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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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1,721,940 views 574 replies
Reply #351 Top
 <Moderator Removal: We're not debating Impulse further.>



@ CommanderAdama,

oh your right, didnt see the fat Modding on top of the "-Maximum number of buildable capital ship types per race increased from 5 to 9." my bad.... and 2 bad  :SNIFF!: 
meh guess i'll have to reread the changelog then, cuase i obviously didnt spend enough attention on the factthat not everything statet = standard in the 1,1 patch  :NOTSURE: 

so i hereby ask anyone to reread the portion where it says "MODDING:" for as i understand it it wil not be implemented into the game, it wil be possible to MOD these options.
so 1.1 WIL NOT give us 4 new standard caps for each race
(please say im wrong, pleeease)
Reply #352 Top
bbtestbob there is no mandatory online-login the moment you put in your account detials you can switch it to offline mode
End of quote


Does that mean I can install this on an offline computer, put in the account details click offline and then do an archive restore? (without having to ever go online)

Thanks
Reply #353 Top
nope, you have to either download it somewhere or "find" an online computer, put the program on a USB, CD, floppy or anything of the sort then bring it back to your offline computer and instal fomr the USB, CD etc


you cna also just take patches via the USB, CD etc. but then you dont have the awesome Impulse client "dont mind the joke plz" :NOTSURE: 
Reply #354 Top
Just thought I'd register so I could post a thanks to StarDock for the patches.. they aren't obliged to do it (whatever the guys posting in this thread say) but they keep updating a quality game and as a paying customer, I appreciate that. Admire the dedication trying to answer all the tin foil hat questions too. Impulse is meh on the list of important stuff to be honest, its a small program that has no effect on my system. Anyone that thinks otherwise is deluded.. there are alot of bad bad people on the big internets but this ain't one of them.

Cheers SD, keep up the good work.

(Also, I pirated the game before I purchased it (twice no less).. I have no problems with this. I'v purchased so many games that don't work on release/so buggy they aren't playable/aren't finished that I have no problem trying before I buy)
Reply #355 Top
The Ironclad Games team is who should really be thanked for such high quality updates.  It is their dedication to making Sins a great game that has made the real difference. I for one salute them.
Reply #356 Top
Shadow of light your the one who is making the argument pointless by going around in circles and pulling lies out of your hat and saying stuff that spiralblitz didn't say.

you said it your self you play sins for the online play so why do you have such a big problem with impulse when the patch hasn't even come out yet. You have an internet connection to play games so its not like you have even the slightest problem. your acting like a baby.

He didn't just give an opinion he gave out facts. HE EVEN TOLD YOU TO WAIT FOR THE ACTUAL PATCH TO COME OUT BEFORE YOU KEEP COMPLAINING FOR NO DAMN REASON.
He pointed out it was not DRM, He told you how you could download offline, Heck he even explained things that were esoteric to the subject but people kept asking anyway.

Calling Stardock a bunch of scammers when they don't have to even give us patches in the first place is like putting a nail in a coffin. I don't know about you but where I come from telling an out right lie about someone's character is "Slander". You don't have to buy impulse all you have to do is use it.
its really that simple USE IT that is all what is the big deal here.

Stardock said impulse is like a download manager and what do download managers do if not help you get something you are downloading faster and better. most people use download managers to begin with so who is wrong him or you. if you like to download things with out download managers its just the way you download things but if someone wants to change something now they have to bow down to your will so you don't have to change the way you do things. Thats a little bit hypocritical especially since NO ONE ASKED STARDOCK TO STOP THE STANDALONE DOWNLOADS.

Impulse is just 16 mb get over it thats all he is saying. you will probably download a 539 mb patch to play a game online and not whine about it but if you have to use impulse its a problem.

Your acting like those people when age of empires 2 patches became avialable on MSN.
Also im going to edit this to thank Ironclad and Stardock for the game and Impulse and hope they never cave in to guys who want to put them down for wanting to change a little.
Reply #357 Top

Note: We have begun removing and editing off-topic discussion in this thread.

If someone wants to create a thread debating the pros and cons of different digital delivery methods, they are certainly welcome to. This thread is for the discussion of Sins v1.1.

Reply #358 Top
The Ironclad Games team is who should really be thanked for such high quality updates. It is their dedication to making Sins a great game that has made the real difference. I for one salute them.
End of quote


Agreed! Most of us here acknowledge the sheer excellence of SoaSe. As I have said before (in Post #121 on Page 5), I think this patch in and of itself is one of the most impressive patches I've ever seen released for any game.

With that truth in mind, our posts regarding Impulse and standalone patches still seem valid.
Reply #359 Top
First off: to Ironclad and Stardock

 :CONGRAT: this patch in and of itself is an amazing addition to the game. Kudos.

Now I have to be that overbearing parent that criticizes a child who brings home a 95 on a test and tells him that he could have gotten a 96.

I'm so happy to see some of the fixes to gameplay you're mixing in.

The Illuminator is being brought on par with the other lrf's. It's only a subtle nerf, but I see where this is coming from.

The subverter is getting a sorely needed nerf. It was so annoying to watch subverters freeze a fleet indefinitely. Sure, I always kept 6-8 caps to beat them off cause of how strong they are, but hey, the fix is appreciated.

RA "Free Ships for Life" is getting a much needed change, thanks so much. I love the fix, becaus it still is a very powerful tech, but it no longer is "get 15 gates up, tech armada, game over"

I like the fixes for all the caps. Very nice fixes, especially to embargo. Now the embargo rush isn't so crippling to whoever's being rushed.

Good lord though, you really must want fighters to work. You've taken flak and absolutely de-ball-ified them. I understand why, I mean, flak weren't meant to be the counter to lrf's but that's how people were using them. I like the fix, but -43% base damage is just....woooo.

Now for my critiques.

Repulse doesn't look like it's getting fixed. I understand. It's a channeling ability so it will realy be 6 antimatter/s. For what repulse does though, however, that's too little cost. I'm not looking at a stat sheet as of the moment but Guardians have looooads of antimatter, hence the 100 antimatter costing shield bubble.

For the sake of simplicity, I think repulse's antimatter cost needs to be upped. You could make it 100 and people would still use it, but 100 is too much. I think in the ball park of 15 antimatter/s is a fair amount.

As it stands, 6 antimatter/s means that if I micro properly, I can have 6 Guardians repulse indefinitely (Just have one doing it at a time).

I love repulse and what it does, but it needs to be upped in cost. I'm not saying this because I've been the victim of repulse. I'm saying this because I've been exploiting repulse. It's an uber-god-like ability no matter the cost. 6/s just isn't enough.

For my sake, I hope you don't listen. Lord knows I love repulse.

I'm also a skeptic of your fix for fighters. I want to keep my comments minimal on fighters until I try them because I haven't tested the BETA, but my gut instinct is telling me that capital ship abilities combined with the fighters from capital ships will be all one will need to negate enemy carrier cruisers. Still, I'm keepin my mouth semi-sealed on this one until I try it.
Reply #361 Top
nope, you have to either download it somewhere or "find" an online computer, put the program on a USB, CD, floppy or anything of the sort then bring it back to your offline computer and instal fomr the USB, CD etcyou cna also just take patches via the USB, CD etc. but then you dont have the awesome Impulse client "dont mind the joke plz"  
End of quote


I tried installing the full version of Impulse (44 odd MB (was not easy to find)) and upon loading it immediately wanted my stardock logon details. Bearing in mind that this is an offline computer I thought I could just still stick in the details and it would then switch to offline mode so I could restore Impulse archives. (I was testing the client in preparation of patch 1.1, since I don’t have an Internet connection at home) It would not let me get to the archive feature. As far as I can tell it needs to go online at least once. Is there anyway round this or am I stuck with not being able to update the game in future?

Thanks
Reply #362 Top
Just found out about this Impulse and the auto-update thing...These updates won't corrupt saved games will they? Or will there be like an option to updating in case you're still in the middle a game...sometimes the games in Sins are long, lol.
Reply #363 Top
Raging Amish:

/snip ...nerf Repulse further... /snip
End of quote


I say see how it works during the beta and change it further only if necessary. I'm sure you understand how the way Advent competes in the endgame is through fleet cohesion and complementary abilities, and through denying the enemy the same advantages. I daresay Repulse is the most important non-capital-ship ability the Advent has.
Reply #364 Top

Just found out about this Impulse and the auto-update thing
End of quote

Currently, the only thing that auto-update is Impulse itself. Since on GC2 savegames weren't compatible between versions, I really doubt that Stardock will implement an auto-update mode on games without letting the user choosing to enable that behavior

Reply #365 Top
We need moar fighters. I mean how can a ship hold only up to 2 bomber/fighter atleast make it four or 3.
Reply #366 Top
Gabby, those are actually squadrons. It is like 5 bombers or 6 fighters...maybe a bit more if you are Advent, it varies a bit by race. If you mouse over a squadron you can see how many are in it. And you can actually zoom so far in on the main view area that you can see the individual fighters and if you mouse over them, you see their individual stats.
Reply #368 Top
I there any way to get more hardcodes removed, like the hardcodes on sound files? I cannot continue with my mod until this occurs.

Also, a detailed explaination of what hardcodes are present would be nice too, as this would help in the modding process.

DANMAN
Reply #369 Top
...Yeah I'm all ready to try out this beta. Wait a minute no I'm not!! *goes to finish up game*
Reply #370 Top
Where for art thou?
Reply #371 Top
Where for art thou?
End of quote


Its officaly the first part of mid july. That means technicaly the beta given the offical guidance in the initial announcment and the fourth alignment of moon and sun... Yes with the pass of the crimson clouds on the 3rd day of overview we will see the signal to mark all signals. This means that it can only be within the 3rd ciricle of acomplishment! We might even have the flying image of the first beacon promising us much!

All of this points to the beta being out:

Soon.
Reply #372 Top
So wait is the beta out? I can't tell some of these people are acting like it is out and some aren't.
Reply #373 Top
No one has mentioned anything about tradeing; that is one of the most primary things this game is missing.Why can't we trade ships to our allies or neutral party's for money or metals or crystal? etc etc. Same thing goes for planets.The other thing is Enemies are constantly telling us what they want or they will destroy us how come we can't do the same thing to them.I want to tell them things like; I want planet X and 50000 crystal or I'm going to turn your race into vapor. Or threaten um with the destruction of an allie or give them task like they try and give me.Borrow Galactic Civilizations tradeing interface.   
End of quote


I'm new to the game but this is exactly what I was going to point out. It pisses me off that they can DEMAND from me, not even really request yet I can't do the same to them. It makes no sense.

I would also like to join those requesting a single player campaign please since I've no real interest in multi-player. :)

Cheers.

Reply #374 Top
Do I HAVE to have impulse to be able to download and run 1.1, if so is the download of the impulse free or do I have to pay for it?P.S. By 9 cap ships do you mean new capital ships, if that's true I'am gonna EXPLODE over here!!  Come on relase it I can't wait          no siriusly!
End of quote




You sign up for free but must have a legitimate registration key of course to activate and download any content.

Read the patch notes more carefully, some of those changes (such as more capital ships) are for MODDERS only, not just in general.

Cheers.
Reply #375 Top
Well I'm done with this thread at about page six. Too many whiners about the digital distribution. It is the year 2008. I find it very hard to believe that people are still gaming on PCs which are not connected to the internet. Even if they are I will not believe they can't do as suggested to get the patch burned (that doesn't have to be a library, you must surely know someone who isn't in the stone ages and does have internet access).

Also if you still have Win2k on your machine then it is high time to upgrade. Win2k was never a gaming platform and is no longer even supported so using that as your argument against digital downloads is ridiculous. You have an old, defunct, no longer supported product.

Thanks for the continued support, developers.

Oh and Venym, get a life please. There are far more important issues in the world you could be devoting so much time and emotion into.

Cheers.