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.

1,625,648 views 716 replies
Reply #626 Top

YESS!!

Love the new pirates!!! The AIs actually put bounties on the other AIs! :D
This is a massive improvement. It makes singleplayer a whole lot more fun. Thanks guys, this is one of the best changes of this patch. 

k6  

\o/  

Reply #627 Top

JohnJay says... "QA guy  should be fired!!!"

You want me to QA it? hehehe :p

Reply #628 Top

well I accidentally played on "easy" in a 1v1 solo and here's what I noticed:

1)

Bidding on pirates by Ai seemed much more realistic and even.

2)

It seems that discovering the pirate base is what triggers pirate activation--they became a threat only after I scouted their base and immediately upon doing sio.  If this is the case that's a good call.  It provided a lot more time to prepare for pirate raids (of course I was against a single easy AI so...)

3)

The raids were softer but I don't know if that is because I selected an easy AI.  They came, bombed a bit then left--the force was not overwhelming.

I may be wrong, but I thought when I was arranging modding files last night I saw entity or string files that indicated settings degrees of pirate attack strength?

I still want pirates as a threat--but making them take a little more time to build momentum is fine.

Oh!  And their first attack was against an asteroid base.  Nice change--it was very near to their base and instead of simply cruising through they actually attacked it and I had a good number of facilities there as it was very early game.

I would also say this is one of the most ploayer responsive beta changes--great work devs!

Call me the Paula Abdul of Sins beta testers :bebi:

 

Reply #629 Top

Where is the feedback guys? This is a beta after all.

  • AI bounty change is working wonderfully. AIs who are at war are bidding on each other fiercely and no longer just on the player.
  • Pirate strength seems quite good. First raid is strong however its much better than before. The threat level progression is much better.
  • The game seems to be loading even faster with this patch. Loaded up a 4 player FFA single star in less than twenty seconds.

I'll post feedback on the Advent changes when I play em. 

Edit: Ok lol I didnt see your feedback Imperium until I posted mine :P 

+1 Loading…
Reply #630 Top

Quoting rowanlad, reply 629
Where is the feedback guys? This is a beta after all.

There's feedback here:   https://forums.sinsofasolarempire.com/406251

Reply #631 Top

Yea and Im one third of that feedback :P

Reply #632 Top

I've only had time to play one game so far, but I LOVE the way pirates and bounty are working now. Still challenging while allowing for different opening strategies. Hoping to give it a good workout this weekend.

Reply #633 Top

Quoting Major, reply 616
For the final update look at TSOP's list of errors that we discovered, and see if you can (if you have not already done so) incorporate the mesh, and particle error fix's (mis-spells, mis-labels, missing mesh nulls, missing textures, etc.).

So far as of beta 3 my diplomacy games hold at about 1.3 gigs, and runs smoothly untill late game on my crappy laptop. I dont know what you guys did, but it is indeed working. Time to try beta 4

 

MasonOfSparta (SD) had mentioned that there were many elements of TSOP that will serve as a guide to streamlining Sins memory usage outside of the work already done on the .exe side of things. Will we be able to expect a patch past 1.2 for further development of these fixes between now and Rebellion? Seeing as how TSOP reduced memory usage by 800 megs, if stacked correctly it begs the question of whether we can hope for Sins at high graphics to run under 600-700 megs total usage? Also the question of whether or not future patches or Rebellion wit fully encorporate .dds files to allow for progressive texture levels (increasing performance), are we still speculating on this or can we get a confirmation about it one way or the other?

 

I have seen it mentioned in the "Beta 1.2 vs The Sins Optimization Project: Results?" thread a post by Major Stress that should be noted if not already book marked by the devs.


Quoting Major, reply 53
I always welcome open discussion as long as it does not distract from the main point. Which is TSOP being merged into the 1.2 patch, and Rebellion.

I get upset when people try to hijack the TSOP topics to push for LAA, or some risky EXE hack which increases the games ram usage. The main point is We should not need LAA, or a Hack to run the game smoothly, or to keep it from dumping. The game should run fine with no need for ANY alterations whatsover. It should run fine straight out of the box. We as a community should not have to fix the game. We should not have to do ANYTHING at all. It is the Developers responsibility to fix this Excelent, but Broken game. I did what i did because of my love for the game, and it was a shame to see what was happening to it. Obviosly if there was no fan base, no market, or if this was a really bad game then we would not even be having this discussion right now, and Sins would be truly dead. Yet here we are

The main purpose of TSOP was to eliminate the 2 gig crash bug that plagued Sins since Entrenchment, and got Worse with Diplomacy. I ran the idea of TSOP accross to the devs last year when the 2 gig issue was at its worst. They said "go ahead and try it". So i did. Understand that i am not a programmer. I am a 2d, and 3d graphic artist. A Modeler. I know nothing about code. Everything in TSOP was done on the Graphics level, and some very obvious data errors that were easy to fix with wordpad. The goal was to make sins run better, use less ram, and to eliminate the 2 gig dump without changing any game play aspect. We succeded.

We all knew that sins had a 2 gig hardcode ram limit, but what people did not understand that it the actual ram that Sins used on your system. Not what Sins plus everything else you were running along with it. So people were saying "I am 3 gigs ram, and sins was running just fine". Yes it would run fine if sins was using 1.5 gigs, and the rest of your system was using the other 1.5 gigs. Sins crashed when Sins itself uses 2 gigs of ram. It is hardcoded to dump when it did.

The textures play a BIG role in how much ram sins uses. Most of the ram Sins uses IS used by the textures. Sins is different from other games, because of how sins loads its files. Other games load, and unload assets "as needed", or "on the fly". Example: Mass Effect. When scenes change you can see the textures still loading up from low to high resolution as the map changes. Sins does NOT do that. Sins loads most if not ALL of its game assets at map startup, and keeps them in memory until ether 1) The game is over (by victory/defeat, or user ending the game), or 2) The game dumps, because it hit the 2 gig hardcode limit.

There are many textures in the game assets that are very large (some up to 4096 resolution), but waste almost 1/2 of the textures space due to the method UV mapping the original developers used (especially for the planets, and skybox's). There will always be "some" waste on textures, but what i saw was exccesive IMO. Most of the particles also use textures that are way too large for thier purpose. There is no need for a particle to require a texture with 512 resolution when the particle mesh is scaled to the size of a pinpoint in game. This is the kind of waste TSOP eliminated. We left the Ships themselves alone, because there was nothing wrong with the textures. I already explained the failure with the Planets/Skybox's earlier. The biggest offenders in the waste department were indeed the Particles.

The obvious bugs we found i wont list them all, but you can look at the TSOP topics to see for yourself:

Typos, and Mis-labels of mesh nulls, and textures in the mesh files. MANY of them.

Examples: Marza not having a bomb, Above, Center, or Aura null, and Akkan's engine, and Nav light points miss-spelled.

Entrys calling for textures that do not exist in the textures folder at all (both the mesh, and particle files) causing an endless search loop...A memory leak. TSOP substituted some of these missing textures with the closest matching alternative texture. Basically fixing the particle. In some other cases the entry was removed.

Entrys calling for folders, and file paths that do not exist on the users computer causing the game to use more cpu ticks, ram whatever to search for the these files (mainly in the Mesh, and Particle files).

Examples: In the Buff_GaussRailgunTravel.particle you will find entrys like this.. "C:\gs\entrenchment\DataSource\Textures\Effects\orbitaldefense.tga" when a simple "orbitaldefense.tga" would do, and default Sins to search in its textures folder. In the mesh files you will find similar entrys. Example: In the Star_Blue.mesh file you will find texture entrys like this.. "C:\Dropfolder\Models\sun\pictures\starblue.dds" when a simple "starblue.dds" would do.

To me all of that amounts to waste. So TSOP eliminated that waste, and managed to free up to 800 megs of ram for Diplomacy.

To me the biggest advantage of DDS textures is the Mip Mapping feature. It serves two purposes...

1) The further you zoom out the lower the resolution of the texture. Sort of like texture level of detailing. Since there is no mesh lodding in Sins. You dont need to see the Kol at 2048 res when you are zoomed out to almost an icon. The particles gain the same mip mapping benefit when switched to DDS.

2) It switches to a lower resolution when you chose it in your game options. Example Highest detail would be 2048, Medium 1024, Low detail 512 etc. Since TSOP switched the particle textures from TGA to DDS they too will benefit from this feature. Increasing the games performance.

For the UI i switched to DDS just to keep the standard. Some UI was already in DDS format. There was a huge memory benefit form converting the rest of the UI. I see the artifacts now. I used the Nvidia photoshop plugin to convert them. Ill see if i can convert a "cleaner" texture.

As of Beta 3 NO models were changed yet in the beta. NO textures were changed yet in the beta. NO particles were changed yet. Only a few files in the GameInfo folder were changed.

EDIT: As of Beta 4 some of the mesh fix's from TSOP are now in the patch.

A good question.. Is the memory usage identical between a Loaded TGA, and a DDS texture?

Sorry Thomsen, but i havent had any free time to try your method, but will do asap.

Sorry for the novel.. I needed to make my point

 

So far the beta runs very smoothly. Bounty system is a LOT more friendly to play in SP and even a mixed MP setting where there are AI and human players in FFA.

+1 Loading…
Reply #634 Top

Are there any plans to increase the experience points earned on the Assailant. It is extremely low compared to the other races LRFs?

 

Reply #636 Top

Quoting Major, reply 616
For the final update look at TSOP's list of errors that we discovered, and see if you can (if you have not already done so) incorporate the mesh, and particle error fix's (mis-spells, mis-labels, missing mesh nulls, missing textures, etc.).

So far as of beta 3 my diplomacy games hold at about 1.3 gigs, and runs smoothly untill late game on my crappy laptop. I dont know what you guys did, but it is indeed working. Time to try beta 4

Take a look at the history notes in Impulse. You would like them.

Reply #637 Top

In the previous Betas I wasn't able to install my Galaxy forge map will I be able to do that with this beta or will I have to wait until the patch is finally out

Reply #638 Top

Forge maps are working fine for me, so I'm going to go out on a limb and say you don't have to wait.

Of course, they've always worked for me this entire Beta, so maybe you have an issue with the map itself.  PM me with a link to it and I'll have a look if you can't figure it out.

Reply #639 Top


 

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.

 

Nice to read it. I started a new game yesterday, and I saw bounties placed on AI players by the first bidding phase.

Reply #640 Top

Quoting SIN-Imperium, reply 628
well I accidentally played on "easy" in a 1v1 solo and here's what I noticed:

1)

Bidding on pirates by Ai seemed much more realistic and even.

2)

It seems that discovering the pirate base is what triggers pirate activation--they became a threat only after I scouted their base and immediately upon doing sio.  If this is the case that's a good call.  It provided a lot more time to prepare for pirate raids (of course I was against a single easy AI so...)

3)

The raids were softer but I don't know if that is because I selected an easy AI.  They came, bombed a bit then left--the force was not overwhelming.

I may be wrong, but I thought when I was arranging modding files last night I saw entity or string files that indicated settings degrees of pirate attack strength?

I still want pirates as a threat--but making them take a little more time to build momentum is fine.

Oh!  And their first attack was against an asteroid base.  Nice change--it was very near to their base and instead of simply cruising through they actually attacked it and I had a good number of facilities there as it was very early game.

I would also say this is one of the most ploayer responsive beta changes--great work devs!

Call me the Paula Abdul of Sins beta testers

 

 

W00t!  Hooray! :D   Yes, Pirates have degrees of strength and will get stronger the longer the game plays on, especially after the 5th raid. 

Reply #641 Top

Hey Yarlen, you didn't inadvertently do anything to the AI mechaincs, did you? either im just rusty from not having played for awhile, i seriously suck and need to re-learn how to play, or Hard enemies are a lot stronger... playing a game on Maelstrom with 5 hard AI, i was barely able to get 4 planets before i got ganked HARD by purple who took the ice next to my home as well as my two planets closest to the sun, before i could do anything about it, and green was taking the ice next to his homeworld from me. and they both had rather LARGE fleets before i was able to get my level 3 fleet upgrade. i hardly had any technology researched too. the income just didnt warrant me to be able to move any faster.

 

I used to be able to handle Hard ai's with little issue... maybe i just got real unlucky...

 

Reply #642 Top

Regarding Yarlen's reply above...

The attack on the asteroid was most impressive because there were two sides I was open to the pirate base from and they were practically equidistant from it.  One was my home planet and the other was the only other planet I had--an asteroid.  As it happens, I maxed out the asteroid's logisitcs and upgrades first and was about to follow up on the home world when the first pirate raid went off.  I almost fell over when they went opposite of my home world to get the better developed asteroid...and I had my cap fleet waiting for leveling by my homeworld :\

Darn sneaky pie rats--who could ask for more? (Me! Better Galaxy Forge now!)

Reply #643 Top

Quoting NHD-151, reply 641
Hey Yarlen, you didn't inadvertently do anything to the AI mechaincs, did you? either im just rusty from not having played for awhile, i seriously suck and need to re-learn how to play, or Hard enemies are a lot stronger... playing a game on Maelstrom with 5 hard AI, i was barely able to get 4 planets before i got ganked HARD by purple who took the ice next to my home as well as my two planets closest to the sun, before i could do anything about it, and green was taking the ice next to his homeworld from me. and they both had rather LARGE fleets before i was able to get my level 3 fleet upgrade. i hardly had any technology researched too. the income just didnt warrant me to be able to move any faster.

I used to be able to handle Hard ai's with little issue... maybe i just got real unlucky...

 

I do not believe the difficulty of anything besides the pirates has changed since Diplomacy 1.0, where it seems the AIs were made more aggressive.

Reply #644 Top

Nope, we didn't change anything with the AI, you're just rusty. ;)  Happened to me too.

Reply #645 Top

Quoting Yarlen, reply 644
Nope, we didn't change anything with the AI, you're just rusty.  Happened to me too.
There was no period of being better. :-"

 

:fox:

Reply #646 Top

Hotfix is now live.

Reply #647 Top

I had two AI opponents surrender at quite decent points in a game I had yesterday... was that part of the patch too? It was quite realistic and did make the game more fun.

Reply #648 Top

Quoting Yarlen, reply 646
Hotfix is now live.

I dont see it (the hotfix).

It is good to see some of TSOP in here :) Now maybe we wont need TSOP after the final patch (because it will be officially in the game).

Will this affect Entrenchment, and Original Sins as well? or do you plan on dealing with that when you do Rebellion?

 

Reply #649 Top

Yea I don't see it either...