Sins of a Solar Empire: Trinity updated!

Stardock and Ironclad are pleased to announce the first post-release update to Sins of a Solar Empire: Trinity (in the Diplomacy expansion).

The new update tweaks the behavior of pirates, improves diplomatic relations handling and provides dozens of small game balancing changes based on player suggestions.

Below is a change log:

 

Diplomacy 1.01

-------------------

Gameplay

- Pirates will now prefer planets with 2 or more modules (rather than dead asteroids and the like).

- AI players will offer pacts regardless of their feelings towards the player, as long as the other relationship requirements are met.

- When on a player mission the pirates will no longer stop at the first target owned planet they come across. When on a raid the pirates will try to stop at a sufficiently occupied planet instead of any planet.

- Pirates will always try their best to nuke a planet before leaving. It's the only way to be sure.

- Relationship penalties have been changed to make them more stable.

- Initial pirate raids are less powerful.

- Pirate gauss guns are less powerful.

- Lowered the rate at which AI players gain diplomatic points.

- Lowered the rate at which the AI relationship bonus increases.

- The various AI difficulties will now gain the AI relationship bonus at different rates.

- Lowered the cooldown on Diplomatic Immunity by 30 seconds.

- You should now be able to target any ally in a free-for-all match for pirate/regular missions, and for pirate bounty.

- Locked teams games will no longer have a diplomatic victory option.

- Increased the penalty for breaking a peace treaty.

- Experience for killing pirates has gone down.

- AI players are now more likely to send pirate missions.

- The pirates now have a unique armor type that will allow them to take less damage from all weapon types.

- Military actions now have a negative cap of -20.

Interface

- The quick bounty button will now let you increase the bounty on allies. It will prefer non-allies if any exist;

- Fixed a text placement issue on the game over screen.

- Relationship displays can now be negative.

Misc

- Added a data value to game constants (juicy planet threshold) to set the number of modules pirates look for when stopping to attack.

- Fixed an old bug that resulted in AI players offering alliances more often than they should.

- Fixed an issue with some autocast use times.

- Fixed an issue where certain pacts were not functioning properly (most notably the supply pact).

- Fixed a possible crash within the mission system.

- Fixed a bug that might cause the AI to not offer pirate missions.

- Fixed a sync bug related to Pirates.

Sins of a Solar Empire: Trinity is available at most retail outlets in North America.  It can be purchase digitally for $39.95 via Impulse.  Users who already have the original Sins of a Solar Empire and Entrenchment expansion can upgrade by purchasing the Diplomacy expansion pack.

Links:

 

Screenshots:

2010-02-08_1913 2010-02-08_1907_001

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Reply #1 Top

Sweet deal, thanks guys!!

 

One thing I'm wondering: just how much less damage will pirates take now? Even if their gauss guns are less powerful if they're taking less damage from attacks doesn't that mean they'll be around longer to pound on stuff, thus increasing the total amount of damage they do? I wonder what the net effect is, how long the pirates have to be around for there to be a net gain in damage (weaker guns more armor) compared to how they were before (bigger guns less armor)

Reply #2 Top

anything beats pirates with 11,000 armor gauss cannons that fire for 50 points.  LOL my full fleet hard a hard time even denting them - we had to jump em.  Hey - 

Reply #3 Top

tbh I never noticed the pirate guns had a problem.....

 no desyncing fix? :(

Reply #4 Top

Quoting Anubis208-RG, reply 3
tbh I never noticed the pirate guns had a problem.....

 no desyncing fix?
End of Anubis208-RG's quote

One  sync bug was fixed, it just got missed in the patch notes. I've update them above :)

Reply #5 Top

Quoting Blair, reply 4

Quoting Anubis208-RG, reply 3tbh I never noticed the pirate guns had a problem.....

 no desyncing fix?

One  sync bug was fixed, it just got missed in the patch notes. I've update them above
End of Blair's quote

 

Hey Blair any news on the major desync problems thats causing most of the crashes and desync.  Community has adopted to restart the game client after each match to decrease the chance of desyncs and crashes.  Can you issue a hot fix that unloads the game from memory to mimac people restart their clients

Reply #6 Top

i play tha game often online with a friend. most times hin virusscanner leads into desyncs. we never had a dsyncproblem when he deactivate the scanner bevore the game..

Reply #7 Top

Thanks Blair.

Reply #8 Top

Good work, I like most of the changes.. :thumbsup:

 

What about the max pirate ships tech level? Was it not lowered?

Also, could you pls fix this annoying issue in the next patch? https://forums.sinsofasolarempire.com/374505

Increasing ship/starbase/planet name lenght limit to something more reasonable would also be cool. :)  (I cant even name my ship TDN Enterprise.. :'( )

Reply #9 Top

double post, sorry..

Reply #10 Top

It seems to me that since 1.01 the AI increases bounty only against the human player.