Not going to happen. They've said repeatedly they wanted the focus in Sins to stay on space, not ground. Which is why you also don't actually manage buildings on your planets themselves, you build in space around them.
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[quote]As I experienced it's not working like that [e digicons]o_O[/e] If you succeed, you get a bonus, if you fail you get a minus. You can have a max of +4,5 (at least it's the max I had).[/quote] Yes, that's how it works and how I described it. If a mission gives +3 on completion and -1.5 on failure, if you complete it your mission relation will be set to +3. If you fail it will be set to -1.5. Therefore if you have +3 from a previous mission, and you fail the current, yo
Well to receive diplomacy points you need to be in higher positive relations overall than negative, and positive relations typically means you have cease fires/alliances with players. The higher the positive difference, the faster you gain them so you're encouraged to develop as many alliances as you can.
Do a mission, research techs to give you the +3 bonus, research resource giving and its related techs, which lets you get another temporary +3 with a very small donation, giving you enough time to get envoys in. Keep your fleet strength up so you don't have the fleet penalty dragging you down.
You can't enclose a minidump on these forums, please mail it to [email protected], assuming your issue isn't the same as nealeo's. :)
Or you can wait until a cease fire at 3.5 relations before sending them in. The immunity is meant to help them deal with temporary dangers like passing a hostile grav well or getting out when an invading fleet comes.
[quote who="RestlessMind" reply="25" id="2537007"]Um... yeah... I just finished playing a game where I had 4 TEC allies and me (TEC) vs. 1 Vasari on Vicious. I got a "Diplomatic Victory", but I don't see how it's much of a victory, because the Vasari were still aggressive and now I couldn't do anything with my allies.[/quote] Well you gain diplomacy points by having positive relations, so if you've got a locked team with 3 allies vs 1 enemy AI, of course you'll gain points faster than
You should never have a combat mission to kill a player that's farther than 2 jumps from your border. You can decline with a very small penalty if you don't like it.
Just the supply one.
[quote who="Huldu" reply="18" id="2536242"]I dont understand how diplomacy even works! The npc's are always set to 0, if i send an envoy it will get destroyed. I tried bribe and everything i couldnt get it over 3-4 points. What am i doing wrong, is there some sort of setting ive missed? The npc always hate me, every single one of them. They wont allow cease fire or anything. Im not gonna lie i have no real idea how the game works. In other "games" you always start
Downloading the update shouldn't require a computer restart, something is going screwy. It only wants a restart if it doesn't have access to the files when it tries to update, like if you're running the game or something is blocking it. Try starting Impulse in Admin mode (right click its launch icon). Alternatively, try right clicking Sins and selecting Verify Installation.
Yes. The AI researches better, it uses capital ship ultimates, and with the researches it also tends to have nicer fleets. It's pretty annoying now to get most of your fleet frozen with its Subverters. :P There are also two new AI difficulty levels above Unfair that get even more money to play with.
Haven't heard of a problem with the store page, your best bet would be to contact [email protected], however they're off for the weekend now :(
Wait, so you've successfully stacked mods with the Manifest system in Diplomacy? I mostly just wanted to check if it was indeed broken, but if you confirm that you've stacked them since the latest patches and Diplo release, that means it works fine.
Each point of armor is around 5% effective hp. Someone graphed the approximate formula ages ago, but it'd be hard to find now. Shield mitigation always drops at a constant rate, even while in combat, so the ship needs to keep taking damage in order for its mitigation to stay up.
Do you have links to the mods in question? I can see if I can confirm this behavior.
Did you get an email from sales after your order processed containing your serial and everything?
It can crash on startup if you had a mod set to load on start, which if you were using a mod is the most likely cause. Try making sure your Mods folder is empty before starting?
Purdy looking wallpaper! 'Tis a shame I use dreams :( Get SD to make a Sins-themed dream!
It would also make them TEC.
As long as the fleet supply mods only modify the RESEARCHSUBJECT files, they will be compatible with any version of Diplomacy/Entrenchment. :) Is there any specific one you were looking at?
Hm, you may want to toss an email to [email protected] about that.
Yeah, Diplomacy requires and builds on Entrenchment, so you get all the Entrenchment features in Diplomacy games. The Trinity pack is kept separate for the same reason the digital downloads are: so you can play against people who may not have each expansion. So you can launch Diplo for Diplo games, or Entrenchment, or just plain Sins to maximize the number of people you can play with.
No, looks like a minor display bug. The same happens if you reject a mission while at 0 on mission relations.. you don't take a penalty for rejecting, but the display changes from 0.00 to -0.00 :P
[quote]also trying to figure out what all the different factors on the Relationship infocard stem from, like what "Diplomatic Inclination"[/quote] Diplomatic Inclination is just a random number assigned at the start of the game that never changes. It can go from -2 to +2, always in 0.5 increments. Most of the others are pretty self explanatory. Racial relations is -1 between Vasari and Advent/TEC, -2 between Advent and TEC, +1 between same race. Mission bonus and mission rejection sco