Now available via the Impulse client - a hot fix for Sins of a Solar Empire: Trinity/Diplomacy that should resolve the reported issues with gameplay bugs.
Version 1.31
Thanks to all of the feedback from those who reported issues with the v1.3 release of Sins of a Solar Empire: Trinity/Diplomacy.
Cool.
Does anyone have any problems with graphics?
Like what?
coolness sweets.
oh hey.
DId anyone else notice that Illums got a foward damage buff? their frontal attack is now 20% more powerfull than 1.21.
makes me wonder what other balance changes the devs snuck in there while we were not watching.
edit: nvm, was in the 1.3 changelong thread.
Pbhead feels stupid.
Thank you for fixing phase pact!
Objects begin disappearing. I don't know, there is a thread by Sinperium that explains his problem. It could be unique for all I know. https://forums.sinsofasolarempire.com/410576
I personally have no computer, as my comp died. May it rest in pieces. So I can't see for myself if his problem exists.
Anyways, before my comp died, it did something rather similar, and I attributed that to its failing nature. (For Diplo 1.21)
Maybe it wasn't unique.
its okay man we aren't all perfect....i screwed up X-rebirth and typed X-reunion as a fanboy thread instead...man did I feel like an ass! lol
down again tonight
anyone else having trouble moving units around gravity wells? not click attacking but movement..I click move it makes them go beneath the planet/sun anywhere I click
I can be jumping across planet with ally gates.
Hot damn! That was a fast fix!
good team war no enemy drunk hahaha give the mission the opponent
A few unlisted changes:
Envoys now get a maximun of 2 relationship per planet up from 1.5
TEC hangers now have 80 (was 40) base damage with the weapons ability upgrade
The AI build super weapons like mad now, and Really early =X 10 mins into the game and they have the super weapons? Vasari I could see, make 8 labs and get the tech, then spam the black market for credits
But TEC and Advent? All those prerequisites that quick? I smell somehtin; fishy and it ain't yo mama's feet
I know vicious and cruel, and perhaps unfair AI get a research speed bonus in addition their economic handicaps.
Basically I was on a planet, wanted to go to another one passing on a planet that had a connection with gravity well: the game marked the blue route between the starting planet and the mid one but, instead to continue to the final one, marked the route to the gravity weel, then the return to the mid planet and finally to the destination one.
The ships did not follow the marked path then, but went straightly from starting planet to the destination one crossing the mid planet without any jump to gravity well.
Hope it is clear: if not I can try to explain better the issue.
Aw shucks. You guys rock!
edit: Yarlen rocks specifically!
Since this hotfix I get a minidump error when the AI completes any attack planet mission I send them. This did not happen before the hotfix was released. Anyone else having this problem?
Oh, and if you are still going to update the hotfix Yarlen (which I certainly hope) please fix the upper two laser gun turrets on the Advents Relevation Class Battlecruiser cause they don't shoot(I will keep asking you to do this till it gets fixed )!!!
We won't be fixing the Revelation, so stop asking.
If you can reproduce your minidump with a save game, please zip up your dxdiag, save game and dump file and email it to sinssupport@stardock.com. Thanks.
Alright, i'll send it right away, thanx for your reply
-I've send it
-Already got a reply from the support team, they say they are looking into it
It appears the TEC Envoy still casts Worthy Cause on your own planets.
Thanks for the huge update!
I still see the 5 second or so freeze (sporadic) when I complete a mission for AI even after hotfix. This freeze didn't exist pre-1.3. My guess is maybe the game is re-calculating possible missions after a mission is completed and that causes a delay?
The problem of AIs only bidding on you for pirates seems to be (mostly) gone after hotfix because of the AI relationship bonus nerf.
The thing is I never liked the concept of AI relationship bonus. For me it's just an AI cheat for no reason that breaks immersion. Do we even need the AI relationship bonus now that supposedly AIs can ally better? What is the purpose of a relationship system overhaul if we will still have an AI relationship bonus? I think it should be removed because it kinda breaks the Diplomatic Victory game.
That it can make dilpomatic victory games harder is certainly true, but it is basically intended to keep human players from exploiting the AI's lack of beneficial relationships with other players (so now the human player will not be able to become friends with all AI players and let them fight it out).
It kind of adds to the game I think
I know why it's there. I am just saying it (technically) should be unnecessary given AI players can ally with each other which is what this update attempted to achieve. AI players aren't at an inherent disadvantage compared to the human player except that they are AIs.
Extra challenge is nice but extra challenge through a cheat isn't so nice unfortunately.
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