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Sins of a Solar Empire: Trinity/Diplomacy v1.21 Change Log

Sins of a Solar Empire: Trinity/Diplomacy v1.21 Change Log

Ironclad Games and Stardock Entertainment are happy to announce the release of version 1.21 for Sins of a Solar Empire: Trinity/Diplomacy today.  We've spent the last few weeks delving into the Alloy network code for the game to address lag in multiplayer games, as well as making some other minor tweaks to gameplay.

The update is now available via the Impulse client for all registered customers.

NOTE: THIS UPDATE WILL INVALIDATE YOUR SAVE GAMES AND RECORDINGS


Multiplayer:

  • Tweak to the Alloy network code to try and keep clients from running ahead of the server, and to catch up better when clients lag behind. Our testing shows this should significantly improve overall multiplayer performance over ICO when Alloy is used. 
  • Players who flood the ICO chat system will now be kicked from the server.
  • Additional validation checks added to the ICO server.

Gameplay:

  • Fixed range on scout ships' mine detection ability to properly be 6,000.
  • Maximum level capital ships will no longer "leech" experience points.
  • Anti-very heavy vs. capital ship armor damage reduced from 0.75 to 0.6 (i.e., bomber squadrons will no longer do as much damage to capital ships).

AI:

  • AI players should now place mines with a higher priority nearer to structures.

Interface:

  • Research tabs with no research subjects should now be properly hidden.
  • Added an option to allow users having trouble with the cursor to switch to the Windows system cursor.

Sound:

  • Old sound effect for the Vasari Kortul re-added.
118,428 views 72 replies
Reply #26 Top

Ya, I agree, this patch is Awesome ! Since the 1.2 the game runs so much more smoothly and the gameplay mechanics are realy awesome !

Thanks so much to the devs :D

Reply #27 Top

Yes way to kick ass developers!

I'm amazed there is a game company out there who actually fixes things.

 

 

Reply #28 Top

Heh... I'm in the middle of like 3 lan games before the patch... must resist temptation to update... and hopefully finish those games quick.  Like the change to bombers (at least in theory :))

Reply #29 Top

Awesome, if only my computer hadn't died... Awww.

Reply #30 Top

Well ... get a new one, or an old one ... Sins runs on them all!!! :-D

 

Reply #31 Top

Thanks for the continued and great support. I hope you keep improving it!

Reply #32 Top

now if only long range frigates could get the same exact nerf as bombers did ><

Reply #33 Top

now if only long range frigates could get the same exact nerf as bombers did ><

Or even slightly deeper nerf...

Reply #34 Top

Quoting Derek06, reply 32
now if only long range frigates could get the same exact nerf as bombers did ><

One nerf at a time guys, one nerf at a time. :P

It wouldn't be the first time a pair of nerfs effecting the same unit turned out leave the game just as unbalanced only in the extreme opposite way. Carrier capitalships are already good units as it is, though the other caps could certainly use the extra longevity.

Reply #35 Top

Capships with their crew limit and relatively low cost effectiveness are not going to dominate game avan after HUGE LRF nerf...

Reply #36 Top

Nerfing the LRf further will mess up the advent as TEC and Vasari gets theirs early, cheap and easily upgradable.  What really dominates the game is not capships but well-balanced fleets so Ironclad needs to add a damage reductor as fleets grow so that battles can last 50 minutes between 500 command fleets.

Reply #37 Top

you do realize that the bomber nerf, buffs heavies, and increases the fighters on the field... both of which cause serious hurt to lrms.

lrms did get a nerf... it is just a indirect indirect one.

Reply #38 Top

Quoting Pbhead, reply 37
you do realize that the bomber nerf, buffs heavies, and increases the fighters on the field... both of which cause serious hurt to lrms.

lrms did get a nerf... it is just a indirect indirect one.

Bombers were nerfed only to capitalships, not heavy cruisers. So unless you are thinking that the extra time it now takes bombers to kill capital ships will give heavies more time before being targeted, it really doesn't effect anything else.

Reply #39 Top

Ima thinking along the lines of bombers are uasually brought out early to snipe caps... while bombers are suppsed to be a counter to heavies and starbases...you will see people bring out lots of bombers because they can kill capitals.  The fact that bombers were already on the field, detered the use of heavies, which just get killed hard by bombers.   Now, with less of an incentive to bring out bombers early... heavies have more of a chance.

Its the really really big picture thing.

Reply #40 Top

Quoting CoBBQ, reply 36
Nerfing the LRf further will mess up the advent as TEC and Vasari gets theirs early, cheap and easily upgradable.  What really dominates the game is not capships but well-balanced fleets so Ironclad needs to add a damage reductor as fleets grow so that battles can last 50 minutes between 500 command fleets.

50 minutes for a battle?  That would kill online multiplayer and almost make it a turn-based game.

Reply #41 Top

I don't say LRFs should be nerfed IN GENERAL. I say LRFs should be nerfed against capitals and ONLY CAPITALS.

 

What IMO should be made in further patches:

- Both Cielo's Embolden and Iconus Guardian Shield should give affected allies chance to block phase missiles (around 15-25%). These weapons are simply too effective, balanced mixed advent/TEC fleed should have way of reducing damage taken from phase missiles, and I don't think nerfing missiles is the way to go. It is also good way of making embolden more useful...

- Phase trap definitely need max targets cap. Single relatively cheap structure should not be able to negate unlimited enemy strikecrafts...

- Extra Strike Craft squadron on each non-carrier capship. Carriers are still powerhouse, this small change may help.

- Improved Siege Frigates Role OR nerfed caps siege effectiveness

- Caps die too fast in the lategame, maybe slightly more hp/shields/dps per capship level may help?

- Caps turn radius is crap, some caps in order to attack target behind them are forced to fly across entire gravity well... It is extremely limiting players micromanagement ability.

 

Reply #42 Top

1. yes... becasue the guardian shield needs to be buffed... >_<  try sticking that on the domina... >_<

2.  while your prolly right... it does also make your strike craft unkillable... while also distracting enemy strike craft from things like lrms.  problem with target caps on strike craft abilities, is that it makes the abilities very very weak vs advent, and very very powerfull vs vasari.  just look at the donov's magnatize.

3. ya. no.  some caps get up to 3 squads already... you want to buff that to 4? no. this is just silly.

4.  siege frigs are quite usefull when used correctly.... not in the middle of a battle. i think the term is "base race".

5. meh.  a general cap survivablity buff would be nice, to compensate for the general power creep... but bombers just got a huge nerf against caps...  I mean, that is some serious survivablity increase right there.  cap ships are not supposed to be invurnable.  and if your doing this to make them survive better against phase missles... what about the other races which do not have that fun fun extra?  now, when titans, and corvettes, and whatever else rebellion has extra to throw against caps... I can see this, but prolly not before.

6. you just dont know how to micro.  it is totally possible to tell a cap ship to reverse if you know what your doing, though it does require almost all the players attention.  and the devs have said multiple times that it aint going to happen.

Reply #43 Top

1. Maybe you are right, nevertheless Advent definitely need some anti-phase missile protection form "phase missiles block" ability. Maybe on Domina. On the other hand Cielo definitely need buff.

 

2. If you give Phase Trap targets cap, it will nerf this ability against both advent AND Vasari. Yes, it is deeper nerf against Advent, but it is intentional - Advent actually is slightly up against vasari.

 

3. You are talking of fully-experienced caps, and even if you give fully experienced caps 3 extra caps it is not a problem, because:

a. Fully experienced caps are really rare and difficult to get

b. at this stage of game players already have huge fleets, difference between 3 SC on cap and 4 SC on cap at lategame is negligible

Purpose of "one extra SC on non-carriers" is buffing non-carrier caps EARLY GAME - to reduce carriers supremacy at this stage of game.

 

4. Their use is still too limited. Maybe you are right, but I would like to see them slightly more often. Maybe more hp or damage against ships?

5. Caps even after bomber nerf are still on the opposite side of being "invurnerable" - not only because LRFs are massacring them.
Caps are natural target of focus-fire in every lategame battle, and even experienced caps have relatively low HP, SH and DPS. On top of them there is no way to spam them (which is good), because of their crew limits. Seriously, ~20% buff to hp, shields and DPS on caps will be good thing. If it is going to change early game too much, maybe better option is buffing caps bonus to stats gained every level (additional 100 hp and 100 shields every level plus DPS buff increased to 10%)

 

6. Maybe, but when I am controlling 5+ fleets and 40+ planets, telling every single cap how it is supposed to move is distracting my attention from things intentionally more important.

Reply #44 Top

im agreeing with arthanos

phasic trap is horribly OP, 3 hangers complete negate all SC for hours lol, this really needs fixed because it is broken

advent were meant to have the best SC i think but in reality they have about the worst, giving phasic trap a unit cap would help

The damage reduction bombers got against caps i dont think is near as 'huge' as you think, lrm need the same reduction, but again ONLY AGAINST CAPITAL.

majority of games are still long range and bomber spam fests and capital ships are worthless becuase you have to keep them away from the battle or they die litteraly in seconds.

vasari is op vs advent because advents best health upgrades are shields and each upgade is completely negated by phase missiles, they need some help

this games needs mechanics to speed up games not make it last longer...advent and tec starbases need proper counter, as of now games take forever even if u have a considerably larger fleet than your opponent you cant go near his starbases cause he has redbutton or mass disorient + meteor

Reply #45 Top

It was great for the first two days after the patch.  Now it's just awful.  I wonder if it has something to do with the server needing to be reset or refreshed every so many hours?  Perhaps it should get a reboot during a dead time like 6 am U.S. EST.

The in-game lag and lobby chat lag is WORSE than it was before the patch now!

Reply #46 Top

Quoting Derek06, reply 44
im agreeing with arthanos


this games needs mechanics to speed up games not make it last longer...advent and tec starbases need proper counter, as of now games take forever even if u have a considerably larger fleet than your opponent you cant go near his starbases cause he has redbutton or mass disorient + meteor

TEC has ogrovs and vasari has its own SB.  Either of which will satisfactorily kill a TEC or advent SB.  Advent has the most trouble killing SB(especially vasari one) due to no good structure killer outside of bombers or a buttload of HC and a radiance to prevent the red button.  Illums suck against single targets and starfish suck in general.

 

[_]-Greyfox

Reply #47 Top

5. Caps even after bomber nerf are still on the opposite side of being "invurnerable" - not only because LRFs are massacring them.
Caps are natural target of focus-fire in every lategame battle, and even experienced caps have relatively low HP, SH and DPS. On top of them there is no way to spam them (which is good), because of their crew limits. Seriously, ~20% buff to hp, shields and DPS on caps will be good thing. If it is going to change early game too much, maybe better option is buffing caps bonus to stats gained every level (additional 100 hp and 100 shields every level plus DPS buff increased to 10%)

 

^ This is an idea I support. As a cap ship increases in level it should get progressively more 'beefy' to help it survive later game.

 

I also do not agree with all of the 'nerf this! Nerf that!!!!' mentality. Instead of 'nerfing' things why can you just buff what they shoot at? I mean at some point LRFs are just going to be doing 1dps if this keeps up. Seriously, think about it. :-P

Reply #48 Top

Quoting Greyfox2, reply 46

Quoting Derek06, reply 44im agreeing with arthanos


this games needs mechanics to speed up games not make it last longer...advent and tec starbases need proper counter, as of now games take forever even if u have a considerably larger fleet than your opponent you cant go near his starbases cause he has redbutton or mass disorient + meteor


TEC has ogrovs and vasari has its own SB.  Either of which will satisfactorily kill a TEC or advent SB.  Advent has the most trouble killing SB(especially vasari one) due to no good structure killer outside of bombers or a buttload of HC and a radiance to prevent the red button.  Illums suck against single targets and starfish suck in general.

 

[_]-Greyfox

 

I agree grey. Advent have the toughest time dealing with entrenched opponents. However on the flip side advent are the best at entrench. A base with mass disorient + meteor control along side 2 or 3 hangers with shield bestowal and good luck busting through that. 

A good way to buff the adjucator would be give them a more powerful attack up front and a weaker (side beam) on each side. 

Reply #49 Top

Ok, full idea:

 

- All BattleshipCaps now get additional 125 hp and 125 Shields per level

- All ColonizerCaps, SiegeCaps and SupportCaps now get additional 100 hp and 100 shields per level

- All CarrierCaps now get additional 75 hp and 75 shields per level

- All Capships bonus to Shield Points Restore Rate gained every level increased to 0.4 sh/s (from 0.2)

- All Capships bonus to Hull Points Restore Rate gained every level increased to 0.2 hp/s (from 0.1)

- All non-carrier caps now have maximum number of Strike Craft squadrons increased by 1 and start with not less then one Strike Craft squadron

- All Capships now get 12% Damage _Increase and 3% Weapons cooldown_decrease every level (instead of 6%/2% or 5%/3% on different caps)

- Capship Abilities now do 100% damage to caps (instead of 75%) - it is needed to keep anti-capship capship's abilities balanced.

 

 

What these changes are doing to gameplay:

- only change affecting early game is extra strike craft - and it is good for game, because  every ship will have at least one squadron to deal with carriercap bomberspam. It should give more diversed early game first/second capship choose without turning early game into "lets spam caps fest"

- lategame caps with a lot of experience are  much more powerful, extra health/shields should give them much better chances of surviving beginning of battle. On top of that these high-level caps do much better damage (almost 2x better then now)

- spamming caps is pointless, because their low-level effectiveness is near unchanged. On the other hand keeping your experienced caps alive will be important goal, because these units are now significantly better every level.

 

 

Do you support this idea, or you think it need minor/major tweaks?

Reply #50 Top

I would love it if capitals were more viable in any point of the game

You cant really spam caps lol that takes wayy too much and the max is 18 i think

If more caps are made then alot less frigs are being built that would actually reduce spam and possibly reduce lag