Coming soon in preparation for the upcoming release of Sins of a Solar Empire - Diplomacy is v1.19 of the original game and v1.05 of Entrenchment.
WARNING: These updates will invalidate existing save games!
Gameplay / Balance:
Graphics and Effects:
Modding:
Ugh...the dreaded white dots are still there flickering about. T_T
ALl ill say is WOW WOOOOWWWWW
now i dont need advent, can spamm with vasa
patch looks great so far
a few thoughts
crashes still happening. Been sending them and cc paul@ironcladgames.com
I would still like to see the vas scout get un-nerf for two reasons but actually a buff of 15%
1. Supply cost 50% more then the other races
2. Cost 50% more creds (doing the 5 to 1 ratio for metal/cred convert) then the other two races
Think vas scout was buffed not nerfed, current damage infocard says 4, prior said 3 iirc.
nope, it was 4 then as well, I checked my notes (yes I am that kind of nerd)
It's been nerfed. The 4 is just a rounded version for display (so we don't have decimals everywhere).
hence
before
WeaponType "Projectile" damageEnums AttackType "ANTILIGHT" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "ENERGY" WeaponClassType "PULSEGUN" DamagePerBank:FRONT 20.000000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 5000.000000 PreBuffCooldownTime 5.000000
after
WeaponType "Projectile" damageEnums AttackType "ANTILIGHT" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "ENERGY" WeaponClassType "PULSEGUN" DamagePerBank:FRONT 18.500000 DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 5000.000000 PreBuffCooldownTime 5.000000
Well isn't that a 7.5% nerf not 15%? If so what are the numbers for the other two?
Well wave guns on kurtul are still silent (Entrenchment only), migrator is not fully shielded, and vas mines explosions are soooo tiny... At least phase trap FINALLY works well...
I whipped through a couple 4x FFA games last night and several observations come to mind:
1) The AI still builds way too many seeker mine carriers (though it IS using them to lay mines).
2) TEC mine sweepers/scouts now lack the firepower to destroy seeker mines before becoming an expanding cloud of debris. This means in essessence they can't do their job without close to a 1:1 loss ratio. I even assigned some flak and other units as protection/additional firepower but to no avail, when the TEC scout is in scanner range of the seeker mines it is also in range of the activation range of the mine. The only real effective means I've found is to drift a capital ship near the field to peel the mine field onion like. The cap can take the hits, esp with hull/shield healing nearby, it is faster at clearing mine fields than scouts.
3) The AI fixates in neutral resources, it is quite easy to provoke fleet engagements by mucking with them. The AI will persist even when I have clearly won. I can even use that technique to distract a fleet from attacking a real target within my empire.
Darvroth
I once distracted my enemy fleet for 30 minutes with four Vasari scouts. It was so funny.
I'll agree with you about mine clearing, I'm really feeling the reduced scout DPS here, they clearly don't do the job on their own anymore. They were pretty poor at it before anyways, and now we have no justification to build large scout strike teams in the first place.
The seeker mine carriers go beyond "building too many". They build them to the exclusion of everything else!
Just noticed that you can make 2/2 debris vortex on the orky, but the tooltip still says that ability is on level 1 and there seems to be no change in duration / cooldown. Healing effectiveness is hard to check.
Bug?
We decreased the mine HP's in the same ratio as the DPS drop in the scouts. The result should be indentical to the previous patch. If that isn't the case, plz let me know and I'll have it fixed asap.
I'm more referring to the fact that we no longer have a strong reason to keep large groups of scouts with our fleets, since their combat utility has been toned down significantly. So we're more likely to be clearing minefields with 2 or 3 scouts rather than 10 or 15.
apply permanent buff on scouts so that they deal extra 20 damage with each shot to mines. Case closed.
Blair,
Try it out with a group of TEC scouts in post combat clearance operations and watch them pop, one by one. Occasionally the group will get one, but the most frequent outcome is an expanding cloud of debris and you are down one scout and have successfully cleared one mine.
Bah, I'll fix it asap. Thx for finding it guys.
Its what we are here for.
I forgot to write in the patch notes (though I added to the post above) that for most users, the bug that caused major slowdowns when text was rendered to the screen is fixed.
How could you!
*draws a .50 cal*
...
That's 2AM for you, Blair.
When do you sleep? I heard you were on all day...
I just have groups of fighters float near the scouts, it seems to kill them fast enough, although the homing mines are still easier to clear by detonating them. Mines are just a pain in the rear generally, which I suppose is their purpose, just like in real warfare.
CrazyElectron,
I agree fighters are great for assisting mine clearance operations but they are easily distracted by enemy scouts and are near impossible to keep near enough to the scouts without intensive micromanagment, and who has time for that when I'm prosecuting offensive operations?
Darvrorth
Stardock is showing Diplomacy as Version 1.00, is the final build already ready for down load or is that a misprint?
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