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Sins: Diplomacy Beta 2 Notes

Sins: Diplomacy Beta 2 Notes

Later today (hopefully) we plan to release Beta 2 for Sins of a Solar Empire - Diplomacy. Beta 2 includes much of the "meat" of the game and changes some key things from Beta 1.

As always, if you don't want to deal with bugs, balance issues or providing feedback to improve the game please wait for the final release.


Beta 2 Changes -

  • Embassies are no more.
  • Roadblocks to some of the basics have been removed. By default, you can now communicate with all races and form the original Sins treaties without research (Cease Fire, Peace Treaty, Trade Alliance, Planet Vision and Ship Vision).
  • Envoy Cruisers have been significantly improved:
    • Envoy's are no longer passively invulnerable. Instead they have a Diplomatic Immunity ability which will grant them invulnerability for 30 seconds with a cooldown of 120 seconds.
    • Envoy's will now (passively) improve your faction's relations when placed in the gravity well of an opposing faction. A cease fire treaty is recommended. ;)
    • The cost of envoy's has been reduced to account for the fact that players will need more of them.
    • Each Envoy currently has between 1-2 unique abilities that can be unlocked through Diplomacy research. These are not final and each race will eventually have 3 unique abilities for their envoy cruiser. These abilities will grant some kind of bonus in exchange for improved relations (use the ability in a gravity well of whichever faction you'd like to influence). You will need to use your envoy's relationship buffs in order to reach the higher level Pacts (discussed below).
    • Envoy's are now tougher to increase their survivability.
  • Diplomacy Tech Tree:
    • These are now largely complete for each race, though some items still remain to be added.
    • Each race now has the ability to form Pacts with another player. These can be difficult to achieve, but grant big bonuses to both parties once formed. (Key point here)
    • Each race has Pacts unique to their various racial skills.
    • In order to maintain a Pact, both sides must maintain a certain relationship level (see the InfoCard in the tech tree). If this level drops below the minimum, the Pact will be lost. It can be potentially regained by improving relations again.
    • Pact bonuses do not stack (i.e., if Player A has a Research Pact with Players B and C [all Advent], Player A will only get the bonus from one Pact, not both).
    • Advanced Envoy abilities are now researchable from the tech tree. As noted above, these aren't yet complete/final.
  • More relationship modifiers have been added.
  • A Manage Pacts screen has been added to the Diplomacy section. This is going to get a bit more polish to be less confusing.
  • Players can now Reject the Missions offered to them. This will refund the reward back to the faction that issued the Mission and may result in a negative relations penalty between the parties.
  • Envoys are no longer selected when bandboxing.
  • Various AI improvements and other bug fixes. Much more AI work remains to be done.

While Pirate improvements are in this build, the ability to offer Missions to the Pirates is not yet present. This will be in the next beta update along with the various related tech research.

50,787 views 85 replies
Reply #26 Top

Woo! Update!

Reply #27 Top

HOLY S**T look at the pacts................

btw, shouldnt the structure and tactical slots pacts belong to TEC and avent respectively?? given the fact that those 2 factions have research for them??

 

other that that keep you the good work

Reply #28 Top

btw, shouldnt the structure and tactical slots pacts belong to TEC and avent respectively?? given the fact that those 2 factions have research for them??

I thought the same thing at first, but its really nice that they have mixed things up.

Reply #29 Top

Appears a few techs have been moved to the diplomacy tree already. Looking very nice so far. Big improvement! Now for an actual game, instead of studying for my final exam tomorrow, worth 30% of my grade. :grin:  

 

And the pacts look sweet!

Reply #30 Top

beta 'looks' great quick question;

Is anyone else not able to see their ships? i can see the icons but when i zoom in the models are gone, and its the same with planets. Odd thing is, stars and nebula are there. Is this because its a beta or a general bug?

Reply #31 Top

Quoting Beric01, reply 29
Appears a few techs have been moved to the diplomacy tree already. Looking very nice so far. Big improvement! Now for an actual game, instead of studying for my final exam tomorrow, worth 30% of my grade.  

 

And the pacts look sweet!

 

This could be an installation issue, I'd recommend reinstalling the beta, and possibly the base game and then see if the models show up correctly. I know this is a pain in the butt, and I apologize.

Reply #32 Top

ok. i deinstalled sins and entrenchment....re-downloded and reinstalled them and diplomacy. And now it doesnt work *sigh*. i tried unistalling and reinstalling again and it still wont work, (entrenchment works fine btw). It either does a mini-dump or it says XINPUT1_3.dll was not found, try reinstalling, la de da. Is there a fix for this?

 

p.s thankyou for your previous quick repsonse

Reply #33 Top

Quoting bobby501, reply 32
ok. i deinstalled sins and entrenchment....re-downloded and reinstalled them and diplomacy. And now it doesnt work *sigh*. i tried unistalling and reinstalling again and it still wont work, (entrenchment works fine btw). It either does a mini-dump or it says XINPUT1_3.dll was not found, try reinstalling, la de da. Is there a fix for this?

 

p.s thankyou for your previous quick repsonse

 

When uninstallating be sure to also remove anything left behind in the Sins folder in Program Files. If this also doesn't appear to work feel free to contact me directoy at [email protected].

Reply #34 Top

        I guess it's  because I play locked teams, but why would you want to spend resources to befriend someone when your eventually going to have to kill him? Why spend time and money to improve you and your ally, for at the same cost you can use it to attack? It's more fun to spend the money on blowing things to space dust. Now the pirates improvements are good, I just hope that the ai can handle you using pirate missions against them.

Please fix superweapons.

Envoy ships should be able to let fleets it's assigned to special abilities. Such as passing thru a neutral well with out being attacked, you could jump a well without fights.

Reply #37 Top

Quoting wbino, reply 34
        I guess it's  because I play locked teams, but why would you want to spend resources to befriend someone when your eventually going to have to kill him? Why spend time and money to improve you and your ally, for at the same cost you can use it to attack? It's more fun to spend the money on blowing things to space dust.

This would be the eXploit part of the 4X game.  You will want to use those pacts to gain enough rescources over your "friend" so you can kill them off later.

Reply #38 Top

I think diplomacy would have been more use early game when you are struggling for cash and allies would be useful.

Late game I have such a huge income that diplomacy is irrelevant.

Reply #39 Top

yeah, diplomacy only seems to be needed early game. i agree with diplomatic upgrades for starbases (might actually make it worth buidling them in allied gravwells) and also id like to see some NEW ACHIEVEMENTS AND ARTICFACTS

Reply #40 Top

The pacts for the Advent seem to be out of order. Minor issue.

 

I'd really like to see the planetary bonuses improved as well. More and varied discoveries, and artifacts that are better, or else more.

 

I agree with Fuzzy Logic that you need diplomacy features early game, but get them late game.

Reply #41 Top

Beam Pact?

It occurs to me that this pact would really only benefit a fellow advent player (consider all the things that use beam weapons as advent). TEC and Vasari only have very limited use of beam weapons. Kol and SBs improved, ok, and on the Vasari side.... Kortuls and Space eggs (pulse beams count right?) get a smal damage boost? That seems a bit... meh. Something Im missing?

Reply #42 Top

Quoting GJDriessen, reply 11
It would be cool to have diplomatic incidents that involve trade offs with which you have to deal. Another idea is to have a galactic UN (like in galciv2) wich regulary meets and can impose sanctions and has a separate army (kind of pirates) to restore peace and stability.

A Galactic UN would be absolutely amazing.

Reply #43 Top

Yes. A Galactic UN is a great idea. Itd be tough to do it well but it would be so utterly amazing! Id play the game for hours longer!

Reply #44 Top

Quick question regarding this bullet:

Pact bonuses do not stack (i.e., if Player A has a Research Pact with Players B and C [all Advent], Player A will only get the bonus from one Pact, not both).

If that is the case, how can you make sure that you are having the largest bonus? i.e: I'm Player A and can have a Research pact with either Player B or Player C. However, Player C has a much larger research abilities than player B. How can I tell that? Is there a spying option in order to better understand which player is more suitable to pursue a Research Pact with?

Or is the bonus from all the Research Pacts is identical, regardless of the research prowess the empires currently posses?

Reply #45 Top

Fuzzy Logic: if the AI will eventually be smarter and will now properly coordinate attacks with their allies, diplomacy will be much more needed in the late game, when a few decisive attacks from 2 or more allies' full fleets at the same time against your planets will crush your defenses and your main fleet completely.

That being said, for that to truly work, it is crucial that Ironclad will improve the AI overall effectiveness and its ability to 'play well with others', including the human player(s).

Reply #46 Top

No embassies? What a relief! It would be a pain to have to command your envoys to go establish embassies on every homeworld in the map (also might need to get long-range phase jump research cleared before doing so on some maps), and establish new ones on changed homeworlds. Now, as for the changes, I like! The idea of pacts is pure genius in my opinion! But I do have some caveats/questions:

- First, the Vasari pacts can be used with any player: all have phase drives, structures, resources, armaments (which I noticed was mispelled "armnament", but it's still a beta :) ). What about the Advent and TEC? I don't think an Advent (or Vasari?) player can make use of the TEC's missile pact. I was wondering if this is in line with the Advent's beam pact. If it was intentional, I'd like to know. But I'm liking the pact system. :)

- Second, the AI is handing me missions like crazy, and I don't know if this should feel right. I mean, this is obviously gonna affect the mission rejection happiness parameter, but if it does so gradually and slowly over time, then I guess I have absolutely no problem with that.

- Third, would a crystal pact for the TEC be more valuable to other players than a metal pact? I mean, metal is important, but crystal is actually rarer, and that would give other players a better incentive to make a pact with TEC.

Great work, Ironclad! Keep it up! :)

Reply #47 Top

Quoting Looter222, reply 42

Quoting GJDriessen, reply 11It would be cool to have diplomatic incidents that involve trade offs with which you have to deal. Another idea is to have a galactic UN (like in galciv2) wich regulary meets and can impose sanctions and has a separate army (kind of pirates) to restore peace and stability.
A Galactic UN would be absolutely amazing.

Better yet, why not give a player who has the most territory the power to arbitrate for his own gains (think oil-for-food)?

 

Reply #48 Top

Quoting ThatGuyOverThere416, reply 35
You Should Add on more diplomatic upgrades 4 starbases

 

 

Second that motion

Reply #49 Top

Possible Bug issues.

I am having an issue/bug problem with my envoy cruiser, I send it over to an ally's planet and leave em there and while I upgrade my health I notice that his health does not improve.

 

Second is from a different post and not my bug, however I am concerned on a possible SB bug not attacking enemy when in its range?

 

Thanks for listening.

 

 

EDIT: Evony cruiser health max goes up and it does not regain health at a desirable speed.

Reply #50 Top
Will there be stats on human player planets/asteroid? When I put my cursor over a allies planet with my cruiser in there gravity well it shows me the stats I am giving but not whats being affected from anyone in my planets.