In the final article of our Trinity/Diplomacy v1.3 journal, we're going to take a look at the updated Envoy cruisers and Pact system.

Envoys

Envoy cruisers in Trinity are largely a “fire-and-forget” affair that provide needed relations boosts over time, along with some beneficial abilities. We intentionally designed Envoys to not require much player management, since Sins isn’t about micro-ing every little detail. However, quite a few of the Envoy abilities were either of limited use or overpowered. With the version 1.3 update, we’ve completely rebalanced the Envoy abilities, replaced some and moved others. Generally speaking, it is now easier to research Envoy abilities and they’ve been made more useful to their local gravity well. We’ve also lowered the fleet supply cost of the cruiser to make them less costly to deploy, faster to build, and more capable of helping players generate positive relations. For anyone who wishes to form Pacts with another player, using Envoys is a must.

Pacts

The last major change with this update is the Pact system. As with Envoy abilities, every Pact has been rebalanced, moved or replaced entirely to be more useful during gameplay. In general, Pacts are best used between two different races and are “global” changes for the parties involved (i.e., they affect stats for the entire race, not just a single gravity well).

We’ve also scaled the Pacts to be easier to form at the lower end of the tech tree, while increasing difficulty leads to much more powerful bonuses (which are now of benefit to all races - no more pacts that affect missile weapons only). The AI will also now look at the Pacts each player has with one another and attitudes will change accordingly based on if a player is being too friendly with a foe or vice versa.

I’ve tried to go over just the biggest changes briefly in this journal for Sins of a Solar Empire fans. We hope everyone enjoys this major update to Trinity/Diplomacy and we hope to see you all for Rebellion!


Comments (Page 1)
on Jul 08, 2011

Looks incredibly useful!

 

Especially the pact system -which really needed some improvements- looks very interesting and seems more beneficial for both partys when pacts are made now.

Also making envoys cheaper and faster to build really helps making diplomatic options in the game to become more attractive. I hope these changes will have a significant impact on the game (and the AI in particular).

Good job! Can't wait for the next update to be finally released.

on Jul 08, 2011

Excellent.

Now I REALLY wish I had a new computer.

on Jul 08, 2011

Sounds good indeed!

What's the yellow icon in the bottom left btw? I have never seen anything like it.

on Jul 08, 2011

Hmm?

on Jul 08, 2011

The notice board thing on the Pacts picture. It has a bright yellow icon that is quite new.

What is it?

on Jul 08, 2011
So same race pacts still don't stack? Not even a minor bonus?
on Jul 08, 2011

Looks like the experimental weapon firing notification..

on Jul 08, 2011

Looks like this will significantly affect the AI as well as making Diplomacy more useful in both early game and late game. The work looks to be well thought out! Can't wait to see how it plays out!

Any idea when 1.3 will be released? I assumed it would be released within the week that the third journal was released.

on Jul 08, 2011

Max Hull Points Bonus Per Armor? I have a feeling the modders are going to have a bunch of new research modifiers to play with after this patch.

FYI if that new armor pact does what I think it does (add up to 200 hit points for units with 10 armor and above), that should make it much more useful than the old diminishing returns armor pact.

on Jul 08, 2011

Gwachi
Looks like the experimental weapon firing notification..

Oh yeah!  We got the AI to build super weapons, so that'll be in v1.3 too. 

on Jul 08, 2011

InvalidSN
So same race pacts still don't stack? Not even a minor bonus?

Same race pacts don't stack, but both sides still get the regular bonuses.

on Jul 08, 2011

Yarlen
Oh yeah!  We got the AI to build super weapons, so that'll be in v1.3 too.

 

OMG

Vicious will really become Vicoius now

on Jul 08, 2011

Yarlen

Quoting Gwachi, reply 7Looks like the experimental weapon firing notification..
Oh yeah!  We got the AI to build super weapons, so that'll be in v1.3 too. 

That is pretty cool. I'd almost given up on super weapons with modding. I will have to see how this works and make new plans

on Jul 08, 2011
Would it be possible as a game pact to take direct control of an ally once an ultimate level of trustworthiness is achieved ?
on Jul 08, 2011

That would certainly be interesting, though it would be rather unfair to the remaining players...

I think that it would be more effective to just have weighted suggestions. They don't have to listen, but they will if they like you.

Meta
Views
» 41254
Comments
» 83
Sponsored Links