Sins of a Solar Empire: Trinity updated

Stardock and Ironclad are pleased to announce the first post-release update to Sins of a Solar Empire: Trinity (in the Diplomacy expansion).

The new update tweaks the behavior of pirates, improves diplomatic relations handling and provides dozens of small game balancing changes based on player suggestions.

Below is a change log:

 

Diplomacy 1.01

-------------------

Gameplay

- Pirates will now prefer planets with 2 or more modules (rather than dead asteroids and the like).

- AI players will offer pacts regardless of their feelings towards the player, as long as the other relationship requirements are met.

- When on a player mission the pirates will no longer stop at the first target owned planet they come across. When on a raid the pirates will try to stop at a sufficiently occupied planet instead of any planet.

- Pirates will always try their best to nuke a planet before leaving. It's the only way to be sure.

- Relationship penalties have been changed to make them more stable.

- Initial pirate raids are less powerful.

- Pirate gauss guns are less powerful.

- Lowered the rate at which AI players gain diplomatic points.

- Lowered the rate at which the AI relationship bonus increases.

- The various AI difficulties will now gain the AI relationship bonus at different rates.

- Lowered the cooldown on Diplomatic Immunity by 30 seconds.

- You should now be able to target any ally in a free-for-all match for pirate/regular missions, and for pirate bounty.

- Locked teams games will no longer have a diplomatic victory option.

- Increased the penalty for breaking a peace treaty.

- Experience for killing pirates has gone down.

- AI players are now more likely to send pirate missions.

- The pirates now have a unique armor type that will allow them to take less damage from all weapon types.

- Military actions now have a negative cap of -20.

Interface

- The quick bounty button will now let you increase the bounty on allies. It will prefer non-allies if any exist;

- Fixed a text placement issue on the game over screen.

- Relationship displays can now be negative.

Misc

- Added a data value to game constants (juicy planet threshold) to set the number of modules pirates look for when stopping to attack.

- Fixed an old bug that resulted in AI players offering alliances more often than they should.

- Fixed an issue with some autocast use times.

- Fixed an issue where certain pacts were not functioning properly (most notably the supply pact).

- Fixed a possible crash within the mission system.

- Fixed a bug that might cause the AI to not offer pirate missions.

 

Sins of a Solar Empire: Trinity is available at most retail outlets in North America.  It can be purchase digitally for $39.95 via Impulse.  Users who already have the original Sins of a Solar Empire and Entrenchment expansion can upgrade by purchasing the Diplomacy expansion pack.

Links:

 

Screenshots:

2010-02-08_1913 2010-02-08_1907_001

67,709 views 18 replies
Reply #1 Top

Thanks for making pirate attacks less powerful. I was closing them to make the game playable and funny. :D

Reply #2 Top

Interesting changes.

Personally, a simple suggestions I think could be neat looking is that rather than pirates stats getting "buffed" over time(as I've sometimes been under impression of what the case what), maybe actually giving them more advanced ships for some of their stronger/more "advanced" raid?

By this, I mean Pirates "Capital Ships". >:)

Reply #3 Top

Looks like a good update. Hopefully those pirates aren't going to be absurdly difficult anymore.

Reply #4 Top

Just had a desync with a friend... I have saves of each version... and a save of the game before the desync.  It didnt crash (yet), so no minidumps, and we wont be continuing the game... we were using a lan.  If you think it would be helpfull, I can post the save games.  no idea if it is repeatable or not.

Reply #5 Top

Pbhead did you have the desync logs enabled? Blair has said they need those. If you have both of them, one from you game and the one from your friends game, send them to [email protected].

Reply #6 Top

I would enjoy all of this if someone could tell me where the heck a person can buy a hard copy of the game as i am not really into digital downloads.Anyone ??

Reply #7 Top

You just have to go out and look in stores. Or order a hardcopy from Impulse at a greater cost.

Reply #8 Top

What country are you in?  Also, despite their questionably objectable business practices, check Gamestop.  They'd be likely to have copies.  Well, a few. 

Reply #9 Top

I am in Canada and yes i have been to every retailer in the city without any luck :)

 

Reply #10 Top

@ kermanit

if you can't find a copy at any retailers then you can always try websites such as Newegg.com and Amazon.com...The Sins of a Solar Empire Trinity is available  on Newegg for 39.99 (USD) with free shipping

hope this helps

Reply #11 Top

whoops double post

Reply #12 Top

Quoting SumoX, reply 3
Looks like a good update. Hopefully those pirates aren't going to be absurdly difficult anymore.

 

unless you make them that way

i made a hard senario more pirate basses than coloniesable planets

Reply #13 Top

is it possible t download this patch somewhere????? coz i need a setup file for a mate without internet.

 

in general, why the hell are there no download links for the patches or no ftp servers?

Reply #15 Top

Impulse Anywhere allows people who have a legal copy of the game allows them to get setup properly. This has been the standard for this game for a while now.

Reply #16 Top

Quoting boshimi336, reply 15
Impulse Anywhere allows people who have a legal copy of the game allows them to get setup properly. This has been the standard for this game for a while now.

 

 

I have Impulse and registered my game (Trinity). How exactly do i download the patch (not the full game)?

 

Thanks, Gerry

Reply #17 Top

can't download the patch

either you download the full game completely patched or you allow Impulse to patch it for you

Reply #18 Top

Any ideas toward an up-coming patch that would allow the user to toggle a setting which would push the side user-interface features to the middle monitor of a 3-monitor Eyefinity setup?  SINS rocks in Eyefinity, but having to look to the far left for the Empire Tree or the far right for the quick resource Buy/Sell buttons or for the unit cards is detracting.  I've toyed a bit with modification of the cfg files, and I've been able to get the empire tree to the middle monitor by adjusting the x,y values, but I can't yet get the unit cards back to the middle monitor.  Anyone else got a work-around for this?

CL