Yarlen Yarlen

Sins of a Solar Empire: Trinity/Diplomacy v1.32 Change Log

Sins of a Solar Empire: Trinity/Diplomacy v1.32 Change Log

Stardock Entertainment and Ironclad Games are pleased to announce the release of Sins of a Solar Empire: Trinity/Diplomacy v1.32. The update is now available for all registered customers via the Impulse client (http://www.impulsedriven.com). Special thanks to all the gamers who provided feedback for this patch!

NOTE:  THIS UPDATE WILL BREAK OLD SAVE GAMES AND REPLAYS.


 

[ Gameplay ]

TEC:

  • Fixed autocasting on Worthy Cause envoy ability. It will no longer target the player’s own planets (as intended).
  • Fixed the Trade Pact so that cargo ships get their HP bonus as intended
  • Corrected TEC Siege Frigate research time to match its tier
  • Corrected TEC Wormhole Travel research time to match its tier
  • Corrected the Catastrophe Recovery research time to match its tier
  • Corrected the Advanced Arctic Colonies research time to match its tier
  • Corrected the Nuclear Smelting research time to match its tier
  • Switched the TEC planetary shield buff priority to keep it from creating non-stop entity counts


Advent:

  • Illusionary squadrons will no longer give bounty or XP
  • Updated the Shield Pact to grant +15% to max shield points and +15% phase missile block (from 10%)
  • Corrected the modifier on Cultural Assistance to correctly increase the planet upgrade build rate
  • Corrected the Advent Wormhole Travel research time to match its tier


Vasari:

  • Fixed the Pricing Pact to correctly make purchasing resources cheaper
  • Updated the Phase Jump Pact so that two Vasari players can now share one another’s phase node networks


General:

  • Reduced the AI Relationship bonus growth rate for Unfair, Cruel and Vicious AI types
  • Reduced overall AI Relationship growth rate from 0.0003 to 0.0002 per second
  • Fixed a crash related to bombing planets
  • Increased Deconstruction rate from 30 hp/sec to 50 hp/sec
  • Updated Deconstruction autocasting to only target structures that have no weapons
  • Military Actions are now counted regardless of location as intended. Previously they would only count in neutral gravity wells, which made the stat not update as designed. 
  • Military Actions formula corrected to now be based off fleet supply/100 for ships
  • Military Actions is now capped at +3.0 from +5.0
  • The game will now cache rolls for player missions so that the AI no longer randomly decides to reject missions part way in
  • Players will now be able to offer the AI resource missions as soon as they've researched the required tech
  • Fixed lag issue that some players would see when a mission was completed by any player
  • Players will now automatically break Pacts when they die


[ Sound ]

  • Mission completion/failure for player missions will no longer trigger completion/failure sound effects


[ Modding ]

  • Added a new AIAutocastUseTargetCondition – HasNoWeapons
  • Hooked up the min/max pirate supply numbers in gameplay.constants


[ Misc. ]

  • Removed an old assert for envoys (only noticeable with the dev .exe)
  • Removed a dead entity in the entity manifest

 

262,854 views 76 replies
Reply #26 Top

Very nice.

Glad to see devs who are so responsive.

I really appreciate the adjustments to the AI relationship bonus. Will make upper AI echelon on unlocked teams viable again.

Cheers!

Reply #27 Top

Nice job guys!  Always nice to see so many updates in a short amount of time.  It's great seeing that the AI does not ask you to do missions every 3-5 minutes in endless waves.  It looks like you stopped them from requesting missions against your ally as well - kudos!

I am still a pretty new user, but some things I have observed since the newest patch before 1.32 and it was not mentioned in the release notes. 

Sorry if I just misunderstood how something should work!

 

A buddy and I are still refinding our abilities and we do only AI games, but that should not matter for this info.

1. Phase jumping was not working to starbases or back.   I also only had 1 operational phase jump lane going from my home world to a dead asteroid.  The other phase lines did nothing and they seemed enabled (by default)?  This seemed fine pre-patch (I never tried the starbase one though..)

2.  My buddy is a TEC guy and we played 2v2 on a large map with cruel and unfair.  When his capital ships jumped into their starsystem pretty much ALL of their planets began revolting due to culture.  We have never seen anything like this and it seemed really off.  You were also able to see his color going from the systems he was in (not owned) to almost everything in that starsystem.

3. (more of a question) Is there a mode where the AI will attack in groups instead of sending endless waves of wimpy fleets?  I would have expected that the higher difficulty levels would amass forces before attacking, but we still see small 5/10/30 ship fleets that are a joke and only act as capital ship EXP farms.  Most of our games are based on just grabbing a few choke points and we have almost no resistance after as their capital ships are almost always level 1-3 and 3 is rare.

Reply #28 Top

1. Not sure what you mean by that but starbases cant move systems. As for the second, it sometimes happens. An old complaint.

2. That is odd. So your friend moves his capital ships into an enemy system and that system develops cultural problems? Right? I do know the capital ships can influence culture and if the AI does not have any cultural stations there, this may be the issue.

3. An old complaint as well. I think aggressive does a better job but I maybe seeing things.

Reply #29 Top

Hi Ryat.

1. There is a starbase ability/slot called Phase Stablizer.  The way I read the description is that it allows me to utilize a planet based phase stabilitizer to lane ships between my planet(s) and that starbase.  It was not functioning as such.  To the second then at least I was not going nuts and maybe that same bug was affecting the star base(s).

2. Yes, that is correct.  We play pretty much the same way all the time and it never happened before in 30-40 games, so it just seemed odd, but given that you feel TEC ships can do that then it might be normal.

3. Thank you - I will try using Aggressive. 

Reply #30 Top

1. No idea what you mean. Posted while I was typing. That upgrade adds an ability, but it's not passive. You have to activate it and it stays on for a short while.

2. Screenshot? Caps do repel culture a bit, but it's kinda sounding like it was abnormally fast.

3. Diplomacy expansion adds Cruel and Vicious AIs. Not all that much smarter, but a lot more resources to work with. You'll see bigger fleets from them.

 

:fox:

Reply #31 Top

Thanks for the amazing support!

Reply #32 Top

My testing on cruel AIs (medium large map, unlocked teams) shows the diplomatic changes seem to be working well.

You can't ignore diplomacy or eventually you get tag teamed but now if you research and send some envoys to key AIs you can prevent getting your head handed to you.

Thanks devs looks good

Reply #33 Top

Thank you! lets work towards making it to update v1.4  :digichet:

 

Reply #34 Top

Edited for bad.

Reply #35 Top

The Insurgency tech doesn't spawn culture, and usually the AI can deal with them or rebuild before they blow up much.

 

:fox:

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Reply #36 Top

Quoting Itharus, reply 34
Also, if this happens with upgraded vasari ships - it's normal. 6-8 level 10 Vasari ships w/ the influence tech rickroll culture better than the Advent super weapon, lol.

Capital ships only repel enemy culture, they can't create culture. The best they could do is push the enemy culture away from the phase lanes and then away from the enemy planet to allow for friendly culture to advance towards the planet - only after that would the allegiance on the enemy planet start to decrease.

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Reply #37 Top

OK, OK, I am suitably chastised. Next time I will be more specific (in regards to culture repulsion), and my bad about the Insurgency, I thought it produced culture (guess I need to get off the Vasari and play some more TEC). Ya'all are forum sharks :-D (I mean that in a good way!).

Reply #38 Top

Good changes and thank you for continuing to support this game.

Reply #39 Top

Any chance of getting a DX11 render for Sins? Its supposed to be much more efficient. Its quite apparent in games like World of Warcraft that added one along with the old dx9.

Reply #40 Top

Nope, no DX10/11 support for Sins.

Reply #41 Top

Mine auto detection is useless. They target a mine and just sit there. Fire range of the detector is not long enough and no other strike craft or ships attack the detected mine if in engagement range.

I have to pretty much manually move them around to detect the mines...

Detectors are also suicidal by flying through a minefield to detect a mine on the far side :(

Reply #42 Top

Quoting jtillung, reply 41
Mine auto detection is useless. They target a mine and just sit there. Fire range of the detector is not long enough and no other strike craft or ships attack the detected mine if in engagement range.

I have to pretty much manually move them around to detect the mines...

Detectors are also suicidal by flying through a minefield to detect a mine on the far side

I haven't had these problems much. I have noticed that if you try to *manually* reveal a mine, sometimes the scout you ordered to do that doesn't then fire at it, which is annoying. Or, if it *does* start firing at the mine, it takes a very long time to destroy it (because Scout weapons do virtually no damage vs. structures). But generally, if a mine is revealed, all other ships around with auto-attack on will fire at the mine, if their engagement range isn't set to "Hold Position".

If you want to destroy a bunch of enemy mines, build a few scouts and a few flak. They will wipe out the entire minefield relatively quickly.

Reply #43 Top

Quoting jtillung, reply 41
Mine auto detection is useless. They target a mine and just sit there. Fire range of the detector is not long enough and no other strike craft or ships attack the detected mine if in engagement range.

I have to pretty much manually move them around to detect the mines...

Actually I noticed it is far more efficient to just move your scout near a mine field then to order it to manually use its reveal mine ability. Once close enough the scout will auto use the ability, saving you a lot of effort.

Reply #44 Top

Quoting GoaFan77, reply 43
Actually I noticed it is far more efficient to just move your scout near a mine field then to order it to manually use its reveal mine ability. Once close enough the scout will auto use the ability, saving you a lot of effort.

*automatically?

if it's on manual and not automatic, it won't auto use the ability ofc.

Reply #45 Top

Quoting Wrath89, reply 44
if it's on manual and not automatic, it won't auto use the ability ofc.

You are confusing auto casting with manual use. I meant manual as in you actually hit the detect mines ability button and then select the mine you want the scout to target. This more often than not does nothing at all for some reason. If you have autocasting on (which you always should for this ability), its easier to just move a scout near a minefield than to actually tell it to use the ability itself.

Reply #46 Top

There has been some increasing concern (with new multi player strategies) about the Sova being OP early game within the first 5 minutes due to Embargo and being under powered late game.

 

Ref: https://forums.sinsofasolarempire.com/411510

Reply #47 Top

I think it's understandable for some ships to be significantly more powerful in one part of the game than in another.

As long as the Sova isn't unavoidably overpowered in the early-game.

Reply #48 Top

Quoting boshimi336, reply 46
There has been some increasing concern (with new multi player strategies) about the Sova being OP early game within the first 5 minutes due to Embargo and being under powered late game.



Ref: https://forums.sinsofasolarempire.com/411510

Concern, but far from unanimous. That said if you guys decide to take action, I hope you guys reduce or eliminate the income stealing effect of embargo for home worlds only, and not bluntly reduce its effect on all planets when its not a game breaker.

Reply #49 Top

Quoting GoaFan77, reply 48

That said if you guys decide to take action, I hope you guys reduce or eliminate the income stealing effect of embargo for home worlds only, and not bluntly reduce its effect on all planets when its not a game breaker.

 

The Sova is fairly weak late game but early game there is 'concern'. What GoaFan77 has stated makes a lot of sense if this issue were to be addressed. I merely wanted to bring it to the attention of Yarlen and crew for their consideration.

Reply #50 Top

Hey all,

 

The other week, my friends and I had to revert back to 1.21, some strange reason 1.32 was really bad for us.

Constant lockups, Save game doesn't sync properly, etc etc.

 

So far after we restored 1.21, the game ran 10x better than previous 1.21 installation, which also doesn't make sense.

 

Does stardock/iron clad test these at all in MP ?