Yarlen Yarlen

Sins of a Solar Empire - Diplomacy v1.01 Change Log

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.
26,943 views 33 replies
Reply #26 Top

 

On the Diplomacy screen, for the next patch, could you guys please include player names so that there is more to identify the different factions with than just their empire icons?

Reply #27 Top

Quoting Greg30007, reply 20
I love hard pirates.
End of Greg30007's quote

That's what she said!

Reply #28 Top

How does this fix the neverending upgrade to pirates hull, damage and armor? That right there is the game breaking element. I didn't see anything talking about that. How can you miss something that huge?
End of quote

 

true I dont think many of us were having a problem with pirates early game but thats what they fixed.  I havent lost a battle to pirates in the first 5 hours of a game with the harder ones.   now they are pathetic to begin with and still unstoppable at the end.  which is worse... Its just the late game they need a lower cap on how strong they get late game.. its really all that was needed

Reply #29 Top

Itharus - the issue with supply pact is that once you got it it wouldn't let you add more ships

Reply #30 Top

Thanks DarkSide. I was kind of hoping that it was just granting too much extra supply... it's like the best pact in the game in my eyes at this point. I hope they nerf it a little bit, honestly.

-Itharus

Reply #31 Top

Any chance at investigating the AI scripting involving bounties?  I had an 8 player FFA where the AI never bountied each other, only me.

It was an 8 player, 3 star map with 4 ppl per star (and one empty one).  I noticed after the game that the 4 AI on the other star didn't bounty at all, not one penny - despite the fact that one of the AI's got killed, so I'm sure there was some AI vs AI reasons to request pirates.

It just seems highly unusual for half the AI to not engage in piracy simply because I didn't share a star system.

 

Reply #32 Top

Quoting DarkSide73, reply 29
Itharus - the issue with supply pact is that once you got it it wouldn't let you add more ships
End of DarkSide73's quote

 

The exact bug is this: the supply pact does not add more ships until the player clicks on a technology (cancelling it right after is OK). A bit annoying, to be sure

Reply #33 Top

The exact bug is this: the supply pact does not add more ships until the player clicks on a technology (cancelling it right after is OK). A bit annoying, to be sure
End of quote

 

aha! is that what it was?!  I was all baffled why I can SEE the extra fleet supplies on the top, but it won't let me use it.  Then after a while, suddenly I can use all of it.  Must have went into the tech tree and clicked something after.

Reply #34 Top

i have a couple questions about the pirate auctions, which requires you to read through the gameplay scenario below: why is this the way it is? am i wrong about this particular set of auction mechanics? is this fixable at current game development stage, even if you wanted to?

the bold and underlined are the most important parts

if you try and buy into the public auction it cancels out the private auction....you know what i mean?

go into the private auction and bid there. wait for the timer to start.....now go into the public auction and bid there....now go back into the private auction....the timer disappears (and if you wait until the end of the auction time the no-longer-timed private money wont count {even if the amount is way bigger than the total of the public auction})...now pay some more money into the private auction....timer starts back up from the beginning and only one of the auction prices count towards the piracy auction result....i have never seen it occur that the private auction timer ends and the pirates just go do that right then....which brings me to ask the question: why does the private auction timer exist in the first place? what is its function other than potentially evening out the bidding war playing field?

seems almost like a contradiction in terms thats all. its not that its horrible right now its just that its falling short of its potential

right now there are 2 auctions ending up in one result. it seems there should be 2 auctions ending in 2 results, one of which is publically transparent, one of which is not. that seems like a better and more consistent/meaningful way of doing it.

End of quote