Yarlen Yarlen

Sins of a Solar Empire: Trinity/Diplomacy v1.3 Change Log

Sins of a Solar Empire: Trinity/Diplomacy v1.3 Change Log

Ironclad Games and Stardock Entertainment are pleased to present the change log for Sins of a Solar Empire: Trinity/Diplomacy version 1.3!  This is a major gameplay update for Sins that practically rewrites much of the original design and balance for the game.

NOTE:  THIS UPDATE WILL BREAK SAVE GAMES AND REPLAYS

 [ Gameplay ]

  • Updated Diplomacy System - Substantially redesigned and rebalanced all the additions made in the Diplomacy expansion.
    • Relationship Factors: Changed to be more granular/randomized, based more on racial lore and take more internal gameplay actions into account.
      • Diplomatic Inclination:  Reduced to a range between -0.10 and +0.25, randomized on game start. This is a starting factor that represents pre-existing like/dislike between factions based on previous (lore) interactions.
      • Racial Inclination: Substantially revised to represent the amount of innate tension/hostility between the races at start of Diplomacy's timeline. Players of the same race will always like one another somewhat, whereas players of differing races will mistrust or hate one another to some degree based upon lore (i.e., Advent hate TEC, TEC hate Advent, Vasari tend to dislike other races to some extent as they're viewed as inferior).
      • Adjacent Territory: Penalty reduced based on distance between players.
      • Missions:  Updated Mission system (See below). Value varies based on conditions. Mission relationship bonuses can count over the +10.0 limit towards Pacts.
      • Mission Rejections:  Value decreased from -0.25 per rejection to -0.10; capped at -1.5.
      • Fleet Strength:  A ratio between each player's total to used fleet points. Formula revised to be less influential.
      • Military Actions:  Variable factor that is now immediately based on players' military actions.
        • Destroying another player's enemy's ships grants a bonus to relations (based on the fleet supply of the destroyed vessel).
        • Destroying another player's friend's ships gives a relations penalty (based on the fleet supply of the destroyed vessel).
        • Destroying enemy/friendly civilian or tactical structures or planets now grants a set relations bonus/penalty as appropriate. 
      • Diplomatic Actions: Variable bonus or penalty that now updates throughout the game based on the players' non-military actions. Becoming closer with another player's enemies will make that player like you less and vice versa.  Values are based on active treaties and pacts.
      • Resources Given:  No major changes.  Positive relations is based on the units provided with credits being worth the least and crystal the most. Resource relations bonuses degrade over time.
      • Envoy Bonus:  No major changes to what this includes. See below for Envoy ability changes. Envoy bonuses count over the +10.0 limit towards Pacts and will degrade if the Envoy leaves the gravity well.
      • Research Bonus:  Static relationship bonuses that now affect both the player doing the research and other players' opinions.  Values have been reduced per tech level. The Research Bonus can count over the +10.0 limit towards Pacts.
      • AI Relationship Bonus:  This value only affects AI players and gives AI to AI relations an increasing amount of relations over time, capped to a maximum.  The speed of the increase is based on the AI's difficulty level.
    • Envoy Changes:
      • All Envoy cruisers fleet supply cost reduced from 12 to 8.
      • Envoy cruiser build time reduced to 63 seconds.
      • TEC Envoy Abilities
        • Worthy Cause - Now decreases building costs within the gravity well by 15% for 60 seconds in exchange for a +0.03 relationship bonus per use.
        • Arbitrate Tariff - Now increases trade and refinery ship income by 15% for 60 seconds in exchange for a +0.05 relationship bonus per use.
        • Settlers (Passive) - Now increases the planet's maximum population by 25% for as long as the envoy is in the gravity well (bonus immediately vanishes otherwise) in exchange for a +0.10 relationship bonus.
      • Vasari Envoy Abilities
        • Mutual Threat - Changed to tech level 3. Now increases ship build rates and resource extraction rates within the gravity well by 25% for 60 seconds in exchange for a +0.03 relationship bonus per use.
        • Nanomedicine Outreach - Changed to tech level 4. Now heals planets by +25 HP/sec over 40 seconds in exchange for a 0.05 relationship bonus.
        • Grant Amnesty - Replaced (see below).
        • Xeno Defense (Passive) - Added to tech level 5. Grants the planet +1,000 HP in exchange for a +0.10 relationship bonus. These HP are immediately lost if the Envoy leaves the gravity well.
      • Advent Envoy Abilities
        • Cultural Assistance - Now decreases planetary upgrade costs by 10% and upgrade time by 5% (under Planetary Development) for 60 seconds in exchange for a +0.03 relationship bonus per use.
        • Sacrifice - Replaced (see below).
        • Harmony - Added to tech level 4. Grants the gravity well a 5% bonus to passive antimatter, shield, and HP regen rates for 120 seconds in exchange for a +0.05 relationship bonus per use.
        • Quell Unrest - Replaced (see below).
        • Cultural Integrity - Added to tech level 5. Makes the gravity well's planet immune to bombardment for 45 seconds in exchange for a +0.10 relationship bonus per use.
    • Pacts:
      • Pacts will now automatically break - without relationship penalty - if the relationship between both players drops below a certain threshold (typically 4.0 points below the amount needed to establish the pact).
      • Pacts that are intentionally canceled by a player will now incur a -3.0 relationship penalty.
      • Pacts now require that both players achieve the minimum required relationship level to form an agreement.
      • TEC Pacts -
        • Trade Pact: Relationship requirement reduced to 10.0. Now grants a 15% bonus to trade income, a 10% bonus to trade/refinery ship HP, and +2 to base armor for trade/refinery ships.
        • Metal Pact:  Discontinued (see below).
        • Efficiency Pact: Added to tech level 4; requires relationship of 11.0. Grants a 10% speed increase to structure and ship build rates.
        • Missile Pact: Discontinued (see below).
        • Armor Pact: Added to tech level 5; requires relationship of 13.0. Grants +2 to base armor, 20% bonus HP per Armor Point to a maximum of 200 HP. Affects ships and starbases only (does not affect squadrons).
        • Siege Pact: Requires relationship of 14.5.  Now increases planetary bombing damage by 10%, reduces bombing damage to owned planets by 10%, reduced population killed by bombing on owned planets by 10% and increases planetary bombing range by 5%.
        • Advanced Thrusters Pact:  Added to tech level 7; requires relationship of 16.0. Boosts capital ship speed and maneuverability by 15%.
        • Supply Pact: Requires relationship of 18.0. Now reduces fleet supply upkeep costs by 15% and increases fleet supply by 100.
      • Vasari Pacts -
        • Resource Pact: Requires relationship of 11.0. Now grants a 10% bonus to metal and crystal extraction rates and a 15% bonus to refinery ship cargo capacity.
        • Pricing Pact:  New Pact added to tech level 4; requires relationship level of 12.0. Grants a 10% reduction to purchase prices on the black market for metal/crystal.
        • Phase Pact: Requires relationship level of 14.0. Now grants the use of ally phase gate/stabilizer connections, gives a 10% reduction to phase space jump range (within the gravity well), and decreases phase jump charge times by 20%.
        • Nano Technology Pact:  Discontinued.
        • Tactical Pact: Requires a relationship of 15.0. Now gives a 10% bonus to base weapon damage from tactical structures, increases tactical structure HP by 5% and increases tactical structure base armor by +2.
        • Structure Pact:  Discontinued.
        • Pulse Pact:  Added to tech level 7; requires relationship of 18.0. Grants a 10% bonus to weapon cooldown for Wave, FlashBeam, Plasma, LaserPsi, PulseGun and LaserTech weapon types.
        • Armament Pact:  Requires relationship of 19.0. Now grants +1 targets per bank for all capital ships and starbases.
      • Advent Pacts -
        • Research Pact: Requires relationship of 10.5. Now grants a 15% bonus to research speed and reduces research costs by 5%.
        • Culture Pact: Moved to tech level 5; requires relationship of 11.5. Now grants a 5% bonus to maximum planet allegiance from culture, a 5% bonus to culture resistance, and a 2% bonus to weapon damage while in your culture.
        • Antimatter Pact: Moved to tech level 6; requires relationship of 13.0. Now increases antimatter capacity by 20% and increases passive antimatter regen rate by 5%.
        • Mass Reduction Pact:  Added to tech level 5; requires relationship of 15.0. Reduces the mass for capital ships by 10%.
        • Beam Pact:  Discontinued.
        • Energy Pact:  Added to tech level 7; requires relationship of 17.5. Grants a 10% bonus to weapon damage for LaserPsi, LaserTech, FlashBeam, Beam, Wave, PulseGun and Plasma weapon types.
        • Anima Pact:  Discontinued.
        • Shield Pact:  Requires relationship of 18.0. Now grants a 10% bonus to maximum shield points, a 5% bonus to passive shield point regen, and a 10% phase missile block.
    • Missions:
      • Updated the Mission system to make it easier to understand/use, especially for AI players.
      • Missions now have fixed costs and rewards based on mission type and level.
      • Added Destroy Capital Ships mission type.
      • Added Send Envoy mission type.
      • Increased mission times substantially based on mission difficulty.
      • Reduced Mission Rejection penalty from -0.25 to -0.10 with a cap of -1.50 total.
      • Added reward bonus for completing missions based on current relationship levels. The higher your relationship with another player, the greater the bonus.
      • Mission failure relationship penalties are now half the reward by default.
      • Updated Resource Missions to give variable relationship rewards based on the amount and type of resources requested. Note - Both players must research the required tech before resource missions can be given/accepted.
      • Created new AI decision tree that allows AI players to better evaluate missions and decide if they will attempt to complete them or not. AI players will now immediately reject a mission they don't intend to attempt.
    • Treaties:  Now require that both players have the minimum required relationship level.
    • Updated various flavor text to make more sense with the changes.
    • Added a bunch of new race specific flavor text for missions and pacts.
    • Changed late game research that negated racial inclination penalty to only reduce it by 75%.
    • Added second research level to each race's third relationship tech and rebalanced each.
    • Allies may now send each other missions in locked team games.
  • Constructor Frigates:  Added new ability called Deconstruct. Will automatically cause constructors to tear down enemy structures within the gravity well (when you conquer a planet) so long as it can't fire back. Gives the current owner 5% of the structure's original construction cost.
  • Fixed bug in the Pirate Manifest for research and sound issues.
  • Increased Advent Illuminator front bank damage from 53.5 to 64.2.
  • Increased the antimatter reserves and passive regen rates on all race's hangar bays.
  • Time between AIs offering the player a mission has been increased from 3 minutes to 5 minutes (after completing or rejecting a mission).
  • Starbase trade research costs rebalanced for their respective tech levels. 
  • Advent starbase culture upgrade research cost increased for its respective tech level.
  • Increased the cost of the Vasari starbase Phase Stabilizer research to match its tech level.
  • Fixed a bug (we hope) where the Pirate Mission timer wasn't getting respected for player assigned missions.

[ Graphics ]

  • Added new icon for Deconstruct.
  • Added new icons for new Pacts and Envoy abilities.
  • Added shield meshes for all race's Envoy cruisers.

[ Interface ]

  • Updated Relationship screen to be less confusing. Should make it clearer what's being shown and how to interpret the info.
  • Updated Relationship InfoCards:  They now display both factions' current relations with one another, use proper faction icons and player colors.

[ AI ]

  • Added Diplomacy Mission Decision system.  AI players will now evaluate and complete missions they deem are worthy (based largely on relationship).
  • AI players will now build superweapons!
  • Various other tweaks.
422,589 views 146 replies
Reply #51 Top

Quoting Yarlen, reply 45
Quoting Ryat,
reply 42

Armor Pact: Added to tech level 5; requires relationship of 13.0. Grants +2 to base armor, 20% bonus HP per Armor Point to a maximum of 200 HP. Affects ships and starbases only (does not affect squadrons).

Issue with this one as in game it says that it does effect squadrons.

Yeah, it shouldn't - hopefully just a typo..

Not a typo. Just game tested it. Strike craft got armor upgrade.

Reply #52 Top

I think the part they didn't want to affect the strike craft was the HP increase.

Reply #53 Top

This update is going to take some getting used to.  I haven't quite figured out how to make my empire like other empires yet.  It's a bit weird to have an empire that is rated as "Friendly" bombing the crap out of my planets because I hate them and can't get a cease fire. O_o

Reply #54 Top

Quoting GoaFan77, reply 50

Quoting boshimi336, reply 48Des Conner does bring up a point I am concerned about though. In long drawn out single player games, regardless of missions and alliances will all of the AI eventually ally up? Wouldn't this then turn them against the player in the end leaving him alone facing off against all of the other AI?

I didn't say it wasn't a good point. If he's right, well that sucks though it is something that mods might be able to fix. I just find it amusing that he always comes up with something to bash every patch about.

In theory, wouldn't this be where player issued missions come into play?  I haven't played the new patch much yet, but in theory if the AI actually listens to requests now you could keep giving attack missions to one AI against another to prevent them from ever making peace.

Reply #55 Top

Nice touch with the deconstruct and looks to be really balanced adjustments.  Four thumbs up!

Reply #56 Top

Quoting master1a, reply 52
I think the part they didn't want to affect the strike craft was the HP increase.

There is that possibility. I did observe that the HP did not increase with the pact.

Reply #57 Top

In general, this is fantastic...cheers to the never ending support Stardock has given to this game...

Reply #58 Top

I don't get it why can't patches be retroactive for games that were already saved?

Reply #59 Top

Am I the only one who thinks that the pacts that are truly worth going after are purely Vasari? Seems like everyone will want to buddy up with the nearest Vasari player/AI. The phase-gate pact alone is... priceless - not to mention an additional targeting bank for caps/star bases. Seeing other races able to have the Vasari's mobility is a personal nightmare of mine. Meanwhile as a Vasari player it feels like I'll "over-paying" for the other races' pacts.

Not trying to criticize, I do highly appreciate the update. It's great to see that your teams care enough about their customers to re-vamp the game. I'm sure I'll get used to the changes :).

-Itharus

 

One potential P.I.T.A.: If you're in an online game with unlocked teams (or an unlocked AI game with limited winning parties)... think twice about that phase gate pact. It will open you up to some nasty pre-positioning before a really vicious backstab, if your frenemy abuses your gates.

 

Edit: DS dude w/ the save question: I think it's because the way they save the game... it's sorta like a running track of what's happened. It can't show you what wasn't there in the last patch, and if the engine is looking for what's not there - it's gonna cross its eyes at you and blow a raspberry. It's like an old record player... it just rolls one direction from start to finish. You try to move it back and add something in, you scratch the record.

Reply #60 Top

Quoting ice27828, reply 58
I don't get it why can't patches be retroactive for games that were already saved?
Saves hold info that conflict with new changes. Loading them will cause the game to crash.

 

:fox:

Reply #61 Top

Quoting ice27828, reply 58
I don't get it why can't patches be retroactive for games that were already saved?

I don't get why people are so surprised about this issue. This has been an issue for just about every game I bought. And I have bought a lot. Civ5 is another that even with the last patch they said you could play the saved game but the results would be wonky.

Reply #62 Top

Quoting Itharus, reply 59
additional targeting bank for caps/star bases.
That's by far the weakest of the end pacts. Shield pact affects every ship and PM block makes it a must-have almost. Supply pact allows you to expand a fair amount of fleet and reduce upkeep. With smaller fleet upgrades, this can be a big addition to your fleet, with larger upgrades, it can be a big income boost.

Trade and armor pacts are both excellent, and the Energy, Antimatter, and Culture pacts are all real good as well.

 

:fox:

Reply #63 Top

Agreed. Already played a few games with -Ue_Carbon and had great and evil fun with them.

Reply #64 Top

Quoting Ryat, reply 61
I don't get it why can't patches be retroactive for games that were already saved?

I don't get why people are so surprised about this issue. This has been an issue for just about every game I bought. And I have bought a lot. Civ5 is another that even with the last patch they said you could play the saved game but the results would be wonky.

Essentially all they would need to do is act like each patch version was a mod, then if you tried to load a game on an older version it would load the files/mod/patch that is needed for that game (i.e. every saved game and replay starts by saying use this game version, then the game proceeds to load the files needed for that version and start the saved game/replay).

It would take longer to load and use more hard drive space but its doable, though I dought its worth implementing for sins at this point.

 

 

Also I didn't see this in the patch notes (I might have missed it) the TEC hanger's damage has been doubled (base of 80 instead of 40) when you get the flak upgrade.

Reply #65 Top

Quoting master1a, reply 64
Essentially all they would need to do is act like each patch version was a mod, then if you tried to load a game on an older version it would load the files/mod/patch that is needed for that game (i.e. every saved game and replay starts by saying use this game version, then the game proceeds to load the files needed for that version and start the saved game/replay).

It would take longer to load and use more hard drive space but its doable, though I dought its worth implementing for sins at this point.

While that sounds doable, what about patches that change the .exe? Or something hardcoded? Trust me, the engine doesnt like hardcode issues.

Reply #66 Top

Quoting Kitkun, reply 62

Quoting Itharus, reply 59additional targeting bank for caps/star bases.That's by far the weakest of the end pacts. Shield pact affects every ship and PM block makes it a must-have almost. Supply pact allows you to expand a fair amount of fleet and reduce upkeep. With smaller fleet upgrades, this can be a big addition to your fleet, with larger upgrades, it can be a big income boost.

Trade and armor pacts are both excellent, and the Energy, Antimatter, and Culture pacts are all real good as well.

Perhaps, but I am very glad they added that modifier for modding. Also I fail to see how that is weaker than the mass reduction pact, though exactly what affect mass has is probably not well understood by the average player, and certainly not by me. I never noticed much difference with it earlier on the Vasari armor upgrade.

Reply #67 Top

Quoting -Ue_Carbon, reply 65
While that sounds doable, what about patches that change the .exe? Or something hardcoded? Trust me, the engine doesnt like hardcode issues.

That's why I don't think its worth doing at this point; if you implemented this early in development it would be easy to do, but adding it to a finished game would take alot of work.

Reply #68 Top

So I'm playing around and... pretty sure the shield pact is bugged. As in, increasing the chance of everything going through your shields. Whoopsie.

 

:fox:

Reply #69 Top

Quoting Kitkun, reply 68
So I'm playing around and... pretty sure the shield pact is bugged. As in, increasing the chance of everything going through your shields. Whoopsie.

Well if it is set up the same way as the ability modifier of the same name, I think you're right. Of course I thought the Subverter's anti-shield ability only further increased the chance of phase missiles bypassing, but if I'm mistaken and that one effected all weapons, this one probably does to.

Reply #70 Top

The Thruster Pact is awesome btw.

As for Mass Reduction I assume it helps with the 'gravity' affect on ships. Aka moving towards the center mean going faster and moving away from the center slower. Also think it helps with turning rates.

You might not notice a difference with the faster settings but crank it down to 'watch grass grow' speed and I notice a difference.

Reply #71 Top

Quoting Kitkun, reply 68
So I'm playing around and... pretty sure the shield pact is bugged. As in, increasing the chance of everything going through your shields. Whoopsie.

You got to be kidding me...this is ridiculous...really really hope they get a hotfix out fast...

Entity file does in fact confirm this...value should be negative just like the Kol's adaptive forcefield...

 

Reply #72 Top

Just finished a 6 hour game with friends. Love it. I have to get used to the new abilities.

 

Question. (This may be newbish, sorry).

 

Do envoy bonuses stack? IE, a Vasari envoy, his Advent envoy ally , and  his TEC envoy ally all sent to a 4th player ally's planet. Do they stack? And if they do, is it one per race? IE, three Vasari envoys (of all different allied players) send to a 4th player ally's planet.

Reply #73 Top

Hi again. Sorry for reposting so soon, but I noticed that the patch notes say that the Vasari Armament Pact affects Starbases and Capital ships, but the in game text does not reflect this.

Here is the text typed out as it is read in game:

"Armament Pact

(Need more research to change this alliance)

Requires 19.00 Relationship

Status: No Requests

Additional target banks: 0 -> 1

Additional bank targets: 0-> 1

Star Bases Improved: All

Improvements to targeting systems allows the weapon systems of both factions to attack an extra target per bank."

 

Oh . . . also there is a typo. "Allows" should be "allow".

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Reply #74 Top

Sorry again. Found another typo. Please don't hate me.

 

Under Vasari Research Pact (yellow text):

 

"Shared research in refinery extraction and capacity grants both parties enhanced resource aquisition rates." (sic)

 

Acquisition is misspelled as aquisition.

 

I . . . am going back into the fray. I apologize if I am back with another typo. I love this game. And I am trying really hard not to sound like a jerk.

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Reply #75 Top

Okay this is my last post. Found two more typos.

 

Under Vasari Phase Drive Pact (yellow text):

 

"Each faction shares their knowledge of phase space, granting one another access to phase stabilizer connections and improved phase engines."

 

"Their" should be "its."

 

Under TEC Siege Pact (Yellow Text):

 

"Shared advances in planetary bombardment research leads to deadlier weapon systems to use against foes and better defenses for allied planets."

 

"Leads" should be "lead" because the advances lead to the deadlier etc. . .

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