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Sins of a Solar Empire: Trinity updated - Page 3 |
Listed in: PC Gaming Tags: impulse, Ironclad Games, sins of a solar empire, stardock entertainment
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| 1. Sins of a Solar Empire: Trinity updated |
| 2. Page 2 |
| 3. Page 3 |
Page 3 of 3
[ AI ]
- The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.
- Fixed bug where the AI would form a Pact, break it, and then immediately reform it if the players' relationship value dropped to a certain level repeatedly.
- The AI will no longer send Envoys to non-aligned gravity wells where the player controls a resource (i.e., if you controlled a neutral extractor at an asteroid belt).
- AI players will no longer "spam" the player with mission requests after a mission has been rejected. Each rejection will cause the AI to wait four minutes before offering another mission (culmulative up to 10 times for each consecutive rejection).

[ Interface ]
- The far planet icons that show up when far stars are visible are now turned off by default. Hovering your mouse over the far star icon will now show the far planet icons (if visible). Alternatively, holding down ALT will now show all visible far planet icons.
[ Misc. ]
- Fixed a couple errors in the entity files that would cause the game to crash.
- Ability PhaseOutHull will now play the proper sound effect.
- Adjusted max dot for graphics to 0.95 from 1. This should largely eliminate the strange white lines that would appear for some players on the edges of ships/structures. Special thanks to Aractain and Kitkun for this info!
- Missions can now be rejected so long as there's at least half the original mission time remaining.
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On Topic:
Bet you anything that there is still late game lag.
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