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Sins of a Solar Empire v1.1 BETA Change Log

Sins of a Solar Empire v1.1 BETA Change Log

Now Available

The next major update for Sins of a Solar Empire is now available!  Since this update is so huge and contains several brand new technologies, we are going to be offering it as an optional beta before its final release. If you are not comfortable with running potentially very buggy software (though we've tried to minimize it), do not install this beta - wait for the final release.

This beta update is available only through Stardock's new Impulse platform. We will no longer be providing standalone patches for future versions of the game. For more information on obtaining the beta and taking part in the testing, please visit: https://forums.sinsofasolarempire.com/319061


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Sins of a Solar Empire v1.09 (aka 1.1 beta) Changelist
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Gameplay / Balance:
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-Kol Battleship:
     -Fix for Finest Hour not applying all of its splash damage correctly.

-Marza Dreadnaught:
     -Fix for Missile Barrage not applying all of its damage correctly. (thx bailknight)
 
-Sova Carrier:
     -Embargo duration reduced from 120 secs at all levels to 60/90/120 secs.
 
-Dunov Battlecruiser:
     -Shield Restore shield points replenished reduced from 350/700/1050 to 250/500/750
     -Shield Restore AM cost reduced from 90 to 65 for all levels
     -Shield Restore cooldown reduced from 16 secs to 11 secs for all levels

-Cielo Command Cruiser:
     -Designate Target damage bonus increased from 25% to 40%.

-Radiance Battleship:
     -Cleansing Brilliance cooldown increased from 75 secs to 120 secs.

-Rapture Battlecruiser:
     -Vengeance antimatter cost decreased from 75 to 70.
     -Vengeance damage retaliated increased from 40%/80%/120% to 65%/130%/200%.
     -Units acquired with Domination will now have their orders reset.

-Domina Subjugator:
     -Suppression antimatter cost decreased from 100 to 75.
     -Suppression cooldown decreased from 40 secs to 30 secs.
     -Suppression duration increased from 40 secs to 90 secs.

-Kortul Devastator:
     -Jam Weapons antimatter cost decreased from 75 to 70.
     -Jam Weapons duration changed from 15/25/35 secs to 30/30/30 secs.
     -Jam Weapons range increased from 3500/4500/5500 to 3500/5000/7000.
     -Disruptive Strikes antimatter depletion increased from 8/10/12 to 10/20/30.
     -Disruptive Strikes ability cooldown rate penalty increased from 10%/20%/30% to 15%/30%/45%.
     -Disruptive Strikes duration increased from 10 secs to 15 secs.
     -Now costs 250 crystal as originally intended. (thx bailknight)

-Skirantra Carrier:
     -Scramble Bombers antimatter cost decreased from 100/75/50 to 80/65/50.
     -Scramble Bombers cooldown decreased from 60/60/60 secs to 60/50/40 secs.

-Antorak Marauder:
     -Subversion antimatter cost increased from 100/90/80 to 100/100/100.
     -Subversion cooldown increased from 50/45/40 secs to 75/75/75 secs.
     -Subversion ship and structure build time penalties increased from 15%/30%/45% to 50%/100%/150%.

-Vulkoras Desolator:
     -Disintegration cooldown decreased from 120 secs to 90 secs.

-Stilakus Subverter:
     -Distortion Field antimatter cost increased from 100 to 200.
     -Distortion Field duration decreased from 30 secs to 20 secs.
 
-Iconus Guardian:
     -Repulsion is now a channeling and interruptable ability.
 
-Serevun Overseer:
     -Reactive Nanite Armor cooldown increased from 2 secs to 4 secs.
 
-Illuminator Vessel
     -Frontal bank damage reduced from 58.5 to 53.5.
     -Side bank damage reduced from 30.3 to 27.25.

-Returning Armada:
     -Now costs 2500 credits, 200 Metal, 500 Crystal to activate.
     -Fleet sizes summoned increased from 25-45 to 45-90 supply.
     -Cooldown increased to 10 minutes at all levels.
     -Phase Stabilizers now have 0 max antimatter.
  
-Scenario and Galaxy Generation:
     -Fixed problem with calculating star extents on smaller maps (because of min size, stars were getting vertically offset by too much). 
     -Fixed bug in galaxy generator so that inter-star connections could end up connected to one star.
     -Fix for some wonkiness with placing artifacts.  They would not show up in your artifact list because the control of the artifact had not been given to you because of ordering of planet acquisition and artifact placement.
     -Added missing starting artifacts for 2 start positions in Ancient Gifts map.
     -Spread out the stars in Ancient Gifts so more of them are in 'distant view' form when looking at a given one (for purely aesthetic reasons).
     -Fix for Implosion having wonky spawn probabilities.
     -Removed non-plural browse picture for Hyperion's Gates.
 
-TEC Research:
     -Maneuvering Thrusters max number of levels reduced from 2 to 1.
     -Rapid Development now additionally reduces costs of Logistics Capacity upgrades by 7.5% per level.
 
-Advent Research:
     -Augmented Defense Grid tactical slot bonus increased from 2 to 5 per level.
 
-Vasari Research:
     -Extreme Heat Metabolism and Sulfurous Respiration population bonuses increased from 7.5% to 15% per level.
     -Trauma Nanomedicine population loss prevented due to planet bombing increased from 10% to 20% per level.
     -Molecular Assembly structure build rate bonus increased from 5% to 40% per level.
     -Wreckage Auto-Salvage salvage percentage reduced from 8.33% to 5% per level.
 
-All frigates and cruisers now spawn with full antimatter.
-AntiLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.
-Carrier frigates rebalanced to have 2-3 squadrons and be relatively less expensive per squadron.
-All anti-strike craft frigates' base DPS reduced by 43%.
-AntiVeryLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.
-Composite attack type's damage modifier vs Medium armor increased from 100% to 125%.
-Composite attack type's damage modifier vs Heavy armor decreased from 125% to 100%.
-AntiHeavy attack type's damage modifier vs Heavy armor increased from 125% to 150%.
-Abilities can now require resources to be used instead of antimatter.
-Fix for capital ships not being able to build squads.
-Squad owners now attempt to build strike craft in all non-full squads, rather than just one squad per type it supports. This addresses the situation where squad owners w/ having all squads of the same type were losing 'production efficiency' vs those having both fighter and bomber squads. This should also improve construction for squad owners w/ 2+ squads (ie most high level capital ships).
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).
-Duplicate buffs that get replaced by new instances of the same buff now do their OnBuffFinish actions when this happens. This should significantly improve Malice's damage output when multiple Progenitors are chain casting it on the same targets.
-Fixed bug with being to see weapon ranges of non-detected ships.
-Buffs are now removed from targets, where appropriate, if their player ownership changes.
-Fix GetExtractionIncomeBonus mistake with bonus amt.
-Better blocking of defeated players being able to use the market and bounty.
-Player resource buckets now start at 50% market price instead of 100% so there isn't so much red at the start of the game.
-Jump Field Generator artifact now also allows travel through wormholes.

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Graphics:
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-Major upgrade to the rendering and texture systems that allows the game to look even better on less powerful machines.
-18 completely redone and touched up meshes.
-Dozens completely redone and touched up mesh textures.
-Lots of new explosion effects and textures.
-A variety of minor 2d texture upgrades and/or replacements.
-New ship shader with colorsample.a swapped with datasample.r (Team and specular have reversed position).
-Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).
-Damage system changed so that dead entities update as fast as possible so the explosion effects occur at the correct time.
-New explosion system.
-The game doesn't crash if the number of persistent damage effects is close to the max.
-Upped the max number of persistent damage effects.

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Sound / Music:
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-Fix for rotation sounds disappearing when loading save games.
-Fix for losing sounds after migrating hosts.

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AI:
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-Improved AI ability choice and usage.
-Fix capturable resource mines from being considered damageable and causing all sorts of badness in the AI (and elsewhere).
-Fix for ships not attacking modules all the time.
-Set the correct difficulty of dropped players converted to AI.
-Improved when AI decides to build capitalships.
-AI can now build frigates in priority list if the supply usage is too low (ala patterns noticed in human build strategies).
-Fix support ship ratio to not be affected by non-combat ships (was building way too many if there were things like trade ships)
-AI now consider a repairbay more of a threat so it gets taken out at a higher priority.
-Improved AI building of tradeports and refineries.
-Further improved AI bounty logic so human players can't cheese the AI so easily.
-Auto join fleet members now inherit auto attack range.
-Autojoining a fleet now also inherits the fleet leaders settings (ex. group hyperspace state).
-Fixed bug where ships that autojoined formations would have their preorder move point overwritten by the rally point code. This meant that the last ship joined would always try to go back to factory, instead of in-formation with their fleet.
-Fix path-finding crash.

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Networking / Multiplayer:
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-Introducing the beta of Ironclad's new game networking technology "Alloy":
     -Peer-to-peer technology (very common with real-time strategy games) has been having a rough time lately due to the increasing use of Internet security software and routers.
     -Sins was no exception, with the most visible problem being the amount of technical knowledge many users needed to learn in order host multiplayer games over Ironclad Online.
     -This latest version of Sins introduces a cutting edge network technology called "Alloy" that bypasses all these problems, performs faster, more reliably, and with more stability.
     -Players should never have to worry about being able to host, configuring routers, changing port numbers, or games ending due to failed host migrations. It’s 100% hands-off.
     -Technically proficient users can always choose to disable Alloy and handle the details manually.

-Synchronization:
     -Fixed loading mods potentially causing a sync problem.
     -Robustness added to various network commands so they don't crash when out of sync.
     -Scenario files are now checked to make sure they don't differ in multiplayer games.
     -Meshes are now checksummed in order to detect sync errors faster.
     -FileArchives now keep track of their contents checksum so the game can do more accurate checks on client data to detect if the game might go out of sync while playing multiplayer.

-Ignore system added so specific players can be ignored in ICO and in-game.
-Fixed assert in GalaxyGenerator causing socket error.
-No longer attempt to whisper "in-game" to disconnected players. This way you can talk to friends over ICO who have left the game.
-Fix for losing sounds after migrating hosts.
-Players can now attach their email to their ICO account to improve future support.
-Players can now join ICO chat lobbies that have the maximum number of characters as their name.
-Previewing galaxies in ICO will no longer kick you back to the single player screen.
-No more spamming of "host has changed game settings" in the game lobby.
-Fixed false negatives being reported for ICO-game hosting.
-All clients are notified if the host changes the game settings while in the game lobby screen.
-New ICO screen for managing game hosting.
-Added a no-duplicate name algorithm to player setup due to the new chat system. There would be no way to send whispers to duplicate name players.
-ICO accounts will now be forced to logout if you attempt to login with the same account. This was supposed to be fixed in 1.05 but should now actually work.

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User Interface / HUD:
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-New Mini Underground Window
     -This new window gives you immediate access to common Underground actions without having to leave the main view. Actions include:
           -Buying and selling resources.
           -Viewing the current bounty target and the raid time remaining.
           -The ability to increment the bounty on the player with current highest bounty.
     -All these actions are now hooked up to hotkeys.
     -Opening and closing the Mini Underground Window can be done via Ctrl-Shift-X or using the User Interface options screen.

-Hotkeys:
      -New default hot key for Select Colony Ships to not conflict with Toggle Main View Icons. (Alt-G)
      -Hotkey to toggle expand/shrink the best selected Empire Tree node. (L)
      -Hotkeys added for opening up specific tabs in the global windows:
           Examples:  
                 - Research Window: Combat, Non-combat, Artifact, Fleet
                 - NPC Window: Market, Pirates
       -Escape menu screen now more accurately reports when the player is entering text so that you can switch from the network status screen to other screens with hotkeys.
       -Entities autojoining fleets (see AI changes) will now search for and join the hot key group that contains the entire fleet. This way you don't have to rebuild hot key groups as more ships get added to the fleet automatically.
       -Can now toggle between the pirate and market screens without having to close them first with hotkeys.
 
-Empire Tree:
       -Hotkey to toggle expand/shrink the best selected Empire Tree node.
       -Using hotkeys to toggle the expansion of an Empire Tree node now also makes it visible. Note that this isn't done when clicking the arrow to the left to prevent shifting of the Empire Tree while your cursor is interacting with it. 
       -Empire Tree now updates if paused.
       -Fix Empire Tree crash.
       -Fixed a bug in the "show selected node" algorithm.
       -Tolerance for readjusting the Empire Tree changed so that it happens when any of the entire node is outside of the window instead of only the entity selected. This is so that selecting an entity will bring the planet in view even if the planet is outside the window.
        -Changed the behavior when making an entity visible so the entire node shows up on the top of the Empire Tree instead of the bottom.
        -New algorithm for making the selected entity displayed. Now takes into account the context of the entity, for example if a ship is selected the entire planet and all of its contents are attempted to be made visible, instead of just the ship.

-Fix missing planet type descriptions from scenariodef file.
-Fix for crash when selecting player portraits.
-Pasting text into text boxes no longer only cuts of the front if the text won't fit (cuts off the end).
-Both combat and non-combat lab counts are displayed in the open research button infocard.
-Abilities that spawn units now show the duration of their spawned units in the ability infocard.
-Changed button text to show credit cost on press instead of /unit of resource.
-Added colors to text that the big market screen uses.
-Added left handed mouse support. Swapped mouse buttons will be auto-detected from the win32 api and saved as a personal setting.

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Modding:
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-Maximum number of buildable capital ship types per race increased from 5 to 9.
-Abilities can now require resources to be used instead of antimatter.
-Fixed loading mods potentially causing a sync problem.
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).
-Fixed game from crashing when a mesh type that the engine expects to have shields is modded to not have shields.
-New convertdata can convert binary to text as well.
-As mentionned in graphics: New ship shader with colorsample.a swapped with datasample.r (Team and spec have reversed position).
-As mentionned in graphics: Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).
-Various improvements to GalaxyForge.

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Misc:
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-Fix crash bug with array out of bound values with Resource Focus.
-Fixed a crash in rendering certain string types.
-Screenshot Changes
       -Changed code for taking autoscreenshots to get rid of any render time interpolation.
       -Take screenshot on singlestep
       -Screenshot mode is disabled on shutdown so all relating settings aren't saved as off.
-Fixed bug where temp ships where messing up statistics (causing them to go negative).
-Fixed a null pointer crash.

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End
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1,722,003 views 574 replies
Reply #276 Top
this is really not the place to sell your account TaperFade.Everyone here ALREADY HAS ONE!And you sound suspeciously like you are trolling.
End of quote


Really, I responded to kryo since it is his quote I used to base my reply upon. I am trying to do just what he recommended nothing more, nothing less.

If this is not the place then I am sure he will tell me so.

To each his own.

I have supported StarDock with 5 purchases and I did not and do not like SDC. When Sins came out it needed nothing extra to download your patch other than an account and internet connection. Now SD is mandating Impulse to keep your game current. That is simply not for me.

It really does not matter if people agree with me or not since I am not trying to please anyone here. I am simply trying to get out of games that force such things.

Maybe your right though this is not the thread to sell my account in; maybe I should start a new one.

If it does not sell then I just do not come back and I ultimately give the game away. Either way, I will be done with SD and constantly evolving DRMs.

I would rather give up PC gaming entirely then to be herded like so much cattle into the correct pens. Well, now you know my view at least, not that I expect anyone on the net to give a rip, but I am sure there are others that feel the same way I do, but might not voice it.

Reply #277 Top
We do not recommend or condone the sale of accounts. I simply noted that the only way a purchaser of a used copy would be able to get updates would be if he got the account as well.
Reply #279 Top
Modding:
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-Maximum number of buildable capital ship types per race increased from 5 to 9.


woot!!? 4 new caps.... neaty...




well guess i'd better get impulse then... sure hope i got game information somewhere
Reply #280 Top

yeah, on Alloy I wonder if Stardock really will give any more tech info about that system (for us "power user" or "enthusiast" minded among us. Hint hint.

Tom

Reply #281 Top
lol just found some info.... i'm already confused T_T



lets just dl it carefully then see what will comes out (im always lucky w/ this :)
Reply #282 Top
kryo, ok, I understand. Then I was right and Sins DRM is like MassEffect's DRM which effectively destroyed the users ability to resell the game.

However, with MassEffect at least if you had installs left you could sell something that could be updated by the new user.
Reply #283 Top
Ok I really think it should not just be a skirmish glactic conquest I think that there should be a campaign for each side for the next update after 1.1
Reply #284 Top
Then I was right and Sins DRM is like MassEffect's DRM which effectively destroyed the users ability to resell the game.

However, with MassEffect at least if you had installs left you could sell something that could be updated by the new user.
End of quote


As has been said, you can resell the game, however you cannot transfer the serial which allows access to updates. The game generally works fine without them for single and LAN play and you can install it as many times as you like, play without the CD, etc.

That's hardly anything like a game where you can install it three times (for a used copy, twice or more likely just once), at which point you have to deal with a DRM company and hope that they'll agree to let you install it again.

I honestly don't see how you're getting the idea that there's some draconian restriction here that makes the two even remotely comparable. Especially given your comments just a month and a half ago, and some others a couple months before that:

With the DRM that Mass Effect is using, I too would say your summer will be shot.

I would advise to blow off ME and buy another StarDock Title. Support developers that treat their users with respect, not like EA and BW are doing with Mass Effect.
End of quote
Stardock has a much better system of once you register and download, it is really yours to play whenever and wherever you desire.
End of quote


Impulse is just a new and improved replacement for SDC; none of our policies or stances have changed.

Reply #285 Top
I honestly don't see how you're getting the idea that there's some draconian restriction here that makes the two even remotely comparable. Especially given your comments just a month and a half ago, and some others a couple months before that...
End of quote


Thanks for the reply. I say things now due to the fact that when I bought Sins it required zero additional programs to run at its optimum potential. Now a month and half later the community is told that if you want to upgrade to the obviously best patch you will HAVE to install a program to do so.

No more stand alone patches, no more patches that the user will have in their possession, but now a program that the user is forever tied to in order to get updates.

In fact we are told that this was the plan all along and due to Impulse not being ready (I believe that is the reason, did not go back to quote), was the only reason we got stand alone patches at all, and so we did not have to wait.

kryo, I am not trying to be a jerk here; I simply do not want a game that forces (yes, forces) me the end user to install a program so SD can track who DLs the updates, how many times they do so, likely how often they install the game, etc.

So you know, I did not buy MassEffect and I never will, because of the DRM, I saw StarDock as different, but that was a month and a half ago. Now SD is not so different from other companies that strive for control over the end user in one fashion or another.

I have stated that I never liked SDC. I always felt it intruded itself on my system, and was anything but user friendly. Now users are painted into a corner to DL and use Impulse if users want the best working game.

Who cares that you can run the v.1.0 of the game without installing Impulse when it is clear that it needed much work.

Without a doubt on these forums I will be in the minority, but I do not think in the future I will be the only one that sees this as a means to track and control users to a degree that is unknown.

Can you honestly tell me Impulse is there to help the customer? I see it as Impulse is there to help SD "know" the customer.

Stand alone patches give control to the user, but it seems as though the move of the future is to not allow users this level of control. Am I wrong?

Again, I really appreciate you taking the time to read and respond. It just another reason that it saddens me to give up on SD.

Thanks

Reply #286 Top
kryo, I am not trying to be a jerk here; I simply do not want a game that forces (yes, forces) me the end user to install a program so SD can track who DLs the updates, how many times they do so, likely how often they install the game, etc.
End of quote


To my knowledge, the only thing that is "tracked" is the IP address that someone activates from, so we can know if an account has been shared for people to pirate the game with. That's it. Activation is one-time per install, done either when you install from SDC/Impulse to a particular machine or the first time you update a retail copy. And that's been the case for at least a couple of years. How often or to what versions you update, if at all, is not really important to us.

It's worth noting that doing that is hardly anything malicious. With standalone updates, we could just look at the server logs to see what IP addresses downloaded the patch (and you already have to log in to download it). Any webmaster can do the same with files downloaded from his site, it's no secret at all.



If you buy a copy online, you'll use SDC/Impulse to download it. All we're doing is consolodating the retail users to the same system so we don't have to do updates two different ways at once (which saves a not insignificant amount of time and effort, making updates easier and quicker to deploy). It has nothing to do with any sort of spying on people or controlling them, and I don't see how people seem to think that we are suddenly reversing on the stances we've made for such a long time here.
Reply #287 Top
What will this mean for LAN parties? I'm trying to get a few of my friends together to have a whole day of Sinning, however I'm the only one with the game (for now). If I have my game up to date with 1.1 and they're at the standard 1.0 will there be problems? If so, how will I be able to give them the patch for that time alone?
Reply #288 Top
I would like to see wormholes fixed so that distance (and therefore allegiance) is calculated more accurately. To the game wormhole jumps should look like regular jumps so that we can have proper distance/ allegiance.
Reply #289 Top
And previously, regarding how Stardock shouldn't "punish it's customers for piracy":
End of quote


Venym,

I think you are confused -- there is a difference between "no anti-piracy copy protection" and actually supporting piracy. Stardock doesn't waste its energy trying to prevent piracy, but they don't pander to it either. It stands to reason that someone who pirates the game can't expect ongoing support of their software.

If you are not a pirate, then what is the big deal? My damn Hewlett Packard print manager is more invasive than Impulse.
Reply #290 Top
What will this mean for LAN parties? I'm trying to get a few of my friends together to have a whole day of Sinning, however I'm the only one with the game (for now). If I have my game up to date with 1.1 and they're at the standard 1.0 will there be problems?
End of quote


For multiplayer everyone needs to have the same version. However if you're using the two seats per license option for LAN parties, there's no reason you can't just install 1.1 on their machines via impulse for the day, then remove the game afterward as you'd do normally.
Reply #291 Top
What will this mean for LAN parties? I'm trying to get a few of my friends together to have a whole day of Sinning, however I'm the only one with the game (for now). If I have my game up to date with 1.1 and they're at the standard 1.0 will there be problems?For multiplayer everyone needs to have the same version. However if you're using the two seats per license option for LAN parties, there's no reason you can't just install 1.1 on their machines via impulse for the day, then remove the game afterward as you'd do normally.
End of quote


Thanks. I'm trying to get my friends to buy this game for a while. I'm hoping a LAN party will seal the deal.

Keep up the good work Stardock and Ironclad. I can't wait to get on my Windows machine and try out 1.1!
Reply #292 Top
Illums were a lot weaker back in 1.02. You should give em a spin now. And I agree, the reduced range is a factor in how they are different, but the damage is applied instantly, no missile travel time. They also get side beams.Let me put it this way, yeah, assailants and lrms have more range, but once you clear that range, you have some time to run -- barring a nasty jump alignment, you will probably get away.Illums can fly along beside you across a whole gravwell doing full damage the whole time. I never used to play Advent; I get annoyed by angry girl scouts whispering in my ear for an hour and a half. But I've been experimenting with them recently, and Illuminators are so easy to use it isn't funny.
End of quote

I thought advent illums weapons damaged for the duration of the beams. just like missile had to travel before damage is applied. This issue should definitely be addressed since a big factor in sins with missiles is the fact that they miss and have to circle for awhile before they hit while illums can do that damage instantly
Reply #293 Top
I thought advent illums weapons damaged for the duration of the beams. just like missile had to travel before damage is applied. This issue should definitely be addressed since a big factor in sins with missiles is the fact that they miss and have to circle for awhile before they hit while illums can do that damage instantly
End of quote


I don't know that it needs to be addressed in that all the ships should have to work the same. I just point it out so people understand it is a consideration in how powerful Illums are. The thing to keep in mind here is that if you plan to use LRM's or Assailants vs Illums, you fight immediately or you get the heck out. Once the Illums close with you, disengaging is going to cost you.
Reply #294 Top

Sorry if this question has already been asked I tried to read through the previous posts, but the off topic posts are clogging up this thread.

Is the Beta open to everyone or just to testers?

The way I'm reading this if you want the Beta you just download the 1.1 Beta patch when in becomes available in mid July. If you would rather wait for the final 1.1 release. You just sit tight at 1.05 until all the testing and feedback has been concluded and incorporated in the official 1.1 release.

Sins is a really impressive piece of work and its good to see it evolving based on feedback. The point of this thread is to discuss the 1.1 Beta.

I would like to ask anyone who is campaigning for a campaign or wants to complain about the way Stardock does business to move their comments to another thread. I am not saying that your comments don't have merit just that they don't belong here.

Reply #295 Top
I really could probably just write something that turns Impulse updates into standalone patches...
Reply #296 Top
I honestly don't see how you're getting the idea that there's some draconian restriction here that makes the two even remotely comparable. Especially given your comments just a month and a half ago, and some others a couple months before that...Thanks for the reply. I say things now due to the fact that when I bought Sins it required zero additional programs to run at its optimum potential. Now a month and half later the community is told that if you want to upgrade to the obviously best patch you will HAVE to install a program to do so.No more stand alone patches, no more patches that the user will have in their possession, but now a program that the user is forever tied to in order to get updates.In fact we are told that this was the plan all along and due to Impulse not being ready (I believe that is the reason, did not go back to quote), was the only reason we got stand alone patches at all, and so we did not have to wait.kryo, I am not trying to be a jerk here; I simply do not want a game that forces (yes, forces) me the end user to install a program so SD can track who DLs the updates, how many times they do so, likely how often they install the game, etc.So you know, I did not buy MassEffect and I never will, because of the DRM, I saw StarDock as different, but that was a month and a half ago. Now SD is not so different from other companies that strive for control over the end user in one fashion or another.I have stated that I never liked SDC. I always felt it intruded itself on my system, and was anything but user friendly. Now users are painted into a corner to DL and use Impulse if users want the best working game.Who cares that you can run the v.1.0 of the game without installing Impulse when it is clear that it needed much work.Without a doubt on these forums I will be in the minority, but I do not think in the future I will be the only one that sees this as a means to track and control users to a degree that is unknown.Can you honestly tell me Impulse is there to help the customer? I see it as Impulse is there to help SD "know" the customer.Stand alone patches give control to the user, but it seems as though the move of the future is to not allow users this level of control. Am I wrong?Again, I really appreciate you taking the time to read and respond. It just another reason that it saddens me to give up on SD. Thanks
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i agree on this, i've got impulse now and like SDC (tough SCD worked fine) its totaly not user friendly... been spending an hour now trying to find out how this actualy works... throw me a bone here..., or even better.. a guide -.- (one that can be understood even by non- power users)


whats the big deal in not releasing updates on the net anyway?, im sure theres some guy out there who got the game legaly who'll spread patches after downloading them
Reply #297 Top
The way I'm reading this if you want the Beta you just download the 1.1 Beta patch when in becomes available in mid July.
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Correct.

its totaly not user friendly... been spending an hour now trying to find out how this actualy works
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What are you having trouble with?
Reply #298 Top
Well, I got my fun out of the game. It was bug free enough on purchase and I got a couple patches out of it. But I have no desire to install some other application for the next patch, especially when they could have just integrated that functionality with the game. Moves like this will just drive people to pirate future games and that's too bad as it seemed like Stardock was a company that actually "got it."

It was their philosophy on the piracy problem that encouraged me to buy the game and start thinking of them as an enlightened company that I'd want to do business with in the future. They should waited until the next game to push the impulse thing, rather that sully my notions of them by doing this midstream. It's just bad PR to betray your customers' expectations and they will have gained nothing by it. They no longer stand out, in my mind, from the other companies.

Seems like a good patch though. Well thought out. I wish other companies would take their patches as seriously. Granted, I won't be trying it out unless Stardock decides to release it standalone, but they get a E for effort.

Btw Stardock, I'd happily pay $100 for a modern RTS that'll run on Linux. Seriously, it's a niche that nobody has chosen to fill and a little cross-platform thought in future games would only result in greater sales for you. And then I'd be too grateful to care how it was patched.
Reply #299 Top

BTW, to my knowledge, Sins doesn't even have activation so I'm not sure what the gripe is.  Let me repeat that: Sins doesn't have any copy protection - CD or electronic - at all. Period. No DRM. No activation. No calling home. No CD check. Nothing. 

The requirement to use Impulse has little to do with piracy and a lot to do with making it a lot easier for us to release meaningful updates.

I think some people really need to reconsider their positions: If you're going to lump Impulse in with nasty DRM schemes you are effectively saying that it's either "all or nothing" at which point it's going to be all.  That is, if something as benign and useful as Impulse is going to get us as tarred and feathered by the most militant people as being harsh DRM, then other companies might as well just go with the harsh DRM as being benign obviously doesn't gain them any good will.

I can tell you right now that the days of getting stand-alone patches -- from anyone -- are coming to an end.  On consoles, when patches are available you are already using the built in system. Using Impulse to get updates is akin to using a download manager. Developers don't like making them. Publishers don't like distributing them.

But I agree, people should vote with their buying dollars. My view is, if the PC game market is so full of people who going to choose not to buy a great game that has great support simply on the principle of not wanting to use an external program to get updates and that results in us being unable to make PC games profitably then hey, there's lots of other markets. Stardock makes millions in those other markets today.  Unlike the big "non-indie" PC game publishers, Stardock doesn't need the PC game market. 

We're going to make the games we want to make and we're going to publish the games we want to publish. And we're going to distribute them how we choose to which we think is the best way overall for our customers and fans to maximize their experience.  But if we're wrong, the market will punish us and we'll focus on other markets.

All our games are going to be updated and supported via Impulse. Those who have a problem with it I can only say that while I wish they'd reconsider, I would sooner quit making PC games than to be monkeying around with stand alone patches ever again.  And to be perfectly honest, I would sooner do without customers who are pains in the asses on petty crap like this.

And before someone says that I need to kiss the rear end of even the most cranky customers I will point them to this article I wrote on the very subject.

Reply #300 Top
I never asked anyone to kiss anything of mine or anyone else's.

I would ask that you please, point out in my posts where I have been a cranky customer. In fact I have shown restraint, and been polite in my responses and have said thank you for the responses I have received.

I have also said, I would go my way and that I knew I was in the minority.
You can consider me militant, but I consider it a personal decision, and a good one.

As you say, you can go and do whatever you wish, however you wish, with whoever you wish, and I can, as you point out, vote with my buying dollars as I wish.

I am not so naive to think one person will make a difference to you, but it will make a difference to one person, me. You may not see any loss of revenue, but I will personally see a net gain in the future.