Opt-in BETA patch now on Steam
Published on December 16, 2013 By Yarlen In Change Logs

Ironclad Games and Stardock Entertainment are pleased to announce the release of the v1.82 BETA version for Sins of a Solar Empire: Rebellion. This update is largely designed to address balance issues with the Stellar Phenomena DLC, but also contains several other fixes.

The v1.82 BETA will run through April 2014 as we look at player feedback and make more fixes. Please note that code fixes are not included in this first release - we'll be looking at those in January; so more is on the way!

To update to the v1.82 BETA:

  1. Select Sins of a Solar Empire: Rebellion from your Steam Library list
  2. Right-click on it and select Properties
  3. Click on the BETAS tab
  4. From the drop-down, select v1.82 Opt-In BETA
  5. Click the Close button

Steam will automatically update you to the current release.  If you want to switch back to the regular version, just repeat the above but select the 'NONE' option instead.

Playing the BETA on ICO:

  • Open an Explorer window to: Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting
  • Open rebellion.user.setting using Notepad or some other basic text editor (do NOT use MS Word)
  • Change IcoServerPort (on line 39) to 8000
  • Save the file

 Version 1.82 Changes (12/16/13)

[ Stellar Phenomena DLC ]

  • Halved asteroidCounts on Graveyard and DenseDebris templates in AsteroidDef to improve performance.
  • Updated GalaxyScenarioDef uncolonizable gravity wells w/resources to be guarded by Pirates, not neutral factions.
  • Removed defenders from Antimatter Fountain.
  • Changed ShatteredMoon defender template from LocalMilitiaWeak to LocalMilitiaWeakUncolonizable.
  • Updated Allegiance progression in Gameplay.Constants on the later stages to drop by .05 on levels 7-8. This should help prevent very distant planets from instantly going neutral from Open Rebellion.
  • Added potential for 0-2 (from 0) neutral crystal extractors at Comets.
  • Increased minimum neutral crystal extractor count to 2 (from 1) at Ice Fields.
  • Increased minimum neutral metal/crystal extractor count to 1 (from 0) at Radiation Storms.
  • Increased minimum neutral metal extractor count to 1 (from 0) at Shattered Moon.
  • Increased random event allegiance check from 240 to 600 seconds. This should help prevent distant colonies from succumbing to Open Rebellion before the player can do anything about it.
  • Reduced minimum allegiance threshold for random events from 30% to 15%.
  • Increased max respawn count on Magnetic Storm from 4 to 9.
  • Increased max respawn count on Plasma Storm from 4 to 9.
  • Reduced trigger weight on Partisans event from 25% to 10%.
  • Reduced trigger weight on Open Rebellion event from 10% to 5%.
  • Reduced fleet point range on Open Rebellion event from 150/350 to 100/250.
  • Increased volume on random event warning sound by 3db.
  • Dramatically shortened Pulsar particle so that it doesn't touch other gravity wells and made the tails less sharp.
  • Removed Fighters from target list on Gas Giant's pre-explode buff since they can never lose it; will still take damage from nearby explosions.
  • Added new Commodity Boom random event: one random planet (including neutrals) may now undergo a resource boom where extractor and refinery rates are increased by 30% for 5 minutes. Should never appear on: Dead Asteroids, Pirate Bases, Antimatter Fountains, Magnetic Clouds or Wormholes. (Thanks to Goafan for the suggestion!)


[ Forbidden Worlds DLC ]

  • Removed 'Ferrus' from PlanetRandomUncolonizable in GalaxyScenarioDefs.
  • Removed 'FerrusFair' from PlanetRandomUncolonizableFair in GalaxyScenarioDefs.
  • Added new planet bonuses to GalaxyScenarioDefs (thanks Goafan!).
  • Changed Rusted Core planet bonus to no longer require points in exploration.

[ AI ]

  • 4/15 - Revised AI bonus income rates to try and scale less drastically past Normal.

[ Misc. ]

  • Updated SDActivate.exe so folks shouldn't need to open up IE if it fails on new installs.

Comments (Page 8)
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on Apr 18, 2014

Could we get the before and after values for the AI resource bonus at each level? Just curious what the spread is.

 

on Apr 18, 2014

Can I ask a stupid question?

Why so late in the game is it necessary to play with the AI  settings?

Nothing else is or should be in the works...since your ramping up to GalCiv 3 anyway...

on Apr 18, 2014

Yarlen

Okay, I've released the latest beta update with the AI resource bonus change. Give it a whirl and post back what you guys think when you're able. Thanks!

Awesome!

I'll give it a whirl over the Easter weekend.

on Apr 19, 2014

I'd like the Unfair AI to be similar to if not exactly the same as the Hard AI from v 1.80. Is it just me or does it seem like it's easier to hold off against AI fleets when playing on a larger map, since there's more room to expand? 

Some numbers on the resource bonuses would also be nice. 

on Apr 19, 2014

I don't see, why they do change something here and there, but give us no sliders to set the value we prefer. I for my part tested the ridiculous mode (one harder than hard) and i was spammed with low friggs on nearly every planet i conquered.

Because i play with pirates enabled, we were bidding like hell and it lost almost all of them. But after a few minutes, pirates were friend of it and so i got them all. So with pirates and a mass spam of low friggs (and some BS) it finished its game ender cannon and its titan and i finished taking this as a victom for me, because of cheating in a way i do not tolerate.

With this rules for me, i now win every game after a real short time, because of over-cheating. Might it be a good hint for this programmers to view some replays to laught with me?

So i see no reason to let the patch enabled and set steam to do not patch any more. Many thanks for this bad try.

For long term, this game has none, as it is not customable to balance it for personal use. So they should work on this, not on a wrong named ridiculous mode after a soft hard mode.

And before breaking the SI (scripted/hardcoded intelligence (it's not a AI in my opinion as it is not able to learn)), they should fix some of the pathing problems, the stuck of titans on jump if area is blocked from ships and reenable the scout anti mining operation (auto ability), as this feature was active in the early times of SINS. And for sure, they should fix the one core load of the game.

Why i have to disable core one usage and reenable it after a while to get it better balanced (the game becomes slow because one core is at max on a 17% system load (on a 8 core system))?

on Apr 19, 2014

I agree with the above poster, the Unfair AI is still too unfair. Now hard is too easy while unfair is too hard. Why not just make unfair the same as hard from v 1.8 and make cruel the new unfair? Then vicious can be well, an over the top cheating sonofabitch. 

 

Guess I'll be going back to v1.8 for now since the Hard AI in that version is my sweet spot. Sometimes I come very close to losing, and it's extremely tense. 

on Apr 19, 2014

Raven1407

I don't see, why they do change something here and there, but give us no sliders to set the value we prefer. I for my part tested the ridiculous mode (one harder than hard) and i was spammed with low friggs on nearly every planet i conquered.

Because i play with pirates enabled, we were bidding like hell and it lost almost all of them. But after a few minutes, pirates were friend of it and so i got them all. So with pirates and a mass spam of low friggs (and some BS) it finished its game ender cannon and its titan and i finished taking this as a victom for me, because of cheating in a way i do not tolerate.

With this rules for me, i now win every game after a real short time, because of over-cheating. Might it be a good hint for this programmers to view some replays to laught with me?

So i see no reason to let the patch enabled and set steam to do not patch any more. Many thanks for this bad try.

For long term, this game has none, as it is not customable to balance it for personal use. So they should work on this, not on a wrong named ridiculous mode after a soft hard mode.

And before breaking the SI (scripted/hardcoded intelligence (it's not a AI in my opinion as it is not able to learn)), they should fix some of the pathing problems, the stuck of titans on jump if area is blocked from ships and reenable the scout anti mining operation (auto ability), as this feature was active in the early times of SINS. And for sure, they should fix the one core load of the game.

Why i have to disable core one usage and reenable it after a while to get it better balanced (the game becomes slow because one core is at max on a 17% system load (on a 8 core system))?

I wasn't logged in, but you made me log in to post to your awful post...

1. Are you even able to fight Hard to begin with? Sounds like you need more training before taking on Unfair.

2. How else do you suppose they can make an harder AI? A way that preferably does not need a ton of coding to be re-done or newly made.

3. Have you heard of mods? You should check them out...Or you know, create your own.
Also there are a ton of options you can set already(Agree there could be another like no titan/no superweapons) and the amount of cheating an AI does.
Not to mention there is PVP if you want equal opponents.

4. I don't even know what you mean...

5. This game is made for single-core, not dual or quad or whatever. They have already stated often enough making it multi-core at this point is kind of useless.
Maybe in Sins 2(IF it ever gets made) it will be multi-core but Trinity/Rebellion...I don't think it will ever happen. 

 

Happy Easter Ya'll!

 

on Apr 22, 2014

Hi, sorry if i sound a little bit strange, as english is not my native language. If you don't think i can beat a bot on hard, give my steam account a try. Regarding to this, i played this game 1631 hours till now. So yes, i am a fan of it...

And that is the reason, why i feal every change of it more than somebody who plays this game one time a week.

Regarding the core problem, this game is devided in two peaces, the grafic engine and the game engine. There is out a program for an other game with the same problem. It is named the core-optimizer (for the game supreme commander). This program monitors the single threads of the program and places them balanced on all cores you decide to use for the game.

So, if a fan is able to write this for a game, why not a company for their game? It might be done easily, if they put the one part of the game on one cpu and the other on a second, as the overall load is not that high. On my old I7 core it produced about 17% overall, but as i wrote, you have already the same effect, if you change manualy the core it is allowed to use.

on Apr 22, 2014

selereth

I agree with the above poster, the Unfair AI is still too unfair. Now hard is too easy while unfair is too hard. Why not just make unfair the same as hard from v 1.8 and make cruel the new unfair? Then vicious can be well, an over the top cheating sonofabitch. 

 

Guess I'll be going back to v1.8 for now since the Hard AI in that version is my sweet spot. Sometimes I come very close to losing, and it's extremely tense. 

 

I fully agree 

on Apr 22, 2014

ezeltje299


...
I wasn't logged in, but you made me log in to post to your awful post...

1. Are you even able to fight Hard to begin with? Sounds like you need more training before taking on Unfair.

...

 

 

Because i was not sure, how long it will take to take down the "AI" on hard, i did a quick run and it surrendered on Random-Tiny as Human against Vasari-Loyalist after 1:13 hour. It was with all DLCs on, but random events off, on v1.80.4975 and pirates enabled (i use them as buffer for the cheating as i have to eco the money for the bets, if i like).

 

on Apr 22, 2014

Raven1407

Hi, sorry if i sound a little bit strange, as english is not my native language. If you don't think i can beat a bot on hard, give my steam account a try. Regarding to this, i played this game 1631 hours till now. So yes, i am a fan of it...

 

What in the actual fuck? Does this cover just Rebellion or all the Sins games from 2008? 

And i thought, those cca 300 hours i played the game myself, is a LOT. Its my fav game after all...

on Apr 22, 2014

Timmaigh



What in the actual fuck? Does this cover just Rebellion or all the Sins games from 2008? 

And i thought, those cca 300 hours i played the game myself, is a LOT. Its my fav game after all...

 

It covers just Rebellion as the early versions were installed from CD on my side and are not registered to steam 

on Apr 23, 2014

Raven1407


Quoting Timmaigh, reply 116


What in the actual fuck? Does this cover just Rebellion or all the Sins games from 2008? 

And i thought, those cca 300 hours i played the game myself, is a LOT. Its my fav game after all...

 

It covers just Rebellion as the early versions were installed from CD on my side and are not registered to steam 

 

Well, Rebellion has been out for cca 2 years and 2 months, give and take, including beta, under assumption you had it back then already...that is cca 780 days... 1631/780 = 2,1 hours per day....

 

you have my respect.

on Apr 23, 2014

So, what I'm gathering overall is that folks preferred the levels the way they were in 1.80?

on Apr 23, 2014

Any chance of the feed button getting updated?

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