Sins of a Solar Empire: Rebellion v1.83 Opt-In

Ironclad Games and Stardock are pleased to present an opt-in for Sins of a Solar Empire version 1.83 today. Since there are many code changes in this build, it will be opt-in only until sometime in January.

To Opt-In (Steam Only):

  1. Select Sins of a Solar Empire: Rebellion from your Steam library list
  2. Right-click and select Properties
  3. Click the BETAS tab
  4. From the drop-down box, select opt-in and click CHECK CODE (hitting Enter will not work)
  5. Click CLOSE and Steam should pick up the new update and install it automatically
  6. To play multiplayer: You need to manually update your rebellion.user.setting file as follows -
    1. Open Windows Explorer to: Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting
    2. Open rebellion.user.setting use Notepad
    3. Look for IcoServerPort (line 40) and change the number which follows to 8000
    4. Save the file

GOG Users: GOG will be updating your version in the next day or so to the latest 1.83 build.


Change Log:

  • Modders can now design ships with the ability to destroy planets. Added a new buffInstantActionType "RuinPlanet" to accomplish this. An example ability called "AbilityRuinPlanet.entity" demonstrates its usage.
  • Fixed moveAreaRadius and hyperspaceExitRadius being defined in scenarios and the randomizer. e.g. Randomly generated planets will now take the appropriate values from their entity definition. 
  • Added backwards compatibility for any user made maps that were created using version 4 (the latest prior to this update). All standard maps have been updated to version 5.
  • Fixed "Wail of the Sacrificed". "ApplyBuffToTargetsAtAdjacentOrbitBodies" now affects all adjacent bodies regardless of whether they have been explored or not.
  • Fixed "Planet for a Planet". Fixed Research modifier "ApplyBuffToAllOwnedShipsWhenOwnedPlanetFalls" from affecting all players. It now only affects the player who owned the planet.
  • useCostType "ResourcesAndMustHaveCapitalCrew" now allows designer to specify the capitalShipSlots and regular shipSlots.
  • Fixed bug where there was no music to play in the interim between frontend and entering a new match.
  • Added a new BuffInstantActionType "GiveExperience"
  • Modders can now specify up to 9 titans to build in the menu.
  • PlanetBombingAbsorption now shows up in tooltips and displays in red if the values have a negative impact on the player.
  • Advent Illusion frigates now refund for the correct amount (zero).
  • Fixed ResearchCostAdjustment not always displaying the correct color in tooltips.
  • Fixed crash when a capital ships dies and the player is using Polish.
  • Optimization improvements for online play.
  • Stability improvements to ICO.
  • Removed Stardock Activation requirement.

 

39,786 views 20 replies
Reply #1 Top

Now that is an epic changelog.  :thumbsup:

Reply #2 Top

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Reply #3 Top

How difficult would it be to look at adjusting the existing "fighter movement" behavior into a third option so that the path taken doesn't fly directly at a ship? I'm saying like, fly in an path that still "charges", but avoids direct impact? As in a graceful flyby. I know a ton of mods that would love to see such a feature.

 

Reply #4 Top

Quoting LordIluvatar, reply 3

How difficult would it be to look at adjusting the existing "fighter movement" behavior into a third option so that the path taken doesn't fly directly at a ship? I'm saying like, fly in an path that still "charges", but avoids direct impact? As in a graceful flyby. I know a ton of mods that would love to see such a feature.

 


Yeah, or fly at the target and pull up before hitting it would be great too 

Reply #5 Top

Thanks for the update guys!

 

Reply #6 Top

Please add an option to disable enemy surrender.

It is really annoying when AI quit game immidiatelly after first major battle...

Reply #8 Top

What version were you testing? If it was the 1.83 opt-in, that is quite likely given its still in testing. Can you send the dump to [email protected]?

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Reply #9 Top

Couple of bugs I've noticed:

* The Advent Rebel "Expulsion" tech appears to be triggering whenever friendly trade ships jumps away from the planet, which effectively means the bonus is always active on planets with trade ports.

* Neutral extractors in Ice Fields have a refinery quota of 0 instead of the expected quota of 4 that's standard for neutral uncolonizable wells.

Reply #10 Top

When are we getting this patch.

Reply #11 Top

Since it is already 2016, could you make the exe LAA (Large Address Aware) by default now? Sins really could use the extra RAM (1 or 2 GB depending on system). I mean, those of us who still play the game do so mainly with mods of sorts, and we are hitting the mem wall left right and center

Thanks!

Reply #12 Top

Quoting TobiWahn_Kenobi, reply 11

Since it is already 2016, could you make the exe LAA (Large Address Aware) by default now? Sins really could use the extra RAM (1 or 2 GB depending on system). I mean, those of us who still play the game do so mainly with mods of sorts, and we are hitting the mem wall left right and center

Thanks!

The Devs have said before they cannot do this because some PCs do not handle the LAA flag well. Putting LAA on would be highly frustrating to those users.

Most mod players are quite aware of it now though, so I don't think its much trouble to make it a requirement for your mod Tobi.

Reply #13 Top

Quoting GoaFan77, reply 12

The Devs have said before they cannot do this because some PCs do not handle the LAA flag well. Putting LAA on would be highly frustrating to those users.

Most mod players are quite aware of it now though, so I don't think its much trouble to make it a requirement for your mod Tobi.

But, doesn't Steam provide options on what runs? It wouldn't be a matter of replacing the .exe, just adding another one, or an optional flag, or whatever is needed.

I'm thinking of Ashes of the Singularity and how it requires that you pick to play with DX 11 or DX 12 when launching the game. If it can do that, I would think having the choice for LAA is possible as well. 

Reply #14 Top

Quoting GoaFan77, reply 12

The Devs have said before they cannot do this because some PCs do not handle the LAA flag well. Putting LAA on would be highly frustrating to those users.

Most mod players are quite aware of it now though, so I don't think its much trouble to make it a requirement for your mod Tobi.

Thanks. Didn't know some PCs still had issues with this. Haven't had issues with LAA since windows2000 (I believe) to be honest, so I would not have expected anybody to have a problem. It will be a requirement for my mod to play on higher (possibly even high once/if we get all the assets finished)

Reply #15 Top

Is this patch ever coming out?

Reply #16 Top

I think about the release date of this patch whenever i get disconnected or get a mini dump after playing two hours in a 5s game. 

Yes, I'm here because the same shit happened to me a couple of hours ago. 

 

 

" Its Me guys === "MrAverage"

Reply #17 Top

Is there a way for the timeout length for ICO to be increased by 15-20 seconds? my ISP fairly often drops me for about 30 seconds, which is long enough to timeout from ICO, but not long enough to timeout in most other games. If people abusing the timeout length might be an issue, you could add the kick option to the host in alloy hosted games; or let the community police itself, as most people know one-another at this point.

Reply #18 Top

You guys got a rough idea when the patch will be made official? 

Maybe look at removing the hard limitation of mobile starbases entering a grav well and make it restricted by starbase support of that well instead of the arbitary 1 only? 

Reply #19 Top

It's currently in testing and we're finding quite a few bugs. :(

Reply #20 Top

Quoting Yarlen, reply 19

It's currently in testing and we're finding quite a few bugs. :(


Glad to hear it's still be worked on at least! =D