This appears to be an instalation issue. Reinstalling should work fine until we find a better solution, in the mean time sorry about the inconvenience.
MasonOfSparta
Odd, we'll look into it, thanks for the heads up.
Not intended, this should be fixed by the next beta patch. Sorry for the inconvenience folks, pardon our dust while we're under construction [e digicons]:cylon:[/e]
Yes, [email protected] is the general catch-all for bugs, save files, and dumps.
If you want to send your game save file to [email protected] that'd be very helpful.
So it doesn't work even after reinstalling Diplomacy?
I think this was simply an oversight on our part, and will be fixed soon.
Go ahead and send them to [email protected]
We'll be removing that pre-req in the next patch. Thanks for the tip.
Can you elaborate? We've had a similar problem in the office with a laptop installation of Sins. I suspect you might've solved it via a reinstall, but I'd love to know more so we can squash this thing at its roots.
The next patch will force Diplomacy to use a beta settings file. This will be seperate from the other files and will serve as a fix until we can make them all play nice together.
If the game crashes it might be due to an error in the files you're trying to convert. If you get a crash be sure to give us some details or dumps on it and we'll look into it.
As of now you'll need to each have an embassy to give/accept these pacts. We'll be changing that very soon.
You're running into this error on your own entity files from a mod? Those lines are there so the game can determine how one race feels about another. The TEC, for example, will start off with a -2 modifier against the Advent, and vice versa. If you leave the count at 0 the default race-to-race modifier for relationships will be -1 for other factions and +1 for your own. Glad you caught that I forgot to add those lines to the other entity files though, I'll be sure to ha
For a few weeks we had given the pirates the ability to commandeer ships, but as of now this is being taken out.
As of now Diplomacy is only available in English, as we're making too many changes too rapidly to hope for any kind of efficient translation pipeline. Once the game is being released I'm sure we'll look into various localizations.
Yeah, most of the AI code is on a first or second pass simply because we have to get other features implemented or working. Rest assured that as soon as I am able I'll make sure the AI actually behaves in a Diplomatic manner.
Sadly I do not have the ability to sticky this post, and at the time of posting everyone was gone for Thanksgiving. Thus is the holiday season.
If anyone has any bugs they want to make sure we know about, or if they have any save files, desync error logs, or dump files to throw our direction be sure to begin emailing [email protected] Thanks again guys, and happy testing!
Some save game things will likely get "wonky" as we send out patches that change certain systems. Try not to let the dust bother you while we're under construction [e digicons]*_*[/e]
It's a bug due to mismatched version numbers in the code for Entrenchment and Diplomacy. Our next patch will force Diplomacy to use a "beta" settings file that will be seperate from your normal file (and thus not clobber it).
Yes, they're the same notes because I didn't hand off the EXE properly last night. Sorry 'bout that guys.
Currently the game expansions build off each other in such a way that Entrenchment will always be based off of Sins, and Diplomacy will always be based off of Entrenchment.
We'll be trying to do nightly patches to fix as much as we can as quick as we can. That being said it's a holiday week so we'll be slightly unregular until Monday.
Yeah, we're by no means bug free yet, and will be working on getting these things fixed. The pact "bug" specifically is caused by some weird requirements, and we'll be making it easier to make pacts soon.