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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.
415,472 views 153 replies
Reply #101 Top

Ugh...the dreaded white dots are still there flickering about. T_T

Reply #102 Top

ALl ill say is WOW   WOOOOWWWWW

 

 now i dont need advent, can spamm with vasa :)

 

 

Reply #103 Top

patch looks great so far

 

a few thoughts

 

crashes still happening. Been sending them and cc [email protected]

 

I would still like to see the vas scout get un-nerf for two reasons but actually a buff of 15%

1. Supply cost 50% more then the other races

2. Cost 50% more creds (doing the  5 to 1 ratio for metal/cred convert) then the other two races

 

 

Reply #104 Top

Think vas scout was buffed not nerfed, current damage infocard says 4, prior said 3 iirc.

Reply #105 Top

nope, it was 4 then as well, I checked my notes (yes I am that kind of nerd)

Reply #106 Top

Quoting Ryat, reply 105
nope, it was 4 then as well, I checked my notes (yes I am that kind of nerd)

It's been nerfed. The 4 is just a rounded version for display (so we don't have decimals everywhere).

 

Reply #107 Top

hence

before

WeaponType "Projectile"
    damageEnums
        AttackType "ANTILIGHT"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "PULSEGUN"
    DamagePerBank:FRONT 20.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 5000.000000
    PreBuffCooldownTime 5.000000

after

WeaponType "Projectile"
    damageEnums
        AttackType "ANTILIGHT"
        DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
        DamageApplyType "BACKLOADED"
        DamageType "ENERGY"
        WeaponClassType "PULSEGUN"
    DamagePerBank:FRONT 18.500000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 5000.000000
    PreBuffCooldownTime 5.000000

Reply #108 Top

Well isn't that a 7.5% nerf not 15%? If so what are the numbers for the other two?

Reply #109 Top

Well wave guns on kurtul are still silent (Entrenchment only), migrator is not fully shielded, and vas mines explosions are soooo tiny... At least phase trap FINALLY works well...

Reply #110 Top

I whipped through a couple 4x FFA games last night and several observations come to mind:

1) The AI still builds way too many seeker mine carriers (though it IS using them to lay mines).

2) TEC mine sweepers/scouts now lack the firepower to destroy seeker mines before becoming an expanding cloud of debris. This means in essessence they can't do their job without close to a 1:1 loss ratio. I even assigned some flak and other units as protection/additional firepower but to no avail, when the TEC scout is in scanner range of the seeker mines it is also in range of the activation range of the mine. The only real effective means I've found is to drift a capital ship near the field to peel the mine field onion like. The cap can take the hits, esp with hull/shield healing nearby, it is faster at clearing mine fields than scouts.

3) The AI fixates in neutral resources, it is quite easy to provoke fleet engagements by mucking with them. The AI will persist even when I have clearly won. I can even use that technique to distract a fleet from attacking a real target within my empire.

 

Darvroth

Reply #111 Top

3) The AI fixates in neutral resources, it is quite easy to provoke fleet engagements by mucking with them. The AI will persist even when I have clearly won. I can even use that technique to distract a fleet from attacking a real target within my empire.

I once distracted my enemy fleet for 30 minutes with four Vasari scouts.  It was so funny.

 

I'll agree with you about mine clearing, I'm really feeling the reduced scout DPS here, they clearly don't do the job on their own anymore.  They were pretty poor at it before anyways, and now we have no justification to build large scout strike teams in the first place.

The seeker mine carriers go beyond "building too many".  They build them to the exclusion of everything else!

Reply #112 Top

Just noticed that you can make 2/2 debris vortex on the orky, but the tooltip still says that ability is on level 1 and there seems to be no change in duration / cooldown. Healing effectiveness is hard to check.

Bug?

Reply #113 Top

Quoting Darvin3, reply 111

3) The AI fixates in neutral resources, it is quite easy to provoke fleet engagements by mucking with them. The AI will persist even when I have clearly won. I can even use that technique to distract a fleet from attacking a real target within my empire.


I once distracted my enemy fleet for 30 minutes with four Vasari scouts.  It was so funny.

 

I'll agree with you about mine clearing, I'm really feeling the reduced scout DPS here, they clearly don't do the job on their own anymore.  They were pretty poor at it before anyways, and now we have no justification to build large scout strike teams in the first place.

The seeker mine carriers go beyond "building too many".  They build them to the exclusion of everything else!

We decreased the mine HP's in the same ratio as the DPS drop in the scouts. The result should be indentical to the previous patch. If that isn't the case, plz let me know and I'll have it fixed asap.

Reply #114 Top

We decreased the mine HP's in the same ratio as the DPS drop in the scouts. The result should be indentical to the previous patch.

I'm more referring to the fact that we no longer have a strong reason to keep large groups of scouts with our fleets, since their combat utility has been toned down significantly.  So we're more likely to be clearing minefields with 2 or 3 scouts rather than 10 or 15.

Reply #115 Top

apply permanent buff on scouts so that they deal extra 20 damage with each shot to mines. Case closed. :P

Reply #116 Top

Quoting N3rull, reply 112
Just noticed that you can make 2/2 debris vortex on the orky, but the tooltip still says that ability is on level 1 and there seems to be no change in duration / cooldown. Healing effectiveness is hard to check.

Bug?

maxNumLevels 1
Looks like it. (Not that modded stuff, that's from unmodded game) :X

 

:fox:

Reply #117 Top

Blair,

Try it out with a group of TEC scouts in post combat clearance operations and watch them pop, one by one. Occasionally the group will get one, but the most frequent outcome is an expanding cloud of debris and you are down one scout and have successfully cleared one mine.

Darvroth

Reply #118 Top

Quoting Darvroth, reply 117
Blair,

Try it out with a group of TEC scouts in post combat clearance operations and watch them pop, one by one. Occasionally the group will get one, but the most frequent outcome is an expanding cloud of debris and you are down one scout and have successfully cleared one mine.

Darvroth

Bah, I'll fix it asap. Thx for finding it guys.

Reply #119 Top

Bah, I'll fix it asap. Thx for finding it guys.

 

Its what we are here for. ;P

Reply #120 Top

I forgot to write in the patch notes (though I added to the post above) that for most users, the bug that caused major slowdowns when text was rendered to the screen is fixed.

Reply #121 Top

How could you!

*draws a .50 cal*

Reply #122 Top

...

That's 2AM for you, Blair. :X

When do you sleep? I heard you were on all day...

 

:fox:

Reply #123 Top

I just have groups of fighters float near the scouts, it seems to kill them fast enough, although the homing mines are still easier to clear by detonating them.  Mines are just a pain in the rear generally, which I suppose is their purpose, just like in real warfare.

Reply #124 Top

CrazyElectron,

I agree fighters are great for assisting mine clearance operations but they are easily distracted by enemy scouts and are near impossible to keep near enough to the scouts without intensive micromanagment, and who has time for that when I'm prosecuting offensive operations?

 

Darvrorth

Reply #125 Top

Blair,

Stardock is showing Diplomacy as Version 1.00, is the final build already ready for down load or is that a misprint?

Darvroth