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.
Point taken, it was indeed a pain in the ass when the AI had a +5 max relationship bonus before the hotfix
It seems rather balanced now though. I personally don't have a problem with the +2 max bonus.
The AI just isn't smart enough to get along without a cheat. Plus by all indications, the AI design is terribly rigid.
Can anyone else confirm this? In 1.31 it still looks like 40 DPS to me.
I can confirm this. I even got it up to a 104 DPS with a lot of research. Also the Point defenses of all races are now upgraded to do around 40-46 DPS (and even more after researching weapons tech).
It seems like they made anti strike craft frigates and the hangar defense guns less effective at taking out larger ships though. They don't do a lot of damage against frigates and cruisers anymore. Like their DPS is devided by 0.33 when they shoot at those or something. It seems to make sense anyway
Stealth anti-bomber changes? You'd think they would have mentioned that, seeing as bomber spam was one of the big issues with the last few patches. Anyway, glad the shield pact thing got fixed right away.
I think it is rather odd indeed that this wasn't mentioned in the change log, but I am 100% certain that te damage on these defensive structures is drastically increased.
They might have just mentioned the key points of the updates. Who knows, maybe it was a side effect of altering something else and they didn't catch it themselves but no one's gonna complain I think =D
First off, glad to see a hotfix out so soon...good work Stardock
I can confirm this. I even got it up to a 104 DPS with a lot of research. Also the Point defenses of all races are now upgraded to do around 40-46 DPS (and even more after researching weapons tech).It seems like they made anti strike craft frigates and the hangar defense guns less effective at taking out larger ships though. They don't do a lot of damage against frigates and cruisers anymore. Like their DPS is devided by 0.33 when they shoot at those or something. It seems to make sense anyway
I'm not seeing this...I looked at the entity files and the only difference I saw was a change in the max AM and AM restore rate...the hangars are still doing 30 damage on each bank per attack with a cooldown of 3 seconds (that makes for 30 x 4 = 120 damage and with the cooldown, 40 DPS)...
Now, autocannon technologies should also affect the hangar, but that's only a 30% increase at most...even with the Vasari pulse pact, you shouldn't be getting anything close to 80 DPS...
As for the damage tables I don't think they've been changed...all the values seem to be the same for ANTIVERYLIGHT (most of them are .5)...but, I could be wrong...
Exactly what I saw, which makes be doubt they were really buffed.
I didn't look at the files but in game is where I'm getting my info from.
I didn't doubt you...what I'm thinking is that the info card or UI is messed up rather than an actual change in the hangars...
I'm starting to have UI issues of my own that I've never had before, not even in laggy MP games...for example, I'm seeing build times (for planet improvements, like emergency facilities or logistic upgrades) of -720 or -1200...it is only on some planets, then it goes away but always seems to come back...it's affected a variety of planets and seems to be inconsistent...
I will say that a lot of my planets have Advent envoys on them, but the envoys are my enemy (locked teams) and not my ally, not sure if this could be related to an envoy ability on the herald cruiser...
Which by the way, would be nice if the AI didn't waste fleet supply by keeping envoys at planets its allies have lost...guess this falls into the whole category of the AI not knowing how to scuttle...
Vasari Mutual Threat is still tech level 4. Bug or wrong of changelog ?
I thought it was just me, only happened fairly late in the game for me though. That was a medium random map and only 5 ai's. It's rather annoying.
You know, maybe the infocard is just finally taking into account that the hangar can fire at 2 targets per bank in each direction. This isn't a new change but its the only thing I could think of that would cause its DPS to double.
You guys sure this is not the auto- save?
I am also getting a several second freeze when Diplomatic Missions are completed by myself, or that I have given out.
Secondly: You sure about those super weapons? I've got a 5 hour long game going vs 5 hard AI's and not a single one has built a super weapon yet. I even afk'd for like an hour at one point to give them time to catch up. Eventually I rolled into an enemy star where damned near every planet has a 15k hp star base... but not a single super weapon. Nor in the others. I made beachheads on each enemy star, and waited 30min. Still no super weapons. The super weapons are a lie.
Also, the AI seems to reject nearly all missions out of hand other than send envoy. They wont even attack their worst enemy's least defended planet if I pay them to do it... fail (even when I am their best friend and ally). Also, the AI still repeatedly tries to send you on missions to attack your best allies. If they are supposed to be checking various factors to judge the realism of getting the mission done - they fail at it.
I'm not sure why the diplomacy system is so... colic.
Edit: 100% absolutely sure that it's not the auto-save.
Yes, also 100% sure it's not the auto-save.
Suggestions and wish
- Pact can research individually. Cause, each pacts have no relevance.
- Military pacts research require military lab instead of civic lab.
- Envoy ability, pacts have more buff, and reduce reasearch costs. Now I think that envoy ability, pacts's benefit << Cost.
- Pact can offer more than 3 factions.
- Need more exciting pact. For exsample, new capitalship can build each faction.
- Add diplomacy to STATSTICS. Now no envoy build, no benefit (gold, metal and crystal) by envoy ability or pacts, and unkonown that someone had pacts.
srry my bad Eng.
Flex
1. What?
2. No! Military labs are already so much more useful that civic labs as it is. They need all the help they can get.
3. Envoys are already a lot cheaper than they were. The research costs are really not that expensive either, as they are only a level 2 tech.
4. Huh?
5. Not going to happen, besides what sense does that make? By working together you can build ships you didn't know you had?
6. Not exactly sure what you mean, but now that the player is effected by the AI relations system, I find it difficult to figure out say way I dislike player A and not player B, even though I can see all the details about why they like/dislike me.
This could be the case...so, would this also affect the solanus adjudicator which can target 5 things? Or SBs?
1. I'm guessing what he means is that you can research each pact technology individually ie. supply pact would simply require 8 labs, not all the preceding pact techs...since the supply pact is in no way logically tied to the other pacts (ex: siege technology isn't going to be needed to improve supply depot technology) I can see where he is coming from...however, I personally think this would just lead to beelining of the top tier pacts...not a fan of removing the lower pacts as tech requirements...
2. Again, perhaps more realistic, but it would be bad for gameplay...
3. Maybe...but weapon and economic technologies give pretty small bonuses, makes only sense that pacts and envoys would yield comparable bonuses...massive bonuses like pre v1.3 would just be OP (anima pact for Vasari, supply pact and mutual threat in general)....
4. I'm guessing maybe pact be offered to more than one faction? Like, you could offer your pacts to more than one faction?
As for superweapons, if you really want to see them you should stop playing on lower difficulties, those AI's simply will never accumulate the resource stockpile needed to build a superweapon...harder AI's will though since they get resource bonuses...
I have seen a hard AI build a novalith, so it's not like low level AIs won't build them...I just think harder AIs will increase the odds of them being built...
Also, make sure the AI actually has 8 of the appropriate lab...I just played a cruel AI last night, and found out it never built more than 4-5 of each lab, so even with infinite resources and programming to build superweapons, it never would have been able to...
Pricing Pact is bugged. It increases the cost of resources, not decrease.
Damn....good catch...another entity file issue...
Should be a positive value (like TEC's black market tech) instead of a negative value....
So now I have to ask the question...how many other pacts do this? Do we seriously need to check every single pact to make sure it actually helps instead of making things worse???
Since it sounds like we'll be getting another hotfix, please also do something about the suicidal behavior constructors are exhibiting now with the Deconstruct ability. This is a great addition, but they go after defense platforms (and possibly starbases too, though I haven't seen that happen) and get themselves killed. Really irritating considering how long it takes one to respawn. Can the autocast AI be made to not target these? Bonus points if they could also be made to not auto-target buildings that are within weapons range of a platform...
I noticed that too...I thought the change log said they weren't supposed to target things with weapons (as in, not even capable of doing it) but clearly they are...
Well, I checked some pact's work and found two bugs. Trade pact's Add extra hull buff is not working. and you get 15% extra cash by supply pact if you not yet researched fleet supply upgrade. (it's funny, did some alchemist or mage join TEC?! )
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