Yarlen Yarlen

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

The v1.2 BETA for Sins of a Solar Empire: Trinity/Diplomacy players is now available!  This update makes some changes to the game's engine and other core systems, so we're opting to release it as a beta before making it final.

IF YOU ARE NOT COMFORTABLE WITH USING UN-FINISHED UPDATES, DO NOT INSTALL THE BETA.

Since this is a beta, it may be buggy and do unforeseen things. If you're not able/willing to help test this out and risk strange things happening, please wait until we release the final version. ;)

WARNING: THE BETA WILL INVALIDATE YOUR EXISTING SAVE GAMES!

 


BETA 4 HOTFIX CHANGE LOG

  • Novalith should no longer cause infinite stacking debuffs on targets.
  • Research screens should now properly show fleet supply numbers based on game options.
  • Fixed a bug where autocast would not work for many abilities.
  • Fixed a data error where the Destra Cruiser had the wrong fleet cost.

 

 


 

BETA 4 CHANGE LOG

[ GAMEPLAY ]

  • Advent
    • Destra Crusader heavy cruiser now costs the correct number of fleet points.
    • Communal Labor will now passively decrease module build time with a buff that stacks on the orbit body with every constructor ship. (Buff will disappear if the constructor ship(s) are destroyed.)
  • Pirates
    • Pirate raid level escalation has been slowed down slightly for better overall progression.
  • Diplomacy
    • AI players will now place bounty on one another based on many factors including diplomatic relationship level, overall threat level and simply avoiding the raid in general (like most human players). This makes Diplomacy much more dynamic in general as you can really play factions off one another.
    • Missions that target or are issued by players who are defeated during the mission timer are now automatically cleared with no penalty for non-completion to the other player.
  • General
    • Detect Mines range for all scouts has been increased to 6,000 from 5,000. This should make it easier to clear out mine fields, assuming your ship doesn't jump in right on top of one.
    • Added a new AIUseTargetCondition for AntimatterExceedsAmount. This is being used on ships that steal antimatter to prevent them from autocasting on targets that are out of antimatter. If there are other abilities that could use better or new AIUseTargetConditions, let us know
    • Some fixes to make AIUseTargetConditions more effective based on feedback.
    • More mesh file fixes based on community feedback (thanks to all). 
    • Various other minor tweaks.

 

We expect this to be the last beta update for v1.2 of Sins of a Solar Empire: Trinity/Diplomacy. Please let us know of any major issues asap. Beta 4 will be released later today (Thursday - 3/10)

 

 


 

BETA 3 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • Strikecraft destroyed by the Dunov's Magnetize ability now give XP as intended.
  • Vasari
    • Jarrasul capital ship's colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.
    • Disruptor Nanites ability now stacks correctly off missile defense platforms. 
  • Advent
    • Defense Vessel fleet cost reduced back to 4 points from 5, as intended. Thanks to in-the-sun on this.
  • Pirates
    • After the fifth pirate raid, pirates will be able to purchase two upgrade levels per raid if they have sufficient credits. (This is a work in progress to adjust scaling of Pirate strength.)
    • Pirate planet's base population has been boosted slightly (for increased income).
    • Fixed a memory access error in the Pirate mission system.
  • General
    • Tips that weren't being properly loaded should now appear.
    • Various fixes for old crash bugs (thanks to the community on these).
    • Various fixes to mesh files (thanks to the community on these).

 

 


 

BETA 2 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • The Marza's Incendiary Shells ability will now correctly refresh itself with each shot and stack up to 3 times, as intended.
  • Vasari
    • Orkulus Phase Gate upgrade will now work at stars.
    • The construction boost passive of the Jarrasul colony capital ship now spawns extra construction ships over time, as opposed to all at once, to try and avoid crashes in the physics system.
  • General
    • Starbases with trade upgrades will now work properly at stars.
    • Resolved a case where ships set to auto-explore would attempt to travel to other stars without phase jumping. We'll need more info on this one if there are other instances where players see this happen.
  • Pirates
    • Fixed mission timer bug where the timer wasn't properly syncing up to reality (i.e., the timer said a player couldn't place another mission when they could.)
    • Pirates will now notify the player if they successfully complete a mission.
    • Fixed a problem with pirate raid defs that could cause odd behavior for high level raids.
  • Misc
    • Fixed some misspellings in various data files.

BETA 1 CHANGE LOG

[ Engine ]

  • The game engine has been updated in order to free up more texture memory. Players should generally use no more than 1.3 GB of RAM on Huge maps with all races represented now. We're very interested to see what everyone's experiences are with this, so please post back and let us know. You can find the total by alt-tabbing out of the game and hitting Ctrl+Shift+Escape, select the Processes tab and look for Sins of a Solar Empire Diplomacy.exe.

[ Gameplay ]

  • Pirates
    • The Pirates system has been completely overhauled with this update. Rather than relying on random upgrades which could result in a huge power curve, the Pirates will now scale gradually in abilities, fleet size and power as a game progresses.
    • The size of the Pirate fleet is now based off of the current raid level (Low, Guarded, Elevated, High, Highest) and there are now preset fleet compositions for each.
    • Pirates now take into consideration the total amount of bounty on offer before sending out their fleets (at High and Highest raid levels). If there isn't enough booty on the table, the Pirates will send out a smaller fleet. This is to prevent 250 credit cheese scenarios that could spawn a massive Pirate incursion.
    • Pirates have the opportunity to purchase upgrades after every launched raid. There are 20 levels of upgrades available to them which include bonuses to Armor, HP, Weapon Strength, Weapon Range; plus special abilities including Intercept, Quick Jump Calculation, Timed Explosives, Heavy Fallout, Embargo Planet and Sabotage Reactor. Basically if you let the Pirates live in a really long game, they will become very nasty indeed!
    • The Pirate mission system via diplomacy has been updated. Players must now pay a pre-set credit amount to generate a raid (same fleet composition as for bounty-spawned raids). This eliminates the guesswork of paying too much/little and not quite knowing what you'll get (and makes issuing raids generally quicker).
    • The Pirate base's population upgrade will now properly increase population growth rate.
  • TEC Balance
    • Kol:
      • Gauss Blast: Reduced AM cost from 75 to 50/55/60; increased damage from 325/650/975 to 400/725/1050.
      • Flak Burst: Range changed from 2400/3000/3600 to 3000/3300/3600.
      • Finest Hour: AM regen reduced from 5 to 3; HP regen increased from 10 to 15.
    • Dunov:
      • EMP: Range increased from 4500 to 4500/5000/5500; AM cost changed from 100/90/80 to 90/90/90; cooldown reduced from 50/45/40 to 40/35/30.
      • Magnetize: Max affected strikecraft increased from 8/12/16 to 12/20/28.
    • Marza:
      • Incendiary Shells: Stacking limit increased from 1 to 3.
      • Missile Barrage: Range reduced from 10,000 to 8,000.
    • Hoshiko:
      • Demolition Bots: Changed needsToFaceTarget TRUE to FALSE.
    • Novalith Cannon:
      • Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack.
  • Advent Balance
    • Radiance:
      • Animosity: Increased max targets from 8/16/32 to 12/24/36; effect now channels every second over 20 seconds instead of being an instant action so new targets entering the AoE are hit; auto-cast will only activate if 3 or more enemy ships are in range.
      • Absorptive Armor: Increased armor bonus from 1/2/3 to 2/4/6.
    • Rapture:
      • Vertigo: Increased range from 4500 to 4500/5000/5500.
    • Revelation:
      • Guidance: Now a triggered, caster-based area of effect that affects friendly capital ships, frigates and structures. AM cost is now 90/100/110; range is 8000/8000/8000, cooldown is 50/50/50; buff applied grants 25%/25%/25% boost to ability cooldown rate, duration 20/30/40.
      • Clairvoyance: Duration increased from 90/120/150 to 90/150/210.
    • Communal Labor: Allows constructor ships to buff the rate of whatever a structure does (i.e., ship building) by flying within range of it. (NOTE: Sorry, this didn't make it into BETA 1.)
  • Vasari Balance
    • Jarrasul:
      • Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.
    • Skirantra:
      • Scramble Bombers: Reduced expiry time from 120 to 75; reduced cooldown time from 35 to 30.
    • Antorak:
      • Distort Gravity: Reduced cooldown from 45 to 40.
    • Vulkoras:
      • Phase Missile Swarm: Increased range from 5000 to 6500; increased max targets from 3/5/7 to 4/8/12.
      • Assault Specialization: Increased bonus damage from 60/120/180 to 90/180/270.
    • Stilakus Subverter:
      • Shield Disruption: Reduced Phase Missile Block reduction from 25% to 20%; reduced Shield Mitigation Reduction from 10% to 8%.
      • Distortion Field: Reduced radius from 2000 to 1600.
    • Kostura Cannon:
      • Will no longer damage and stun enemy ships.
    • Orkulus:
      • Debris Vortex will now only activate when debris is in range of the effect.
      • Debris Vortex's second level will now unlock correctly.
    • Raider Xenophobia:  Tech moved to level 5; reduced from 2 upgrade levels to 1; will now reduce the Pirate fleet size sent against the player by 1 level (i.e., an Elevated level fleet size becomes a Guarded level fleet).
    • Pinpoint Bombardment: Increased range bonus from 0.1333 per level to 0.6667 per level.
  • Diplomacy System
    • The Aggressiveness Rating for all players has been changed to be a random value between -1.5 to +2 (from -2 to +2).
    • The calculation for Military Presence has been updated to look at the ratio of the players' used fleet points instead of just overall fleet points. This should make the overall diplomatic rating more balanced overall, especially at higher difficulty levels. We'll be looking for feedback on this.
    • Added a new Trade Bonus modifier for diplomatic relations. Players who have a Trade Alliance will slowly gain a positive diplomatic relations bonus with one another as trade ships reach foreign ports up to a maximum of +2. If the Trade Alliance is ended, this bonus will decrease gradually back to 0.

[ AI ]

  • The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.
  • Fixed bug where the AI would form a Pact, break it, and then immediately reform it if the players' relationship value dropped to a certain level repeatedly.
  • The AI will no longer send Envoys to non-aligned gravity wells where the player controls a resource (i.e., if you controlled a neutral extractor at an asteroid belt).
  • AI players will no longer "spam" the player with mission requests after a mission has been rejected. Each rejection will cause the AI to wait four minutes before offering another mission (culmulative up to 10 times for each consecutive rejection).

[ Interface ]

  • The far planet icons that show up when far stars are visible are now turned off by default. Hovering your mouse over the far star icon will now show the far planet icons (if visible). Alternatively, holding down ALT will now show all visible far planet icons.

[ Misc. ]

  • Fixed a couple errors in the entity files that would cause the game to crash.
  • Ability PhaseOutHull will now play the proper sound effect.
  • Adjusted max dot for graphics to 0.95 from 1. This should largely eliminate the strange white lines that would appear for some players on the edges of ships/structures. Special thanks to Aractain and Kitkun for this info!
  • Missions can now be rejected so long as there's at least half the original mission time remaining.

 


 

To update to the BETA, run the Impulse client and once you're logged in, click the blue button in the upper-left corner.  Check "Show pre-release versions" and that will display the beta update. Update the game via the Update or My Games tab and that's it.

How to provide feedback

For gameplay related feedback, please post it in a new thread on these forums. One issue per thread, please - that'll make it easier to keep track of things.

If you encounter a crash or a multiplayer desync we will need you to send in some information to [email protected].

For crashes: Send us your PC's dxdiag report, the Sins mini-dump file, and your latest save game. Please also provide us with any information or details you can about what was going on before the game crashed and if the issue is reproducible.

For desyncs: We will need the last saves for all the players involved and as detailed a description of what was going on at the time the desync occured. Also, please indicate if the desync is reproducible from your last save point.

1,627,133 views 716 replies
Reply #376 Top

I didn't have the chance to play as vasari on MP since beta A came out but we must be careful not to over nerf them.

I play vs Vicious AIs 1v1 all the time and in pre beta i mostly struggled with advent then it was tec and with vasari it was easiest to beat it.( I never  used bomber spam because I used fighter cover and repair cloud....) 

As it stands out now Vasari moved to position 3 to beat AI with TEC taking the lead and advent nearly overtaking them.

 

Reply #377 Top

It's been my experience that a well prepared Advent fleet versus a well prepared Vasari fleet comes out to being the ultimate grudge match, and the victory (to whatever side) will be Pyrrhic at best.

To me, that screams balance. Leave phase missiles alone, messing with them will only screw up even larger portions of the game. If you feel something must be nerfed... reduce the survivability of (all) bombers. As others have said, either by buffing fighters or buffing flak vs bombers - or maybe some combination thereof.

In regards to Vasari fighters - there is, in all honesty, no reason for them to have phase missiles. Strikecraft do not have shields, and the frigates fighters are meant to be effective against are typically fragile already. If Vasari fighters are deemed truly over powered, then I recommend switching them to pulse weaponry, instead of phase missiles. It's more in-line with the concept anyway. Just please, please, please... give them the orange pulses, not the ridiculous pink bubbles that were given to star bases.

-Itharus

PS: Honestly, it sounds to me like people are mad that late game Advent's shield mitigation is less effective vs Vasari. But no one has spoken towards how effective Advent forces are against Vasari. Even with phase missiles being as effective as they are, the Advent are still very effective against Vasari forces as well.

PSS: Please recolor Orkulus pulse discharges to orange, and/or use the Skirmisher pulse graphic instead of the pink bubbles that Orukulii currently use. For that matter, disintegration graphics would look better in green, but I'd happily settle for better-looking pulse discharges.

+2 Loading…
Reply #378 Top

I like Itharus's ideas about removing Phase weapons from Vasari fighters--nice rationale, smooth and no de-balancing mechanics added.  Good points on the balance issue too (I think).

Reply #379 Top

I doubt they're going to change the graphics but thats something not that hard to learn and from what I understand, modding graphics files does not effect multi-players on-line checksum. Same with music changes.

Reply #381 Top

I dont know i this was the case before this patch, but will Kostura Cannons auto-targeting fire upon planets other kostura's are already firing/fired at? If so, it would be nice to change that since there is no benifit to multiple blasts anymore. This is also ignoring there is little use for more than two kostura's at all anymore, but meh.

Reply #382 Top

What I dislike about Phase Missiles is that Va-sorry has to lean on it as a crutch. A really damn good one. Nearly everything has phase missiles, and the combat stuff that doesn't sucks. Why do fighters and flak have phase missiles anyway?

And then there's the missile pact...

 

:fox:

Reply #383 Top

Quoting MrTheBest, reply 381
I dont know i this was the case before this patch, but will Kostura Cannons auto-targeting fire upon planets other kostura's are already firing/fired at? If so, it would be nice to change that since there is no benifit to multiple blasts anymore. This is also ignoring there is little use for more than two kostura's at all anymore, but meh.

Really you should never auto cast super weapons. If you can get away doing that in a game I don't think balance is a major issue for you.

I don't remember the damage output of the Kostura, but at the minimum its useful to have as many as needed to destroy all structures in a gravity well (if against Advent that includes the possibility of them having shields).

Reply #384 Top

In a recent game that was a semi-stalemate just for kicks I built upwards of 8 or 9 Kosturas to test this theory out!!! If you let them auto-fire you might get one or two that target the same planet but it seems that they usually target different planets unless the AI (or possibly human player) remains at one planet for a long time with their fleet / defenses.

Reply #385 Top

Kostura damage: 1500 to structures (600 to ships)

Reply #386 Top

Surprised as hell to see any remnants of the muliplayer community here at all (names like Cykur, JohnJames, Darvin, etc).  You guys still play?

I'm working full time now, so my schedule limits me, but yeah I've been playing since the beta patch came out.

At any rate, this game will never be balanced.  Period.  Are you guys hoping that it will be?  It's not gonna happen.

Oh, it'll never be perfectly balanced, but we can always strive for improvement.

No passive Jump Degradation for Vasari Overseers?

Another great point; this ability really should be passive.

I didn't have the chance to play as vasari on MP since beta A came out but we must be careful not to over nerf them.

I'm more concerned about early-game Vasari vs TEC than I am about late-game Vasari vs Advent.  So long as we don't let Advent beeline for this stuff and get it on the field quickly and cheaply, we should be fine.

It's been my experience that a well prepared Advent fleet versus a well prepared Vasari fleet comes out to being the ultimate grudge match, and the victory (to whatever side) will be Pyrrhic at best.

Back in 1.181 when the illuminator bug was in full-force, I'd agree.  Late-game Vasari vs late-game Advent with no superweapons was extremely well-balanced.  The problem is, there is nothing like the illuminator anymore, so Vasari just wipes the floor with them at this point.  If the Vasari player is using their subverters, minelayers, and capital ships to their full potential, it's just not even a contest.

I'm still in favour of a repulsion nerf (specifically so that ships can keep their momentum rather than getting effectively getting stunned by even a slight nudge) so it's not like I'm rooting for one faction in particular.

If so, it would be nice to change that since there is no benifit to multiple blasts anymore.

Structures still take damage, and this damage stacks.  Focus firing with kosturas still has its place to kill orbital structures rather than just disable them.

Nearly everything has phase missiles, and the combat stuff that doesn't sucks.

I agree with that sentiment.  It doesn't help matters that pulse/wave affect very few units and wave is placed way too high up the tech tree.  Making phase missiles less of an end-all is a good start, but buffing pulse and wave weapons would also be very helpful to give Vasari more alternatives.

Missile pact is just... should never have been added...

Kostura damage: 1500 to structures (600 to ships)

The beta patch removed the damage and stun to ships.

Reply #387 Top

Hence the parenthesis.  Since this is a beta and not a final, changes aren't concrete.

Reply #388 Top

Changing missle pact to +15% damage instead of +15% bypass would be.... nice.

Reply #389 Top

I haven't heard any fix on the AI giving up to fast, there should be some kind of conquest mode or untill all units of the enemy have been destroyed.

Reply #390 Top

The issue with that is that some AIs never give up. I have never had an AI give up. Some see a very balanced approach. Others like yourself see the AI giving up after two battles. This makes it very hard to pinpoint why the AI is behaving like it is. Its not a consistent bug.

Reply #391 Top

(Maybe I'll finally post this in the right topic.)

 

Its not the fact Phase missles bypass shields, thats all fine and dandy. What is wrong with phase missles is they are the only weapon that isnt affected by mitigation.

Well, you can say they are b/c they dont bypass shields 100% of the time. At any rate though those times they do, they do massive damage. There has been a couple of post full of numbers and what not...all show when a missile bypasses mitigation a couple 100% increase in damage.

This is what needs to be fixed. The grossly damage percentage phase missiles have over any other weapon. If you dont want phase missiles to be affected by mitigation exactly like other weapons, why not let them be affectly 50%.

For example when a ship as 80% mitigation, any phase missiles that 'bypass' the shield are only reduced by 40%. If nothing else they should be reduced by 15% at the least. With Darvin's idea of increasing phase missile block with research, I can see this evening the damage spike phase missiles get.

 

Now I know most of us are thinking this is just b/c the Advent have issues with phase missiles but it affects the TEC also. Crazy damage is Crazy damage. Luckly for the TEC they are better handled to deal with increased damage straight to the hull, great repair bays/hoski/and even SB. This is why TEC doesnt have the same issue with this bonus damage as the Advent. Most of the Advent 'tanking' comes from shield based abilities and research.

 

Anyhow, does anyone else have a ideas on how to tone down SC field presence? IMHO, changing Fighters/Flak wont fix the underlying problem. Which is SC can be everywhere, quick fast and in a hurry, and you cant kite/run from them. Just like phase missiles in a odd sort of way. SC just stick out like a sore thumb b/c they dont follow they basic combat mechanics any other combat ship must have. Range. There nothing wrong with using a crap ton of bombers, go for it. What is wrong is your enemy really doesnt have much way to stop it once they enter the grav well.

You can scout ahead and prepare flak and your own fighter horde but, those can not stop a bomber horde from flying across lets say a Sun Grav well and nuking your cap. Ok, so you lose a Cap but you killed all those bombers before they could wipe another Cap away. Did you enemy really lose anything though? No. Just some AM. *shrug* Oh well. Warp Carriers away before your ships or even SC can get to them.

I know not alot of fighting happens in Sun Grav wells, but that a great example of the glaring issue. If those Carriers/SC were LF/LRF/Flak/HC/etc. in that example the outcome would of been way different You could of kited your poor cap out harms way if needed or even attempted to attack. Even if you lose that Cap you know you at least took out some enemy ships, which cost $$$ to replace.

 

Not to beat a dead horse and Im sure none this really matters b/c Im sure IC has most of what they want to change lined up and Im asking alot for a patch. But, I can hope maybe they will read all our debate and bless the modder with the ability to change things like this. So at least in theory we can test out some of our ideas.

Reply #392 Top

Speaking of autocast superweapons, could the default state of superweapons be set to autocast OFF?  It's annoying as hell to build one, then have the first shot get fired at random.

I suggested changing up the Vasari weapons a while back as well.  If you ever want to balance the Visari teching path, you need to provide some incentive to research pulse and wave weapons.  IMO do something like:

-Fighters on wave

-Flak on pulse

-Move wave weapon tech to tier 2-3-5

-Remove charged missile flak prereq

-Maybe come up with some new ability for Vasari flak?

-Have beam tech affect Starbase weapon #2

-Reduce beam tech costs (ditto for TEC beams)

-Add third level of pulse tech research at tier 4?

Reply #393 Top

Devs are never going to change weapon types, as it would invalidate the manuals.

Just sayin.

Reply #394 Top

Devs are never going to change weapon types, as it would invalidate the manuals.

Just sayin.

Then stop saying it X( It makes all our dreams and wishes come crashing down!

Reply #395 Top

well, brainstorming fixes is important, but brainstorming within the constraints given is important too.

 

like this:

http://xkcd.com/689/   (For all those in FIRST, how many rule violations can you spot?)

Reply #396 Top

Haven't seen this mentioned before...

 

Please increase mine detection range. Advent mines start moving before you can destroy them within the detection range. Now that I type this I wonder if it might be that the scout is moving in to shoot after detecting and getting to close. Still annoying as hell. Maybe increase fire range of the scouts?

I have actually just used the Kol, or any other cap ship, to detonate them and repair it after as a means to clear out Advent mines.

Reply #397 Top

well, brainstorming fixes is important, but brainstorming within the constraints given is important too.

I agree basically, though this is why game manuals are pretty vague anymore as they tend to get outdated before the product hit's the shelfs anymore if too much info is put in.

I'm ok with phase missiles on the units they are on, but the ability to bypass shields and mitigation is obviously very extreme.

An interesting observation is Kanrack's dps is significantly lower than LRM's but are brought back inline with PM research. However, fighters, bombers and anti fighter PM's are comparable per supply IIRC with their counterpart units. Obviously fighters and anti fighter need this as PM's are useless against their intended targets. Bombers however benefit the most as their intended targets are ships with shields. Fighters and flak benefit as soft counters for units like Long Range and do counter intuitive damage to other ships with heavier armor as explained in the other thread.

I get people like this aspect of Vasari, I do too.

Instead of buffing Advents anti-phase missile damage lets give the shield experts what they really need which is abilities that Reduce shield mitigation on their targets. This would be in arrears obviously as Advent would still be required to rip through shields. I'm thinking change nearly useless Crusader tier 7 upgrade to decrease shield mitigation by 5%+/- and change the beam upgrades to reduce shield mitigation at each level with a smaller damage bump.

Fun, problem solved, Illum is fixed and Advent has more tools now O:)

 

Reply #398 Top

yeah, I was saving a similar idea for if a vasari player ticked me off. What? bypassing mitigation is balanced? oh, well, why dont we just take some of yours if your okay with that.

course, TEC would want someway around mitigation then...

Reply #399 Top

TEC would want someway around mitigation then...

TEC should get upgrades that reduces target armor.

Reply #400 Top

Quoting lbgsloan, reply 392
Speaking of autocast superweapons, could the default state of superweapons be set to autocast OFF?  It's annoying as hell to build one, then have the first shot get fired at random.

My super weapons are always off on default, not sure what's up with yours.

Quoting jtillung, reply 396

Please increase mine detection range. Advent mines start moving before you can destroy them within the detection range. Now that I type this I wonder if it might be that the scout is moving in to shoot after detecting and getting to close. Still annoying as hell. Maybe increase fire range of the scouts?

I have actually just used the Kol, or any other cap ship, to detonate them and repair it after as a means to clear out Advent mines.

You can detect them without triggering them, the problem is that scouts don't have the weapon range to then move and destroy them by themselves. This means the only safe way to clear Advent minefields is to turn the scout to hold position, manually reveal the mines and let fighters blow them up, which is extremely time consuming.