crashes are most likely sync bugs. While a sync bug will initially manifest itself as divergeant behavior, it will also inevitably end in a crash. As far as we can tell, all the existing crash reports we receive are sync bug caused.

Reply #43 Top

Things I love:  everything you changed. YOU SQUASHED THE PHASE GATE BUG!!!! YESSSss!!1111

Things I dont like:

 Gauss rail gun still doing... what is it... 875*.4*armor reduction for less than 350 damage... vs 1125 for death egg.

Kortul's jam weapons seeming a bit on the weak side.

(advent battle ship is fine... that thing hurtz.)

Ships acting stupid when trying to GTFO while under fire... (the whole, occasionally traveling 1/2 way across the grav well to join with the rest of the fleet for a jup sort of thing... or the "woops, passed the edge of the grav well... better do a u-turn and head back."

 

but I am just being nit-picky. This game is awsome, and this just made the game more awsome.

I really really hope that with the new AI fixes + the new diplomacy difficulity levels means that the cruel and redicoulous AI will finially be using their giant stockpiles of resources, instead of hoarding 100k metal, crystal, and 500k monies by the time i defeat them. (seriously! build some shipyards you fools!!)...

cant wait!

Reply #44 Top

Question 1:  Was the skirmisher buff in line with what most players thought was needed?

Question 2:  Was the scout nerf in line with what some thought was needed?

Question 3:  The buff on the skirantra looks like it might be worthwhile.  What do you think?

Reply #45 Top

1. well we did want some more functionality and I do believe that is was the request

2. well I believe we all thought that the TEC was fine and the Vasari was too low (and they lowered it) and that the Advent was too high

3. would help yes, brings it in line with the other two as to have 11 SC in some way (Advent permanent, Sova by toughness and attack, now Vasari though temporary, this effect could be attempted with earlier set but was extremely difficult and cost ya AM for more important things)

Reply #46 Top

1. Skirms big problem for me was not being able to handle their job effectively, which was caused in part by their lack of damage for the money. I think this will help quite a bit.

2. Though I think most of us wanted all scouts to be more along the lines of the TEC scout, it seems instead they reduced the combat effectiveness of all scouts, seekers more so than any of the others.

3. This is what many were asking for, an increase in squadrons deployed per level upgrade. So hopefully it will be worth the AM cost now, and be more competitive with repair cloud for upgrade points.

Reply #47 Top

*Entrenchment Only* Fixed erroneous effect for Jam Weapons.
Uhh... what was that? :P

*Entrenchment Only* Phasic Trap level 2 properly fixed.
What does level 2 do? I can't recall any description of level two PT.

Beam weapon damage is no longer over-applied in cases when the damage duration is equal to or greater than the update period of the damage system. (aka - fix for the Illuminator mystery damage bug)
I think I sometimes saw Argonev doing way too much damage. Is it possible that it was the same culprit?

 

 

Reply #48 Top

For the few who complain :

in preparation for the upcoming release of Sins of a Solar Empire - Diplomacy

Remember the begin of Entrenchment... first a update who put Vanila ready for Entrenchment, release of Entrenchment, some patch for correct problem and finaly, a huge balance patch...

Main role of sins 1.19 / Ent 1.05 is to put the game engine in a ready state for the future mini-expension... all the rest is mainly a bonus... i am pretty sure that like Entrenchment, Diplomacy will fully change the game mechanic and new balance will be needed/made at a later stage, after release of Diplomacy, following the numerous post related to balance who will florish...

For these who think that Ironclad/Stardock don't make a good job, simply go back in time and play the sins 1.0 !!! In two year time, Ironclad/Stardock have made a big work who have fully change the game...

Reply #49 Top

Didn't even read the balance stuff. Scrolled right down the modding bit. Nice changes, that should keep some people slightly quieter for a few days (until they hit 800 meshes).

 

Like I aways say, modders should have the explicit option of totaly destroying the game, thats a much more satisfiying boundry marker than "YOU SHALT NOT PASS!...... 400 meshes".

Having windows close down your rocking game with a big window saying you have run out of windows dollars (or memory as we call it) and you can't afford the bill - that makes people dial it back a lot more effectivly imo.

 

(Seriously though it allows modders to focus windows dollars where they want rather than where the original developers wanted - which is good.)

Reply #50 Top

 Love changes to scouts.Looks like a good update but I really dissapointed there is hardly any cap changes :(

Really wished for dunov aNd kol buff at least