Yarlen Yarlen

Sins: Diplomacy Beta 2 Notes

Sins: Diplomacy Beta 2 Notes

Later today (hopefully) we plan to release Beta 2 for Sins of a Solar Empire - Diplomacy. Beta 2 includes much of the "meat" of the game and changes some key things from Beta 1.

As always, if you don't want to deal with bugs, balance issues or providing feedback to improve the game please wait for the final release.


Beta 2 Changes -

  • Embassies are no more.
  • Roadblocks to some of the basics have been removed. By default, you can now communicate with all races and form the original Sins treaties without research (Cease Fire, Peace Treaty, Trade Alliance, Planet Vision and Ship Vision).
  • Envoy Cruisers have been significantly improved:
    • 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.
    • Envoy's will now (passively) improve your faction's relations when placed in the gravity well of an opposing faction. A cease fire treaty is recommended. ;)
    • The cost of envoy's has been reduced to account for the fact that players will need more of them.
    • Each Envoy currently has between 1-2 unique abilities that can be unlocked through Diplomacy research. These are not final and each race will eventually have 3 unique abilities for their envoy cruiser. These abilities will grant some kind of bonus in exchange for improved relations (use the ability in a gravity well of whichever faction you'd like to influence). You will need to use your envoy's relationship buffs in order to reach the higher level Pacts (discussed below).
    • Envoy's are now tougher to increase their survivability.
  • Diplomacy Tech Tree:
    • These are now largely complete for each race, though some items still remain to be added.
    • Each race now has the ability to form Pacts with another player. These can be difficult to achieve, but grant big bonuses to both parties once formed. (Key point here)
    • Each race has Pacts unique to their various racial skills.
    • In order to maintain a Pact, both sides must maintain a certain relationship level (see the InfoCard in the tech tree). If this level drops below the minimum, the Pact will be lost. It can be potentially regained by improving relations again.
    • Pact bonuses do not stack (i.e., if Player A has a Research Pact with Players B and C [all Advent], Player A will only get the bonus from one Pact, not both).
    • Advanced Envoy abilities are now researchable from the tech tree. As noted above, these aren't yet complete/final.
  • More relationship modifiers have been added.
  • A Manage Pacts screen has been added to the Diplomacy section. This is going to get a bit more polish to be less confusing.
  • Players can now Reject the Missions offered to them. This will refund the reward back to the faction that issued the Mission and may result in a negative relations penalty between the parties.
  • Envoys are no longer selected when bandboxing.
  • Various AI improvements and other bug fixes. Much more AI work remains to be done.

While Pirate improvements are in this build, the ability to offer Missions to the Pirates is not yet present. This will be in the next beta update along with the various related tech research.

50,706 views 85 replies
Reply #76 Top

The TEC's Neruda is a gold mine once you get that donation ability. I swear, I've made more money off of that thing than all of my planet's tax income combined.

Reply #77 Top

I just thought of a good remedy for the awkwardness that I feel about the current pact system. Instead of having a series of pacts that are specific to the race but somehow overlap with those of other races have one research pact with various levels. Then you can have research topics that require a certain level of research pact with other races to get the pact bonuses. This way the you can benefit from having pacts with multiple allies without it becoming overpowered, and it makes the diplomatic bonuses for your race actually coming from your race rather than improving your advent psychic shields with the vasari hull technology (or however it lines up).

Reply #78 Top

Quoting Carnston, reply 76
The TEC's Neruda is a gold mine once you get that donation ability. I swear, I've made more money off of that thing than all of my planet's tax income combined.

 

haha... ya... i can totally see one multiplayer game going like this. (if the nurada remains unchanged)

5v5.

teams perfectly placed on respective sides of the grav well.

THe guy in the middle says "ima going for donation... send me ALL YOUR MONEY... and send a colony cap to my homewold.

the outer players fall.

the next two players start to crumble... and the last guy... now with a ever-growing fleet of nerudas... begins feeding the other 4 players... who have filled every logical slot they have left...  with NOTHING but 5/6 frig factories. The vasari guy uses his envoy to double production speed.... at the same time the one guy who did manage to do some figthing warps in a lv 6 sova... can we say 500% build speed?

now... with a refking diculous 2000 supply fleet EACH... they do some serious asskicking.

 

 

Edit: i still dont like the "only one pact per player thing..." read my other post in this thread... but let players have as many pacts as they want with everyone... even if only the first pact of one type counts.

Reply #79 Top

Whens the next Beta for Diplomacy?

 

Thanks :)

Reply #80 Top

Quoting FrznMD, reply 79
Whens the next Beta for Diplomacy?

 

Thanks

I've been wondering that also, but I didn't want to be the one to ask...

Reply #81 Top

I think it might be interesting to have some sort of variable pirate raid strength as a game setup option so you could modify the starting strength and disposition of raiding forces (but still modified by the bounty in-game as well).  For example, have heavy, medium, light or inactive pirates (like how you modify the speeds for income, research, etc.).  The pirate base could still be heavily defended.

As an example, light raids might have more Rogues and be an inconvenience, medium raids might have more Cutthroats and be a setback, while heavy raids might have more Corsairs and be a disaster.

Of course, this all depends on the other pirate changes you have in the works.

Reply #82 Top

wow this micro-ep is better than i thought it would be! :grin:  

 

*mouse moves towards 'pre-order' button* ;)  

Reply #83 Top

LOLZ ignore this post

Reply #84 Top

you got me sooo excited. :-(

Reply #85 Top

yeah i misse dthat is old one lolz