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|  | SOGE v1.0 release - Community Posted by: mdcobbin on 12-26-2009 @ 14:32 - Source: warlords.swrebellion.com |  | This News Item has been viewed 1326 times! Sins of a Galactic Empire (SOGE) 1.0e release for Sins of a Solar Empire Entrenchment
A Star Wars total conversion mod for Sins of a Solar Empire
12-12-2009
TEAM
=============================================
Models, textures, ship stats: Evillejedi
Abilities and tons of debugging: Psychoak (It would have taken another year without this help)
Swrebellion.com Web support and general debugging: Evaders
Interface icons: Ozwolf
SW Music: Pedro
Many many beta testers, many who didn’t do a damn thing :-p thanks to those that gave us valuable feedback!
Probably some other people I am missing, thanks
CONTACT
=============================================
Development website http://warlords.swrebellion.com
Development forum http://warlords.swrebellion.com/forums/viewforum.php?f=593&sid=d9baa3b5114c49929088ca5b1506e866
bug tracker http://warlords.swrebellion.com/mantis/view_all_bug_page.php
sins forum http://forums.sinsofasolarempire.com/331584
INSTALLATION
=============================================
The zip file should be around 225mb
Extract the contents of the zip file to your sins mod directory
Example for windows XP C ocumentsLocal SettingsApplication DataIronclad GamesSins of a Solar EmpireMods-Entrenchment v1.041
Example for Vista/win 7 C:UsersAppDataLocalIronclad GamesSins of a Solar EmpireMods-Entrenchment v1.041
open the game and go into options and select the mod from the list of available mods and then activate it.
THIS MOD HAS NOT BEEN TESTED WITH ANY OTHER MOD AND PROBABLY WILL NOT WORK WITH ANY OTHER MOD BECAUSE OF THE NUMBER OF FILES IT ELIMINATED TO BE STABLE.
The mod should be working fine if the only races you can select are the star wars races. If this is not the case you have not properly installed the mod in your mods folder.
NOTES
=============================================
This release is a compiled version of 1.0e, there are newer builds on the SVN, however these may be unstable or perform poorly, so download at your own risk
If you are in the beta test you will not need to download this file, simply update your SVN repository to get the latest version
This release contains fully playable factions for the Rebel Alliance, Imperial Navy, Confederacy of Independent systems and Galactic Republic
There are currently no star bases in the mod and the Civilian research has not been modified, it will be modified in the future
Since it is a total conversion this mod does not contain the stock races (advent, vasari, tech), this
decision is driven by the hardcode limits imposed by ironclad and by eliminating them makes the mod
much more stable. If you want the star wars races with the standard sins races check out
Star Wars Requiem at http://sins.imperial.cc/
If you would like to participate in the development of the mod we can definitely use your help!
However we are looking for skilled individuals to do development of many detailed aspects of research/ability coding and 2d artwork
and do not need general help. Please post on the development forum if you feel that you can help us.
Please check the development website for updates on news, new content or official patches
If you would like to participate in beta testing the mod you can post in the beta testing forum to get access, we are looking for testers
that will provide detailed feedback of items they find in the game into our bug tracker.
SOME STRATAGIES
=============================================
Planetary defenses are great starting elements to protect your planets, especially when upgraded, build lots of turrets!
There are a few planet hardening upgrades in the defense research, these are crucial if you want your colonies to survive.
Capital ships need to be protected before they gain a few levels, once they have a few levels they will become very potent.
The ranges for weapons have been greatly extended. If you want more epic battles move your ships into closer range and many
abilities and other weapons will be used by the vessels.
Remember even Admiral Ackbar thought that it was suicide to move so close to the imperial star fleet!
The Imperials focus on Heavy firepower, Ion weaponry and command and control. It is best to lead groups of star destroyers
with a flag ship. The Empire does not have a low cost colonizer, but the gladiator and ISDs are very capable. The Executor
really has no equal.
The Alliance is focused on survivability, the mon calimari vessels may not have a lot of firepower, but they will be able to
last the engagement. Mix the mon cal vessels with their other vessels for a mixed fleet and protect the Diplomatic vessels,
they have excellent high level abilities
The CIS starts off weak, but has some extremely powerful abilities after a bit of research, build lots of trafed II’s at the
beginning and then progress to Lucrehulks with buzz droids.
The republic is based off of mass production of its vessels, use support vessels to supplement homogenous fleets and Lead the
fleets with a Jedi cruiser.
KNOWN BUGS
=============================================
Some abilities may not work exactly as described, may have conditional issues or may be over/underpowered. This is being worked
on and some of it requires Ironclad to release a new patch
Research costs have not been finalized, they will change in the future
Some ships may be unbalanced this will be addressed as we get specific bug reports
some descriptions are too long and cause the text to spill out of the description box, this is especially true on lower resolution
screens like laptop screens. We are working to fix this
On some ships it may be possible to zoom in to the point that the models mesh disappears slightly this is being addressed.
some vessels such as the subjugator and some fighters may have no texture or may have incomplete textures, this is being addressed
in future versions
Ywings are currently being displayed as bwings, this will be fixed soon
Some abilities or effects may require work, this is especially true of abilities like Sprint
Some icons are being reworked and will require some adjustments
Fighters fly through ships and bounce around, this is something that needs to be fixed by ironclad, it is an engine issue.
The AI likes to spam some ships, right now there is no fix for this.
Compatibility
=============================================
Entrenchment 1.041+ (until ironclad breaks it again)
model files and textures are compatible with older versions of Sins, however Ironclad made
many changes to the SINS code that require 1.041, if you want to backport the mod to a previous
version feel free, but it is a tremendous amount of work
Download Links
=============================================
http://www.filefront.com/15122655/SOGE1.0e.zip |  |   | 
|  | Weekly Poll Results - Will you buy "SoaSE: Entrenchment"? - Poll Results Posted by: TParis on 01-07-2009 @ 18:48 |  | This News Item has been viewed 5972 times!
Will you buy "SoaSE: Entrenchment"?
| | Ye, I gonna buy it when it's out. | 39.5% (98) |    | 
| | Not sure yet, want to see more of it first. | 26.6% (66) |    | 
| | What is "Entrenchment"? | 18.5% (46) |    | 
| | I have already preordered it and play the beta! | 11.6% (29) |    | 
| | Nope. | 3.6% (9) |    | 
|
Total: 248 | | Start: 12-20-2008 18:49 | | Last: 01-07-2009 12:07 |
if it was a retail release, then yeah, i would buy it, but since i dont trust the impulse platform as far as i could throw it, no, i won't be buying it from there
I have seen nothing to really convince me about it, especially with all the bug reports on the official forums. I guess if they fix the errors I'll try it out!
|  |   | 
|  | Entrenchment - new release date? - Official Posted by: TParis on 01-02-2009 @ 07:54 - Source: Impulse Driven |  | This News Item has been viewed 6986 times! According to the official Impulse website the the release date for the first upcoming micro expansion pack for Sins called "Entrenchment" is set for February 4th, 2009. The expansion will be available as digital download via Impulse only.
The Entrenchment beta test ist still in progress, you can obtain the latest beta build from Impulse if you have preordered the pack, which can be done here. |  |   | 
|  | Fan Fiction: TEC Unleashes ‘Solar Storm’ Campaign - Community Posted by: IKS_Yo_Mama on 12-26-2008 @ 11:42 |  | This News Item has been viewed 6084 times!

- TEC Unleashes ‘Solar Storm’ Campaign
- Vasari Occupied Epimethius and Yoshino Fall to Taskforce Turia
- Future of Eos to be Decided
The Admiralty Information Agency (AIA) today released new information concerning a string of victories achieved by Trader Emergency Coalition forces. In the wake of last week’s tactical victory in Hirai, as least three TEC taskforces, led by the controversial Admiral Narleen Turia, embarked upon an aggressive gravity well hopping campaign called “Solar Storm”. Although the campaign is described as being in its “initial stage,” senior Admiralty spokesman Lt. Cmdr. Jordan Littman confirmed two encouraging victories, one of which involved the annexation of the Vasari planetary hub, Yoshino.
Solar Storm Unveiled
While unconfirmed, anonymous sources indicate that Admiral Narleen Turia was the primary proponent of a sudden, first strike at the flank worlds of the Vasari, an idea she first proposed over a year ago. However, her initial plan met early opposition from the Admiralty because such a move would strip the home worlds of adequate fleet protection. As a result it was shelved indefinitely.
However, with the increasing hostility of the Versari, the sudden appearance of an Advent threat, and the augmentation of Home Fleet, the Admiralty dusted off the old plan, made some “revisions,” and charged Admiral Turia with its implementation. “She was thrilled,” commented Jindra Naval War College professor and confidant of Turia, Prof. Geoff Bennington. “She was still smarting from the premature abortion of the Hirai operation, so any opportunity to get another whack at them made her a very happy admiral.”
Not Alone
Unlike Hirai, Solar Storm was implemented as a much more aggressive operation. As before, Taskforce Turia, led by Turia’s flagship Lazarus, a Kol-class battleship, would lead the way, but this time augmented with an additional Slova-class carrier. An expanded Taskforce Zardre, led by Turia’s most recent wingman, Admiral Keff Zardre, would also participate. However, a third taskforce, led by Admiral Paknn Sush on Talekhi, his Marza-class dreadnaught flagship, would bring a formidable “third wave” to a campaign that was seen an “unrelenting gravity well hop”.
The pieces were all in place by late December (Jindra, local), when the Admiralty gave the go signal. Upon receipt, all three taskforces jumped into Pindarus, a quadrant occupied by a plasma storm that served as an excellent electromagnetic shield cloaking the massing invasion forces. Reports indicate that a Versari scout was encountered, but was quickly neutralized by the fleet’s Cobalt-class light frigate outriders.

The Campaign Map
First stop: Epimethius
Epimethius is often described as little more than “a clump of rocks”. However, these rock clumps are loaded with minerals and crystal, thus making the system very valuable. As such, Epimethius has changed hands at least three times in the past decade, with the most recent change occurring last September when a TEC mining colony was exterminated by Versari raiders, a day that has come to be known as “Black Wednesday”.
Jumping blind, the combined forces were gratified to see the quadrant devoid of hostile Versari warships. With the exception of merchanters, a transport, and some defensive orbital cannons, Epimethius was defenseless. “The fleet made quick work of them,” remarks Littman. “Within hours, the gravity well was scoured of enemy craft and the Vasari mining colony was occupied.”

A Vasari transporter comes under fierce strike wing attacks at Epimethius
While the occupation of Epimethius was relatively bloodless, there were reminders of not so spotless prior occupations. “Our troopers, while doing a reconnaissance of the exterior of the main asteroid base, did come across a number of TEC pressure suits containing the remains of what we believe to be TEC miners. Looks like the Versari vented them out the main pressure lock – whether alive or dead at the time, we’re not sure,” added Littman.
The Fight for Yoshino
Taking just enough time to consolidate Epimethius, two-thirds of the fleet then pushed on to Yoshino, with Taskforce Paknn remaining behind to police the sector and act as a ready reserve. Again, Turia was greeted with a virtually defenseless quadrant, only this time it was not a pile of rocks, but a fully colonizable planet. “Yoshino is a very beautiful world,” commented Prof. Bennington. “To have it right there, undefended and ready for the taking must have been an elating experience for Turia and her cohorts.”
Set about taking it they did…at least until the Versari arrived. “According to the after action report filed by Admiral Zardre, a sizeable force of Versari warships jumped into Yoshino shortly after their arrival. Zardre speculates that their quick appearance indicates they were en route to lift the siege of Epimethius and just stumbled into the Yoshino action.”
Not giving the enemy time to react, Turia and Zardre oriented on the new threat and closed with a purpose. What resulted was a battle that even the experienced Turia referred to in her post action report as “a harrowing experience of constant maneuver, unrelenting fire, and instant death.” Fighter wings clashed in dizzying dogfights, bomber strike groups zipped between sizable cruisers to deliver their payloads, and capital ships embraced each other with particle beams and ion cannons. At one point in the battle, Zarde remarked that “the battlespace had become so cluttered and confused that our tactical comps were shutting down, leaving our bridge crews to make operational decisions based upon guesstimates. It was a most remarkable situation.”
And fierce - so fierce that Turia was forced to call in Paknn for help. “It was Admiral Paknn’s arrival that decided the matter,” comments Littman. For with the arrival of a third TEC taskforce, the Vasari had had enough and broke away from the battle, jumping to Agamemnon. It was here Turia made her gutsiest decision: she decided to follow them. “To allow a heavily damaged Jarrusul Evacuator-class cap escape and repair would have been a strategically incorrect decision,” Turia remarked in her report. “I decided to pursue with all forces, deeming the risk to be manageable.”

Taken by a rear gunner aboard a A-16 bomber, this photo shows the damaged Jarrusul Evacuator fleeing Turia’s fleet
Taking the Fight to Agamemnon
Jumping blind once again, Turia’s forces found themselves in Agamemnon, but unlike the previous systems, this one was packed with Vasari firepower. Remaining as unflappable as ever, Turia ordered Taskforce Paknn to distract the bulk of Vesari forces, while she and Zardre pursued the damaged Jarrusul. Limping from its many injuries, the Jarrusul’s plight quickly became hopeless as Turia and Zardre fired every weapon they had at their disposal. When the end came, it was sudden…and violent. “In the haste of our pursuit,” remarked Turia, “we had forgotten that the Jarrusul is the largest known cap class [capital ship class] in existence. Well…it reminded us.”

A remote probe took this photo of the blast wave caused by the destruction of the Jarrusul-class vessel. Fleeing the area is TDN Alteus, which suffered considerable kinetic damage
Completing their task, Turia ordered an immediate withdrawal back to Yoshino, something accomplished without the loss of a single TEC capital ship. However, both Turia and Zardre’s forces had suffered significant damage, requiring a speedy withdrawal to the drydocks at Agasthenes, leaving Taskforce Paknn to begin the subjugation of Yoshino and to act as rearguard.
The Death of a Planet
Admiral Paknn reported that he was “surprised and disappointed” that the Vasari did not counter-attack into Yoshino. With not much to guard against, Paknn brought his taskforce into a high orbit around Yoshino and proceeded to bombard the planet, all the while broadcasting a demand for an unconditional surrender. Over the next four days, Yoshino would resist but ultimately capitulated on the fifth day of punishing abuse, long after most major cities and military strong points were reduced to ashes by mushroom clouds. “I always hated this part of the job,” records Paknn, “but at least we refrained from using dirty nukes. Never saw the purpose in those.”

Taskforce Paknn’s siege of Yoshino, as seen by a photographer aboard Thanatos, an Acorva-class scout frigate
Eos and the Future
The Admiralty is now reporting that Admirals Turia, Zarde and Paknn have reunited after making repairs and revictualing and are now planning the next stage of the campaign. On the fringe of the solar system is Eos, now isolated from the rest of the Versari Empire. What is to be done with it? “Admiral Turia is mounting an aggressive psyop campaign and is hopeful that the people of Eos throw off their Vesari overlords,” remarked Littmann. Sources confirm the construction of a major ECM broadcast tower in neighboring Yoshino that is selectively jamming Versari frequencies while broadcasting official TEC communiqués urging Eos’ capitulation. Furthermore, Admiral Paknn is overseeing the system's blockade, limiting commerce to the bare essentials.
After Eos? The Admiralty would only say that “we are considering all options.”
Updates as events warrant…. |  |   | 
|  | Fan-Fiction: Major Fleet Action Reported at Hirai - Community Posted by: IKS_Yo_Mama on 12-23-2008 @ 03:54 |  | This News Item has been viewed 5135 times! Recently we have asked people to upload their fan fiction stories, reports and fictional newsletters to the site as the lack of Sins storyline leaves alot of room for artistic freedom concerning the races in Sins. This is hopefully the first of many which will hopefully leave to a fan-fiction section. Thanks to RooksBailey for providing this piece of fiction! 
_____________________________________
Major Fleet Action Reported at Hirai

- Major Fleet Action Reported at Hirai
- Taskforce Turia Repels Vasari Incursion….
- Advent Probe Forces Ginestra Redeployment….
The Trader Emergency Coalition is reporting that a major fleet action has recently concluded at Hirai, a distant sector of the TEC frontier mostly notable for a stable wormhole that has proven popular with the merchanter class.
While details are still coming in, it appears that two TEC taskforces, under the command of Admirals Narleen Turia and Keff Zardre, successfully repulsed a Vasari incursion commanded by Vaskorus Arkun.
However, TEC is also reporting that a concurrent Advent probe into Hirai forced both TEC taskforces to redeploy to the Ginestra asteroid field. While hostilities with the Vasari have been steadily escalating, the sudden appearance of Advent forces along the TEC frontier has come as a shock.
The Opening
The Hirai action is the culmination of TEC high command’s increasing frustration with Vasari hostilities in the wake of the collapse of the Verlin Empire. After Admiral Narleen Turia’s “Last Sunrise” campaign – named so after Turia’s infamous vow that the Verlin homeworld had seen its last sunrise after a terrorist attack on Agasthenes - Vasari forces began a forceful effort to fill the Verlin power vacuum before TEC forces could consolidate their hold on the newly liberated sectors. What followed were a series of skirmishes along the TEC frontier, with Vasari Commander Vaskorus Arkun’s “Ghost Fleet” leading the harassment effort. A lengthy cat and mouse game ensued, with Admiral Turia and Commander Arkun jabbing at each other all along the border.
Anonymous sources have confirmed that Turia was the mastermind by the recent action in Hirai. Using her smaller taskforce as bait, Turia hoped to lure Arkun into committing his Ghost Fleet to a major naval action against Taskforce Turia, with the newly formed Taskforce Zardre arriving once Arkun committed himself – in short, a classic hammer and anvil tactic.
“Turia clearly achieved what she intended to,” remarked retired admiral Joren Selken. “From reports I have seen, Arkun committed his forces against Turia, only to have the rude surprise of Taskforce Zardre showing up on his flank.”

A deep scan taking during the height of the naval action in Hirai
A rude surprise might be an understatement as Commander Arkun suffered the severe loss of his Kortul-class capital ship, Kavisir.

This blurry photo is believed to depict Kavisir in action in an unknown engagement
Anonymous sources confirm that Turia deliberately selected the famed warship for destruction as its annihilation would cause a severe loss of morale for the enemy. “Kavisir was the ship the led the Vasari actions at both Naeve and Epimethious. It is something of a legend to the enemy. It doesn’t surprise me at all that a vindictive commander such as Turia would single it out to make an example.”
If initial reports are accurate, Admiral Turia pinned Arkun and then signaled Zardre to jump into Hirai from its secret marshalling area. Once the two taskforces were in place, both coordinated their actions to hem in Arkun’s fleet and take down Kavisir. Fighting was heavy, with Vasari fighter and bomber wings doing considerable damage to the forces of Turia and Zardre despite the large contingent of flak barges and fighter wings that Zardre brought with him to the fight. “It was touch and go for awhile,” confirmed Lt. Cmdr. Jordan Littman of the TEC Admiralty, “but ultimately it was too much for Arkun and Kavisir. We confirmed her destruction at 2141 hours, local.”

This photo was taken by a FLIP (Forward Looking Infrared Probe) at the time of the battle. The bright spot in the center is the IR death plume of Kavisir.
The Admiralty was not the only one to confirm the death of Kavisir. Merchanter Ken Loomis, of Void Spray out of Jindra, also confirmed her death. “We were - that is my ship and crew - were about to make the jump to Esipov with a hold full of potable water, when we detect a massive neutrino flood on our sensors. I asked Billy - er…Billy Draon, my exec - was that a GRB [Gamma Ray Burst]? He radioed TEC traffic control but they had not received any stellar advisories. It was quite a mystery, doubly-so when other merchanters reported the same phenomenon. It wasn’t until we learned of the destruction of Kavisir that everything fell into place. That neutrino flood was the death spasm of Kavisir's reactors.”
Vasari Commander Arkun was not believed to be onboard the Kavisir at any time during the battle.
Unwelcome Surprises
It is here that the Admiralty reports things got out of hand for Turia and Zardre.
Without warning, a “strong Advent probe” jumped in system and began mixing it up with the other two parties. “We believe it was dumb luck on the part of the Advent that they jumped into this system when they did,” remarked Littman.
Dumb luck or not, the already damaged TEC taskforces were in no position to take on the remains of Arkun’s forces along with a fresh third party. Taskforce Turia’s Sova-class carrier Stratius was heavily damaged by Vasari bomber attacks and was in danger of following on the doomed heels of Kavisir. According to eyewitnesses, Admiral Turia wasted no time in ordering a retreat, directing Admiral Zardre’s larger force to cover their withdrawl to Ginestra. Fortunately, the Advent forces did not seem interested in pursuing the sizable TEC force and allowed the two taskforces to escape with only minor harassment.
The fate of the remains of Commander's Arkun's Ghost Fleet is unknown at this time.

This is a probe photo taken of the retreating carrier Stratius. The white noise recorded by the probe's CCD is a result of radiation escaping from a damaged reactor that had yet to be “locked down” by damage control parties
Fleeting Victory
According to the Admiralty, the two taskforces are now refitting at an unknown location, preparing for what surely will be strong thrust by the Advent. “They know we’re in the area, so it’s likely they will come after us, or baring that, our merchanters,” concluded Littman. “Either way, we need to be prepared for all eventualities now that we are in a two front war.”
Indeed, preparations are already underway on many fronts. The recently launched TDN Shilta, a Dunov-class battlecruiser, has departed for parts unknown. Furthermore, Governor Haron Souss, of the frontier planet Charalla, has ordered the expedited construction of citizenry fallout vaults in the case of orbital bombardment. Even the Department of Interplanetary Trade is getting in on the act by mandating reinforced hulls for all Class IV merchanters.
Updates to follow..... |  |   | 
|  | Weekly Poll Results - Now that you know about us will you come back? - Poll Results Posted by: TParis on 12-20-2008 @ 20:49 |  | This News Item has been viewed 4527 times!
Now that you know about us will you come back?
| | Yes, Definatly! | 81.7% (121) |    | 
| | Maybe, I havent decided!? | 13.5% (20) |    | 
| | No, I didnt like it.... | 4.7% (7) |    | 
|
Total: 148 | | Start: 12-12-2008 23:02 | | Last: 12-20-2008 15:36 |
We've got to somehow change the colouring scheme
God yes... Although maybe I'll get used to it.
Next step, buy the game!
|  |   | 
|  | Some important info about you and Sins of a Solar Files! - Community Posted by: IKS_Yo_Mama on 12-14-2008 @ 16:17 |  | This News Item has been viewed 4096 times! Hey now that we have your attention, there are a few things to point out that you can do on this site. 
We are here to host your content! Whether its mods, screenshots, websites or indeed news items then you can simply upload the content via the following links
Upload your Mods/Files - Any mod or file you made and wanna share it with the world? Then simply click and upload!
Picture of the Day - You may have noticed our Screenshot or Picture of the day feature, well if you upload your screenshots to us we will host it for a full day depending on how many shots are in the queue 
Upload your News Items - Any updates or announcements on the game or your mods then let us know about it
We also offer other features such as a weekly poll about the game and community
We also offer a free web hosting service for you to host your SoaSE based website! So if you have a website dedicated to Sins of a Solar Empire, a site containing fan-fiction about the game, have a total conversion or a list of your mods that you have done you can host your website on ours for absolutely no cost!
Registring is free and easy. You will have access to other filefront sites for other games too which will expand your gaming network even more. So upload your files to us!.
Hope to see some of your work! |  |   | 
|  | Weekly Poll Results - What is your favourite music from Sins? - Poll Results Posted by: _sith_ssdironfist on 12-13-2008 @ 01:02 |  | This News Item has been viewed 3660 times!
What is your favourite music from Sins?
| | Battle Music | 37.9% (41) |    | 
| | TEC Music | 30.5% (33) |    | 
| | Advent Music | 13.8% (15) |    | 
| | Vasari Music | 10.1% (11) |    | 
| | Other (please specify) | 7.4% (8) |    | 
|
Total: 108 | | Start: 11-24-2008 22:01 | | Last: 12-12-2008 21:31 |
TEC Theme baby!! FTW!!
I like all TEC music, it powns the rest!!!!!!
TEC FTW!!!!!!!!!
|  |   | 
|  | Weekly Poll Results - When playing Sins what type of fleet composition do you go - Poll Results Posted by: TParis on 11-25-2008 @ 00:01 |  | This News Item has been viewed 3558 times!
When playing Sins what type of fleet composition do you go for...
| | Battleships Baby! (I love wading through cruiser after cruiser) | 57.1% (84) |    | 
| | Carriers at the ready! (Some one needs to house those jocks) | 15.6% (23) |    | 
| | I can't remember, I just build like mad! | 10.2% (15) |    | 
| | Mostly Frigates, Mostly! (A good fleet has a solid foundation) | 8.8% (13) |    | 
| | I'm Cruiser crazy! (Need a good balance of power and speed) | 8.1% (12) |    | 
|
Total: 147 | | Start: 11-10-2008 12:14 | | Last: 11-24-2008 21:39 | |  |   | 
|  | 1.1 patch release date & changelog // Entrenchement delayed - Official Posted by: TParis on 11-13-2008 @ 11:10 - Source: Official SoaSE Website |  | This News Item has been viewed 5859 times! Stardock has announced the release date of the final 1.1 patch for SoaSE:
November 18th.
It will be available on Impulse ONLY which can be found here. You can find the changelog below.
It has also been announced that the release of Entrenchement, Sins' first official first micro-expansion which should have been downloadable from Impulse on November 18th aswell, has been delayed in order to allow public beta testing for those who have preordered the expansion.
A new release date has not been set yet and depends on the feedback from the beta testers.
Here is the massive 1.1 patch changelog:
Quote: Gameplay / Balance:
* Kol Battleship:
o Fix for Finest Hour not applying all of its splash damage correctly.
* Marza Dreadnaught:
o Fix for Missile Barrage not applying all of its damage correctly (thx bailknight).
o Fixed a bug which may cause Raze Planet to not properly apply all of its damage.
* Sova Carrier:
o Embargo duration reduced from 120 secs at all levels to 60/90/120 secs.
* Dunov Battlecruiser:
o Shield Restore shield points replenished reduced from 350/700/1050 to 250/500/750.
o Shield Restore antimatter cost reduced from 90 to 65 for all levels.
o Shield Restore cooldown reduced from 16 secs to 11 secs for all levels.
* Cielo Command Cruiser:
o Designate Target damage bonus increased from 25% to 40%.
* Radiance Battleship:
o Cleansing Brilliance cooldown increased fro 75 secs to 120 secs.
o Animosity max targets changed from 6/12/unlimited to 8/16/32.
* Rapture Battlecruiser:
o Vengeance antimatter cost decreased from 75 to 70.
o Vengeance damage retaliated increased from 40%/80%/120% to 65%/130%/200%.
o Units acquired with Domination will now have their orders reset.
o Domination's cooldown reduced from 90 to 60 seconds.
* Domina Subjugator:
o Suppression antimatter cost decreased from 100 to 75.
o Suppression cooldown decreased from 40 secs to 30 secs.
o Suppression duration increased from 40 secs to 90 secs.
* Kortul Devastator:
o Jam Weapons antimatter cost decreased from 75 to 70.
o Jam Weapons duration changed from 15/25/35 secs to 30/30/30 secs.
o Jam Weapons range increased from 2500/4500/5500 to 3500/5000/7000.
o Disruptive Strikes antimatter depletion increased from 8/10/12 to 10/20/30.
o Disruptive Strikes ability cooldown rate penalty increased from 10%/20%/30% to 15%/30%/45%.
o Disruptive Strikes duration increased from 10 secs to 15 secs.
o Now costs 250 crystal as originally intended (thx bailknight).
* Skirantra Carrier:
o Scramble Bombers antimatter cost decreased from 100/75/50 to 80/65/50.
o Scramble Bombers coodown decreased from 60/60/60 secs to 60/50/40 secs.
* Antorak Marauder:
o Subversion antimatter cost increased from 100/90/80 to 100/100/100.
o Subversion cooldown increased from 50/45/40 secs to 75/75/75 secs.
o Subversion ship and structure build time penalties increased from 15%/30%/45% to 50%/100%/150%.
* Vulkoras Desolator:
o Disintegration cooldown decreased from 120 secs to 90 secs.
* Stilakus Subverter:
o Distortion Field antimatter cost increased from 100 to 200.
o Distortion Field duration decreased from 30 secs to 20 secs.
* Iconus Guardian:
o Repulsion is now a channeling and interruptable ability.
o Repulsion can no longer be toggled off.
o Repulsion's duration increased from 0 to 30 secs.
o Repulsion's cooldown increased from 0 to 8 secs.
o Repulsion's activation cost increased from 0 to 20 antimatter.
* Serevun Overseer:
o Reactive Nanite Armor cooldown increased from 2 secs to 4 secs.
* Illuminator Vessel:
o Frontal bank damage reduced from 58.5 to 53.5.
o Side bank damage reduced from 30.3 to 27.25.
* Returning Armada:
o Now costs 2500 credits, 200 Metal, 500 Crystal to activate.
o Fleet sizes summoned increased from 25-45 to 45-90 supply.
o Cooldown increased to 10 minutes at all levels.
o Phase Stabilizers now have 0 max antimatter.
* Scenario and Galaxy Generation:
o Fixed problem with calculating star extents on smaller maps (because of min size, stars were getting vertically offset by too much).
o Fixed bug in galaxy generator so that inter-star connections could end up connected to one star.
o 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 due to the ordering of planet acquisition and artifact placement.
o Added missing starting artifacts for two starting positions in the Ancient Gifts map.
o 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).
o Fix for Implosion having wonky spawn probabilities.
o Removed non-plural browse picture for Hyperion's Gates.
o Fixed home planet upgrade levels and artifact and planet bonus probabilities on Gaian Crescent map.
o Fixed team indices for Areolian Sector.
o Fixed team index hints for Entanglement, Flashpoint, Foreign Invasion, Grindstone and Twin Empires maps.
* TEC Research:
o Maneuvering Thrusters max number of levels reduced from 2 to 1.
o Rapid Development now additionally reduces costs of Logistics Capacity upgrades by 7.5% per level.
* Advent Research:
o Augmented Defense Grid tactical slot bonus increased from 2 to 5 per level.
* Vasari Research:
o Extreme Heat Metabolism and Sulfurous Respiration population bonuses increased from 7.5% to 15% per level.
o Trauma Nanomedicine population loss prevented due to planet bombing increased from 10% to 20% per level.
o Molecular Assembly structure build rate bonus increased from 5% to 40% per level.
o 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 (i.e., most high level capital ships).
* Caught more edge cases where buffs should perform their OnBuffFinish actions (fixes wierdness 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 able 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 amount.
* 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.
* Strike craft will now either dock or stay docked if they aren't supposed to be launched.
* Fix for exploit that allowed players to build too many squads.
* Captured neutral extractors can no longer be scuttled.
* Fixed bug where artifacts are always discovered as soon as planets are colonized.
* Fix a crash which may occur in multiplayer when creating fleets.
* Targetted channeling abilities that should stop when their target's ownership becomes friendly, neutral or hostile relative to the channeler's will now stop if it is appropriate to do so.
* Experience gained for destroying strikecraft reduced by ~33%.
* Strike craft take ~10% longer to build.
* Cruiser carrier strike craft antimatter build cost increased by 20%.
* Anti-strike craft frigate DPS reduced by ~25% (relative to v1.05).
* Anti-strike craft frigate range increased from 3000 to 3250.
* Changed pirate raid target selection so that it is guaranteed to always pick from among the players with the most bounty on them.
* Fixed bug where ships in fleets would try and return to their rally point at bad times. Thanks to everyone on the forums involved with tracking this down.
* Quick bounty now selects the highest bounty player who isn't a peace treaty ally.
* Fixed bug where anything killed counted towards the ship quest kill count.
* Both the Domina Subjugator and Serevun Overseer now join fleets by default.
* Fixed resource mines at unowned planets (unless they are capturable) from getting 100% allegiance.
* Fixed various attacks from destroying placeholder buildings.
* Fixed deplaying turrets in the wrong place. Siege and missile turrets should now be much more useful.
* Fixed bug where ships that are AI owned fail to attack after turning AI off.
Graphics:
* 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 of 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 that 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.
* Deleted disabled effect emitters to save memory and loading of unnecessary textures.
* Corrected build effect emitter points on TEC capital ship factory.
* Corrected build effect on TEC frigate factory.
* Fix mesh team colors to off by default.
* Changed icon team colors to off by default.
* Fixed some bad team color channels with some generic TEC debris and the TEC fighter.
* Fixed bug in normal calculations for meshes that don't have them provided.
* Fix glowy TEC fighters.
* Fix ships from going to icon (or flickering between mesh/icon) if they are in phase space (particularly between stars). Caused by error factor in distance and delta frame(s) at such high speed / distances.
AI:
* Improved AI ability choice and usage.
* Fixed 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 capital ships.
* AI can now build frigates in priority list if the supply usage is too low (ala patterns noticed in human build strategies).
* Fixed 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 considers a repair bay 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.
* Auto-joining a fleet now also inherits the fleet leader's settings (i.e., group phase jump state).
* Fixed bug where ships that auto-joined 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 the factory, instead of in-formation with their fleet.
* Fixed pathfinding crash.
Networking / Multiplayer:
* Introducing Ironclad's new game networking technlogy "Alloy" -
o 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.
o Sins was no exception, with the most visible problem being the amount of technical knowledge many users needed in order to host multiplayer games over Ironclad Online.
o 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.
o Players should never have to worry about being able to host, configure routers, change port numbers, or have games end due to failed host migrations. It's 100% hands-off.
o Technically proficient users can always choose to disable Alloy and handle the details manually.
* Synchronization:
o Fixed loading mods potentially causing a sync problem.
o Robustness added to various network commands so they don't crash when out of sync.
o Scenario files are now checked to make sure they don't differ in multiplayer games.
o Meshes are now checksummed in order to detect sync errors faster.
o 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 to 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 v1.05 but should now actually work.
* Various minor improvements to ICO stability.
* Improved error messages for wrong versions and duplicate character names.
* ICO account names are now saved even if the settings file needs to be updated.
* Fixed multiplayer not pausing when using Alloy.
* Fixed a sync bug caused by various data not being cleaned up properly after an initial game.
User Interface / HUD:
* New Mini-Underground Window
o 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 the current highest bounty.
o All these actions are now hooked up to hotkeys.
o Opening and closing the Mini-Underground window can be done via Ctrl-Shift-X or using the User Interface options screen.
* Hotkeys:
o New default hotkey for Select Colony Ships to not conflict with Toggle Main View icons (Alt-G).
o Hotkey to toggle expand/shrink the best selected Empire Tree mode (L).
o Hotkeys added for opening up specific tabs in the global windows. Examples -
+ Research Window: Combat, Non-Combat, Artifact, Fleet
+ NPC Window: Market, Pirates
o Escape menu screen now more accurately reports when the player is entering text so that you can switch from the network status screen to the other screens with hotkeys.
o Entities auto-joining fleets (see AI changes) will now search for and join the hotkey group that contains the entire fleet. This way you don't have to rebuild hotkey groups as more ships get added to the fleet automatically.
o Can now toggle between the Pirate and Market screens without having to close them first with hotkeys.
* Empire Tree:
o Hotkey to toggle expand/shrink the best selected Empire Tree node.
o 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.
o Empire Tree now updates if paused.
o Fixed Empire Tree crash.
o Fixed a bug in the "show selected node" algorithm.
o Tolerance for readusting 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 the selecting entity will bring the planet in view even if the planet is outside the window.
o 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.
o 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 content are attempted to be made visible, instead of just the ship.
* Fixed missing planet type descriptions from scenariodef file.
* Fix for crash when selecting player portraits.
* Pasting text into text boxes no longer only cuts off 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 /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.
* Ability infocards now show max targets and number of waves.
* Quick Pirate bounty window no longer allows putting bounty on players who have lost.
* Quick market and quick bounty windows are now hidden during recorded game playback.
* No longer show weapon type information on UI if entity has constrained weapons.
* Fixed quick market window from blocking recorded game playback GUI.
* Fixed artifact + homeworld HUD icons from not showing up at the same time.
Modding:
* Maximum number of buildable capital ships 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 wierdness 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 mentioned in Graphics: New ship shader with colorsample.a swapped with datasample.r (Team and spec have reversed position).
* As mentioned 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.
* Increased the number of sounds to 2000 (modders needed this for additional factions).
* Included the latest version of ConvertData.exe with the patch. It can be found in the Sins install directory.
* Fixed bug in normal calculations for meshes that don't have them provided. (Will improve lighting of custom meshes that are relying on Sins to generate normals).
* Shared weapon points between multiple banks won't crash the game anymore (if the max is exceeded, only one bank gets them).
Misc:
* Fixed crash bug with array out of bound values with Resource Focus.
* Fixed a crash in rendering certain string types.
* Screenshot Changes:
o Changed code for taking auto-screenshots to get rid of any render time interpolation.
o Take screenshot on singlestep.
o Screenshot mode is disabled on shutdown so all relating settings aren't saved as off.
* Fixed bug where temp ships were messing up statistics (causing them to go negative).
* Fixed a null pointer crash.
* Improved handling of the Asian character sets.
* Fixed various version control problems (achievements, user settings, etc.).
* Fixed ships sometimes not building at the correct point.
* Fixed starting a new game crash caused by the potential for buffs to not be cleaned up after a game.
* Handle Asian language line breaks.
|  |   | 
|  | Weekly Poll Results - Do you like Stardock's Impulse? - Poll Results Posted by: TParis on 11-10-2008 @ 14:14 |  | This News Item has been viewed 3210 times!
Do you like Stardock's Impulse?
| | What is impulse? | 31% (18) |    | 
| | I have not tried it yet. | 29.3% (17) |    | 
| | No! I want to be able to install and update games any time I want. | 24.1% (14) |    | 
| | Yeah! A great way to buy games and keep them updated. | 15.5% (9) |    | 
|
Total: 58 | | Start: 11-02-2008 03:53 | | Last: 11-10-2008 10:42 |
Honestly haven't tried it yet. and I don't think I will to be honest
Well, you'll need it for future updates (except 1.1).
|  |   | 
|  | Weekly Poll Results - Do you visit Sins of a Solar Empire Files? - Poll Results Posted by: TParis on 11-02-2008 @ 05:53 |  | This News Item has been viewed 2955 times!
Do you visit Sins of a Solar Empire Files?
| | Yes! | 59.7% (43) |    | 
| | This is crazy, Im so Confused... | 26.3% (19) |    | 
| | No? | 13.8% (10) |    | 
|
Total: 72 | | Start: 10-24-2008 19:08 | | Last: 11-02-2008 02:20 |
Trick question?
Don't you have to to take the poll?
Oh great... I hate paradox questions, we get enough of that at SupComFiles.
-CanadianBorg
P.S. Resistance is futile, eh?
I visit almost everyday, but there's hardly anything new...
I should do some POTD's from 7 Deadly Sins for this place.
|  |   | 
|  | Weekly Poll Results - Do you play Sins Of a Solar Empire Multiplayer? - Poll Results Posted by: _sith_ssdironfist on 10-24-2008 @ 21:08 |  | This News Item has been viewed 2914 times!
Do you play Sins Of a Solar Empire Multiplayer?
| | No! | 66.2% (98) |    | 
| | Yes! | 33.7% (50) |    | 
|
Total: 148 | | Start: 10-04-2008 15:31 | | Last: 10-24-2008 16:49 |
Yes AI gets too easy even when you've got 8 against you set to unfair. Can't be a human's intuition
|  |   | 
|  | Weekly Poll Results - Do you visit The Sins Forum? - Poll Results Posted by: _sith_ssdironfist on 10-04-2008 @ 17:31 |  | This News Item has been viewed 4099 times!
Do you visit The Sins Forum?
| | Pie?? | 47.1% (33) |    | 
| | Both | 22.8% (16) |    | 
| | Just The Offical Sins Forum | 11.4% (8) |    | 
| | Neither | 11.4% (8) |    | 
| | Just Filefronts section | 7.1% (5) |    | 
|
Total: 70 | | Start: 09-27-2008 09:57 | | Last: 10-04-2008 09:05 |
Both, why stick with one?
Both for me too
|  |   | 
|  | Weekly Poll Results - What Faction would you want in Sins? - Poll Results Posted by: _sith_ssdironfist on 09-27-2008 @ 11:55 |  | This News Item has been viewed 2811 times!
What Faction would you want in Sins?
| | Stargate Command | 30.8% (37) |    | 
| | United Federation Of Planets | 26.6% (32) |    | 
| | Galactic Empire | 25% (30) |    | 
| | Colonia Fleet | 11.6% (14) |    | 
| | Rebel Alliance | 5.8% (7) |    | 
|
Total: 120 | | Start: 09-20-2008 19:22 | | Last: 09-27-2008 09:42 |
Stargate By Far!
Higarans and Vaygr
As usual an option is left out of the poll:
"All of the above"
lol, Next poll, ill add a AOTA
Not a fan of Stargate. The rest absolutly
|  |   | 
|  | Weekly Site Update #1!! - Community Posted by: _sith_ssdironfist on 09-26-2008 @ 23:41 - Source: Sins Files Staff |  | This News Item has been viewed 2732 times! Week Update #1!!
WootZ!
Okay, hey, its me again, and heres what happened this week on solar.filefront.com!
First off it was a slow week, not much happened, but we did get some new files to show you!
First off we have this little beauty from TheStressPuppy!
Sacrifice of Angels 2 Demo
Quote:
This is a demo mod of Star Trek: Sacrifice of Angels 2 for Sins of a Solar Empire.
The demo mod features six playable factions, and most of the canon Dominion War era ships from the Star Trek universe.
The mod itself is a continuation of the original Sacrifice of Angels mod for Homeworld. It will use many of the same models, and effects created for that mod. SoA 2 is being developed by the remnants of the old Trekmod's team (the team that developed the original SoA mod). Along with digital Underground, and contributions from the finest artist in the trek mod community.
Understand that this is only a demo. More work needs to be done, and the mod still needs balancing. It is just a taste of things to come.
and our other file of the week is from Remis93, he brings us some new Maps!
ExtremeMapCollection
Quote:
Remis93 is here with some new maps!
4 Nice maps, 2 large and 2 small.
Galaxy War=4 Players
Counquer Extreme=2 Players
Conquer Extreme=4 Players
Extreme Rush=4 Players
All but Extreme Rush feature Pirate bases, and his largest map has 45 Planets!!!
Like I said, we dont have much this week, but, hopefully next week we will have more for you!
Thanks for reading!
~Sins of a Solar Empire Files Staff
Sins of a Solar Empire Files |  |   | 
|  | Weekly Poll Results - Do you like the idea of buying several "mini expansio - Poll Results Posted by: _sith_ssdironfist on 09-20-2008 @ 21:22 |  | This News Item has been viewed 2290 times!
Do you like the idea of buying several "mini expansions" for SoaSE?
| | I prefer a full expansion pack. | 66.6% (18) |    | 
| | Yes! Give us moooore... | 22.2% (6) |    | 
| | I want SoaSE 2! | 7.4% (2) |    | 
| | Who cares, donuts! | 3.7% (1) |    | 
| | SoaSE doesn't need any expansion. | 0,0% (0) |    | 
|
Total: 27 | | Start: 09-19-2008 06:11 | | Last: 09-20-2008 15:27 |
Yes once we get more ships and some minor custom missions based off of a single player storyline... Not asking for a full campaign just some missions.
|  |   | 
|  | Sins of a Solar Empire v1.1 Beta 2 Now Available - Official Posted by: TParis on 09-19-2008 @ 08:19 - Source: Official SoaSE website |  | This News Item has been viewed 2810 times! Sins of a Solar Empire v1.1 Beta 2 is now available to all registered customers via Impulse. This latest update makes a number of balance changes based on tester feedback, plus fixes a number of bugs and other goodness.
For a complete change log, read the post in the official forums:
http://forums.sinsofasolarempire.com/324241
To get it, you will need Impulse (impulsedriven.com).
Here are some VERY IMPORTANT links about the new patch (and how to get it with Impulse):
- Sins v1.1 Beta Information (how to get the beta patch)
- Quick guide on beta testing Sins 1.1 (if you wanna report bugs and stuff) |  |   | 
|  | Weekly Poll Results - Do you miss a real story campaign in the game? - Poll Results Posted by: TParis on 09-19-2008 @ 08:11 |  | This News Item has been viewed 2170 times!
Do you miss a real story campaign in the game?
| | Yes! *sniff* | 75.4% (420) |    | 
| | No, I could keep playing the normal game mode for ages. | 12.3% (69) |    | 
| | I don't care. But I would take a look into it... | 12.2% (68) |    | 
|
Total: 557 | | Start: 07-24-2008 03:12 | | Last: 09-19-2008 02:06 |
They left the story up to you. You get to decide what happens, You pick who will win. Everything is up to you. A story would be nice, but constraining.
its a pitty yes but honestly i think whenu have things to work for (the record thing with medals) its worth it
I personally would like a general plot line to follow though. Maybe someone will mod one, someday.
They set up the backstory to make an outstanding campaign! I really wish they had gone ahead and made one, or at least (and correct me if I'm wrong) a more in depth map/campaign editor
Any more polls?
|  |   | 
|  | GameSpy Previews Sins of a Solar Empire: Entrenchment (Addon) - Official Posted by: TParis on 09-19-2008 @ 07:51 - Source: Official SoaSE website |  | This News Item has been viewed 4153 times! GameSpy takes a look at the upcoming Entrechment expansion pack for the hit PC game, Sins of a Solar Empire from IronClad Games and Stardock. Of the many new features and improvement in Entrenchment, GameSpy dove right into the new Star bases and what it means to the overall game.
Quote: "Of all the new goodies available in Entrenchment, the real showstoppers are the new star bases. These massive structures are designed to completely change the nature and shape of the "stellar terrain" that players must navigate in order to take out an enemy planet. Each of the game's three factions will have a star base style that sports unique powers and weapons built around each race's strategic philosophy. Players can expect the Vasari base, for example, to be insanely expensive and require a huge expenditure of time and resources, but will be rewarded with a defensive platform that makes the Death Star look like a kid's snow fort."
Sins of a Solar Empire: Entrenchment is scheduled for a late November release. Click here to read the full review. |  |
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