OPT-IN: Sins of a Solar Empire: Rebellion v1.87

Ironclad Games and Stardock are happy to announce the opt-in for version 1.87 of Sins of a Solar Empire: Rebellion. This new build includes built-in Large Address Aware support which should improve memory use for the game. Please be aware that ICO multiplayer is not available during this opt-in.

Change Log:

  • Large Address Aware (LAA) is now enabled. Warning: if you are using a mod that requires you to apply LAA manually you should no longer need to do this. Doing so will cause multiplayer desyncs and crashes.
  • Fixed FPS stuttering in big battles with certain hardware combinations. Warning: if you previously tried to solve this by converting ogg files to waves you will need to revert back to ogg files.
  • Fixed bug where militia ships were showing up in the supply cost tool tip.
  • Fixed bug where you could utilize the starbase max count bonus of a planet you didn't own.
  • Starbases hyperspacing now correctly account for the max starbase count at the target planet.
  • Truce Amongst Rogues no longer has any research prerequisites.
  • Fixed crash when enabling/disabling mods in-game. You should no longer need to edit the mod text file to enable/disable mods.
  • Increased the max texture and particle simulation type counts for mods. This will improve performance and memory usage as mods that exceeded the limit were engaging dynamic memory allocation which is slow and fragments memory.
  • Fixed bug where starbase upgrades with values at level zero were not being applied properly (a common problem with mods that placed starbases during the galaxy creation process).
  • Fixed bug where exiting a mod that setup starbases as tradeports as part of the galaxy creation process would crash the game on exit.
  • (1/23) Minor improvements to Ai selection of unit counters.
  • (1/23) Fixed bug where Ai could stall on launching an attack.
  • (1/23) Fixed bug where Ai could stall on colonizing a planet.
  • (1/23) Fixed bug where Ai could build endless Scouts, Anti-Mine or Anti-Structure units. 
  • (1/23) Fixed modding crash that is caused by defining a roleType (e.g. StarbaseConstructor, Colonizer) but not providing the expected ability. While the crash is prevented the abilities should match the roleType or the Ai will not work correctly.
 

To obtain the opt-in update:
  • Select Sins of a Solar Empire: Rebellion in your Steam Library list
  • Right-click and select Properties
  • Select the BETAS tab
  • From the dropdown, select opt-in and click Close (if you don't see this option, restart Steam)
  • Steam should pull down the changed files; if you ever want to go back, do the same as above but select default


303,056 views 47 replies
Reply #1 Top

Is LAA applied to the DEV.exe?

It appears it may not be given the texture errors I was seeing and then eventual crash when I tried to do a screenshot via steam F12.

 

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Reply #2 Top

Good catch. I'll fix that before we come out of opt-in. Thanks!

Reply #3 Top

Ok, the proper dev.exe should be up now. (Thanks Yarlen)

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Reply #4 Top

This is good news! Finally we can go beyond 2gb and get more content. Thanks Blair and team. 

Reply #5 Top

Quoting Blair, reply 3

Ok, the proper dev.exe should be up now. (Thanks Yarlen)

Awesome, thanks both! Dev exe is working now.

With all your improvements I've been motivated to track down a bunch of bugs in my mods  :cylon:

Reply #6 Top



Starbases hyperspacing now correctly account for the max starbase count at the target planet.




This makes me so happy =D 

Reply #7 Top

Hello devs

Could you please add aiUseTime "EnemyShipsInGravityWell"

Reply #8 Top

Hi,

StarBaseUpgradeCostAdjustment modifier is improperly hued

Reply #9 Top

Hello, please return weapon research upgrade to militia frigates as they are useless in long science mods now

Thanks

Reply #10 Top

Great news to see how this game is not forgotten.

Reply #11 Top

How awesome that this game keeps going!

i truly believe this game is the best RTS game in it's genre--ever.

 

 

Reply #12 Top

Hey, I second that!  (Thank God for password resets)

Reply #13 Top

When can we expect this update to go live?

 

Hows the opt in going? 

Reply #15 Top

We put a new 1.87 up a couple days ago to fix some issues. The included change log notes the changes.

Reply #16 Top

Quoting Blair, reply 15

We put a new 1.87 up a couple days ago to fix some issues. The included change log notes the changes.

Hello my friend!  Good to see you guys still alive and kicking, and supporting this great, awesome game.  It's still the only space RTS that works the way it does, other have tried and they don't even come close.

We are all hoping for a Sins 2, but you're continued support of this beloved game is almost as good :)

Please keep up the good work, you know us modders will be here to support you and the cause!

 

DANMAN

Reply #17 Top

Sins 2, do we dare to hope?

Reply #18 Top

Is it at all possible to make negative trade values actually work?

Would be pretty awesome. 

Reply #19 Top

What is the behavior now?

Reply #20 Top

Quoting Blair, reply 19

What is the behavior now?


Doesn't do anything at all. A negative trade value results in absolutely nothing =P
Tried using a negative trade value on starbases to make them cost 'upkeep', if the behaviour could be changed to make negative trade values actually drain credits that would be awesome. 

Also, if you're feeling generous be cool if starbases could have the option to use up fleet supply, for modding purposes of course.

Reply #21 Top

Here's a minor little quirk I've always found odd Blair, and one that modders might appreciate if it changed if you think you'll do any more little updates.

Currently, the "ANTIMODULE" AttackType has the odd special trait that ships that deal more than 50% of their damage with this attack type can only attack starbases and planet modules. This seems redundant as we also have the "canOnlyTargetStructures" boolean that one would think would do the same thing.

This takes a bit of flexibility away from modders. Early in Rebellion many people suggested letting anti-structure cruisers damage titans as a way to counter them, but this could not even be done in a mod because a unit that deals only antimodule damage cannot attack titans (or other ships) even if the canOnlyTargetStructures line is set to false. Other modders may want to repurpose the damage type entirely, but its not very practical since the units that use it can only attack structures.

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Also, any idea when 1.87 will be sent out for everyone? I can understand wanting to test a bit with the LAA changes, but a little heads up is always appreciated. If nothing else so modders can update their installation instructions quickly.

Reply #22 Top

I'll look into the trade and antimodule issues if time permits. No promises as my list is quite large. 1.87 is pushed back to incorporate some other improvements that are easier to deal with before 1.87 goes out. I'll try to remember to give a heads up closer to release.

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Reply #23 Top

Quoting Blair, reply 22

I'll look into the trade and antimodule issues if time permits. No promises as my list is quite large. 1.87 is pushed back to incorporate some other improvements that are easier to deal with before 1.87 goes out. I'll try to remember to give a heads up closer to release.

Sounds good, it's great you're still supporting the game after so long.  :thumbsup:

Reply #24 Top

Ok, I've fixed the ANTIMODULE issue. It was an obvious and simple bug to fix.

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Reply #25 Top

I've looked into negative trade values and its relatively easy. However, what isn't easy is how to deal with all the trade modifiers. As it currently stands, the modifiers will all make a negative trade income worse which precludes the idea that a value may start negative and work its way positive through modifiers. What behavior is desired?

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