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.
A big thing I have noticed with regular game play is the lack of the AI of offering pacts. I have had relationships with them as high as 20 with no offers from them. Plus getting them to keep their envoys on station is annoying.
Alright so I found a pact bug. When you are TEC and you have the favored client research , this gives you a 15% discount on the black market (so a green 15%). When you have the Pricing Pact with a vasari player this is supposed to give a further 10% discount but the symbolism shows a green -10%. This negative sign discrepancy messes it up and having both indeed lowers your discount to only 5%. Just tested it and this is the case. I haven't gone in depth to test possible other issues regarding research that gives plain green number bonuses and green numbers with negative signs. In the future to streamline this, one system may be the best. NO Negative Signs!! Just red and green numbers to show the player what is happening when he gets these pacts/research!
Already spotted, and the reason a 1.32 hotfix is in the works. But if there is any other pact related bugs do post them here.
Did the error with the Kol's Adaptive Forcefield get fixed?Edit:Playtesting inconclusive on my end.
People actually use adaptive forcefield to discover there is an error with it.
Yes, that's fixed also in 1.32.
Yarlen, there is an issue with the Planetary Shield ability consuming processing power ... it's listed near the bottom of the TSOP page with further commentation by myfist0.
Could this be addressed in 1.32 please?
Reply# 1023 and Reply# 1025
https://forums.sinsofasolarempire.com/378149/page/41/#2975794
The planetary shield generator STILL doesn't show its particle effect.
Fix that, please.
It should contain the Planetary Shield fix - wasn't able to reproduce the particle effect, though. It's working for us.
There seems to be a potential issue with the AI teaming up exclusively against the human player on the hardest difficulty settings.
https://forums.sinsofasolarempire.com/411042
To be fair, he is the only one who has said anything about that. Granted I and probably many other people don't play cruel or vicious AI often, and even fewer on unlocked teams, but I'm not sure there is enough data to really confirm its a problem.
It also maybe related to the fact that some players are having a difficult time understanding the new diplomacy system. Part of this is a UI issue where (unless I'm mistaken) you can easily see why the AI likes or doesn't like you with all the modifiers broken down by type, but you can't see that same break down for why you like or don't like an AI.
*Makes a disgruntled face*
It still doesn't work in my graphical mod...
I didn't touch the Shield generator entities in any way.
I still get the shield around the planet itself. I don't remember if the particle emitted by the generator itself works for me or not.
Also, did the planetary shield ever show its buff on the infocard? When I actually built one recently for the heck of it I couldn't remember exactly how much it reduces bombardment damage and I thought it odd that it wasn't on the planet infocard anywhere.
I will do when I get the chance.
You can, by going to the "Relationship" screen (not the "Diplomacy" one) and clicking on the desired AI, you will see all other players' (including you) relationship to this AI (you get the detailed breakdown with a mouseover).
GoaFan, I'm doing this entirely from memory but I don't think it shows up on the infocard...when I was working on a mod, I gave clairvoyance a secondary debuff that increased a planet's susceptibility to bombing damage (basically opposite of planet shields), and that never showed up on the infocard though testing indicated the buff was working...IIRC, I used the same entity modifier for that as is used by the planet shield, but I could be wrong...
Actually I've noticed that myself, I've also noticed that the AI tends to chase you around the galaxy till the end of time, spending 2hrs in a game until you get every single planet of theirs, otherwise they will continue to produce ships at a fast rate somehow.
Very noticeable in MP, and very annoying.
EDIT: some strange reason Sins forum didn't reply to GoaFan77 post @ 139, even though i clicked on reply.
Hello Folks Kraken55 here, just joined
While I have been playing the Original game, fixing to get the SOSE Trinity, however my question is do I have to insatll all these "fix's, update's, pathches" in sequence of their numbers, like 1.30, 1.31, 1.32 etc..
Thanks for your replies
No, when you update with Impulse it only installs the most recent version. Register your original version and it should immediately update you to the latest 1.191 for example.
Also if you already have the original Sins, its probably cheaper to get the Entrenchment and Diplomacy expansions as a digital download(its the same thing as Trinity).
Thank You "GoaFan77"
Noticed another bug today (or at least I assume it's one), screenshots below:
http://i.imgur.com/IybLI.jpg
http://i.imgur.com/2Tf87.jpg
There's a hostile Advent envoy in my system autocasting the envoy buffs (in this shot it's the logistics cost reduction, but it was also casting the bombing invulnerability). Now I know they can do this even for hostile players to gain reputation, but in this case it was a locked teams game and they were also bombing the crap out of my planet, so it really doesn't seem to make much sense.
Come to think of it, the AI shouldn't send these to enemy systems at all in locked team games. I've seen it do this for long as I've been playing Diplomacy so I guess that isn't a new issue though. At the very least though, they really shouldn't sabotage their own pushes by making the planet they're targeting invulnerable with their envoys...
I have a save game if it's necessary, but it doesn't seem like this would be hard to reproduce.
I only see this if the planet used to belong to a player they were allies with. Seems the AI doesn't realize its now a hostile planet. This is compounded by the problem that the AI won't scrap envoys if they control more envoys then ally gravity wells.
Yeah, I had actually taken that planet from the green AI so that might explain it. I still don't think they should build envoys at all in locked teams though, since I don't think the AI even forms pacts with each other.
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