Yarlen Yarlen

Sins of a Solar Empire: Trinity/Diplomacy v1.3 Journal - Part 3

Sins of a Solar Empire: Trinity/Diplomacy v1.3 Journal - Part 3

Advanced Diplomacy

In the final article of our Trinity/Diplomacy v1.3 journal, we're going to take a look at the updated Envoy cruisers and Pact system.

Envoys

Envoy cruisers in Trinity are largely a “fire-and-forget” affair that provide needed relations boosts over time, along with some beneficial abilities. We intentionally designed Envoys to not require much player management, since Sins isn’t about micro-ing every little detail. However, quite a few of the Envoy abilities were either of limited use or overpowered. With the version 1.3 update, we’ve completely rebalanced the Envoy abilities, replaced some and moved others. Generally speaking, it is now easier to research Envoy abilities and they’ve been made more useful to their local gravity well. We’ve also lowered the fleet supply cost of the cruiser to make them less costly to deploy, faster to build, and more capable of helping players generate positive relations. For anyone who wishes to form Pacts with another player, using Envoys is a must.

Pacts

The last major change with this update is the Pact system. As with Envoy abilities, every Pact has been rebalanced, moved or replaced entirely to be more useful during gameplay. In general, Pacts are best used between two different races and are “global” changes for the parties involved (i.e., they affect stats for the entire race, not just a single gravity well).

We’ve also scaled the Pacts to be easier to form at the lower end of the tech tree, while increasing difficulty leads to much more powerful bonuses (which are now of benefit to all races - no more pacts that affect missile weapons only). The AI will also now look at the Pacts each player has with one another and attitudes will change accordingly based on if a player is being too friendly with a foe or vice versa.

I’ve tried to go over just the biggest changes briefly in this journal for Sins of a Solar Empire fans. We hope everyone enjoys this major update to Trinity/Diplomacy and we hope to see you all for Rebellion!

245,058 views 83 replies
Reply #26 Top

Have pirates solved the "we don't understand wormholes" problem yet?

Reply #27 Top

@Sinperium
Pirates have the ability to jump from each of their bases similar to the Vasari's "Phase Gates." Didn't know about the wormhole issue, but considering that there is usually a base in each system, do they need to be able to get wormholes? (Or, perhaps, make them able to utilize them after the threat level is above a certain point)

Reply #28 Top

For map makers, if pirates learned how to use wormholes it allow us to make some more intresting maps. For example, a pirate base on the other side of a 1-sided wormhole. So basically you cant get rid of them but they can still raid. That just an example.

Reply #29 Top

this is good, especially the reduction in envoy cost - in a hard fought match - it was getting too costly to have 100 of these envoys running around instead of frigates that could fight.

Reply #30 Top

To get all pacts you only needed 5 envoys on 5 different planets.

Reply #32 Top

you need 17.5 relationship points 

1 planet gives you 1.5 and 10 is base so

10+ (5*1.5) = 17.5 

True if you want to rush it you will put 5 envoys on 5 planets and then move another 3-5 envoys from planet to planet until relation bonus comes to 1.5 When you get 17.5 you will spread excess on other planets so you have buffer if one planet is lost

Reply #33 Top

Getting AI to use Super weapons should have been the title of this patch. I have wanted that for so long, it really lets some urgency back into the game as now you might have to go deep into enemy territory searching for a superweapon before you start losing planets. Another win for the ironclad team!

 

P.S. How did you do it? Was it some epic code rewriting or workaround?

Reply #34 Top

Insert happy dream here of comp stopping all enemy before they nuke me :)  Hopefully the computer doesn't find a cool down cheat or build one on  each planet....... Its only fair if I win cause the games called I win. 

Reply #35 Top

oh.. i didn't think 17.5 was the last pact XD

for some reason always think it is 19.

Reply #36 Top

Betting the AI will fill all the tactical slots before it saves up enough to get a superweapon. O:)

 

:fox:

Reply #37 Top
Can I update Sins to 1.3 and keep my mods that need a older version, and how to go about it ? Btw whole new game with superweapons. About time.lol . All we need now are cool ones.
Reply #38 Top

Quoting wbino, reply 37
Can I update Sins to 1.3 and keep my mods that need a older version, and how to go about it ? Btw whole new game with superweapons. About time.lol . All we need now are cool ones.

Make an archive of the current version in impulse, then if you want to revert uninstall sins and then reinstall it from the archive.

Reply #39 Top

Quoting wbino, reply 37
Can I update Sins to 1.3 and keep my mods that need a older version, and how to go about it ?
Btw whole new game with superweapons. About time.lol . All we need now are cool ones.

 OR use the mod updater, (only two points that it does not alter ie galaxyscenario & manifests)

will be updating soon after each patch is released.

harpo

 

Reply #40 Top

Reading though the comments, I'd like a "Build Starbase On" mission.
Shouldn't be that difficult, right? 

Reply #41 Top

Hmm how about an option under "game options" when your starting the game to not allow or reduce mines? the ai producing 150 mines on every one of there planets can be pretty annoying. And time consuming when your tryin to advance quickly.

Reply #42 Top

A problem I've noticed on the harder AIs: they rarely, if ever, scrap their structures, even if it's a good idea. For instance, once I was playing with an allied hard AI who maxed out on logistics structures on his front-line planet, but hadn't built any culture centers there - so, later in the game, enemy culture was overthrowing his planet every 10 minutes or so, my ally would recolonize and upgrade, and it would happen again, etc.

I'm wondering if this might also pose an impediment to the AI building superweapons - they'll have to have at least 18 tactical slots free to build one, but (so it seems) are quite prone to filling out all available slots as soon as they can. So, they might fill their slots too rapidly to ever have enough free slots to build a superweapon.

Quoting BudFireBird, reply 41
Hmm how about an option under "game options" when your starting the game to not allow or reduce mines? the ai producing 150 mines on every one of there planets can be pretty annoying. And time consuming when your tryin to advance quickly.

Mines being annoying and time-consuming to get rid of... is kind of the entire point of having mines in the first place.

However, a change to the "build as many mines as possible everywhere!!!!!!" strategy of the AI would be appreciated.

Reply #43 Top

One of main problems of Ai is that they do not scrape structures.

So in theory you could forcer AI to gimp himself by keeping attacking and destroying factories. Hit and run tactic until AI build something other than factories.

Reply #44 Top

Quoting Greg30007, reply 43
One of main problems of Ai is that they do not scrape structures.

So in theory you could forcer AI to gimp himself by keeping attacking and destroying factories. Hit and run tactic until AI build something other than factories.

Unfortunately, that requires unlocked teams.

Reply #45 Top

I guess one of the next questions to ask: With the pacts being changed, are they going to be opened up to be modded as well?  (or did that happen at some point and I just never notice?)

Reply #46 Top

Quoting Yarlen, reply 10

Quoting Gwachi, reply 7Looks like the experimental weapon firing notification..

Oh yeah!  We got the AI to build super weapons, so that'll be in v1.3 too. 

That is the best freaking news I have ever heard you say. Next stop: getting the AI to use Star Bases more intelligently and actually use their higher level (ultimate) abilities on both star bases and cap ships!

Is the AI use of super weapons limited to a minimum AI setting (ie: Normal, Hard, Vicious, etc) or is it for all of them given the time necessary to build one?

Reply #48 Top

Any difficulty level will eventually build super weapons, but harder level AIs will do so faster due to their income bonus in all likelihood.

The update is tentatively scheduled for Tuesday. :)

Reply #49 Top

Will there be a beta release at first?  The last beta seemed fairly successful, and the potential problem with the AI needing to have enough open slots to build a superweapon seems a genuine concern.

I also wish that mines and trade could have been dealt with in this patch.   The quick-and-dirty solution for mines seems easy enough in code terms- a more severe limit on the number of mine 'groups' and more damage from the mines- not really any code at all, just numbers.  With trade I'm just not sure whether the trade ships do anything any more, whether they give bounty or whether destroying them reduces trade in any manner.  They certainly rebuild far too quickly.  Could you clarify the status of trade ships?  If they literally have no effect on the game then why have them at all?

Reply #50 Top

Quoting DesConnor, reply 49
Could you clarify the status of trade ships? If they literally have no effect on the game then why have them at all?

Destroying them gives resources/credits to the player that destroyed them. Also every trade ship that makes a successful voyage to your allies increase their trade relations modifier by 0.1. There is also a brief decrease in trade income but as you mentioned its really not significant.