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 3)
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on Jul 11, 2011

Only 5? For some reason it always takes me 7..

on Jul 11, 2011

you need 17.5 relationship points 

1 planet gives you 1.5 and 10 is base so

10+ (5*1.5) = 17.5 

True if you want to rush it you will put 5 envoys on 5 planets and then move another 3-5 envoys from planet to planet until relation bonus comes to 1.5 When you get 17.5 you will spread excess on other planets so you have buffer if one planet is lost

on Jul 12, 2011

Getting AI to use Super weapons should have been the title of this patch. I have wanted that for so long, it really lets some urgency back into the game as now you might have to go deep into enemy territory searching for a superweapon before you start losing planets. Another win for the ironclad team!

 

P.S. How did you do it? Was it some epic code rewriting or workaround?

on Jul 12, 2011

Insert happy dream here of comp stopping all enemy before they nuke me   Hopefully the computer doesn't find a cool down cheat or build one on  each planet....... Its only fair if I win cause the games called I win. 

on Jul 12, 2011

oh.. i didn't think 17.5 was the last pact

for some reason always think it is 19.

on Jul 12, 2011

Betting the AI will fill all the tactical slots before it saves up enough to get a superweapon.

 

on Jul 12, 2011
Can I update Sins to 1.3 and keep my mods that need a older version, and how to go about it ? Btw whole new game with superweapons. About time.lol . All we need now are cool ones.
on Jul 12, 2011

Can I update Sins to 1.3 and keep my mods that need a older version, and how to go about it ? Btw whole new game with superweapons. About time.lol . All we need now are cool ones.

Make an archive of the current version in impulse, then if you want to revert uninstall sins and then reinstall it from the archive.

on Jul 12, 2011

Can I update Sins to 1.3 and keep my mods that need a older version, and how to go about it ?
Btw whole new game with superweapons. About time.lol . All we need now are cool ones.

 OR use the mod updater, (only two points that it does not alter ie galaxyscenario & manifests)

will be updating soon after each patch is released.

harpo

 

on Jul 12, 2011

Reading though the comments, I'd like a "Build Starbase On" mission.
Shouldn't be that difficult, right? 

on Jul 12, 2011

Hmm how about an option under "game options" when your starting the game to not allow or reduce mines? the ai producing 150 mines on every one of there planets can be pretty annoying. And time consuming when your tryin to advance quickly.

on Jul 13, 2011

A problem I've noticed on the harder AIs: they rarely, if ever, scrap their structures, even if it's a good idea. For instance, once I was playing with an allied hard AI who maxed out on logistics structures on his front-line planet, but hadn't built any culture centers there - so, later in the game, enemy culture was overthrowing his planet every 10 minutes or so, my ally would recolonize and upgrade, and it would happen again, etc.

I'm wondering if this might also pose an impediment to the AI building superweapons - they'll have to have at least 18 tactical slots free to build one, but (so it seems) are quite prone to filling out all available slots as soon as they can. So, they might fill their slots too rapidly to ever have enough free slots to build a superweapon.

BudFireBird
Hmm how about an option under "game options" when your starting the game to not allow or reduce mines? the ai producing 150 mines on every one of there planets can be pretty annoying. And time consuming when your tryin to advance quickly.

Mines being annoying and time-consuming to get rid of... is kind of the entire point of having mines in the first place.

However, a change to the "build as many mines as possible everywhere!!!!!!" strategy of the AI would be appreciated.

on Jul 13, 2011

One of main problems of Ai is that they do not scrape structures.

So in theory you could forcer AI to gimp himself by keeping attacking and destroying factories. Hit and run tactic until AI build something other than factories.

on Jul 13, 2011

Greg30007
One of main problems of Ai is that they do not scrape structures.

So in theory you could forcer AI to gimp himself by keeping attacking and destroying factories. Hit and run tactic until AI build something other than factories.

Unfortunately, that requires unlocked teams.

on Jul 13, 2011

I guess one of the next questions to ask: With the pacts being changed, are they going to be opened up to be modded as well?  (or did that happen at some point and I just never notice?)

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