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.
This is not the place to discuss modding the new version. This is.
Your issue may be similar to this https://forums.sinsofasolarempire.com/407617/get;2973566.
After rereading this, I have to wonder, does this mean another hotfix in the very near future, or will it be addressed in the next main patch?
Would it make sense if there were a diplo-point multiplier to account for ships being destroyed in their own grav well (most likely as a result of me attacking them so the multiplier is 1.x since their other enemy really likes it). Alternatively, if they are destroyed in my grav well it would be 0.x (but still positive) since their other enemy is o.k. with that. Other grav wells or uncolonizables would just be normal (1), because shtuff happens in space.
This may not be moddable today if the formula is in-code though. Then again, I wonder what the true calculations are.
Yarlen and devs, would you be kind enough to check out the issue some people are experiencing with game speed going crazy (like 2 to 4 times normal, and here "normal" refers to the normal speed with "faster" settings) in multiplayer (ICO and private) ?
Especially happens at start of games, not all the time, and at least 4 persons have been reporting this until now (maybe all the vets on ICO don't even notice it ^^). It seems to be some kind of lag compensation...
Here are details :
https://forums.sinsofasolarempire.com/410484
and https://forums.sinsofasolarempire.com/409911
For the record I recently tested this. Destroying frigates you in your own gravity wells do not have negative diplomatic repercussions, but destroying them anywhere else will. So it does seem to be working as intended.
That is good to know...I wonder though if this will still be the case when v1.32 comes out...
Did you test this by making those killShip values non-zero? Just curious...would be nice to know for modding purposes...
Yarlen said that apparently those values are no longer used, and that the military modifier at least is now a hard coded formula. While it kind of sucks us modders can mess with it anymore, honestly I don't think very many people bothered with it even while we could change it.
So no I didn't, destroying frigates in nonfriendly gravity wells will affect the owners disposition towards you, even without mods.
I should clarify that any enemy ships you destroy while defending your own worlds will not cause the attacking player to dislike you any more. However, if the attacker destroys anything of yours, you will still naturally like them less, which will make diplomacy harder with them.
Hey guys, I just downloaded the new update today but I'm working so I can't play it, one thing that's concerned me and I'm not sure if I'm just not reading the forums right, is diplomacy between the AI's more difficult now?
As in AI to another AI? Yes, the AI will find it a bit harder to make alliances than it was in 1.3 (though not impossible like it was in 1.21). This is because the sort of handicap the AI got with other AIs was severely reduced.
So now they are still capable of allying with a human player and other AI's ?
yes.
Actually with 1.32, location will no longer matter in terms of Military Actions. The problem being that ships only destroyed in a neutral or non-owned gravity well would ever count. By the mid-end game, almost nothing was counting towards Military Actions, including planet destruction. The new design was made with this in mind, so playtesting thus far is turning out pretty nicely.
For modders - the new formula for ships is the vessel's fleet supply divided by 100.
Another possible diplomacy bug. It becomes impossible to break any treaties you have with defeat players, essentially forcing you to have a dead weight diplomatic actions modifier for the rest of the game. Maybe its intentional, but I would think after a player bites the dust you should be given the chance to find fresh alliances elsewhere.
Why would you want to ally with losers?
I kid, I kid.
I don't know, they really need to include a warning of whenever I do that.
Are the pirates going to have their random settings fixed? Its really messing up the modding scene for those of us who want caps for our pirates.
Not just for those who want capitals, it's any use of the random settings. The stock pirates go nuts as well.
Well lets say you and Miss Advent wanna team up and pillage my poor planets. I go Hulk rage on yall and kill Miss Advent off in a Leroy Jenkins wave of awesomness.
Now she is a defeted and Ive let loose the horde of Kols upon you. Your like oh snap, lets be friends. Im like Ocean No! I like an elephant I didnt forget your pacts.
Anyhow...long story short, why would AI/players just magically forget teaming up with now dead players?
Btw liking the new avatar there Goafan.
Just saying.
Lol. I didn't say that the penalty should be immediately dropped, ideally it should slowly decline after you break a treaty until it goes as if you didn't have a treaty in the first place. But you know, if I hold off your hulk rage long enough, Mr. Vasari, who was also at war with Ms. Advent, should eventually get over the fact that I befriended his enemy so we can double team to put you filthy traders in your place.
If the Devs should happen to listen to me though, don't automatically break all treaties defeated players have. If that player still has a fleet or several planets left when that happens it maybe worthwhile to live with that diplomatic penalty for free access through there remaining defenses.
Okay, so what can we no longer do?
Thank you, I had to use it once I saw it. If I had a holographic computer screen, I would probably look pretty similar to that when playing Sins.
Control the raid size. If you use random vs required you have massive 200+ sized attacks constantly. No modifying of supply/supply usage/etc. seems to work.
And to further Ryat's point, mods, like DS that have capital ships for the pirates need to take advantage of all 5 required and all 5 random spots that are allowed. So the solution is one of two things, fix the random settings, or expand the 5 allowed types to something like 18 like the normal factions have so the entire pirate fleet can be fit into the required settings.
+1 for support toward modding the Pirates!!!!!
Not sure yet if we'll be able to do anything about this, guys. In the interim, assume that you'll have to define the pirate raid sizes in the gameplay.constants file.
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