Ironclad Games and Stardock Entertainment are pleased to present the 1.04 update notes for Sins of a Solar Empire: Rebellion to customers. You may need to restart the Steam client if the update doesn't initially appear.
NOTE: VERSION 1.04 IS NOT SAVE GAME COMPATIBLE WITH PREVIOUS UPDATES.
Version 1.04 Change Log:
[ Graphics ]
[ Gameplay ]
[ Modding ]
[ Misc ]
Oh hey, development team, if you are reading this...
Please consider setting the militias to own their planets, and ramping up the militias. They're pretty lame right now.
I and so many other people I know have made mods to do this, so we not only have to defeat a militia, we also have to bomb a new planet before taking posession of it. I've changed every version of SINS I've owned, and I'll do it to every new version to come out... please think about it, it makes the beginning of a game much more exciting.
When people were complaining about the Ankylon, we only had the TEC factions in, and titans were both easier to get and more powerful, believe it or not. And even then most of the guys I talked to thought the Ragnarov was better. And we had no idea how the Eradica and Vasari titans would be. I think its safe to give it the only titan disable.
For me at least the minidumps haven't really been save game related. I just started up Sins again and went on from the last autosave. It might happen later on, but only once the game has progressed a lot farther.
Here's the one area of glaring Rebellion omission that really needs to change.
I played three games so far
I've played three games so far, testing each race.. although I don't know if race has anything to do with the mini-dumps. Anyway, I played two long, great games as VL and AR with no dumps. But playing as TL it crashed about four hours in, which really sucked because I was starting to really like the TL "fortress" titan.. lol. Anyway, I haven't tried reloading it yet... I may just to see what happens.
It only costs at minimum 60% more to rebuild once it dies now.
Hey I'd use it once my fleet is out of temple culture range.
Phase missile block, higher mitigation, 150% shield regeneration and a 25% damage boost on all ships in enemy territory.
Aye I sort of assumed that's why they chose now to rework Unyielding Will.
I guess in that train of thinking though the Eradica did take a hit as it's trademark "go invulnerable and throw a trantrum" move is now more expensive to utilize.
I kinda like the rework as it actually makes phase missiles less desirable against the Eradica, it will trigger Unyielding Will a lot sooner in the fight since only hull damage matters.
Not sure I agree with your prognosis.
When shields are down other weapon types do comparable or less damage then phase missiles do when shields are up(about 30% of phase missile damage goes straight to hull- If shields are down only 25-30% of damage gets past backup shield generators).
Point is it takes about the same amount of time for phase missiles to kill the Eradica as other weapons once other weapons drop shields. Sure it comes "earlier" but once it starts losing hull it's life expentancy is roughly equal.
So against non phase missiles you recieve:X duration with no buffs(while shields are being depleted)
Y duration with buffs(while hull is being damaged)
Against Phase Missiles you just get: Y duration with buffs(while hull is being damaged)
So frankly while you may hit the buffs earlier, you'll get more total lifetime and thus damage output against non-phase weaponry.
Not to mention once you get to the Y-period in which hull is being damaged, Purification is significantly better at providing survivability while maintaining Unyielding Will's buff as it also replenishes shield(and likely won't restore hull to full) meaning it maintains a buffed state while the enemy blows damage reducing shields to 0 again. So frankly after purification use is accounted for, the Y-period will likely be longer against non-phase missiles as well.
No matter how it's spun Phase missiles are bad news to advent- though I would concede the Eradica in general has always been better equipped to deal with phase missiles bypass chances by simple virtue of having access to largescale hull repair(purification)- being that the Advent's main issue with Phase missiles is their lack of widely available hull repair and are thus more or less stuck with any hull damage they sustain.
Man, that turned into a bit of a rant. If you can't tell I have some barely repressed issues in regards to phase missiles.
Well that's true of any level 6 titan. And all things considered I don't think its going to keep anyone from rebuilding an Eradica, unless they're already losing so badly they can't pay for it.
I do not think you understand how phase missiles work. The main reason phase missiles are so deadly is because they bypass shield mitigation, which is active whether the target has shields left or not. Since Advent shield mitigation already can get ridiculously high (on a titan in culture even the upper 80%s are possible), they'll always be the most powerful weapon type.
Further, I'd agree with pat, as the Advent Rebels have the best shield regeneration rate and options available (Progen, temples of restoration, purification), its quite possible phase missiles could trigger unyielding will while shields are still up. I don't know if that will be a big deal, and does little to discourage bombers, but it could certainly happen.
That's alright, so do I. You're right too, I forgot phase missiles bypass shield mitigation.
But the Eradica, with its old ult, was the only one you HAD to lose. With this new ult, you can let its health drop low and then keep it steady without needing it to die to benefit of Unyielding Will.
As it was, I doubt anyone intentionally let their Eradica die, unless it would earn a ton of XP for doing so. And your opponent clearly doesn't know what they're doing if they have a large group of frigates stay in range of an Eradica.
Well apparently Zombie tried to do it but it glitched and just died, no special ultimate invulnerability....
Ya, it was the perfect situation for the Eradica. A holed up VL fleet hiding on it's last planet and my main fleet waiting just outside if he tried to jump away
Fix the DE please!!!
Agree with the DE sentement. in the stupid ultra dumb lategame, advent could field 2 superweapons per gravity well, as opposed to the normal one per grav well... which sort of balanced out the fact that each individual shot was wimpyweak. Now they have gone from 2/grav well to .25/ grav well... without making the DE stronger to compensate.
as to how?
Significantly increasing duration on both the buff and generation is prolly a really good start. It is very hard to time a fleet attack with the buffs from the super weapon... making this easier would go a long way I think in increasing DE viability.
Allowing allegiance to fall extra fast is a possibility.
Disabling enemy culture centers is another option. Flipping them would be incredibly annoying, and prolly buggy with the abilities on em now.
prolly could think about reintroduce kostura fleet stun while we are thinking about it... depending on how nerfed vasari play in 1.04. That was only a real problem when you had what, 6-8 of em? i don't see that happening any time soon again.
http://www.youtube.com/watch?v=_HOAETv_nVo&t=0m5s
Seriously, if anyone wants to bet the the VR won't be overpowered in this patch, my pocketbook is open. Worst case is VL might need a little help. And buffing the Kostura seems like one of the worst things to do. "Ha, I disabled your fleet, watch my titan eat it."
Besides, it seems we could find something much less used than the Kostura to buff. You usually see a few of them every game anyways.
Shame this bit doesn't seem to be included, unless of course I'm misreading the change log.
Um... Lavo_2, when I click on your link it just brings me to the top.
I do think that the DE should have a buff, and a buff specifically for the AL besides.
Bama498 suggested that the DE have a 10% chance of converting the planet it is shot at, and I think that this buff could be woven into Ancient Retribution or Fury of the Unity and make the AL much more unique and powerful. It would also make them funner to play, buff the DE, and could be implemented easily, using the same effect as Repossession from the Coronata.
Welp, fixed that link.
How did I know that was where you wanted the link to go, Lavo_2?
A massive buff to unity mass and they didn't even increase the cool down lol
I'd just like to see Deliverance engine disable culture buildings at the targeted gravity well and have a 50-100% faster projectile speed(it can sometimes be rather hard to time considering one of it's main effects is a fleetwide damage buff which needs to arrive at a battle near the start of the confrontation to really be useful).
Heck even a 100% penalty to enemy culture production in the targeted well may do the job(rather then a full disable).
But the fundamental issue is it takes FAR less culture to defend against a culture push then the push consists of. For DE to really be efficient at causing allegiance loss it needs to reduce enemy culture production rather then merely providing a boost to your own culture.
But I digress- occurs to me we may be being a bit rude talking about what HASN'T yet been added 2 pages into a thread where Yarlen kindly gives us an early peek on what looks to be a beautiful patch which has been in the works for some time.
Aww well, guess it's sort of our nature to focus on "what's next".
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