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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 #126 Top

Quoting master1a, reply 125
If you have 4 players on a team, 2 Vasari and 2 TEC (or advent), and the Vasari player each give a Phase Pact to the TEC players, can all 4 players use the gates of both Vasari players?

Yes, all four players will then be able to use both Vasari players' phase gates.

Reply #127 Top

I just finished a 3 player (1 of each race, 2 AIs, I was Advent) game that was interesting. My opponents had a better start then I, and quickly had me on the ropes. Then I got some missions from green as red attacked me. I unintentionally completed the mission by killing off reds' ships. I was able to repel the assault (it was pretty pathetic, actually, but my scouts showed a red vs green battle elsewhere).

A little while later, almost the same thing occurs, but with the other players: green attacks me, red sends me a mission, i repel the invasion, gain a better standing with red. Now, these 2 assaults were on opposite ends of my empire and it took quite a haul to get from the one planet to the other. I've been trapped in this situation in the previous versions where  the AI just pinballs my fleet  the whole game between the 2 ends of my tiny empire, completely stalling any expansion I might hope to have. This time, because each time I was attacked and not the attacker, and I recieved and completed missions.... both enemies started to like me... Not a huge, hey-let's-be-friends like, but enough that they stopped attacking me to focus on fighting each other (which they really hated by now).

This meant that green, who was by far the dominant player, left a mostly undefended world right next to me. This world also had a fairly straight shot at his homeworld. His fleet was on the other side of the solar system in a viscious battle vs. red. I had shored up my defenses and had all the tools I needed should there be a counterattack, so I attacked. It was a pretty rough battle, as green eventually came back to defend his planet, but his capitals had significant damage and were taken out fairly quickly. Red saw an oppertunity and tried to attack me on the other end of the empire during his break vs green, but my SB repeled him long enough. Green's homeworld was completely undefended, and so i took that out, but could not take the world as culture prevented it. Green had apparently won the red vs green battles and then withdrew to fight me, so red was busy trying to take back those worlds. By now, I had a huge momentum, and a vast fleet. I took one more green world (and this one was a real battle: SB, ships, missle batteries, hangars and all but I battleballed through it all) and he was defeated. Red was desperately trying to get worlds(green had taken out everything but his homeworld) and so had taken a couple worlds and not built defenses. This allowed me, now finished with green, to pin down his fleet, defeat it, and win the match.

This was alot of fun, because I saw that they hated each other more than me and was able to use that to my advantage. I had alot of lucky breaks, but most of it came down to timing. Obviously, if i had waited to attack green, red would have been defeated and i would have faced green with a solar system of resources. As it stood, red and I both took resources away from green, crippling his economy at the exact moment he needed to replenish his forces. If I had attacked earlier, green and red's fleets would have been stronger. Green might have chased me off his planet or maybe not, but clearly red would have been in a much stronger late game position. Also, if I had not seen that green and red were in a battle at that moment, I would not have known it was safe to attack.

Reply #128 Top

Quoting Teun-A-Roonius, reply 126

Yes, all four players will then be able to use both Vasari players' phase gates.

Why do I have a feeling that is going to become OP real fast...

Reply #129 Top

Quoting Teun-A-Roonius, reply 126
Yes, all four players will then be able to use both Vasari players' phase gates.

It really shouldn't work like that. The Vas players only gave the pact to one other player, not all three.

 

:fox:

Reply #130 Top

Superweapons????????????????????!!!!!!!!!!!!!!!!!!!!!!!!!

OMG
OMG
OMG

THIS WILL BE FUN!!!

Reply #131 Top

Quoting Kitkun, reply 129
It really shouldn't work like that. The Vas players only gave the pact to one other player, not all three.

In this case each Vasari player is giving the pact to only one person (all 4 players are getting phase pact but not from the same player) the question mostly has 3 parts

1. If you have phase pact can you use any allies phase network?

2. Can you jump out from one players phase gate into another players phase gate? (what if its not a locked team game and those players are fighting one another?)

3. If 1 is yes do all players whose gates you use need to have phase pact with someone?

Reply #132 Top

Tested.

1. No.

2. No.

 

:fox:

Reply #133 Top

 I just want to state that overall, I'm very satisfied with how this patch improved the Diplomacy expansion.  Until now, I never offered missions to AI's and sent Envoy's only to keep some of them off my back while i attacked other empires.  But this patch makes a real game of Diplomacy.  Thanks for the continued support.

Reply #134 Top

I'm a bit confused what this change directly means:

Armament Pact:  Requires relationship of 19.0. Now grants +1 targets per bank for all capital ships and starbases.

Can someone explain it what it really does?

For the record I unterstand it so, if a capitel ship attacks with a beam, it can attack now with the same beam a second enemy?

 

Reply #135 Top

Quoting Eventar, reply 134
Armament Pact: Requires relationship of 19.0. Now grants +1 targets per bank for all capital ships and starbases.

Can someone explain it what it really does?

Lets say a capital ship is fighting an enemy directly ahead using a weapon with 10 DPS. With that pact, if there was a second enemy directly ahead, the capitalship would attack both targets dealing the full 10 DPS to both of them. Thus it effectively doubles total capitalship DPS provided it can fire on the maximum number of targets, though as its spread out across multiple targets its no where near as powerful as a 100% damage increase.

While I haven't tested all the ships, with a ship like the Radiance, which fires two beams forward, graphically it will now just fire 1 beam at each target. Only the Marauder has a weapon that fires a single beam, though it seems with this upgrade it now will automatically cause it to fire a second beam at the additional target.

Reply #136 Top

Quoting GoaFan77, reply 135

Quoting Eventar, reply 134Armament Pact: Requires relationship of 19.0. Now grants +1 targets per bank for all capital ships and starbases.

Can someone explain it what it really does?

Lets say a capital ship is fighting an enemy directly ahead using a weapon with 10 DPS. With that pact, if there was a second enemy directly ahead, the capitalship would attack both targets dealing the full 10 DPS to both of them. Thus it effectively doubles total capitalship DPS provided it can fire on the maximum number of targets, though as its spread out across multiple targets its no where near as powerful as a 100% damage increase.

While I haven't tested all the ships, with a ship like the Radiance, which fires two beams forward, graphically it will now just fire 1 beam at each target. Only the Marauder has a weapon that fires a single beam, though it seems with this upgrade it now will automatically cause it to fire a second beam at the additional target.

Going backwards - just to make sure I understand this - all banks by default on capital ships can only target 1 enemy unit at a time? And the banks are divided up into front, rear, left, and right banks?

Reply #137 Top

Quoting Wrath89, reply 136
Going backwards - just to make sure I understand this - all banks by default on capital ships can only target 1 enemy unit at a time? And the banks are divided up into front, rear, left, and right banks?

Yes capitals have one bank per side that can target only one target in range/field and the Vasari final pact gives them a second bank hence the ability to attack two targets per side in range/field.

Reply #138 Top

Quoting Wrath89, reply 136
Going backwards - just to make sure I understand this - all banks by default on capital ships can only target 1 enemy unit at a time? And the banks are divided up into front, rear, left, and right banks?

Yes, no capitalship by default can fire on more than one target from the same bank. This pact makes this possible for the first time without mods.

Starbases, on the other hand, can fire on at least 4 different targets on all direction, so its not as big of a relative boost to them, though it shouldn't be underestimated. With this pact and all research each starbase can fire on a max of 6 targets per bank, and as a large fleet can easily be in the sights of two banks, it is quite possible for your starbase's guns to be firing on 12 different targets.

Reply #139 Top

Quoting GoaFan77, reply 138



Quoting Wrath89,
reply 136
Going backwards - just to make sure I understand this - all banks by default on capital ships can only target 1 enemy unit at a time? And the banks are divided up into front, rear, left, and right banks?


Yes, no capitalship by default can fire on more than one target from the same bank. This pact makes this possible for the first time without mods.

Starbases, on the other hand, can fire on at least 4 different targets on all direction, so its not as big of a relative boost to them, though it shouldn't be underestimated. With this pact and all research each starbase can fire on a max of 6 targets per bank, and as a large fleet can easily be in the sights of two banks, it is quite possible for your starbase's guns to be firing on 12 different targets.

This pact basically doubles the overall DPS of your caps. Given it can now fire at 2 targets from the same side. Like the Akkan goes broadside it now will shoot 2 targets for the full damage of that bank.

and SB's have 3 different types of weapons each can hit 12 given what Goafan example. So in theory, your hitting 36 different targets...b/c if you watch a SB not all the weapons focus fire.

Reply #140 Top

hey, I have Trinity v1.21 and I let slide the 1.3 version, now I can only install 1.32. How do I install this one?

Reply #141 Top

Uhhh, why would you want to do that?  1.32 includes everything that came before it including the updates made here.  So update to 1.32.

Reply #142 Top

Quoting Stant123, reply 141
Uhhh, why would you want to do that?  1.32 includes everything that came before it including the updates made here.  So update to 1.32.

 

´Cause I´m basically a Console gamer and a complete n00b about  patches. And SoaSE is one of my only games for PC, considering that I bought this fucking powerful one one month ago.

Reply #143 Top

Then enjoy the full power of 1.32 on your monster rig! :D

Reply #144 Top

You can check for updates to this patch through Impulse. It will let you download it to your system and automatically install it for you. If you have any questions let us know, we'll get you setup with 1.32. :grin:

 

Link to the 1.32 Patch Thread:

https://forums.sinsofasolarempire.com/411251

Reply #146 Top

Quoting MelissaJae, reply 146
Does the AI build Capital Ship Factories once their first is destroyed? Are the entity files modifiable in their current state? I will not get the patch until I know for sure. That, and I have an issue with Impulse. Maybe I just need to re-download it. I'd appreciate a quick response. Solar Panels

This person is a spammer copying old posts from other threads and then adding an advertisement link to the end. Reported.