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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 #151 Top

I've not nailed down the exact cause as it is usually noticed well after the fact but a Vasari I'll often see structures at partial build % and a constructor idle somewhere else in the gravity well.

My thoughts on it are a possible side effect of the Vasari Colony ship (makes a spare constructor).  Its possible its just a Sins Plus issue but I believe that I may have seen it in vanilla as well

What I think is happening is that the colony ship spawns the additional constructors which then build away and when they expire they just go poof.  Whatever message that occurs on death isnt getting passed so no other contstructor takes over the task.  I've normally seen this mostly in late game (taking over planets) where I claim the planet and crank out a lot of structures (mostly defense/support).  Possibly not noticed early on as most of the time you are strapped for resources and only can throw up a few structure which is more then enough for the bonus constructors to do their builds.

Last game I had in an isolated gravity well 3 completed extractors, 1 hanger 14%, 1 hanger 2%, 1 hanger/turret 0% and the lone constructor was over by an extractor.  I forget what level the colony ship was, this was my "take over this uncolonized cluster" mini-fleet

Also observed Trade pact providing an undesirable 10% modification (noted in thread already multiple times)

 

Reply #152 Top

Quoting Tribmos, reply 151
Last game I had in an isolated gravity well 3 completed extractors, 1 hanger 14%, 1 hanger 2%, 1 hanger/turret 0% and the lone constructor was over by an extractor. I forget what level the colony ship was, this was my "take over this uncolonized cluster" mini-fleet
End of Tribmos's quote

While that's probably a bug, you can tell other constructors to work on it manually using their construct ability on the unfinished structure. Should get around it until they fix it.