Its been over 1.5 years since Sins was first released and this is Ironclad's 22nd update to Sins/Entrenchment (ignoring all the beta updates).
It really hit us how the gameplay and strategies have evolved since then when we started tracking the source control changes for the siege frigate data which, as many of you may remember, went through a drastic nerfing early in 2008.
Well, now the situation is quite different due to a number of factors, not the least of which is player capability and the defensive measures added in Entrenchment. It was therefore neccessary to bring them back into the roster.
But we didn't stop at siege frigates. One of our primary objectives in this update is to make sure every unit is brought back into the pool of viable tools. In some cases this was as simple as modifying some data but in some cases we completely redesigned elements of them.
Naturally, trying to figure exactly what those changes needed to be was not an easy problem but one of the best ways was to play the game against as many players as possible so we once again took to playing regularly on Ironclad Online.
Unfortunately, we couldn't use our real names because when we did in the past we were the targets of unreasonable unholy alliances. Such circumstances aren't great for collecting data and analyzing strategies. Sorry for the smurfing but it was for a good cause
In addition to playing online we've spent a lot of time analyzing feedback on the forums, in particular the great thread by Deceiver_0.
In this thread he collected votes from everyone on a wide variety of issues and presented a consolidated place for ideas and potential fixes.
While we didn't agree with all the suggestions, we did attempt to address what we determined to be the underlying problems but in some cases we implemented the suggestions nearly verbatim.
Special thanks to everyone who contributed to that thread! Also, special thanks to everyone who wrote constructive posts or emails, we couldn't do this without you!
Enjoy!
-Ironclad
WARNING: This update will invalidate existing save games.
Gameplay / Balance:
Graphics and Effects:
where is the downloadlink? wtf oO
the strukture of the donwloads and the support is .... why do you do that? nerv!
Was das soll? Ganz einfach: Impulse ist das Stichwort.
There is no external link to the patch, you have to download them using the impulse platform via your account on the page My Games.
To download the latest patch, open Impulse and click on the tab labelled Updates. Right click on the Sins and Entrenchment icons and click on download.
try going to impulse
if you dont have impulse go here
www.impulsedriven.com
and download impulse
To you I might sound liek someone who thinks is the boss. But for me I am just ringing the bell and tryign to find solutions when I find a problem. And from what I saw yesterday of a max of 74 people from 7to10pm eastern time the 6 months of 1.02 and 10.3 horrible balance has made the online communaty drop by 25-40%. How's that for proff that something was ATROCIOUSLY wrong with the game in that period of time. Now I did only compare with 1 days of the week when before durring the week their was on avarage 100-120 people online with slower days. So maybe tomorow was a slow day but the low numbers were not encoraging. I hope tonite will see better numbers.
But if i am right that ICO population has fallen 25-40% then the warning calls I made since las amrch have been dead on. And the months of 1.02 and 1.03 have caused GREAT harm to this communaty.
Found another possible bug - The Jarrasul Transport's gravity warhead now fires constantly at targets with autocast on.
I say its a possible bug as its real use is just stopping an escaping fleet, does the gravity warhead do anything else that requires it to fire at any target as soon as its available?
It does not do anythign else. But it will trigger the underfire build penalty of carriers. Plus for us humans it is a tool to stop ships from escaping. to the AI it's an attake abilaty. Their no way to make it understand this should only be used on ships trying to escape. Atleast not that I know ofve. Kinda like IONBolt on the Akkan, it's only good for 2 things, interup chanellign abilities and stop the phase jump charge up time of enemy ships, especialy cap ships. But the AI will auto fire Ion Bolt repeatedly outside of that contect and drain the AM reserve ont he Akkan in a flash. In this game very few skills ae to be left on auto cast for capitalships. As TEC the only autocast I leave on are.
KOL: Addaptive force Feild and Finest HourMARZA: Raze planetAkkan: ColonizeDunov: Flux feildSova: Embargo.
Everything this else I turn off. ANd I would strongly recomend you do the same. I do turn otehr abilaties on ocasionaly when needed like: Gauss Gun on the KOL, or Missile battery on the Sova.
yes it slows down enemy ship movement.
So is the hotfix still planned to be released today?
I am curious as tot he status of the Hotfix as well. I know it's Friday guys. But plz drop us a word
We are all busy tesitng it. I'm not sure when it will be out but I want it out asap. The best thing I can do is give you a list of the current changes:
-----------------------------------------------------Sins v1.181 and Entrenchment v1.041 Hotfix-----------------------------------------------------
-Fix for Akkan's colonize potentially creating neutral resource extractors.-Fix for Adept Drone Anima not behaving correctly in original Sins.-Jam Weapons will now only be autocast when a threshold number of enemy strike craft are in range. (Entrenchment Only)-Improved AI and autocast usage for Flak Burst, TelekineticPush, MassDisorientation and PhaseOutFighters. (Entrenchment Only)-New AIUseTime for modding: OnlyWhenManyTargetsInRange. (Entrenchment Only)-Fixed bug with mines not targetting or detonating if their owner player didn't have vision at their planet. (Entrenchment Only)-Fixed bug with NanoHullRepair sound effect.-Included missing dll's to make sure ConvertData runs correctly for modders.-Included Developer builds for modders.
Thnx for update
Did you guys get a report about Vasari flak not using the missile upgrade properly? Someone in the lobby was talkign about it. I am not familair with this bug thou.
Can someone explain the bug in more detail?
Blair, the Nano Hull Repair ability doesn't play its sound correctly. I have no clue why. The entity file seems correct. The sound file itself seems correct, works in Winamp. It also throws up a 'can't create hardware buffer error'. The sound files are all in the correct directory as well. Is this .ogg file encoded differently than the others?
Iedit: I tested it out a bit. I found no problems but I was not able to see if it works on strikecraft.
I think we've found the problem. Can you write me at bfraser@ironcladgames.com so I can give you something to test to see if it works?
Email sent.
File sent. Email me if you don't get it (possibly too large for your ISP?)
Alright, I got the file and cast it a couple of dozen times. No error! *knocks on wood. Kitkun also had this problem I believe.
Edit; Why did this seem to happen only a few of us?
Feel free to share the file with whoever needs it. We'll be including it in the hotfix as well.
It's because its a stereo file trying to be played as 3d sound (expects mono). The behavior would depend on your soundcard and soundcard driver. Some can handle it, some can't. Safest to just make them all mono.
The Halcyon carrier is good now. Actually a contender for first cap, IMO. Those extra squadrons are incredibly useful early on, before people have carriers.
in the 1.17 update the game run okay, but now that I have upgrade my game to 1.18 the game isn't opening, can someone help to fix the problem???
Need a bit more info there, ninja of the Hidden Leaf. What exactly happens when you start the game? System specs?
Edit, and the emoticons go down! Again...
hey guys. long time reader first time poster. does anyone know if this is a "mod breaking" patch? Specificaly sinsplusoriginalentr1.02. i know it works with 1.03 entrenchment. has anyone tried it yet?
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