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Update: February 13, 2013 | Revision: 1025

 

Buffed Procurator's missile damage, fixed Backup Shields for Bulwark, some MC80s (just a proof-of-concept), redid Venator's missile hardpoints, other minor shield mesh bits done too. Edit: Forgot to upload a file in the Backup Shields chain; will fix when I get home, current iteration will crash the game.

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Update: February 15, 2013 | Revision: 1026

 

Bayonet hull doubled, supply increased to 0.6 from 0.4, TradeFed II now will only fire from the right weapon bank, has had it's health decreased, weapon range increased to 10000 from 8000, plus it's cost/build time/supply have been reduced, starfighter torpedoes now have a 2x damage bonus against medium (aka. frigate) armor making them an effective anti-fighter unit (with the exception of anti-fighter units), and missing file added. Frigates will be getting a large overhaul soon.

 

Additionally, the VSD-II has removed from Republic for balance purposes. Originally, the VSD-II was put in to serve as an all-rounder which had cruiser ion blast. Now, with the addition of the Rothana, this role is now filled by two ships, and I've been seeing that the Republic is simply a little too capable with VSD-II in some MP matches, where often the VSD-II and Bayonet forms the bulk of Republic fleets. Plus, the VSD-II was only put into production after the formation of the Empire, and thus it does not fit canonly.

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Update: February 19, 2013 | Revision: 1027

 

Buffed Supercap Factory's health a ton. Nerfed combat frigates. They're still very efficient, firepower per supply wise, but not so much cost wise anymore. Buffed mid/high tier capital ship's damage versus combat frigates for balance purposes (i.e. anything as strong as a Battle Dragon and higher), Core Ship/Malatok no longer need research, and did a ton of regen tweaks for frigates/cruisers.

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Update: February 19, 2013 | Revision: 1028

 

Replaced Intercept with a new ability on Assault Frigate Mk.I, Defender, and made all ships focus-fire by default.

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Update: February 20, 2013 | Revision: 1031

 

Please welcome the return of heavy defense platforms! Now you can build star bases as tactical structures, though they wont have access to the fancy star base-only perks, and in the case of the Vong, mobility (Vong tactical SB has more health/firepower than the "actual" SB to compensate), decreased cost of missile/turbolaser/hangar defenses, increased cost of stationary gravity well generators, increased cost of star base's weapon and toughness upgrades by a grand total of 1100 (275 per upgrade), increased population on the starting homeworld terran from 350 to 500, decreased capital world designation upgrade on starting terran/asteroid/low terran by a factor of 10, gave Escort Carrier a third squadron and "Heavy" armor, tripled Goodwill bonus (envoy's ability), tweaked a few weapon damage modifiers, modified pact relationship requirements. (R1030)

 

If all goes well, this is a release milestone.

 

Edit: Of course there was a bug. As of 1031, this is now fixed, and I also tweaked the "your envoy died or left" relationship bonus decay rate.

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Old Rep is missing Golan III research button. It only has the clone corps button.

Serves me right for not checking if moving Golans down a tech makes it overlap with anything. Will fix. Edit: Fixed.

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It should work. You have to let the ships bomb a planet, then the ability fires on the ship, not the planet. Edit: Never mind, found/fixed the issue. Will be in next patch, which hopefully will be the real release patch.
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Sounds like the common running out of RAM issue. Are you able to reload these saves after rebooting Sins, and then play for another 30+ mins without issue?

 

If not, can you send me some of these saves (.savereb and .statsreb) along with the mod order that you had for each save?

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Sounds like the common running out of RAM issue. Are you able to reload these saves after rebooting Sins, and then play for another 30+ mins without issue?

 

If not, can you send me some of these saves (.savereb and .statsreb) along with the mod order that you had for each save?

 

Yeah you are right about quick load, it worked fine after that. I just don't understand how it could "run out" of ram like that. I have large address aware on. 4GB ram, system managed pagefile with SSD, and have not touched any pagefile or memory settings in a long time. I have all the races enabled except for Vong, with "core" set to load at the bottom as per the instructions.

 

This is the 3rd time in a week that I've had a mini-dump late in the game. I play 1-2 games per day on medium (enlarged) vs 2 normal AI, so it shouldn't really be THAT taxing to system resources.

 

It could just be time to vacuum out the dust from my PC case again. Maybe it's nothing.

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Sadly, Large Address Aware simply does not work all the time. Without a paging file, LAA doesn't work 99% of the time, as for one reason or another, a paging file lets Windows allocate more RAM, LAA or not. If you have Sins on an SSD, I would suggest moving it to another partition with a paging file enabled and leaving a symlink in place. I personally did that not too long ago and have not had any issues thus far.

 

Having all the races enabled isn't a huge help as well to be truthful.

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Update: February 26, 2013 | Revision: 1035

 

This is an absolutely massive patch for the Alliance. Backup Shields' cooldown has been greatly increased, antimatter cost set to 0, and many cruisers/capital ships have had their firepower buffed. Fighter health regen, for shielded fighters, has been slashed, while non-shielded have only gained a slight debuff (this all benefits the latter). Alpha Strike's antimatter cost has been decreased heavily, Escort Carrier now has 4 squads and heavy armor, Viscount's shield regen has been reduced to Executor's and armor increased, MC90 health/regen adjusted, fixed Shift Power to Siege Guns ability.

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Update: February 26, 2013 | Revision: 1036

 

Fixed start up crash caused by R1035 (kudos to 01lude), buffed Munifiscent's health to match Acclamator's, Broadside's antimatter cache increased to 250, Refitted Dreadnaught supply cost/build time increased.

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  • 2 weeks later...

Update: March 7, 2013 | Revision: 1039

 

Re-hauled planet bombing stats. They certainly aren't perfect, but it's definitely a vast improvement.

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alliance is missing research for assault frigate mkI.

 

mandator's call for reinforcements ability still poops out victoryII's even though they have been removed them from the faction. also when you zoom in on them they appear as venator textures.

 

previous iteration had picket frig missing from NR research but seems to be fixed now.

 

maybe 1 or 2 other minor things i forgot about.

 

why is no one else reporting bugs? a couple of times i purposely refrained from reporting just to see if other people would notice...

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Assault Frigate Mk.I research requirements were removed; when I killed the Intercept (speed boost) ability they were no longer needed. I didn't mention it in the log, admittedly.

 

Totally missed the Mandator bug; thank you for pointing it out! I haven't been able to do play testing, and I would have never found it myself.

 

There aren't that many active testers nowadays I guess. Most people just sign up for the beta and then never post again.

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Assault Frigate Mk.I research requirements were removed; when I killed the Intercept (speed boost) ability they were no longer needed.

 

not able to build them. it says research required.

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  • SWR Staff - Executive

You try to make it as easy as possible to get updates from beta testers - and still not a whole lot of feedback. Meh, what else can you do. No one is getting paid, so there's no incentive to do anything.

 

Thanks for your help though 01lude, it's really appreciated.

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not able to build them. it says research required.

Oh dear! You're right. Fixed on my working copy; will be included in an update later today.

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Update: March 17, 2013 | Revision: 1041

 

Fixed bugs pointed out by 01lude, made unshielded fighters/bombers cost 0 AM, fixed AI issue with starbase deployment, plus other minor things.

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