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Sins: Diplomacy Beta 2 Notes

By on December 10, 2009 1:04:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen

Join Date 01/2005
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Later today (hopefully) we plan to release Beta 2 for Sins of a Solar Empire - Diplomacy. Beta 2 includes much of the "meat" of the game and changes some key things from Beta 1.

As always, if you don't want to deal with bugs, balance issues or providing feedback to improve the game please wait for the final release.


Beta 2 Changes -

  • Embassies are no more.
  • Roadblocks to some of the basics have been removed. By default, you can now communicate with all races and form the original Sins treaties without research (Cease Fire, Peace Treaty, Trade Alliance, Planet Vision and Ship Vision).
  • Envoy Cruisers have been significantly improved:
    • Envoy's are no longer passively invulnerable. Instead they have a Diplomatic Immunity ability which will grant them invulnerability for 30 seconds with a cooldown of 120 seconds.
    • Envoy's will now (passively) improve your faction's relations when placed in the gravity well of an opposing faction. A cease fire treaty is recommended.
    • The cost of envoy's has been reduced to account for the fact that players will need more of them.
    • Each Envoy currently has between 1-2 unique abilities that can be unlocked through Diplomacy research. These are not final and each race will eventually have 3 unique abilities for their envoy cruiser. These abilities will grant some kind of bonus in exchange for improved relations (use the ability in a gravity well of whichever faction you'd like to influence). You will need to use your envoy's relationship buffs in order to reach the higher level Pacts (discussed below).
    • Envoy's are now tougher to increase their survivability.
  • Diplomacy Tech Tree:
    • These are now largely complete for each race, though some items still remain to be added.
    • Each race now has the ability to form Pacts with another player. These can be difficult to achieve, but grant big bonuses to both parties once formed. (Key point here)
    • Each race has Pacts unique to their various racial skills.
    • In order to maintain a Pact, both sides must maintain a certain relationship level (see the InfoCard in the tech tree). If this level drops below the minimum, the Pact will be lost. It can be potentially regained by improving relations again.
    • Pact bonuses do not stack (i.e., if Player A has a Research Pact with Players B and C [all Advent], Player A will only get the bonus from one Pact, not both).
    • Advanced Envoy abilities are now researchable from the tech tree. As noted above, these aren't yet complete/final.
  • More relationship modifiers have been added.
  • A Manage Pacts screen has been added to the Diplomacy section. This is going to get a bit more polish to be less confusing.
  • Players can now Reject the Missions offered to them. This will refund the reward back to the faction that issued the Mission and may result in a negative relations penalty between the parties.
  • Envoys are no longer selected when bandboxing.
  • Various AI improvements and other bug fixes. Much more AI work remains to be done.

While Pirate improvements are in this build, the ability to offer Missions to the Pirates is not yet present. This will be in the next beta update along with the various related tech research.

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December 10, 2009 1:23:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yay an update to Sins Diplomacy

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December 10, 2009 1:29:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ,
Later today (hopefully) While Pirate improvements are in this build, the ability to offer Missions to the Pirates is not yet present. This will be in the next beta update along with the various related tech research.

yes, pirate missions

*rubs hands together gleefully*

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December 10, 2009 1:42:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quick question....besides the pirate improvements, does locked teams make Diplomacy mute?

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December 10, 2009 1:45:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Oh this gets better and better, just hope some of that AI work you mentioned really buffs them! Superweapons and Phase Jump Inhibitors for the AI anyone?

Now I just need to get Distant Stars working with it again

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December 10, 2009 1:56:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Various AI improvements and other bug fixes. Much more AI work remains to be done.

Im just guessing this is just making the AI understand how the new stuff works....though Im hoping there is more improvments in the works.

And a big BOOOOOOOOOOOOOOOOO!!! for AI using superweapons.   Though thats my opinon. Hehehe....

 

Edit: The DS team strikes again!!!!!! Dun Duh Dah!!!!!!!

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December 10, 2009 2:43:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quick question....besides the pirate improvements, does locked teams make Diplomacy mute?

No, you'll still need to form Pacts with your team members and various things. Part of the redesign was done with Locked Teams in mind.

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December 10, 2009 3:31:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Pirate missions?

I'm getting more and more interested as the days go by. Certainly glad I pre-ordered now.

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December 10, 2009 3:53:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Awesome. Looking forward to the next Beta! Sins is going to be even better! Offering missions to pirates sounds so cool! 

Oh also, now that a lot of tech tree stuff has been removed will more be added? because an empty tech tree is saddening for all.

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December 10, 2009 3:53:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There will be at least 16 techs in each faction's Diplomacy tree.

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December 10, 2009 4:00:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

16! Huzzah

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December 10, 2009 4:03:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It would be cool to have diplomatic incidents that involve trade offs with which you have to deal. Another idea is to have a galactic UN (like in galciv2) wich regulary meets and can impose sanctions and has a separate army (kind of pirates) to restore peace and stability.

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December 10, 2009 4:09:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sigh, it's all a bit underwhelming.

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December 10, 2009 4:10:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

As long as you still need a pact to feed a player then I am all good for it. The feeding in MP need s acure and I hope diplomacy will bring this cure.

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December 10, 2009 4:18:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

yey 16 researches for all civs! thanks!

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December 10, 2009 4:45:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

"Players can now Reject the Missions offered to them. This will refund the reward back to the faction that issued the Mission and may result in a negative relations penalty between the parties."

It should be less of a negative relationship than if you simply fail. have something like a time active modifyer to how much it effects the relationship?

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December 10, 2009 4:51:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Code_Geass,
yey 16 researches for all civs! thanks!

Lol they probably end up being the same ones

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December 10, 2009 4:58:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It should be less of a negative relationship than if you simply fail. have something like a time active modifyer to how much it effects the relationship?

It is, though it will increase if you continue to reject their missions repeatedly.

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December 10, 2009 4:59:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Lol they probably end up being the same ones

No, 11 are unique to each race. The others are common.

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December 10, 2009 5:02:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well...now that im checking every 30 seconds...care to let us know when yall plan to have ready for download?

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December 10, 2009 5:05:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Right about now I think...

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December 10, 2009 5:05:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

is it me or are they posting in reverse now?

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December 10, 2009 5:09:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

...oh thank lord you see them reversed too...I thought I was tripping out or something!

 

And thanks Yarlen!! I'll check again in a sec.

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December 10, 2009 5:39:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Confirmed; I'm getting it as we speak!  I checked 5 mins before Yarlen's post and it wasn't ready yet.  As of this post, it *is* available.

Impulse changelog exactly matches the starting post of this thread.

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December 10, 2009 5:49:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

OH MY GOD! ITS AMAZING! I wont say anything more so that everyone else can see how amazing it is as well... But WOW! Really cool. I love it!

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December 10, 2009 6:08:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TEC are now true powerhouses of credit income. muhahahahaha....

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