Ironclad Games and Stardock Entertainment are pleased to present the change log for Sins of a Solar Empire: Trinity/Diplomacy version 1.3! This is a major gameplay update for Sins that practically rewrites much of the original design and balance for the game.
NOTE: THIS UPDATE WILL BREAK SAVE GAMES AND REPLAYS
[ Gameplay ]
[ Graphics ]
[ Interface ]
[ AI ]
Opps I did read that wrong. Then yeah, I very much doubt you get anything besides the 100 extra fleet supply with less than 15% upkeep.
Would that be a little typo ? On the advent Cultural Integrity research infocard : "[...] allowing the envoy to half all bombing damage to a planet for a period of time."... Half ? Should be "halt" I think .
Aye, it's supposed to be halt.
Can't wait to test the new pacts, thank you for making diplomacy more tactically accessible!
Also, expect some lum spamming, i've gotta test out how effective they are now
I doubt a 1.65 frontal DPS increase is going to have a huge impact, but I've been wrong about such things before.
Love deconstruct thing....
Nice! Thank you for still supporting this great game.
Missing the Anima Pact already.
PS:
Has this been adressed?
https://forums.sinsofasolarempire.com/405271
Can't read anything about it in the changelog.
No that hasn't been addressed I think but Yarlen said that if it's not in another Diplomacy update it would be in Rebellion.
Negative upkeep does increase income.
Envoy missions are win, but the AI has a nasty habit of cycling them around whenever it feels like it. Also makes getting higher level pacts with the AI a PITA.
What exactly does "mass reduction" do? Vasari has an armor research that decreases its ships' mass. Is a mass reduction supposed to make ships move faster?
Yes, it should allow ships to accelerate and turn faster - particularly capital ships.
TEC/Vasari Advance Thrusters/Mass Reduction pact is going to be interesting.
Oops! that is supposed to be TEC/Advent
Supply Pact: Requires relationship of 18.0. Now reduces fleet supply upkeep costs by 15% and increases fleet supply by 100.
Ow, that one got belted by the nerf bat. Good. Looks really nice. All the pacts that did nothing for certain race combinations were scrapped, and with an Advent/Visari combo you can now get a +20% damage increase on LFs.
Nice post-release support, I went ahead and pre-ordered Rebellion with this.
Thanks for the update!! Much needed overhaul in the Diplomacy section. I will be playing much of this in the future
Times 100
I'm going to try it right NOW.
Issue with this one as in game it says that it does effect squadrons.
Missing the AbilityDisruptionMatrix.entity after the update. Is it supposed to be there? It seems not in use, just in the entity.manifest...
Am I correct in assuming that the Vasari Phase pact will allow for one ally to ride along a Kostura-induced phase line for a joint invasion?
Yeah, it shouldn't - hopefully just a typo..
Should still be there...
That is correct.
Thanks for the work on hangars and Illuminators, and the removal of the stupid TEC charity ability on envoys that always semed viciously overpowered to me. The multiplayer community will no doubt digest these alterations and the extensive pact alterations over the next few weeks.
One element of the new version that has me slightly confused is if a faction is defeated, on the section of the relations screen that details the modifiers they are now described as 'HUMAN'? What mean? Though the relationship modifiers continue to change for defeated factions the changes no longer affect Victory Points, but this seems a very doubtful way of making that clear? I've always been utterly unimpressed by the Diplomatic Victory and still am. Points you have stacked up from your relations with defeated factions should at the very least be subtracted from your total. Generally the current system is silly and makes no sense and I still cannot recommend turning the feature on. Please implement an artifact victory instead, it would be fun, this isn't. However this update didn't focus on the Diplomatic Victory, except for the effect of the relations points changes.
I have had a quick test of the work you've done on relations and I am bemused by it. What you seem to have done is to eliminate every modifier except the racial modifier, the research modifier and the AI relations bonus. None of the others seem at all significant. Over time the AI develops its general research, and the AI bonus increases and this will eventually get similar factions into cease fire status and they can then get into envoys and trade. However what seems entirely missing is any kind of relations response to what happens in the game. The new relations system is entirely predictable and the AI will all become friendlier to each other over time. Meh.
So what we still have is what claims to be a sophisticated system, from the detailed screen devoted to it, but which is not. The AI are for the most part utterly indifferent to each others military and political moves and the extent and strength of empires, even on the brink of victory or extinction. For me, the success of a system, what would allow it some life, is the sensitivity to these factors. A proper adjacency system, a tendency to ally against the strongest military and economic powers, a hatred for long-standing enemies who have destroyed many of your ships. This is not that system.
TL;DR My prediction for single player FFA games is that the AI will no longer fail to ally with each other. Instead, given long enough they will all ally with each other, with when depending on the difficulty...
<Announcer Voice>And might DesConnor actually like a patch? Oh, not a chance!</Announcer Voice>
Des Conner does bring up a point I am concerned about though. In long drawn out single player games, regardless of missions and alliances will all of the AI eventually ally up? Wouldn't this then turn them against the player in the end leaving him alone facing off against all of the other AI? This is perhaps the one most unsettling issue I have with this patch. Everything else is an improvement in my eyes.
Yarlen? Thoughts?
Well, it ain't. And after analyzing all entity files it seems it not in use as well. Is it just me? can somebody confirm?
I didn't say it wasn't a good point. If he's right, well that sucks though it is something that mods might be able to fix. I just find it amusing that he always comes up with something to bash every patch about.
There are many great features available to you once you register, including:
Sign in or Create Account