Sins of a Solar Empire - Diplomacy v1.01 Change Log
After days of struggle and careful "diplomacy," we have managed to get the Pirates to agree to a number of concessions. So, Ironclad and Stardock are pleased to announce that as of v1.01, the Pirates in Diplomacy/Trinity will no longer be as big a threat as they once were. ![]()
NOTE: THIS UPDATE WILL INVALIDATE YOUR EXISTING SAVE GAMES AND REPLAYS.
Gameplay -
- Pirates will now prefer planets with two or more structures (rather than Dead Asteroids and the like).
- Pirates will always try their best to nuke a planet before leaving. It's the only way to be sure (we had to give them something).
- Initial Pirate raids are now less powerful.
- Pirate Gauss Guns are now less powerful.
- Experience for killing Pirate ships has gone down.
- The Pirates now have a unique armor type that will allow them to take less damage from all weapon types.
- Pirates will now upgrade themselves more evenly instead of spending all of their credits on just one area.
- When on a player mission, the Pirates will no longer stop at the first target owned planet they come across. When on a raid, the Pirates will try to stop at a sufficiently occupied planet (i.e., tastier targets are higher priority).
- AI players will offer Pacts regardless of their feelings towards the player, as long as the other relationship requirements are met.
- Relationship penalties have been changed to make them more stable.
- Lowered the rate at which AI players gain diplomatic points.
- Lowered the rate at which the AI relationship bonus increases.
- The various AI difficulties will now gainthe AI relationship bonus at different rates.
- Lowered the cooldown on Diplomatic Immunity by 30 seconds.
- You should now be able to target any ally in a free-for-all match for Pirate/regular missions and for Pirate bounty (allows for colorful backstabbing).
- Locked team games will no longer have a Diplomatic Victory option.
- AI players are now more likely to send Pirate missions.
- Military Actions now have a negative cap of -20.
Interface -
- The quick bounty button will now let you increase the bounty on allies, but will prefer non-allies if any exist.
- Fixed a text placement issue on the Game Over screen.
- Relationship displays can now be negative.
Misc. -
- Added a data value to game constants to set the number of modules Pirates look for when stopping to attack.
- Fixed an old bug that resulted in AI players offering alliances more often than they should.
- Fixed an issue with some autocast use times.
- Fixed an issue where certain Pacts were not functioning properly (most notably the Supply Pact).
- Fixed a possible crash within the mission system.
- Fixed a bug that might cause the AI to not offer Pirate Missions.