Yarlen Yarlen

Sins: Rebellion Beta 1a Change Log

Sins: Rebellion Beta 1a Change Log

Now Available via Steam

We're pleased to announce the immediate availability of Sins of a Solar Empire: Rebellion BETA 1a via the Steam client for all pre-order customers. This update is largely to fix the reported crash bugs, but also contains some minor balance adjustments. More substantial balance updates will be included in a future update.

Rebellion 0.61 Update Log:

[Graphics]

  • Updated TEC phase charge particles to be better optimized.
  • Fixed several lens flare bugs.
  • Fixed bad seam on the Moon texture.
  • Added center and above points to the Moon mesh.
  • Fixed other Moon texture issues.
  • Added proper Vasari Rebel titan shield mesh.
  • Greatly increased Titan debris on destruction.
  • Updated normal maps and team color textures on TEC Titan Factory, TEC corvettes and the TEC Corsev battlecruiser.
  • Made several skybox lighting adjustments.
  • Fixed missile point error on TEC Rebel Titan.

[ Gameplay ]

  • Fixed bug that would prevent players from building Titans.
  • Swapped tiers/dependencies on Pirate Mercenaries and Truce Amongst Rogues.
  • Fixed AI bug that made all AI capital ships get stuck in an endless Retreat loop. This was seriously gimping the AI, so things should be immediately improved.
  • Added newer ship retreat logic - this is a work-in-progress.
  • Fixed Research Warning bug.
  • Fixed crash bug on auto-spending ability upgrade points on Titans.
  • Fixed crash bug where capital ships and Titans would crash the game when retreating from a star.
  • Fixed phase jumping bug.
  • Fixed null pointer crash.
  • Updated TEC corvette movement - they should no longer run through enemy ships.
  • Changed Boarding Parties ability to no longer capture structures (per design). Boarding Parties will still inflict damage on structures.
  • Fixed a Game/Victory Options dialog button bug after loading a save game.
  • Fixed Attack Planet mission crash bug.
  • Fixed Novalith Cannon module crash bug.
  • Fixed exploit that would allow players to build multiple Titans.
  • Increased Titan build time to 450 seconds from 225 seconds.
  • Increased Titan build cost to 10,500 credits, 1,400 metal and 875 crystal.
  • Increased Fleet Supply cost of TEC corvettes to 2 from 1. Additional corvette balance changes will be coming in a future update.

[ Interface ]

  • Fixed positioning problem with Steam name/game name on ICO player info dialog.
  • Game should now load avatars and names of unknown players on ICO.
  • Moved build module circle down to match the rest of the gravity well.
  • Fixed bug where the Victory Tree would disappear.

[ Misc. ]

  • Fixed confusing string with offering missions text.
  • Updated Alloy related strings.
  • Fixed bug where inviting a new player to a multiplayer game before the player was created on ICO caused issues.
  • Updated various strings to make the new TEC Loyalist/Rebel technologies more clear.
  • Removed unused .dll and .bat files.
  • Fixed various string file typos.
  • Added "reb" suffix to save, stat, and record files.
  • Fixed several race-based achievements.
226,554 views 87 replies
Reply #76 Top

i think this happened to me before but it was explainable. my ships did not disappear but my icons where the one that dis appeared making my ships so small that i could not locate them. it was due to having another galaxy being on top of the main multiplayer map that was being played. the galaxy where you have advent titan and sb was a bit close to the map we were playing and this happened on the ice planet nearest to the galaxy location. it technically had the affect of being transparent with the galaxy main map and the second galaxy map.

Reply #77 Top

Quoting Uzberg, reply 45
anyone get this to run on windows 8 yet?

 

Yes, actually. I sent in a Stardock support ticket for it and they actually provided me an older (working) version of the Stardock Activation program that did the trick nicely. It did take a few days to get it, though.

Reply #78 Top

Quoting Yarlen, reply 74
Just going through the forums now - this was not addressed yet.  If anyone has a surefire way to reproduce this issue, please let us know.

Well, i have a savegame where there two pirates ship at the piratebase and a few AI ship elsewhere who are in the case... ship show on the left tree, show at the right side of the planet when zoom out but nowhere to find in the grav wheel... and when you click them in the left tree, you are send somewhere in space ( no zoom out possible )... so, is a savegame good for you?

Quoting TobiWahn_Kenobi, reply 72
@Yarlen ...Will particles used for rotating sections in mods also throw shadows? PLEEASE!!

Quoting Yarlen, reply 75
Umm, probably? 

Tobi, look in the PipelineEffect directory... you will find GS_Ship.fx and GS_ShadowedShip.fx ... will need to use in our particle effect the ShadowedShip fx in place of the normal ship fx...

Wait... best to check yourself, use kdiff3... open for first file, the diplomacy GS_Ship.fx... for second file, the rebellion GS_Ship.fx ... and for the optional third file, open the rebellion GS_ShadowedShip.fx... hit the button for the 3 way comparaison :

- diplomacy GS_Ship.fx : linear filter , render with/without pixel shader

- rebellion GS_Ship.fx : linear filter + anisotropic filter , render with/without pixel shader

- rebellion GS_ShadowedShip.fx : linear filter + anisotropic filter + shadow map ( http://en.wikipedia.org/wiki/Shadow_mapping ), render with pixel shader only

Well, i am not  a Stardock guy like Yarlen but if the fx remain like they are now for the final release,  i am sure at 100% that shadow on rotating part will work... if player enable them in their graphic comfiguration of the game...

On the other hand, i am not sure about the Vorlonships who use the sun shader for some section and so have moving texture who emit light... or with your backed texture who emulate projector light... the effect of the area for fake projector light will be diminish in intensity if it is in a shadow area, in place of increase intensity/contrast... maybe we will need to create a particule effect for simulate a projection cone for spotlight and create hardpoint for spotlight ( will solve the problem of spotlight who cast on rotating section too )... need to know the new hardcoded limits for Rebellion too... by example, the B5 station have over 200 spotlight on it ( not all of them cast light on the hull ) and i am not sure that the game is able to have so much flair hardpoint !!! will be great to have somebody who really know how to make a fx file for sins... something like http://www.ozone3d.net/tutorials/glsl_lighting_phong_p3.php ...

Reply #80 Top

Quoting Thoumsin, reply 78
Tobi, look in the PipelineEffect directory... you will find GS_Ship.fx and GS_ShadowedShip.fx ... will need to use in our particle effect the ShadowedShip fx in place of the normal ship fx...

Wait... best to check yourself, use kdiff3... open for first file, the diplomacy GS_Ship.fx... for second file, the rebellion GS_Ship.fx ... and for the optional third file, open the rebellion GS_ShadowedShip.fx... hit the button for the 3 way comparaison :

- diplomacy GS_Ship.fx : linear filter , render with/without pixel shader

- rebellion GS_Ship.fx : linear filter + anisotropic filter , render with/without pixel shader

Thanks. So I, as it seems for now, will just need to adjust the particleeffect. Good.

Quoting Thoumsin, reply 78
On the other hand, i am not sure about the Vorlonships who use the sun shader for some section and so have moving texture who emit light... or with your backed texture who emulate projector light... the effect of the area for fake projector light will be diminish in intensity if it is in a shadow area, in place of increase intensity/contrast...

depends on how the pixelshader for shados handles luminous textures. If the green channel stays unaffected (it should) it would have higher contrast.

As for the limits, I'm pretty sure that you cannot use 200 flair hardpoints on a mesh in sins. :grin:

Reply #81 Top

Regarding the titans you can start building it as soon as you research the first prototype up to 25% but you still have to pay the lump sum for the whole ship and that doesn't make sense to me. I would love the option to sink the money into building the titan in stages just like the research. e.g 10500/4 = 2625 Credits for the first stage of building.

Reply #82 Top

Ahhh... ok.. am I missing something where the heck is the update....??? This is getting to be a pain. My buddy and I both purchased the preorder and now we can't play online together... what the heck....? Where is the 1a download at... we still only have v0.75. Everytime we try to start an online game it says incorrect version get the update... Would love to if I could actually find it somewhere...

 

Please help someone.. I've been looking forward to play this all week to end a long long work week on a good note... Not Happy... :-( 

Reply #84 Top

1a was the previous update, jdondan, AKA 0.61.

The current version is 0.75, unfortunately it seems that ICO hasn't been updated with the current version.

Reply #85 Top

hi there,

was there a downgrade?

yesterday i started a new game with a friend of mine via direct connect. i think i remember the game stated to be version v0.75.

when i startet it about an hour ago, steam did an "update".

now i just wanted to start a single player game to check out more of the new advent (which i got to play in our match last night...) but there were only tec factions to choose from.

my single player save game from the update before 0.75 had suddenly reappeard on the "load games" list but not the SP-game i startet yesterday and like i said, when starting a new game i can only choose the tec factions.

now the game states to be version v0.62

:pout: i want the vesari, but would like to test the advent some more too... i don´t like the tec very much...

anyone knows something?

<edith mumbles to herself>https://forums.sinsofasolarempire.com/420904

Reply #86 Top

first off id like to say that i only started playing with this latest patch (rebellion that is) ive been playing sins from the get go

One thing - Titans are far too cheap - its possible to build them too early - you could look at having them requre level 8 research

The AI seems to be better than i expected at building titans - i got one up before they did on my first game but still i was suprised. I also get the impression that you cant win a 2v1 ?

1 Titan + 14 caps vs two titans + 28 capital ships seems like a much harder fight than

16 caps v 32 caps...

Quoting DraLUSAD1010, reply 21
When will it be possible to play it in "Sandbox" mode, where its just you and Pirates ingame, with no other AI, i sometimes like to Free Build and just have a Relaxing Game, and Experiment with stuff

You can just put the AI on the easy level and they will never threaten or else build your own map using GalaxyForge and give the AI homeworld no connection

Quoting Kedren, reply 55
I entirely agree: just because something is fun doesn't mean it aids gameplay. But I think it does. Anything that aids you and hurts your enemy is a good thing, right? So, you steal his hangar defence, or rail gun, or mine, or whatever you happen to steal: it's an immediate loss for them, a bonus for you (since, if you take the planet, you don't have to build it or you can scuttle it for cash), and if it gets blown up then you've still lost nothing.
I think that keeping the ability to capture stations as well as ships - actually, the ability to capture anything except planets, essentially - would be a neat thing. It might take lots of Corsevs, it might take lots of tries and probably wouldn't work, but how cool being able to grab an enemy starbase?

I never got to use it but i do like the idea of taking enemy buildings + capital ships (like with borg assimilator in the mod)

Quoting DonDanni, reply 67
Nice uptdate.

I test it and my consideration is that Titans need to be nerfed. It's too hard to kill like they are.
- There is no strategy to lvl your Titan. Remember the  Marza MB lvl6 ?

Ideas:
1. Nerf armor or HP.
2. New ships that can "only" kill Titans like ogrov for SB.
3. Any other ideas?

 

Quoting Thrawn2787, reply 73
imo titans should keep their levels if they die. If your enemy has a level 10 and yours is lower and gets blown up and goes back to 1 you basically lose the game. There is just no way late game that a level 1 can get enough XP to get to a high level or for it to compete with a level 10.

Ye - Resupply pods or launching pods - Make it so titans - due to their size cant opperate too far from their Homeworld / starbare or Titan factor

 

 

Reply #87 Top

Quoting Yarlen, reply 75
Quoting TobiWahn_Kenobi,
reply 72
@Yarlen

Will particles used for rotating sections in mods also throw shadows? PLEEASE!!

Umm, probably?

 

Quoting Thoumsin, reply 78
Tobi, look in the PipelineEffect directory... you will find GS_Ship.fx and GS_ShadowedShip.fx ... will need to use in our particle effect the ShadowedShip fx in place of the normal ship fx...

Thanks to you, but I now noticed an odd "bug". If I specify GS_ShadowedShip.fx the particle will render with the new graphical effect BUT:

- it will not throw a shadow or have selfshadowing

- the Ship will throw a shadow onto the particle in the particle initials position relating to the ship and the lightsource. It is not updated and keeps the shadow even while rotating around the ship.

 

I could live with the first one (though it's a huge omission) but the second one is gamebreaking for me. It just looks odd. But you cannot get the new specular shader and light model without the GS_ShadowedShip.fx shader. So ti looks odd either way...

Please Yarlen, tell me it will be fixed! I'd even pay the man-hours!