Each time a ship belonging to a faction with whom you have agreed on a cease fire arrives at one of your planets, you get a 'hostile forces have arrived at Xxxxxx' warning. Bug?
KalebMarr
I wouldn't call it better, I'd say it's done differently. Instead of confining diplomacy to a window where negotiations with adversaries are undertaken, it is melded with standard play: besides avoiding harming a prospective ally's ships and colonies and making trade and cease-fire pacts with him, you actually have to send diplomatic cruisers to his worlds to improve your relationship with him. It takes a long time to build up, but it pays off handsomely. Don't expect an ally to give up on te
For any of you Linux lovers out there: save for a small font issue (it uses Arial, rather than the standard Sins font; haven't figured out how to fix this yet), Diplomacy runs rather smoothly on Wine 1.1.35, with no library overrides other than msxml3. Getting Impulse to run on Wine would make everything perfect since I wouldn't have to switch to Windows 7 for updates. Any ideas?
Twice I offered the pirates an obscene amount of credits (25k 1st, then 53k) to go and have some fun at an AI player's planet, but nothing happens... Could it be because I smashed their base on the star where the targeted planet is?
[quote who="DerSenf" reply="51" id="2503283"]Any pact (like ressource pact, culture pact) is instantly terminated again after the agreement. Relation is more than high enough. Does anyone else have the same problem?[/quote] Found that exact same bug, myself.