Yarlen Yarlen

Sins of a Solar Empire: Trinity/Diplomacy v1.31 (Hot Fix) Change Log

Sins of a Solar Empire: Trinity/Diplomacy v1.31 (Hot Fix) Change Log

Now available via the Impulse client - a hot fix for Sins of a Solar Empire: Trinity/Diplomacy that should resolve the reported issues with gameplay bugs.

 

Version 1.31

  • Fixed error with the TEC Envoy's Settlers' ability.
  • Fixed incorrect red/green coloring on several InfoCards.
  • Fixed several typos in the string file.
  • Lowered the speed and maximum for AI relationship bonuses.
  • Fixed the Shield Pact - it should now properly block phase missiles.
  • Fixed the Phase Pact so that allies can now use each other's phase lanes as intended.
  • Fixed AI error which caused enemy AI players to offer certain missions during Locked Team games.

 

Thanks to all of the feedback from those who reported issues with the v1.3 release of Sins of a Solar Empire: Trinity/Diplomacy.  

389,338 views 152 replies
Reply #76 Top

Quoting troberge, reply 75
I first thought so, and i started to re-create a new one, and even with just adding a new player file, with only a name modification, it does the same errors



so sad!
End of troberge's quote

This is not the place to discuss modding the new version. This is.

Reply #77 Top

Quoting troberge, reply 75
I first thought so, and i started to re-create a new one, and even with just adding a new player file, with only a name modification, it does the same errors

 

so sad!
End of troberge's quote

Your issue may be similar to this https://forums.sinsofasolarempire.com/407617/get;2973566.

Reply #78 Top

Quoting Yarlen, reply 60
We'll be addressing the Supply and Trade Pact issues that were reported - thanks for that.
End of Yarlen's quote

After rereading this, I have to wonder, does this mean another hotfix in the very near future, or will it be addressed in the next main patch?

Reply #79 Top

Quoting Seleuceia, reply 69
Realistically yes...problem is, since the default diplomatic status is war, you invariably must kill some enemy ships simply to stay alive...structures, SBs, and planets are one thing because in order to destroy those you have to go on the offensive (usually)...but with ships, you could be destroying entire enemy fleets in defense of your planets or simply to stay alive...

That becomes a problem if defensive actions have diplomatic repercussions....while maybe realistic, such modifiers would leave the military actions bonus/penalty more to chance than decision making...I can choose who I attack, but I can't necessarily choose who attacks me...

Not really sure if this should be one way or the other, but I certainly can understand why the devs would want killing ships to have no diplomatic effect...if they intended for killing ships to change diplomatic statuses, I'm sure v1.32 will fix this...


Quoting GoaFan77, reply 68 if you blow up a fleet of frigates I would think the owner should have a negative reaction.

I don't think it's just the owner, its other factions too...it'd be like America getting ticked at Syria because it attacked Israel...now, that is logical, but with these game mechanics, if Israel attacked Syria but suffered losses, America would hate Syria more despite the fact that Syria did nothing wrong (it merely defended itself)...while that may happen in reality, in terms of game balance it's just not a really good idea...

 
End of Seleuceia's quote

Would it make sense if there were a diplo-point multiplier to account for ships being destroyed in their own grav well (most likely as a result of me attacking them so the multiplier is 1.x since their other enemy really likes it).  Alternatively, if they are destroyed in my grav well it would be 0.x  (but still positive) since their other enemy is o.k. with that.  Other grav wells or uncolonizables would just be normal (1), because shtuff happens in space.

This may not be moddable today if the formula is in-code though.  Then again, I wonder what the true calculations are.

 

Reply #80 Top

Yarlen and devs, would you be kind enough to check out the issue some people are experiencing with game speed going crazy (like 2 to 4 times normal, and here "normal" refers to the normal speed with "faster" settings) in multiplayer (ICO and private) ?

Especially happens at start of games, not all the time, and at least 4 persons have been reporting this until now (maybe all the vets on ICO don't even notice it ^^). It seems to be some kind of lag compensation...

Here are details :

https://forums.sinsofasolarempire.com/410484

and https://forums.sinsofasolarempire.com/409911

Reply #81 Top

Quoting Seleuceia, reply 69
That becomes a problem if defensive actions have diplomatic repercussions....while maybe realistic, such modifiers would leave the military actions bonus/penalty more to chance than decision making...I can choose who I attack, but I can't necessarily choose who attacks me.
End of Seleuceia's quote

For the record I recently tested this. Destroying frigates you in your own gravity wells do not have negative diplomatic repercussions, but destroying them anywhere else will. So it does seem to be working as intended.

Reply #82 Top

That is good to know...I wonder though if this will still be the case when v1.32 comes out...

Did you test this by making those killShip values non-zero?  Just curious...would be nice to know for modding purposes...

Reply #83 Top

Quoting Seleuceia, reply 82
Did you test this by making those killShip values non-zero? Just curious...would be nice to know for modding purposes...
End of Seleuceia's quote

Yarlen said that apparently those values are no longer used, and that the military modifier at least is now a hard coded formula. While it kind of sucks us modders can mess with it anymore, honestly I don't think very many people bothered with it even while we could change it.

So no I didn't, destroying frigates in nonfriendly gravity wells will affect the owners disposition towards you, even without mods.

Quoting GoaFan77, reply 81
For the record I recently tested this. Destroying frigates you in your own gravity wells do not have negative diplomatic repercussions, but destroying them anywhere else will. So it does seem to be working as intended.
End of GoaFan77's quote

I should clarify that any enemy ships you destroy while defending your own worlds will not cause the attacking player to dislike you any more. However, if the attacker destroys anything of yours, you will still naturally like them less, which will make diplomacy harder with them.

Reply #84 Top

Hey guys, I just downloaded the new update today but I'm working so I can't play it, one thing that's concerned me and I'm not sure if I'm just not reading the forums right, is diplomacy between the AI's more difficult now?

Reply #85 Top

Quoting KidInTheHall28, reply 84
Hey guys, I just downloaded the new update today but I'm working so I can't play it, one thing that's concerned me and I'm not sure if I'm just not reading the forums right, is diplomacy between the AI's more difficult now?
End of KidInTheHall28's quote

As in AI to another AI? Yes, the AI will find it a bit harder to make alliances than it was in 1.3 (though not impossible like it was in 1.21). This is because the sort of handicap the AI got with other AIs was severely reduced.

Reply #86 Top

So now they are still capable of allying with a human player and other AI's ?

Reply #87 Top

yes.

Reply #88 Top

Actually with 1.32, location will no longer matter in terms of Military Actions.  The problem being that ships only destroyed in a neutral or non-owned gravity well would ever count. By the mid-end game, almost nothing was counting towards Military Actions, including planet destruction. The new design was made with this in mind, so playtesting thus far is turning out pretty nicely. 

For modders - the new formula for ships is the vessel's fleet supply divided by 100. 

Reply #89 Top

Reply #90 Top

Another possible diplomacy bug. It becomes impossible to break any treaties you have with defeat players, essentially forcing you to have a dead weight diplomatic actions modifier for the rest of the game. Maybe its intentional, but I would think after a player bites the dust you should be given the chance to find fresh alliances elsewhere.

Reply #91 Top

Quoting GoaFan77, reply 90
Another possible diplomacy bug. It becomes impossible to break any treaties you have with defeat players, essentially forcing you to have a dead weight diplomatic actions modifier for the rest of the game. Maybe its intentional, but I would think after a player bites the dust you should be given the chance to find fresh alliances elsewhere.
End of GoaFan77's quote

Why would you want to ally with losers?

 

I kid, I kid.

Reply #92 Top

Quoting Howdidudothat, reply 91
Why would you want to ally with losers?
End of Howdidudothat's quote

I don't know, they really need to include a warning of whenever I do that. ;)  

Reply #93 Top

Are the pirates going to have their random settings fixed? Its really messing up the modding scene for those of us who want caps for our pirates.

Reply #94 Top

Not just for those who want capitals, it's any use of the random settings.  The stock pirates go nuts as well.

Reply #95 Top

Quoting GoaFan77, reply 90
Another possible diplomacy bug. It becomes impossible to break any treaties you have with defeat players, essentially forcing you to have a dead weight diplomatic actions modifier for the rest of the game. Maybe its intentional, but I would think after a player bites the dust you should be given the chance to find fresh alliances elsewhere.
End of GoaFan77's quote

 

Well lets say you and Miss Advent wanna team up  and pillage my poor planets. I go Hulk rage on yall and kill Miss Advent off in a Leroy Jenkins wave of awesomness.

Now she is a defeted and Ive let loose the horde of Kols upon you. Your like oh snap, lets be friends. Im like Ocean No! I like an elephant I didnt forget your pacts.

 

 

Anyhow...long story short, why would AI/players just magically forget teaming up with now dead players?

Btw liking the new avatar there Goafan.

 

Just saying.

Reply #96 Top

Quoting -Ue_Carbon, reply 95
Well lets say you and Miss Advent wanna team up and pillage my poor planets. I go Hulk rage on yall and kill Miss Advent off in a Leroy Jenkins wave of awesomness.

Now she is a defeted and Ive let loose the horde of Kols upon you. Your like oh snap, lets be friends. Im like Ocean No! I like an elephant I didnt forget your pacts.

Anyhow...long story short, why would AI/players just magically forget teaming up with now dead players?
End of -Ue_Carbon's quote

Lol. I didn't say that the penalty should be immediately dropped, ideally it should slowly decline after you break a treaty until it goes as if you didn't have a treaty in the first place. But you know, if I hold off your hulk rage long enough, Mr. Vasari, who was also at war with Ms. Advent, should eventually get over the fact that I befriended his enemy so we can double team to put you filthy traders in your place. ;)

If the Devs should happen to listen to me though, don't automatically break all treaties defeated players have. If that player still has a fleet or several planets left when that happens it maybe worthwhile to live with that diplomatic penalty for free access through there remaining defenses.

Quoting Stant123, reply 94
Are the pirates going to have their random settings fixed? Its really messing up the modding scene for those of us who want caps for our pirates.
End of Stant123's quote

Quoting Stant123, reply 94
Not just for those who want capitals, it's any use of the random settings. The stock pirates go nuts as well.
End of Stant123's quote

Okay, so what can we no longer do? 8O

Quoting -Ue_Carbon, reply 95
Btw liking the new avatar there Goafan.
End of -Ue_Carbon's quote

Thank you, I had to use it once I saw it. If I had a holographic computer screen, I would probably look pretty similar to that when playing Sins. :P

Reply #97 Top

Quoting GoaFan77, reply 96
Okay, so what can we no longer do? 8O
End of GoaFan77's quote

Control the raid size. If you use random vs required you have massive 200+ sized attacks constantly. No modifying of supply/supply usage/etc. seems to work.

Reply #98 Top

And to further Ryat's point, mods, like DS that have capital ships for the pirates need to take advantage of all 5 required and all 5 random spots that are allowed.  So the solution is one of two things, fix the random settings, or expand the 5 allowed types to something like 18 like the normal factions have so the entire pirate fleet can be fit into the required settings.

Reply #99 Top

+1 for support toward modding the Pirates!!!!! :D

Reply #100 Top

Not sure yet if we'll be able to do anything about this, guys.  In the interim, assume that you'll have to define the pirate raid sizes in the gameplay.constants file.