Any word from the devs on last-minute changes or surprises coming up next week? That interview linked on the front page of the website mentioned a new diplomatic victory mode...?
avacar
With the diplomacy relationship window, you can click on any of the portraits, and see their relationship vs. anyone else. this does indeed let you see what your allies think of each other, or of another AI. This even gets into a nice breakdown of what is contributing to their relative relationship, so if you see that they're partnering up because of strong envoy cruiser use.... well you can go out kill those.
Your ally also needs to be at the appropriate amount. Example: if you want to offer a 120% required pact, you both need to be 120% against each other.
Some of the pacts may have logical secondary abilities that would increase their utility. The only one that comes to immediate mind is the Vasari phase jump pact: I'm sure many people would enjoy it if it allowed the pact-partner to use the Vasari member's phase lanes... but this may be difficult to code and would probably also justify swapping the phase pact's required % up to a higher value... There may be other side effects that make sense, but looking over the
*bam* *pow* And they obliterate about 80% of our bugs and issues with the beta 2 feature implementation. While most of this looks like easy quickfixes, they were all necessary, and I'm glad we're not waiting for the next major feature update (beta 3?) to have these things updated! Looks great devs, I'll be testing it soon. (Already available on impulse). One point though: the impulse notes look to me to be the beta 2 release note
I've had the AI offer me pacts before, just not in that particular game.
I played a game today where I got to cease fire, and then sent in a fleet of envoy ships to cover my opponents systems. Soon, we had a full-out peace treaty, and I was starting to hit the lower-end pact techs. Checking my percent, I had a lovely 100% (121% with envoy bonus) and was prepared to offer the pact... but they were only at 100%. No problem, really, maybe they're not using envoys? Unfortunately this wasn't the case. My 'ally' had envoys
I've had them ask me for give-resources mission, and been unable to ask them for one. This would suggest THEY have the tech, AND I know I have the tech. Again, is this a bug, or simply me not being able to find the setting to let me do it?
Near as I can tell, the most you can get from missions is +3. Especially with the current mission spam issues, I felt like I was repeatedly grovelling to maintain that +3 for fear of either getting a negative to rejected missions or to missions itself. That said, once you get a cease fire (which isn't *that* hard if you do 1 mission, have some diplomatic inclination in your favour and quickly bribe them up 10% with giving resources) you can then fairly easily stab
You can have as many pacts as you want now, but as listed elsewhere, duplicate pacts don't stack. With a given partner, you currently CAN have all the pacts active. So if you both have 200% against each other, and are at the top of the diplomacy tree, you could have all your pacts and all their pacts (if they are a different race) active. Military strength is when you are too weak. If your fleet is stronger than their fleet, they
Question for any other players: has someone figured out how to create the 'demand money/resources' mission types? We've been told that the tech which lets us give materials also lets us create missions to demand them. Thus far, the AI still offers me these missions, but on my mission builder screens, I only ever have the ship/civilian structure/tactical structure mission types, regardless of maxing out the diplomacy tech tree. Is there a box somewhere I'm missing? </p
Having played through a game now, this isn't as critical as I thought it would be. I was able to still cross through the pirate base, and took only about 15% damage to hull. That's pretty much the worst of it. With all the espionage abilities removed from the envoys, they're only used on ally gravity wells anyway (at least from what I can tell) so the protection really is only for when they are travelling point-to-point. There might be some tweaking ne
Just got the beta 2! Really impressed with the new tech tree, and I can't really comment yet on balance or strength of these abilities but they look awesome. That said, one important point: I started a game with 4 opponents. With one of them I started with +1 race relations, +3 diplomatic inclination, + 1 military strength This was an instant 50%. I immediately formed a cease fire and a trade alliance.
Confirmed; I'm getting it as we speak! I checked 5 mins before Yarlen's post and it wasn't ready yet. As of this post, it *is* available. Impulse changelog exactly matches the starting post of this thread.
Warning: this post is made before beta 2 is available, but after we've seen the changelog, so it is based on hypothesis and projected gameplay. [quote quoting="https://forums.sinsofasolarempire.com/371250"] Envoy's are no longer passively invulnerable. Instead they have a Diplomatic Immunity ability which will grant them invulnerability for 30 seconds with a cooldown of 120 seconds. [/quote] Now I make this comment bl
edit: accidental double post due to lag.
Unless things have changed, the devs have been asking them sent to sinssupport@stardock.com Some specific issues have been asked to be sent to a specific dev, but it would depend on your issue.
The sentinels do get the charged missile upgrade (and the arrows on the research tree do suggest this) however it isn't actually mentioned in the charged missile tooltip. Incredibly minor oversight, but I checked and it is present through base sins, entrenchment, AND diplomacy, but I only just noticed while beta testing and scrutinizing things.
I just had pirates jump into a gas giant (from the nether), and then jump with a huge fleet to one of my planets. Since when can they stage strikes from gas giants? Cool, but now I'll have to guard my back against non-planet locations too? Devs, any word if this is part of the 'new harder pirates' or should I be considering this a bug? (Community: feel free to bonk me on the head if this has been normal behaviour for a while, but I've never noticed it before).
Similar experience here, Kyogre12. Definitely because the code isn't finished yet; but mentioning it will keep it fresh in the dev's minds (although I'm sure they know). I've managed to get to 50%, and I read in another forum someone got to 70%, but no one has confirmed anything above cease fire thus far.
How'd you get them as high as 70%? Best I've managed is 60%. I've also noticed that if I cease fire as soon as I can, I can't even offer my cease-fired friend any other options (even if I can offer them to my enemies) until such time as I build trade buildings, and have reached at least the trade alliance tech. Then the others all activate. That said, I've also only been able to get cease fires thus far. Now, they've offered ME the cease fire, but that's about it
0.85.006 beta ------------------ - Fixed a crash caused by the AI not being cleared properly when it was defeatded while trying to establish an embassy somewhere. - Fixed a desync bug where the AI would get into conflicting states because it could not establish embassies on planets not owned by the active player. - Fixed a bug where the TEC envoy had no cooldown on its esablish embassy ability. - Fixed a crash caused by a border case involving cargosh
I'm not sure how we are supposed to demand resources, but right now, right clicking on the 'give' buttons does the same thing as left clicking. Ultimately, this is more or less consequence free, but is a bit inconsistent with the 'click to increase, right click to decrease' concept seen in the black market and elsewhere. I only found this out because I thought perhaps right-clicking would issue a demand. I was playing advent when this was discovered, and hav
Then make it like the pirate page which has 2 options that do different things (black market/pirate). I.e. On the left side of the old relations page, where all the race tabs are, put in a 'summary' tab, that pulls up the new relations screen. Ideally, put this at the top, and make it the default to display. Alternatively, get rid of the old diplomacy screen, per se, and make it so when you click on a portrait in the relations page, the options for commands (trade/peace/pa
Beta 1 is now out! As such, some of the mystery is revealed, but some is not! Recall: this thread is about the two screenshots orginially released for Sins, which showed additional ships in both the frigate and capital ship constructions selection boxes. We have now confirmed through Beta 1 that, as suspected, the Envoy Cruiser is built in the Frigate Factory . This leaves us with the suspicious 6th ico