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:
basically all patches are mod breaking patches though some are more severe then others,
this one is severe
Blair
The Sentinal's charged phase missles seems to only increase range and disable the ship. The AOE affect is gone.
Is the charge phase missle ability suppose to affect SC and ships or just SC?
Thanks. Something is definately not working right. We'll try and have it fixed tomorrow.
so..................when are we getting the hotfix??
The Day After Tomorrow...
Probably the beginning of the work week.
I would note that the IC guys/gals are working on the weekend. Something they don't have to do, and for that I give them my thanks! I'd offer some beer and pizza, but the emoticons don't work.
They're in the Pacific time zone, anyways - probably still having breakfast. I'm thinking pizza should wait for a few hours. Beer, maybe a bit earlier
What? I thought they were somewhere in the great north. Like Montreal. Either way crunch time guys! Sleep when its done, we won't bother you for at least 2 weeks lol.
That's pretty generous. They might be able to take a vacation with that much time, and I'm sure we don't want that to happen.
... Umm as a Canadian I have to point out that Montreal isnt in the great north . for great north thy yellowknife, or Iqualuit
_|~Uber
PFFTTTT! Pizza is a perfectly valid meal at any time of the day!
Blair, this is mind numbingly trivial, but there is a grammar error in the Advent's Hyperspace detection research.
The original;
Frightening visions of future warn scryers of incoming enemy ships during their phase jump to your empire's planets.
What it should be;
Frightening visions of the future warn scryers of incoming enemy ships during their phase jump to your empire's planets.
Stupidly trivial, I know.
blair should reward himself and play the fruits of his labor
just tried out the Sova Rapid Manufacturing
Now I am playing a mod that increases amount of Cap ships and Build Time (about double)
I was able to crank out 22 caps from 6 shipyards in less then 30 seconds (28 to be exact)
w00t! now thats an instant fleet
blair should reward himself w/ some funky smelling "sage"
wow have been checking out the Sova RM ability
you can make the TEC an actual industrial Juggarnaut with this ability
4 seconds only for a cruiser carrier, 3 seconds for an HC, 1 second for LFs LRFs and Flak
talk about your instant fleet
is that before or after industrial juggarnaut...? after i assume?
yes after that is researched,
still that is absolutely awesome
and no the mod I am playing has not modified that research
I cant wait to fire up RM after the Industrial Juggernaut research in a grav well with a SB with the production upgrade. Unless I'm terribly mistaken, after the second upgrade the TEC SB builds at 175% of the normal speed so that, plus the 50% boost from Industrial Juggernaut, plus the 300% boost from the Sova....good god, I get teary thinking about how cool that is.
imagine four of those in a star gravwell
muhahahahahahahaha
I got to try that out
pity you cant build caps from starbase
TEC ftw. I always thought that their supposed economic and industrial advantages were a bit weaker than they should be, the updates to the Akkan and the Sova definitely make me revise that viewpoint. Gotta love an uber economy and the ability to build an instant fleet. @ Ryat, dear god can you imagine if you COULD build a cap from a TEC SB?? Build time = less than the time it takes you to say the cap's name.
I cant wait to wake up someday soon and discover there is a hot fix waiting for me hehe a gift to the world.
i know... my life has been on pause... I just...cant do anythign but think about "must... have... patch..."
well the devs must have figured that the Sova RM + the Starbase factory is just too powerful
it does not work
damn that would be nice if it did
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