Yarlen Yarlen

Sins of a Solar Empire v1.1 BETA Change Log

Sins of a Solar Empire v1.1 BETA Change Log

Now Available

The next major update for Sins of a Solar Empire is now available!  Since this update is so huge and contains several brand new technologies, we are going to be offering it as an optional beta before its final release. If you are not comfortable with running potentially very buggy software (though we've tried to minimize it), do not install this beta - wait for the final release.

This beta update is available only through Stardock's new Impulse platform. We will no longer be providing standalone patches for future versions of the game. For more information on obtaining the beta and taking part in the testing, please visit: https://forums.sinsofasolarempire.com/319061


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Sins of a Solar Empire v1.09 (aka 1.1 beta) Changelist
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Gameplay / Balance:
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-Kol Battleship:
     -Fix for Finest Hour not applying all of its splash damage correctly.

-Marza Dreadnaught:
     -Fix for Missile Barrage not applying all of its damage correctly. (thx bailknight)
 
-Sova Carrier:
     -Embargo duration reduced from 120 secs at all levels to 60/90/120 secs.
 
-Dunov Battlecruiser:
     -Shield Restore shield points replenished reduced from 350/700/1050 to 250/500/750
     -Shield Restore AM cost reduced from 90 to 65 for all levels
     -Shield Restore cooldown reduced from 16 secs to 11 secs for all levels

-Cielo Command Cruiser:
     -Designate Target damage bonus increased from 25% to 40%.

-Radiance Battleship:
     -Cleansing Brilliance cooldown increased from 75 secs to 120 secs.

-Rapture Battlecruiser:
     -Vengeance antimatter cost decreased from 75 to 70.
     -Vengeance damage retaliated increased from 40%/80%/120% to 65%/130%/200%.
     -Units acquired with Domination will now have their orders reset.

-Domina Subjugator:
     -Suppression antimatter cost decreased from 100 to 75.
     -Suppression cooldown decreased from 40 secs to 30 secs.
     -Suppression duration increased from 40 secs to 90 secs.

-Kortul Devastator:
     -Jam Weapons antimatter cost decreased from 75 to 70.
     -Jam Weapons duration changed from 15/25/35 secs to 30/30/30 secs.
     -Jam Weapons range increased from 3500/4500/5500 to 3500/5000/7000.
     -Disruptive Strikes antimatter depletion increased from 8/10/12 to 10/20/30.
     -Disruptive Strikes ability cooldown rate penalty increased from 10%/20%/30% to 15%/30%/45%.
     -Disruptive Strikes duration increased from 10 secs to 15 secs.
     -Now costs 250 crystal as originally intended. (thx bailknight)

-Skirantra Carrier:
     -Scramble Bombers antimatter cost decreased from 100/75/50 to 80/65/50.
     -Scramble Bombers cooldown decreased from 60/60/60 secs to 60/50/40 secs.

-Antorak Marauder:
     -Subversion antimatter cost increased from 100/90/80 to 100/100/100.
     -Subversion cooldown increased from 50/45/40 secs to 75/75/75 secs.
     -Subversion ship and structure build time penalties increased from 15%/30%/45% to 50%/100%/150%.

-Vulkoras Desolator:
     -Disintegration cooldown decreased from 120 secs to 90 secs.

-Stilakus Subverter:
     -Distortion Field antimatter cost increased from 100 to 200.
     -Distortion Field duration decreased from 30 secs to 20 secs.
 
-Iconus Guardian:
     -Repulsion is now a channeling and interruptable ability.
 
-Serevun Overseer:
     -Reactive Nanite Armor cooldown increased from 2 secs to 4 secs.
 
-Illuminator Vessel
     -Frontal bank damage reduced from 58.5 to 53.5.
     -Side bank damage reduced from 30.3 to 27.25.

-Returning Armada:
     -Now costs 2500 credits, 200 Metal, 500 Crystal to activate.
     -Fleet sizes summoned increased from 25-45 to 45-90 supply.
     -Cooldown increased to 10 minutes at all levels.
     -Phase Stabilizers now have 0 max antimatter.
  
-Scenario and Galaxy Generation:
     -Fixed problem with calculating star extents on smaller maps (because of min size, stars were getting vertically offset by too much). 
     -Fixed bug in galaxy generator so that inter-star connections could end up connected to one star.
     -Fix for some wonkiness with placing artifacts.  They would not show up in your artifact list because the control of the artifact had not been given to you because of ordering of planet acquisition and artifact placement.
     -Added missing starting artifacts for 2 start positions in Ancient Gifts map.
     -Spread out the stars in Ancient Gifts so more of them are in 'distant view' form when looking at a given one (for purely aesthetic reasons).
     -Fix for Implosion having wonky spawn probabilities.
     -Removed non-plural browse picture for Hyperion's Gates.
 
-TEC Research:
     -Maneuvering Thrusters max number of levels reduced from 2 to 1.
     -Rapid Development now additionally reduces costs of Logistics Capacity upgrades by 7.5% per level.
 
-Advent Research:
     -Augmented Defense Grid tactical slot bonus increased from 2 to 5 per level.
 
-Vasari Research:
     -Extreme Heat Metabolism and Sulfurous Respiration population bonuses increased from 7.5% to 15% per level.
     -Trauma Nanomedicine population loss prevented due to planet bombing increased from 10% to 20% per level.
     -Molecular Assembly structure build rate bonus increased from 5% to 40% per level.
     -Wreckage Auto-Salvage salvage percentage reduced from 8.33% to 5% per level.
 
-All frigates and cruisers now spawn with full antimatter.
-AntiLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.
-Carrier frigates rebalanced to have 2-3 squadrons and be relatively less expensive per squadron.
-All anti-strike craft frigates' base DPS reduced by 43%.
-AntiVeryLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.
-Composite attack type's damage modifier vs Medium armor increased from 100% to 125%.
-Composite attack type's damage modifier vs Heavy armor decreased from 125% to 100%.
-AntiHeavy attack type's damage modifier vs Heavy armor increased from 125% to 150%.
-Abilities can now require resources to be used instead of antimatter.
-Fix for capital ships not being able to build squads.
-Squad owners now attempt to build strike craft in all non-full squads, rather than just one squad per type it supports. This addresses the situation where squad owners w/ having all squads of the same type were losing 'production efficiency' vs those having both fighter and bomber squads. This should also improve construction for squad owners w/ 2+ squads (ie most high level capital ships).
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).
-Duplicate buffs that get replaced by new instances of the same buff now do their OnBuffFinish actions when this happens. This should significantly improve Malice's damage output when multiple Progenitors are chain casting it on the same targets.
-Fixed bug with being to see weapon ranges of non-detected ships.
-Buffs are now removed from targets, where appropriate, if their player ownership changes.
-Fix GetExtractionIncomeBonus mistake with bonus amt.
-Better blocking of defeated players being able to use the market and bounty.
-Player resource buckets now start at 50% market price instead of 100% so there isn't so much red at the start of the game.
-Jump Field Generator artifact now also allows travel through wormholes.

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Graphics:
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-Major upgrade to the rendering and texture systems that allows the game to look even better on less powerful machines.
-18 completely redone and touched up meshes.
-Dozens completely redone and touched up mesh textures.
-Lots of new explosion effects and textures.
-A variety of minor 2d texture upgrades and/or replacements.
-New ship shader with colorsample.a swapped with datasample.r (Team and specular have reversed position).
-Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).
-Damage system changed so that dead entities update as fast as possible so the explosion effects occur at the correct time.
-New explosion system.
-The game doesn't crash if the number of persistent damage effects is close to the max.
-Upped the max number of persistent damage effects.

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Sound / Music:
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-Fix for rotation sounds disappearing when loading save games.
-Fix for losing sounds after migrating hosts.

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AI:
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-Improved AI ability choice and usage.
-Fix capturable resource mines from being considered damageable and causing all sorts of badness in the AI (and elsewhere).
-Fix for ships not attacking modules all the time.
-Set the correct difficulty of dropped players converted to AI.
-Improved when AI decides to build capitalships.
-AI can now build frigates in priority list if the supply usage is too low (ala patterns noticed in human build strategies).
-Fix support ship ratio to not be affected by non-combat ships (was building way too many if there were things like trade ships)
-AI now consider a repairbay more of a threat so it gets taken out at a higher priority.
-Improved AI building of tradeports and refineries.
-Further improved AI bounty logic so human players can't cheese the AI so easily.
-Auto join fleet members now inherit auto attack range.
-Autojoining a fleet now also inherits the fleet leaders settings (ex. group hyperspace state).
-Fixed bug where ships that autojoined formations would have their preorder move point overwritten by the rally point code. This meant that the last ship joined would always try to go back to factory, instead of in-formation with their fleet.
-Fix path-finding crash.

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Networking / Multiplayer:
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-Introducing the beta of Ironclad's new game networking technology "Alloy":
     -Peer-to-peer technology (very common with real-time strategy games) has been having a rough time lately due to the increasing use of Internet security software and routers.
     -Sins was no exception, with the most visible problem being the amount of technical knowledge many users needed to learn in order host multiplayer games over Ironclad Online.
     -This latest version of Sins introduces a cutting edge network technology called "Alloy" that bypasses all these problems, performs faster, more reliably, and with more stability.
     -Players should never have to worry about being able to host, configuring routers, changing port numbers, or games ending due to failed host migrations. It’s 100% hands-off.
     -Technically proficient users can always choose to disable Alloy and handle the details manually.

-Synchronization:
     -Fixed loading mods potentially causing a sync problem.
     -Robustness added to various network commands so they don't crash when out of sync.
     -Scenario files are now checked to make sure they don't differ in multiplayer games.
     -Meshes are now checksummed in order to detect sync errors faster.
     -FileArchives now keep track of their contents checksum so the game can do more accurate checks on client data to detect if the game might go out of sync while playing multiplayer.

-Ignore system added so specific players can be ignored in ICO and in-game.
-Fixed assert in GalaxyGenerator causing socket error.
-No longer attempt to whisper "in-game" to disconnected players. This way you can talk to friends over ICO who have left the game.
-Fix for losing sounds after migrating hosts.
-Players can now attach their email to their ICO account to improve future support.
-Players can now join ICO chat lobbies that have the maximum number of characters as their name.
-Previewing galaxies in ICO will no longer kick you back to the single player screen.
-No more spamming of "host has changed game settings" in the game lobby.
-Fixed false negatives being reported for ICO-game hosting.
-All clients are notified if the host changes the game settings while in the game lobby screen.
-New ICO screen for managing game hosting.
-Added a no-duplicate name algorithm to player setup due to the new chat system. There would be no way to send whispers to duplicate name players.
-ICO accounts will now be forced to logout if you attempt to login with the same account. This was supposed to be fixed in 1.05 but should now actually work.

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User Interface / HUD:
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-New Mini Underground Window
     -This new window gives you immediate access to common Underground actions without having to leave the main view. Actions include:
           -Buying and selling resources.
           -Viewing the current bounty target and the raid time remaining.
           -The ability to increment the bounty on the player with current highest bounty.
     -All these actions are now hooked up to hotkeys.
     -Opening and closing the Mini Underground Window can be done via Ctrl-Shift-X or using the User Interface options screen.

-Hotkeys:
      -New default hot key for Select Colony Ships to not conflict with Toggle Main View Icons. (Alt-G)
      -Hotkey to toggle expand/shrink the best selected Empire Tree node. (L)
      -Hotkeys added for opening up specific tabs in the global windows:
           Examples:  
                 - Research Window: Combat, Non-combat, Artifact, Fleet
                 - NPC Window: Market, Pirates
       -Escape menu screen now more accurately reports when the player is entering text so that you can switch from the network status screen to other screens with hotkeys.
       -Entities autojoining fleets (see AI changes) will now search for and join the hot key group that contains the entire fleet. This way you don't have to rebuild hot key groups as more ships get added to the fleet automatically.
       -Can now toggle between the pirate and market screens without having to close them first with hotkeys.
 
-Empire Tree:
       -Hotkey to toggle expand/shrink the best selected Empire Tree node.
       -Using hotkeys to toggle the expansion of an Empire Tree node now also makes it visible. Note that this isn't done when clicking the arrow to the left to prevent shifting of the Empire Tree while your cursor is interacting with it. 
       -Empire Tree now updates if paused.
       -Fix Empire Tree crash.
       -Fixed a bug in the "show selected node" algorithm.
       -Tolerance for readjusting the Empire Tree changed so that it happens when any of the entire node is outside of the window instead of only the entity selected. This is so that selecting an entity will bring the planet in view even if the planet is outside the window.
        -Changed the behavior when making an entity visible so the entire node shows up on the top of the Empire Tree instead of the bottom.
        -New algorithm for making the selected entity displayed. Now takes into account the context of the entity, for example if a ship is selected the entire planet and all of its contents are attempted to be made visible, instead of just the ship.

-Fix missing planet type descriptions from scenariodef file.
-Fix for crash when selecting player portraits.
-Pasting text into text boxes no longer only cuts of the front if the text won't fit (cuts off the end).
-Both combat and non-combat lab counts are displayed in the open research button infocard.
-Abilities that spawn units now show the duration of their spawned units in the ability infocard.
-Changed button text to show credit cost on press instead of /unit of resource.
-Added colors to text that the big market screen uses.
-Added left handed mouse support. Swapped mouse buttons will be auto-detected from the win32 api and saved as a personal setting.

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Modding:
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-Maximum number of buildable capital ship types per race increased from 5 to 9.
-Abilities can now require resources to be used instead of antimatter.
-Fixed loading mods potentially causing a sync problem.
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).
-Fixed game from crashing when a mesh type that the engine expects to have shields is modded to not have shields.
-New convertdata can convert binary to text as well.
-As mentionned in graphics: New ship shader with colorsample.a swapped with datasample.r (Team and spec have reversed position).
-As mentionned in graphics: Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).
-Various improvements to GalaxyForge.

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Misc:
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-Fix crash bug with array out of bound values with Resource Focus.
-Fixed a crash in rendering certain string types.
-Screenshot Changes
       -Changed code for taking autoscreenshots to get rid of any render time interpolation.
       -Take screenshot on singlestep
       -Screenshot mode is disabled on shutdown so all relating settings aren't saved as off.
-Fixed bug where temp ships where messing up statistics (causing them to go negative).
-Fixed a null pointer crash.

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End
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1,719,460 views 574 replies
Reply #326 Top
1: throw us a bone, explain how this impulse machine works i cant seem 2 figure out where to find options 2 modify my own stuff etc. (and so do alot of others)


You just make sure you are logged in with your account, and click on "My Games" Tab, "All" sub tab to see what you have installed. Click on a game, and the window to the right shows you what options are available. You can also click on the Updates main tab to see one place all available Updates for games you own.

I believe they are integrating more functionality over time, you can just make your mods in the current way by putting them in the mod directory. I find it hard to believe someone as articulate as yourself can't figure out the interface. Maybe if you spent a little time trying out Impulse and less time writing these posts.....
Reply #327 Top
Great update list! Practically an expansion pack for free!

Also as a GalCiv user I can testify to the advantages of using Stardock central and now impulse to get updates.
Reply #328 Top

nownow Cykur im just another of those average guys trying to live my life


no, "someone as articulate as myself" can't figure out the interface. blame it on me if you want to but in my opinion useless software isnt meant for everyone

tough i didnt know impulse was still getting more stuff integrated over time, sow maybe it'll become much easier to adapt it to my needs after some actually usefull options are integrated

""do you realy like my writing or was that meant as sarcasm... cuase i dont put much extra effort in checking my posts for errors :P""


now back to the real topic...
love the fact they're adding more caps ship types
and i totaly love the fact that you use up recources for abilities, all we need now is an improved autocast ability (dont use stop engines on 100% kodiak if theres a 1% capital)

also great job on making damage and cinematic + deaths and explosions cynchronized...
now i can own people in style
Reply #329 Top
Again, I am offering to solve this problem; to write something that could possibly create standalone patches from Impulse updates... but I haven't had a single response...
Reply #330 Top
I'm very much looking forward to the new explosion system. :CONGRAT:
Reply #331 Top
Again, I am offering to solve this problem; to write something that could possibly create standalone patches from Impulse updates... but I haven't had a single response...


I cannot imagine that SD would allow this, but it would be great. They would lose control over the user.

But if they did, it would interesting to see how many would use Impulse or would rather DL a stand alone patch. I would go for the patch myself, obviously.



Reply #332 Top
I cannot imagine that SD would allow this, but it would be great. They would lose control over the user.

But if they did, it would interesting to see how many would use Impulse or would rather DL a stand alone patch. I would go for the patch myself, obviously.

In the end, it's probably going to happen anyways.

It's also about making it easier for them to patch the game, not controlling customers.
Reply #333 Top
No point in using subverters and ra, nicely done...relax and wait for the beta.You reckon they will be flexible with balance in the beta?


That's what i'm expecting...
Reply #334 Top
nownow Cykur im just another of those average guys trying to live my lifeno, "someone as articulate as myself" can't figure out the interface. blame it on me if you want to but in my opinion useless software isnt meant for everyonetough i didnt know impulse was still getting more stuff integrated over time, sow maybe it'll become much easier to adapt it to my needs after some actually usefull options are integrated""do you realy like my writing or was that meant as sarcasm... cuase i dont put much extra effort in checking my posts for errors "" now back to the real topic...love the fact they're adding more caps ship typesand i totaly love the fact that you use up recources for abilities, all we need now is an improved autocast ability (dont use stop engines on 100% kodiak if theres a 1% capital)also great job on making damage and cinematic + deaths and explosions cynchronized...now i can own people in style


They said they were going to make it a possibility...they aren't adding 4 more caps to teh game, and they arent making any powers take resources. These are options for modders.
Reply #335 Top
Question - how do people feel about MS Updates???
They seem fairly similar to how Impulse will work...
Reply #336 Top

<Moderator Removal>

No further hijacking of this thread to debate online delivery methods.

Reply #337 Top
In the event that these heinous actions


Instead of having freely distributed patches that pirates have easy access to and take longer to create to make sure they don't break things, we have a system in place that uses your registered info to download updates and can also check what game files you have on your system to avoid conflict or unnecessary downloads, as I understand it.

Folks before you and even some of your previous posts have had some semblance of a point. Now it's just devolved to the point where if everything isn't given to you exactly the way you want it, you're going to pitch a fit and deride the company as being evil. All that's left to reply to such nonsense at this point is the apt:

Please cry more.
Reply #338 Top
Ah, but there's your big mistake. My criticism was substantiated, you'd have to have character for me to assassinate it, the ridicule was wholly deserved and I didn't lie about anything.

As for the rest of your post, this thread has gone on for 14 pages detailing exhaustively why you are wrong. You now have the audacity to make remarks about how I should be constructive when you've refused to see reason and then continued to snipe about how useless others' posts are.

You and your ilk have derailed this changelog thread long enough. The situation has been explained, re-explained, dissected, explained again all for it to be met with claims that Stardock doesn't care about its customers because they chose to develop a program to handle patching. You want to state that telling you to shut up at this point is immature? Fine. We'll leave the decision to those that have read this entire thread and then see posts like yours still whining about that which you do not understand. 'Rebel my fellow brethren devoted to gamers' rights! A company has made a program that will help them make money on one of their products and simultaneously allow more frequent updating for us! To hell with them!'

In summation:

Shut up.
Reply #339 Top
Why can't they slowly migrate us over to "Impulse"?


You don't call months of development of Impulse, while we got to use its forebear SDC to download patches, a slow migration?

As for it all being about piracy, that's only one small aspect. As has already been explained, it's much easier to tweak one file and have Impulse update everyone's games then to have to release a standalone patch after a few months full of a large amount of fixes. Plus, the standardization of everyone using the same program to update with has to solve a lot of support headaches.
Reply #340 Top
Ah, but there's your big mistake. My criticism was substantiated, you'd have to have character for me to assassinate it, the ridicule was wholly deserved and I didn't lie about anything.

As for the rest of your post, this thread has gone on for 14 pages detailing exhaustively why you are wrong.


Prove it. And no, the fact that this thread is 14 pages long isn't what I'm asking you to prove.

In fact, responses like that only continue to validate the assertion that your "flaming" (I think that is a correct description in this context) is without documentation/proof and is thus without merit.

We'll leave the decision to those that have read this entire thread ...


Agreed. Very much so.
Reply #341 Top
Venym,

While you claim to be logical and reasonable, all of your language is very loaded, using words like "shady" and "scam", not to mention comparing Impulse to a form of cancer.

Your comparison to the music industry is also unsound, they lost money because they didn't embrace digital distribution quickly enough and tried to fight it instead. But now that Digital Distribution has been embraced, it isn't some free-music wonderland -- Apple is currently well on its way to being the biggest music retailer in the world, and you can bet they know exactly who you are and what you're purchasing habits are when you log in via iTunes.

As someone who played GalCivII, and is currently playing Sins, I can say that I always appreciated the frequency and number of patches I received to support these games. Impulse is the spiritual successor of SDC, and if it allows them to continue that trend, more power to Stardock & Ironclad.

I think everyone understands your basic position of not wanting to use Impulse, a little program that is used to auto-patch the game and can be turned off at all other times. I'd like to wish you well in your next gaming endeavor.

And on the upside, if the worst thing that happened to you this year is you stopped receiving standalone patches to one of your games, you are not doing too bad in the grand scheme of things.
Reply #342 Top
You install it, use it for what you need and then uninstall it? That sounds terrible, I know.


You don't even uninstall it!!!! It takes up 16MB of space. You just don't ever run it unless you know a patch came out. So many games come with auto-patchers now, not to mention every MMORPG that is out there.
Reply #343 Top
Can some one move all these annoying posts that have gone over the subject a few thousand times to a seperate thread please? It's worse than a Planetside thread about aircraft - on and on and on and on.

This argument is really starting to get annoying in this thread. Clean up crew required!
Reply #344 Top
I dunno if someone asked it but does anyone of devs working on hardcoded frigate/cruiser/cap/structures UI limits that dissalow modders to have more type of ships (especially more fighters/bombers types per carrier ship) ??
Reply #345 Top
mits that dissalow modders to have more type of ships (especially more fighters/bombers types per c


"-Maximum number of buildable capital ship types per race increased from 5 to 9."

Strike craft arn't mentioned though, unfortunatly.


Redesinging the UI it self to have more than 9 slots would be a 'large' job (lol) and I doubt that will happen ever, maybe in a sequel. 9 is enough for most things (And you can get around this by having other ways of spawning ships, which we need costs for which is alos added).

Reply #346 Top
Well, ships are secondary matter, strikecrafts are what hurt me most :(

To have an UI that could support more thatn 9 things, we would only need a scroll bar or "next page" button, nothing fancy, but would really help in many TC mods.
Reply #347 Top
My apologies to Frogboy and the rest of the stardock group by continuing the impulse discussion here when we were supposed to put an end to it but I really have to respond to what Venym said and clear a few things up. This is the last comment I will be making here about impulse.

It is clear that you Venym and many others complaining about impulse here didn't even install impulse to check it out and are making unbased claims. I'm pretty sure you had to register your product to get the standalone patches here in the first place and you can login with the same ID so its pointless to argue about that. Second Impulse checks what games you have so it can install the patch I don't know what anti stardock propaganda you are sniffing it doesn't even check to see if you have a legal copy.

I freaking downloaded a copy of sins off the net in some shady looking torrent site and tested. Heck if the patch was out I might have been able to install it so that claim is dismissed.

You can install the patch and impulse offline.
DID you hear it folks as long as you have impulse on your machine the patch can be installed OFFLINE. Impulse is all that is needed. if your one of those people who don't have internet and get patches from a friend no one is calling you a "pirate" you can still go on doing what you do. its been mentioned several times in the thread yet people do not bother to read before they type a message complaining.

This claim is dismissed.

Impulse is not Steam. the way steam patching is comparable to the way free online games patch on the net. Stardock has said Impulse is not Steam so do not compare it to steam you have not even seen how it is supposed to work yet you complain. How about waiting for the release of the patch before complaining about it.

so this claim is dismissed for NOW

Stardock has mention the patch will be rather large and probably all the next patches will be too. They have said by using impulse they will eliminate redundancy and we will be getting better patches I see this as a plus. Impulse is there to help you get the patches faster and install them better thats all.

So look forward to better patches provided through impulse.

As they have said before there is no DRM period! I know most people are thinking wth is the big deal with people saying they do. To me it seems the people who are complaining don't even have the legit product and won't be able to use impulse to install patches. Thats the only reason I can see why they are complaining about DRM on a product that has none.

Stardock has no DRM benign or otherwise so this Claim is hella Dismissed.

There is no Scam with Impulse You are not Forced to Buy anything or impulse itself. SO I have no idea where Venym is going. What he just said could be considered slander.
So claim Dismissed

I also want to thank Stardock for their patience and Want them to know I am in Full support of Impulse. people sometimes think remaining in an obsoletist stance about things instead of advancing to the next stage is a good thing, but there will be no innovation unless we look past these views.

~Spiralblitz end.
Reply #348 Top
Yarlen said:
If you don't have an Internet connection on your gaming rig for some reason, it's very easy to update a copy of Sins on an Internet-connected PC, archive that, and then burn it to disc. You can then use Impulse offline to restore the updated archive on your other system.


And then Zargon0225 said in
WWW Link :
You need to log into Impulse one time on the network to register your account settings and download your registrations. After that you can take Impulse off line. Can you plug the machine into the internet for a brief period?


So who is right?
Reply #349 Top
bbtestbob there is no mandatory online-login the moment you put in your account detials you can switch it to offline mode
Reply #350 Top
*slowly claps for spiralblitz*
I think you forgot to mention that you can probably patch the game if you got a copy off some torrent site using impulse offline. If i was stardock I wouldn't be so kind. I'd make it Online only but then again Im not Stardock. any way good job.