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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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1,721,946 views 574 replies
Reply #301 Top
I would ask that you please, point out in my posts where I have been a cranky customer.
End of quote

You weren't the only one posting. Just the last one.
Reply #302 Top
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.
End of quote


I think the reason why you are getting the crap is because of how you told us.

#1 When sins was being made/released, Impulse wasn't even released, it wasn't even being discussed on the forum.

#2 There are alot of people who don't even visit the forum now will because they might find a bug or some other crap.

#3 People hate having extra applications installed, I mean, we are fed up already with the PC performance and Integration when comparing to Consoles.

Nothing to do with buying the game or not, my friends and I have bought the game, what about these legit customers are complaining? Why should we not complain just because we are a legit customer?

Have you and Stardock thought about these possibilities?
Reply #303 Top
People hate having extra applications installed
End of quote


This is the one I don't get at all. They've already stated you can install Impulse, update your game, and then uninstall Impulse. If you're paranoid about registry changes and spyware, use CCleaner to remove the reg entries after the uninstall and SpyBot S&D to search for anything you think it left behind to spy on you.

Done deal. You have the patched game and nothing else besides the patched game installed.

I think the only mistake Stardock has made is supporting the idea that it's even possibly worth the money to buy a used copy just to play an unpatched game. Bleh. It ought to be official policy to expressly suggest that folks either download it or buy it at a retail store new. Whatever floats your boat I guess, but I can't see any appeal to paying a little less to lose so many features and support from recent fixes.
Reply #304 Top

#1 When sins was being made/released, Impulse wasn't even released, it wasn't even being discussed on the forum.
End of quote

Then it would have been better for Stardock to tell to the customers to use Stardock Central (before switching to Impulse) instead of creating stand alone patches ...

Reply #305 Top

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
End of quote

  1. To make things easier for the customer than for the pirates
  2. To allow spending less time in creating and testing a stand alone patch. It is not the same to rely on a delivery system  (Impulse) that is not specific to a given software to be patched than have a specific executable for patching a given software

Now, on what should be the developpers used their time: patching/updating the game with new features or doing QA to ensure that a stand alone patch (with size increasing) will correctly works on every version of the game?

Reply #306 Top

Then I was right and Sins DRM is like MassEffect's DRM which effectively destroyed the users ability to resell the game
End of quote

Then you should go to the thread https://forums.sinsofasolarempire.com/317233 and argue with the person that has posted the reply #20 since he wrote:

DRM = Digital Rights Management (http://en.wikipedia.org/wiki/Digital_rights_management)

Not to be confused with actually buying something as outlined in the contract (EULA) that states the serial used to generate the account for online play (and patch updates) is non-transferable - Microsoft has that in their EULA and most other companies do to - "one time non-transferable licence" etc...
End of quote

Which means, if I understand correctly his post, that there is no DRM on Sins as using non-transferable serial Id for getting updates is not a DRM scheme.

Reply #307 Top
They've already stated you can install Impulse, update your game, and then uninstall Impulse.
End of quote


Whats the point though, if you are doing that and not using the application other than to update the game, wouldn't it be better to provide the standalone patches? I do not see the fuss!!

Now, on what should be the developpers used their time: patching/updating the game with new features or doing QA to ensure that a stand alone patch (with size increasing) will correctly works on every version of the game?
End of quote


You still spend pretty much the same time because you are still have to:

1. Download the files.
2. Update the files.
3. Update the Registry.
4. Make sure all the information is correct.

So there for it is little benefit at all.

I am a legit customer, I want standalone patches, I am not ready for a client based patching service like Impulse or Steam.
Reply #308 Top
"I am not ready for a client based patching service like Impulse or Steam."

I can't help but get the image of someone from the 80's refusing to give up thier washed out jeans and boom box. The future is passing you by, the idea of stand alone patches as a common, nessesary thing for PC games has been around for what - 10 years? Before those games I dind't even think about patching a game.

Did you really think it wouldn't change?
Reply #309 Top
"I am not ready for a client based patching service like Impulse or Steam."I can't help but get the image of someone from the 80's refusing to give up thier washed out jeans and boom box. The future is passing you by, the idea of stand alone patches as a common, nessesary thing for PC games has been around for what - 10 years? Before those games I dind't even think about patching a game.Did you really think it wouldn't change?
End of quote


Did you really think it wouldn't change?
End of quote


I'm not saying that, it's just that these type of services are not fully blown yet.

Sure some of them provide a good set of games like Steam, but they are not good enough yet.

But all of a sudden, forcing customers to only be getting updates via the service, is there any other benefit to the customer (without the obvious patches)?

Does it:

1. Act as a server to start up multiplayer games and/or dedicated servers?

2. Does it allow you to chat to friends?

3. Does it allow you to download custom stuff for the games?

4. Anything else?

If not, then Impulse is not ready. Whats the sudden attitude change against piracy when this game was meant to show those other companies that non-DRM like games can do better? It's not going to help Stardock's reputation by forcing ppl to do things, it should be either optional or like a stepping stone to the full on service....
Reply #310 Top
"I am not ready for a client based patching service like Impulse or Steam."

I can't help but get the image of someone from the 80's refusing to give up thier washed out jeans and boom box. The future is passing you by, the idea of stand alone patches as a common, nessesary thing for PC games has been around for what - 10 years? Before those games I dind't even think about patching a game.

Did you really think it wouldn't change?
End of quote


im srry but i have to agree with FrznMD im a legit custome and i want a standalone patch, none of the impulse/steam type of "crap"

ive even got a friend who in his turn has a buddy, we all bought SoaSE. problem here is that my friends buddy doesnt have internet (now dont go laughing or anything cuase their'r plenty of people who work / play offline)

he used 2 get his updates from my friend, so his game was up 2-date so they could keep lanning....

now i dont see the big differance in using a client or not, patches will leak.. legal or not... if they somehow find a way over it then people who play offline are left alone they are forced to get an internet connection and provide themselves with the patches without outside help

these people are being dropped, when i bought the game i clearly saw that an internet conn was required to play multiplayer games, not becuase patches were unable to be distributed offline

so dropping offline customers would mean you are not living up to your previous politics...
wich makes me consider.. why did i even buy this game, yes it plays great.. but im being lied to. a good friend told me to buy from stardock
"did you know Stardock works customer-friendly over anti-piracy"

you dont see that alot these days, they all fit copy protection etc....
guess my friend was mistaken after all... we're changing the politics to anti-piracy over customer-friendly

sigh* :/
Reply #311 Top
You may not see any loss of revenue, but I will personally see a net gain in the future.
End of quote


No you wont.
You've just chosen not to get an upgraded engine by your car manafacturer because you have to go to the BMW garage where they have adverts for their other cars you can just ignore.
You chose to not buy the best magazine because it had a cellophane outer sleeve with adverts on it.
You chose to not buy the sandwitches you would probably like the flavour of because you have to go to the sandwitch counter past all the sweets that might tempt you.
You chose to not buy a computer game because you have to install a non invasive method, non detrimental to your computer or privacy, of applying the latest free updates to the games.

You've made a net loss but you're just too stupid to see it. You stand by your principles though, sounds like they will give you a better life...
Reply #312 Top
You may not see any loss of revenue, but I will personally see a net gain in the future.No you wont.You've just chosen not to get an upgraded engine by your car manafacturer because you have to go to the BMW garage where they have adverts for their other cars you can just ignore.You chose to not buy the best magazine because it had a cellophane outer sleeve with adverts on it.You chose to not buy the sandwitches you would probably like the flavour of because you have to go to the sandwitch counter past all the sweets that might tempt you.You chose to not buy a computer game because you have to install a non invasive method, non detrimental to your computer or privacy, of applying the latest free updates to the games.You've made a net loss but you're just too stupid to see it. You stand by your principles though, sounds like they will give you a better life...
End of quote


i like that attitude :)
Reply #313 Top
You chose to not buy a computer game because you have to install a non invasive method, non detrimental to your computer or privacy, of applying the latest free updates to the games.
End of quote


Nothing in life is free. The costs of supporting the product would have been calculated against continuing sales of the product and the sale price at the very least.
Reply #314 Top
And to be perfectly honest, I would sooner do without customers who are pains in the asses on petty crap like this.
End of quote


Looks like the trust has finally come out. Unless you are willing to dance to the stardock DRM tune you can go **** yourself. So much for being able to talk about it and express an opinion.

Not that you will miss it but its looks like I will be taking my business elsewhere in future. Its not the Impulse thing that annoyed me it was how it was introduced and the 'sod them' attitude that’s been used to force it on to people.

And before anyone says everything is going like this the answer is no its not. Kerberos don't do it, Blizzard give you a choice for all their games that have single player (online via battle.net (which is built into the game and not a separate install) or offline via patches) etc. If this ever changes to online for everything and I don't agree (And I'm not saying I won't) with it for whatever reason I'll just find a new hobby.

Good day sir.
Reply #315 Top
@Haree78

I will have gain personally. In the sense, that I will no longer be out $40 to $50.00 on software. You are right though, I do stand on principles and as such, in the future I will be very restrained before I ever part with my money again for a game.

I happen to understand that playing games is not life. Maybe, making games is a livelihood, but not life. There is a lot more out there.

So, I will gain the use of the 40-50 dollars not wasted on something I will stop using anyway, and I will gain the use of many hours of time for other activities.

One such activity is Board Gaming. It is interactive, you can do it with other people (face to face), it requires real thinking, and there is an excellent resell value of the games in the future.

There are a lot of people involved in board gaming. Check out this site. http://www.boardgamegeek.com/

Haree78 thanks for helping me think about these things.
Reply #316 Top
You chose to not buy a computer game because you have to install a non invasive method, non detrimental to your computer or privacy, of applying the latest free updates to the games.Nothing in life is free. The costs of supporting the product would have been calculated against continuing sales of the product and the sale price at the very least.
End of quote


uhu drama bomb incoming.
Reply #317 Top
One such activity is Board Gaming. It is interactive, you can do it with other people (face to face), it requires real thinking, and there is an excellent resell value of the games in the future.There are a lot of people involved in board gaming.
End of quote


Umm you realise this thread is about the 1.1 patch to Sins of a Solar Empire (The Computer Game)?

I mean the impulse thing was derailment but telling us other activitys that are avalible is going to far!
Reply #318 Top
OK
Reply #319 Top
The ironic thing here is that our operating systems and some of the applications we use already check for patches whenever they detect an internet connection. On top of that, every time we use our webmail accounts or a search engine, we are being heavily datamined. Impulse is just a little application that can be launched, used to patch the game, and turned off. It takes up 16MB of space on my hard disk. Are there really people out there who play this game AND have no internet access?
Reply #320 Top
Are there really people out there who play this game AND have no internet access?
End of quote


Me for one. Use to download the patches at work on the Win 2K machine so I could play the mods.
Reply #321 Top
ive even got a friend who in his turn has a buddy, we all bought SoaSE. problem here is that my friends buddy doesnt have internet (now dont go laughing or anything cuase their'r plenty of people who work / play offline)he used 2 get his updates from my friend, so his game was up 2-date so they could keep lanning....
End of quote


As has been said, this is a non-argument. Impulse supports offline installs, so your friend should be able to simply archive his copy after updating and copy it to his friend's machine.
Reply #322 Top

I am a legit customer, I want standalone patches, I am not ready for a client based patching service like Impulse or Steam.
End of quote

Then you are out of luck.  We're not making stand-alone patches anymore.   One of the reasons why most games don't have many after release updates is because of the pain of making them. Not just development but build testing. 

Last week there were TWO updates to GalCiv Twilight of the Arnor. Why? Because with Impulse (or SDC before it) it was trivially easy for the game's team to just copy the changed files up on the server and press a button.  If GalCiv had used stand alone patches, you wouldn't see these updates.

You and a few others have posted many many times in this thread that you don't like the idea of having to use an external application to get updates. Point taken.  But as I said at the start, it's not open for debate. We'd simply not release updates at all rather than keep making stand-alone patches. 

 

Reply #323 Top

Sure some of them provide a good set of games like Steam, but they are not good enough yet.

But all of a sudden, forcing customers to only be getting updates via the service, is there any other benefit to the customer (without the obvious patches)?

Does it:

1. Act as a server to start up multiplayer games and/or dedicated servers?

2. Does it allow you to chat to friends?

3. Does it allow you to download custom stuff for the games?

4. Anything else?

If not, then Impulse is not ready

End of quote

1) Yes. (though Sins isn't supported yet obviously, the plan is for v1.1 to support it).

2) Yes.

3) Modding is being directly integrated into Impulse.

4) Tons.

Perhaps you should try the thing before complaining.

Impulse is not DRM.  

Friz, you have made your point. You don't like Impulse. That is your choice. But endlessly complaining about it is not going to change things any more than people back 15 years ago were complaining that companies should send them a floppy disk in the mail to fix bugs rather than "force" them to go onto BBSes to get updates.

This isn't some abrupt change in policy. ALL Stardock programs, for years, have required Stardock Central to get updates. Impulse wasn't ready in time to replace Stardock Central when Sins came out so we made a couple of stand alone patches while Impulse was being finished. 

----

This is the last comment with regards to Impulse in this thread. If you want to start a new thread complaining about Impulse, that's fine.  Future comments in this thread will be removed.

This thread is supposed to be for the discussion of the pretty significant free updates coming to Sins of a Solar Empire.

Reply #324 Top
Be gentle with mah subverters. Give Illuminators da beat stick. I love you guys.

(Just want to get thread back on track)
Reply #325 Top
then i only see 2 options


1: throw us a bone, explain how this impulse machine works i cant seem 2 figure out where to find options 2 modify my own stuff etc. (and so do alot of others)


2: go take your easy way, and watch customers leave (including me)


should you take 1, fine i'll use the weird software, and keep reinstalling it every new patch (you better leave notes that theres an update tough)

should you take 2, then i, and probably lots of others wont be seen here or at any new games being published

sure hope you take 1, cuase SoaSE rocks and i hate to see such a nice game getting pounded becuase of some wacko incident with an even more wacko download-client. :SNIFF!:  X-( 



just know that there are better ways in getting stuff anti-piracy, suddenly changing (yes suddenly, i dont buy games that use such download clients, and it didnt say anywhere, not even the forum @ that time that this would change this way), just suddenly & without warning aint the way...