Next week we're planning to release the v1.03 update for Sins of a Solar Empire: Entrenchment. In keeping with all the Entrenchment goodness, v1.03 will only be available via Impulse (http://www.impulsedriven.com) to registered customers.
WARNING: THIS UPDATE MAY INVALIDATE EXISTING SAVE GAMES.
Haha whatever works to get Karma.
It looks like a good update, I can't wait to check it out. Thanks Yarlen buddy!! (Desert Fox here) I play Sins only a few times a week, busy beta testing another game that people made Mods for, beta testing Mods on daily basis lately at my website. We are working on our website software for our new file service, driving me crazy but we will finish it soon.
Dargoon999, sounds like you need to create a Mod if they don't include the things you like?
What surprises me the most is the sync error caused by loading from different filesystems. That must have been a real pain to find in the first place, too.
I don't know what the bug was or how it was fixed, but have you checked the fix against the new exFAT as well?
I would have thought using lots of bombers was the way to go - thats what I do anyway
Yeah, it took us over a year to find! No joking! It won't happen on any new filesystems because we refactored the code completely to make it filesystem independent.
Blair, could you bonk Yarlen with a stick so the patch goes out today? Appreciate it!
Is there a place for manual downloads? I'm stuck at 79.3%
Fixed a bug in the AI that caused too few anti-structure ships to be built when preparing to attack enemy starbases.
oh that's just evil i was so happy in that 2 vs 4 unfair AI game that the ai only brought 20 anti-structure cruiser s
THEY FIXED MARZA this is exactly what we need more time counter it + different graphics (yet 2 see it though.. me's curious)
thanks again for a great patch, all game-related issues that were bothering me have been changed
S_o_L
Me the graphic didnt look any different or whats till barely visable. How ever I had a graphic mod that wasn't working witch could still have interfeared with it. If someone see the new marza graphic can you post a picture?
Edit: Actuly no since new oatches create new mod folder my game was comepletly unmodded. And if what I saw last night is suposed to be the new graphic I didn't notice any difference from before. But I was playing with a graphic mod so I might be forgeting.
Okay here is what the new graphic looks like.
I'll start by giving credit by saying it'S a damn improvment from before. It is indeed quite clearer. However it fell short of my expectations. Seeing this today I understand why in my game last night I couldn'T see the difference. It simple the skybox. This one is blue my skybox last night was red. So the effect was almost invisable. So it's a good start but more work needs to be done. Adding a sound liek was proposed that sounds like a weapon of doom would be a nice adition to this. I was watchign a guy use histeria on planets last night and one could tell just fromt he sound of it. Doing something like this would help greatly if this is all the graphics improvement thata e going to be done.
I for one will continue using Bailknight's graphic mod moddified by Annatar. Yes it works in 1.03.
Great now none of my mods work again, now I have to wait for new ones to come out. Unless anyone here knows how to get the starwars mod to work with this new version. I kind of like not having the carriers be so powerful and all I mean I'm gettin tired of people just rushin with a hundred carriers and thats all they know how to do.
Lol better then a dude building tons of LRFs. Becasue for the carriers atleast you can stop em by countering them. I laught at people that build nothing but carriers.
EadTeas, would you recommend a voice soundbite like: "A Missile Barrage has rippled phase space!"
No I would recomend somehtign like what this dude thought up.
Of course I don't think that exact particuler sound would fit into Sins. How ever somehting along that line would.
I agree about carriers, but look at how bad defenses have ALWAYS been in the game. Entrenchement came out and it was a marginal improvement, but defenses still were pitifully weak. It makes NO sense that you can go in and wipe out the enemy homeworld and not lose a single cap when that enemy has built all defenses possible. What the devs have done is a certain kind of play balancing, but one that makes little sense when you can't adequately defend your homeworld no matter how hard you try.
I would have liked to have seen something where your it became harder to setup defenses (more expensive perhaps?) the farther you got from your homeworld but you could setup a ton at your homeworld if you chose to spend resources to do it.
This game has and always will be a fleet game and things like defensive structures are speed bumps at best sadly...
I wholeheartedly agree with you. Defensive structures (gauss platforms/beam platforms/missile platforms) are basically worthless. It would be good if the attack range could be doubled or even tripled. BTW, whats up with the TEC Guass upgrade, its like 1500 credits + 150 crystals for a mere 15% increase in fire rate!?!, ridiculus!!!
Defences in entrenchment are far more powerful than before. Have you tried taking down a fully upgraded SB? They are very powerful and early game can easily take down an entire fleet.
Defencive structures are far from speed bumps if you are trapped between enemies they can keep you alive because they can take out entire fleets with help from other static defences.
Yeah ask the Vasari dude who was tring to find a week point in my defences last night. He got treated quite badly by my defences.
How about a new ship design anti missle frigate or give the flak ships an ablity to chose anti fighter or anti missle focus{ie they can only defend
against 1 type of hostile and while anti missle they cannot shoot other ships}
Anti missle effect could target any kind of missles they larger missles would take a few hits to knock out
Some upgrades to these ships could include damage/faster rate of fire and range
you could have missle upgrades too phased missles {harder to hit } harded missles {take more hits to knock out} faster missles etc
There isnt enough ECM in the game something like this would make alot of interesting changes and could represent that somewhat.
ECM = electronic counter measures
were can i download it
install impulse.
it would seem that the map converter is not compatible with this update.
Any recommended changes needed to the program to make it work? Or just wait for a newer release for older galaxy files?
From Where can i download it?
look two posts above
I've been playing sins for over a year now. (strictly non-online... no internet connection in my room wth?!?)
I've mostly played as the TEC, but I'm starting to warm up to the Vasari.
Mostly because of these reasons:
The Skirantra Carriers Repair Cloud ability (fully upgraded) constantly made it very hard for me to defeat their fleets, that and their over-all stronger armor, hp, sheilds, etc.
The Subverter's...uh... whatever ability it is that seems to shut down entire sections of my fleet. I fought a HUGE battle against a Vasari fleet (I was TEC) and got the shit-ake-mushrooms kicked out of me, 'cuz I literally couldn't do anything.
Their SC (has anyone noticed that ONE Vasari bomber has MORE HP, Armor, DMG, Sheilds than an ENTIRE advent squadron!?)
The Carriers getting nerfed again, I think, is the wrong way to go. Spamming anything is just stupid. If the spamming actually WORKS... that's even worse...
I've kinda taken advantage of how the AI don't use crew extractor... It serves me as an early-game warning system against incoming fleets... But if they use it now... that's Kewl to.
The people that think the MB should be nerfed more can... -Profanity- ...The afore-mentioned Vasari abilities MORE than keep your fleet alive during an MB... Adding Kewl special FX to it is pretty kewl tho...
Just play those awesome Vasari and see how crappy all that stuff is.
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