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Entrenchment Beta 3 Change Log

Entrenchment Beta 3 Change Log

Get ready for phase 3 of the Sins of a Solar Empire: Entrenchment beta!

IMPORTANT: You MUST fully uninstall Sins of a Solar Empire & Entrenchment before updating to Beta 3!

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Gameplay / Balance:
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-New Manifest System allows for original Sins and Entrenchment to coexist (see below for great new mod capabilities).
-Added quick start game option that starts you w/ all resource extractors, a cap factory, 2 scouts and full population upgrades on your home planet in addition the frigate factory you'd normally get.
-Capital planets are now much more valuable and tuned to prevent stalls in the early game.
     -Capital Planet PlanetUpgrade now grants bonus metal and crystal income.
     -Normalized all home planet credit income.
-General AI improvements:
     -Can be in attack state now factors in allies helping.
     -Retreating should be somewhat better (this is part 1 of a whole new revamping of this system).
     -Fix ogrovs not coming into attack against regular structures.
     -Fix AI interpreted threat values of structures and starbases.
     -AI attack assembling pathfinding now checks if their is a path that doesn't have a heavily defended planet (in addition to enemy planets).
     -Fix AI building so many antifighters.
     -AI can now assemble around a starbase instead of just empty space or orbital defense.
     -Fixed AI not lining up properly when assembling.
     -AI will now capture and defend neutral resource nodes.
     -AI now longer counts starbases for countering if the starbase isn't constructed.
     -Improve AI's use of mine clearers.
     -Improve default mine clearing behavior of scouts (most importantly, even if you haven't turned on autoattack, a scout in mine clearing mode will still attack mines). (Still broken in some situations)
     -Colonize, build starbase, and capture resource missions now consider mines when determining if a given planet is too dangerous or not for the AI.
     -Fix AI over-estimation and infocard display of capital ship weapon damage as they level up.
     -Added basic AI building of Vasari and Advent mines. More to come.
     -Improved AI starbase placement.
     -Lots of minor stuff and more to come.
-Carrier cruisers now suffer a strike craft build rate penalty if enemy combat units are in the same gravity well.
     -Exposed the infocard value for build rate penalties to be on the cruiser in addition to the squadron itself.
-All races' anti-strike craft frigate weapon range increased 20%.
-All races' weapon platform structure's attack type changed from ANTIMEDIUM to CAPITALSHIP.
-ANTIVERYLIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%.
-ANTILIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%.
-ANTIMEDIUM attack type's damage modifier vs Module armor type reduced from 75% to 50%.
-ANTIVERYHEAVY attack type's damage modifier vs Module armor type reduced from 75% to 65%.
-COMPOSITE attack type's damage modifier vs Module armor type reduced from 100% to 75%.
-CAPITALSHIP attack type's damage modifier vs Module armor type reduced from 100% to 75%.

Ogrov Torpedo Cruiser:
-Front bank damage reduced from 1000 to 900.
-Fleet supply cost increased from 8 to 12.
-Resource cost increased from 490/100/70 to 620/130/95 credits/metal/crystal.
-Max hull points increased from 580 to 610.
-Max shield points increased from 275 to 295.

Solanus Adjudicator:
-Front bank damage increased from 50 to 55.
-Resource cost increased from 1100/210/135 to 1210/235/160 credits/metal/crystal.

Orkulus star base
-Stabilize Phase Space duration increased from 75 to 240 secs.
-Stabilize Phase Space cooldown increased from 90 to 320 secs.
-Pulse Gun damage increased from 146 to 186 for all banks.
-Disintegrator weapon damage type changed from AntiHeavy to AntiModule.
-Phase Missile damage increased from 300 to 325 for all banks.
-1st level of Assault Systems upgrade time reduced from 60 to 25 secs.
-new 3rd level of Assault Systems upgrade now grants 30% weapon damage increase to the star base.

Antorak Marauder
-Stabilize Phase Space is no longer a channeling ability, but is still interruptable.

TEC Hangar platform
-Flak turret upgrade weapon range increased from 3250 to 4500.

Advent Homing Mines
-No longer decelerate during their approach to target just prior to detonation.
-Now deal 150 of their 850 damage to all enemy targets within a radius of the primary target.
-Deployment radius increased by ~100%
-Target acquisition and loss ranges increased slightly to account for the deployment radius increase potentially placing mines further from the most common vertical movement range of targets.

TEC Proximity Mine
-Damage reduced from 1200 to 1000

Sivuskras Ruiner
-Explosive Mine damage reduced from 1200 to 1000
-Mines deployed per ability use increased from 6 to 10 (cost rebalanced to be roughly the same per mine)
-Mine deployment radius increased by ~100%

-Adjudicator is now able to fire when saved games are loaded.
-Fix starbases attacking before constructed (likewise with a variety of other structures).
-Mine placement changed so that they are more tightly clustered about the area in which ships are most likely to travel.
-Reduced starbase build and upgrade time modifier in hostile gravity wells from 2.5x to 2.25x
-Fixed an exploit with Pervasive economy and refunding.
-Area of effect repair abilities no longer autocast on undamaged, partially built structures.
-Subversion will now end if its planet becomes owned by friendly empires.
-Friendly units destroyed by a friendly Argonev's Last Resort ability no longer grant experience to friendly capital ships.
-Star bases are now affected by orbit body specific effects such as the antimatter charging at stars.
-Fixed bug where research prerequisites that included subjects your race did not have access to were evaluated as being satisfied instead of not. (Mind control bug)
-Removed unintended weapon on Vasari Hangar platforms.
-Dense core and porous core exclusive.
-Mine deployment through abilities now fails out at the appropriate places if the mine limit in the gravity well has been reached.
-Autocast for Vasari and Advent mines added.

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Graphics:
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-Reduced flair points Vasari orbital cannon.
-Fixed angle of approach of Advent meteors.
-Clutter reduction on shield projector effect.

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Sound / Music:
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-Entrenchment vocals pass 1 added.
-New TEC Cobalt vocals.
-Fix for annoying TEC repair cruiser sounds.
-Fixed frequent "structures complete" audio for mines. Now only reports when each batch is complete.
-Ogrovs using correct sounds now.
-TEC starbase constructor has general order response now.
-Better meteor sounds.

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Networking / Multiplayer:
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-Fixed sync bug.

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User Interface / HUD:
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-Other players' silent pings are no longer visible.
-Fix Vasari cannon ability string being too long.
-Crew training research now shows the correct max trainable level.
-Shuffled some research subjects around to hook up more pre-reqs where they are logical and to better fill the space.
-Added Starbase lost event.
-Stats added for mines/starbases/starbase upgrades.
-PlayerRanking now accounts for starbases.
-Fixed tec mine placement radius.
-Single player Game speed buttons added to the HUD.
-Empire search function for starbases added.
-Starbases integrated into planet construction (i.e so you can do things like select a neutral or enemy planet and get access to your starbase's build menu).
-Tooltips for mini pirate window added.
-Strike craft squadrons belonging to star bases now appear in the bottom pip ring of a planet's icon group instead of one of the side ones.
-Fleet supply used by ships queued for construction now displays the correct amount in infocards (was always calculated correctly for simulation).
-Alt now shows you ship icons and all even in cinematic mode.
-Exposed the infocard value for build rate penalties to be on the carrier cruiser in addition to the squadron itself.
-Fixed assorted typoes and grammatical errors (thanks for the emails!)

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Modding:
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-Mine scuttle times are now data driven. (Exposing a lot more items for data driving is in progress).
-New Manifest System allows for stacking of mods. Priority of order is controlled from the mod option screen. Mods closer to the top of the list are higher priority. (Please stress this if possible as it was difficult to predict how you might want to combo mods)

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Misc:
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-Numerous crash fixes.
-More memory savings.

411,772 views 215 replies
Reply #176 Top

As much as possible but there has been such fundamental improvements to the engine and the Sins core that it would be very difficult to bring everything. W/r to your examples: about 10% of the AI will be brought, 50% of the memory optimizations but doubtful much of the data driven variables or anything related to modding. The modding portion of Entrenchment is just too far ahead of Sins (e.g. look at what can be done with the new manifest system and mod stacking).

Reply #177 Top

One thing all should know and that is you should delete all custom maps you had made before you uninstall or before you install entrenchment or it will mini dump when you try to open the map maker

Reply #178 Top

Quoting Blair, reply 24

Well, you just helped me find a bug. Original Sins only checks the exe, the mesh folder and the gameinfo folder. However, mods check all folders (which is wrong). I'll fix that right away. Expect 1.15 to come out with Entrenchment next week.
End of Blair's quote

Wow so cool. I   <3 you. In a fraternal kinda way.

Reply #179 Top

hmmm....   I will be able to keep my achievements right?

Reply #180 Top

So I had 1.13 and the 2.5 beta running (well, 2.5b was running) in impulse. After seeing the new beta was available I made some hardware changes (was planning on, HDD swap.) Fresh install of windows 7 and Im only seeing original sins now. 1.14 DLed just fine, and plays fine. But I dont see entrenchment now (same account, same everything).

Is this what you meant by completely uninstall?

edit: added the entrenchment registration info and it shows up now. Why isn't it attached to the account like originol Sins is?

Reply #181 Top

Blair,

Did you put in the fighter movement for all ships in this release? if so what do i need to change or tweak for it to work?

Reply #182 Top

Well, just finished my first game on Hard, medium random map:  Here's the horrible bugs I found:

The computer did'nt retreat all the time, it stayed and fought, especially if there was a Starbase! 8(|  Forcing me to build an actual well thought out fleet to attack it with.

Carriers/Strike Craft seemed balanced; at first they swarm you as usual, but if you can hold them off and cut them down, they stay down, and Flak ACTUALLY helped! :O   I was unable to get my "Mass Carriers parked on the edge of my enemies well beer", and had to stay and do a bit of micro.

The Vasari Starbase did not collapse like an elderly person with a walker; it fought hard and took out several of my ships.  I was actually forced to retreat, and come back with a more apropriate fleet that also included Missle ships :\  What a pain.

The new "Qucik Start" setting forced me to miss my "begginging of a Sins game nap" and I had to play wide awake :zzz:  And since the AI kept moving in Starbases to my totally undefended planets, I missed my mid-game nap too.

The AI now also has a bug where it STEALS your resourse asteroids in uncolonizable wells; this forces you to keep having to sit up and watch the screen and stuff so you can defend those wells occationally.

I hope they can fix these bugs before the 25th. . .

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Reply #183 Top

Quoting PurplePaladin, reply 7
Well, just finished my first game on Hard, medium random map:  Here's the horrible bugs I found:

The computer did'nt retreat all the time, it stayed and fought, especially if there was a Starbase!  Forcing me to build an actual well thought out fleet to attack it with.

Carriers/Strike Craft seemed balanced; at first they swarm you as usual, but if you can hold them off and cut them down, they stay down, and Flak ACTUALLY helped! 

The Vasari Starbase did not collapse like an elderly person with a walker; it fought hard and took out several of my ship.  I was actually forced to retreat, and come back with a more apropriate fleet that also included Missle ships  What a pain.

The new "Qucik Start" setting forced me to miss my begginging of a Sins game nap, and I had to play wide awake  And since the AI kept moving in Starbases to my totally undefened planets, I missed my mid-game nap too.

The AI now also has a bug where it STEALS your resourse asteroids in uncolonizable wells; this forces you to keep having to sit up and watch the screen so you can defend those wells occationally.

I hope they can fix these bugs before the 25th. . .
End of PurplePaladin's quote

lol, nicely written.

Reply #184 Top

Quoting Howdidudothat, reply 9
That test agent of karma did was lame, and wouldn't have been what I would have built for an anti-carrier fleet.
End of Howdidudothat's quote

I built light frigates.  Are you are telling me this was the wrong thing to build?

Reply #185 Top

Thanks for the update! :-)

But:

IMPORTANT: You MUST fully uninstall Sins of a Solar Empire & Entrenchment before updating to Beta 3!
End of quote

So there will be no actual updating, but completely redownloading everything, right? Isn't there any way I can circumvent redownloading? 8|

Reply #186 Top

No, you can't. The earlier Entrenchment betas over-wrote Sins, but with the new Manifest system the original Sins has to exist for Entrenchment to work, so you need to re-install it.

Reply #187 Top

And what about a 1.13 archive I made before installing Entrenchment?

Reply #188 Top

That should work. You'll probably have to update it to 1.14 first, and then install Entrenchment over it.

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Reply #189 Top

Thanks! One personal question ;-D Do you still notice a 1 point increase of your karma?

Reply #190 Top

 

Does anyone know how to modify the Entrechment gamefiles of certain units and structures. In the original sins yoy could do that by opening the file with notepad now you can`t.

regards  Jorgen

Reply #191 Top

https://forums.sinsofasolarempire.com/336084

The editor can convert binary into text files (under Tools->ConvertDataGUI). You just give it the path to convertdata.exe in the Sins game folder. Make sure you don't edit the original files, copy them into C:\Documents and Settings\USERNAME\Local Settings\Ironclad Games\SoaSE\Mods\MODNAME\GameInfo and convert/edit them there.

:-)

Reply #192 Top

I'm having a problem with getting "Entrenchment" to show up in Impulse...I've purchased the expansion and I've enabled the "Show pre-release version" in impulse. All I ever see is Sins and the other StarDock games.

 

Reply #193 Top

Quoting Bravenue, reply 14
Thanks! One personal question Do you still notice a 1 point increase of your karma?
End of Bravenue's quote

Yes. :P

I'm having a problem with getting "Entrenchment" to show up in Impulse...I've purchased the expansion and I've enabled the "Show pre-release version" in impulse. All I ever see is Sins and the other StarDock games.
End of quote

If you click the blue orb and go to the registrations screen, does Entrenchment show up there in the list?

Reply #194 Top

Quoting Annatar11, reply 18



Quoting Bravenue,
reply 14
Thanks! One personal question Do you still notice a 1 point increase of your karma?


Yes.


I'm having a problem with getting "Entrenchment" to show up in Impulse...I've purchased the expansion and I've enabled the "Show pre-release version" in impulse. All I ever see is Sins and the other StarDock games.


If you click the blue orb and go to the registrations screen, does Entrenchment show up there in the list?
End of Annatar11's quote

thx...nope...I've sent off a reply to the sale receipt email I have ...probably placed into wrong acct somewhere.

Reply #195 Top

can someone please mail me the convertdata.exe file  because i don`t have it and it is not in the sins install directory.

if someone want to do it tell me i will send you my mail.

regards  Jorgen

Reply #196 Top

What's up with all the 'minidump' crashes? I completely uninstalled and reinstalled both vanilla and entrenchment, and I had no custom maps made or downloaded. Why can't I get to play a single scenario without getting the minidump crash at some point?

Reply #197 Top

Quoting Sotris, reply 21
What's up with all the 'minidump' crashes? I completely uninstalled and reinstalled both vanilla and entrenchment, and I had no custom maps made or downloaded. Why can't I get to play a single scenario without getting the minidump crash at some point?
End of Sotris's quote

 

Because it's a beta, and beta's are buggy by nature :D

 

So far, there are two auto-dumps that I know of -- Advent AI's using homing mines, and anyone using the Vasari Subversion ability.

 

A minidump is just a file that tells IC what happened when the game crashed, so they can debug it.

Reply #198 Top

I can get a minidump by opening sins --new game--change maps---and before I get to custom ...it dumps.

Anyone? Where Would I find the custom maps directory? No mods, tec playing advent.

Reply #199 Top

If you have Vista (like me), you'll find them here:

C: -> Users -> (your username) -> appdata (a hidden folder, so you need to select view hidden files from tools/folder options/view) -> Local -> Ironclad Games -> Sins of a Solar Empire -> Galaxy.

You may also have them in the game's root drive in THAT galaxy folder as well, in which you also need to move/delete them from there.

Reply #200 Top

I have xp