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Taerkar
Dec 7, 2002

kind of into it, really

That's unpacked.

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Hav
Dec 11, 2009

Fun Shoe

Keisari posted:

Two gigs you say?

Hold on...



Wait what the gently caress?. That's... I don't know what to say.

As someone says that's unpacked.

I have 14, 616 files and 796 folders, though. Did you reinstall recently?

Hav fucked around with this message at 16:54 on Dec 7, 2012

Nuclearmonkee
Jun 10, 2009


Keisari posted:

No. I'm sorry the AI is still really bad and will make you want to throw your computer out when you get yet another 3-cruiser survey fleet. I myself only play multi and only without any AIs whatsoever.

The AI is objectively retarded, but if you set it on hard they will at least manage to throw big groups of ships and actually tech to dreads at some point.

Survey fleets forever is a thing though. The AI must try to survey always, and will completely ignore the whole at war thing.

Keisari
May 24, 2011

Hav posted:

As someone says that's unpacked.

I have 14, 616 files and 796 folders, though. Did you reinstall recently?

No I just wanted to see how much extra space sots2 has hoarded since I last reinstalled. This is not a fresh install. Nevermind.

Arglebargle III
Feb 21, 2006

Found the source of the problem. SotS II was defaulting to my onboard graphics chip instead of my Geforce 660M. :doh: A quick trip to the Nvidia control panel to force the SotS II and Mars executables to use the GPU fixed it. No wonder the game was chugging on a nice computer! If anyone has encountered this problem, or is just dealing with low frame rate, check the graphics device the game is set to.

Neruz
Jul 23, 2012

A paragon of manliness

Nuclearmonkee posted:

The AI is objectively retarded, but if you set it on hard they will at least manage to throw big groups of ships and actually tech to dreads at some point.

Survey fleets forever is a thing though. The AI must try to survey always, and will completely ignore the whole at war thing.

The Hiver AI will gently caress your poo poo up if it doesn't get gimped by a lovely start location. It was the point at which they were sending seven 100 point invasion fleets at me all at once that I realised my technological advantage meant precisely jack poo poo.

Ham Sandwiches
Jul 7, 2000

Keisari posted:

No. I'm sorry the AI is still really bad and will make you want to throw your computer out when you get yet another 3-cruiser survey fleet. I myself only play multi and only without any AIs whatsoever.

Thats cool, but the AI among other things is now playable. Set it to hard and it's actually decent, normal is roughly equivalent to Easy in SOTS 1.

As someone else said the Hivers seem to do well if they can get rolling as their ships are quite tough and the AI builds them in quantity. It makes sense if you prefer multi with no AI, but AIs are now viable for folks that prefer single player.

TehSaurus
Jun 12, 2006

Is there anything approaching a how to play guide at this point? I'm basically curious about how I should be starting a game as a Blissful and Perfect Space Dolphin. I generally just send my fleets off to do stuff and get my trade infrastructure set up ASAP, then start building more colony/survey fleets while researching productivity upgrades.

I generally start with 10 techs because gently caress researching basics like trade and interstellar chatmakers or whatever.

Nuclearmonkee
Jun 10, 2009


TehSaurus posted:

Is there anything approaching a how to play guide at this point? I'm basically curious about how I should be starting a game as a Blissful and Perfect Space Dolphin. I generally just send my fleets off to do stuff and get my trade infrastructure set up ASAP, then start building more colony/survey fleets while researching productivity upgrades.

I generally start with 10 techs because gently caress researching basics like trade and interstellar chatmakers or whatever.

I can't think of silly UI unlocks like there were in Sots1 at least. Before it was patched in, there was no way to chat to eachother in multiplayer unless you had researched race languages.

Regardless I'm sure Mecron has some lovely reason that he could relay in a condescending tone as to why trade is something that must be researched.

TehSaurus
Jun 12, 2006

Nuclearmonkee posted:

I can't think of silly UI unlocks like there were in Sots1 at least. Before it was patched in, there was no way to chat to eachother in multiplayer unless you had researched race languages.

Regardless I'm sure Mecron has some lovely reason that he could relay in a condescending tone as to why trade is something that must be researched.

We should be glad he gave us a starting option to skip it.

Ham Sandwiches
Jul 7, 2000

TehSaurus posted:

Is there anything approaching a how to play guide at this point? I'm basically curious about how I should be starting a game as a Blissful and Perfect Space Dolphin. I generally just send my fleets off to do stuff and get my trade infrastructure set up ASAP, then start building more colony/survey fleets while researching productivity upgrades.

I generally start with 10 techs because gently caress researching basics like trade and interstellar chatmakers or whatever.

The OP has a bunch of links at the bottom like a starting guide, a video multiplayer game, a let's play. They're all fairly recent and good to get started. Here's the three that I found useful

Starting Guide from Nov 29:
http://www.kerberos-productions.com/forums/viewtopic.php?t=37699

Rorsach Let's Play:
http://brokenforum.com/index.php?threads/one-year-later-lets-play-sword-of-the-stars-ii.3889/

Video Multiplayer game - skip to 16 minute mark
http://www.twitch.tv/terrakus/b/337003914

TehSaurus
Jun 12, 2006

Rakthar posted:

The OP has a bunch of links at the bottom like a starting guide, a video multiplayer game, a let's play. They're all fairly recent and good to get started. Here's the three that I found useful

Starting Guide from Nov 29:
http://www.kerberos-productions.com/forums/viewtopic.php?t=37699

Rorsach Let's Play:
http://brokenforum.com/index.php?threads/one-year-later-lets-play-sword-of-the-stars-ii.3889/

Video Multiplayer game - skip to 16 minute mark
http://www.twitch.tv/terrakus/b/337003914

Thanks for these. I actually read one of the startin guides in the OP but it actually sounded kind of insane so I wasn't sure if it was reasonable or not. Let me dig through these some more and maybe I can generate some more specific and maybe even useful questions.

Ham Sandwiches
Jul 7, 2000

TehSaurus posted:

Let me dig through these some more and maybe I can generate some more specific and maybe even useful questions.

Try the Let's Play first it should be the least dense and most illustrative of the game flow for the first 100 turns.

Moridin920
Nov 15, 2007

by FactsAreUseless
The empire I'm allied with has systems that show up as theirs and I can't colonize there, but they have no colonies in the system. I have the system surveyed. Am I missing something?

Moridin920 fucked around with this message at 23:34 on Dec 7, 2012

Hav
Dec 11, 2009

Fun Shoe
Some interesting mods already, Solforce shipnames was already nicked and placed into the core.

Random map generator
http://www.kerberos-productions.com/forum/viewtopic.php?f=50&t=25072

Slower strategic game
http://www.kerberos-productions.com/forum/viewtopic.php?f=50&t=37074

SQLite browser for your game save needs
http://sqlitebrowser.sourceforge.net/

Nuclearmonkee posted:

Regardless I'm sure Mecron has some lovely reason that he could relay in a condescending tone as to why trade is something that must be researched.

You can end up with Torpedo satellites before you get deep space construction, which means you can have a useless Tech; pre-requisites don't seem to chain through, but I haven't looked at the database in ages.

The constant patching is a pain in the arse for people who didn't want to leave the game for a year and come back. Especially as you have to hunt for patch notes now.

Drone_Fragger
May 9, 2007


Is the horrible fleet system still in place? If so, gently caress this game.

Joe_Richter
Oct 8, 2005

Laser Lenin approves of hobo murder simulators.

Drone_Fragger posted:

Is the horrible fleet system still in place? If so, gently caress this game.

Yes. That's one thing that hasn't been changed.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Moridin920 posted:

The empire I'm allied with has systems that show up as theirs and I can't colonize there, but they have no colonies in the system. I have the system surveyed. Am I missing something?

They might have stations there. I'd check around every planet and in every asteroid belt if you wanna clean it out.

Evveron
May 10, 2008

Some would ask, how could a perfect God create a universe filled with so much that is evil. They have missed a greater conundrum: why would a perfect God create a universe at all?

Hav posted:

Some interesting mods already, Solforce shipnames was already nicked and placed into the core.

Slower strategic game
http://www.kerberos-productions.com/forum/viewtopic.php?f=50&t=37074


Why on earth would you want this game to be even slower :psyduck:

Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.

Evveron posted:

Why on earth would you want this game to be even slower :psyduck:

So you can play the lifespan of a galactic empire in real time.

Arglebargle III
Feb 21, 2006

Well I finally got into the game and I have to say it's... not completely terrible? The various systems are complex without being deep and that's an issue, but I've managed to at least play a game which is a huge improvement from before.

I've managed to get 70 turns into a Morrigi game with only four colonies (is that normal? that would be a shameful display in the first game) and my fleet upkeep is now almost half of my budget. I'm fighting a war with hivers and may have created too many warships.

Questions: Do I need a naval base for the rebase command? One of the reasons my expansion has been so terrible is that it takes so. loving. long. to explore in this game. And I'm exploring from the homeworld, 100% of the time, so my range is limited.

Do extended range mission sections do anything?

Early thoughts: They ruined Morrigi ship design. The cruisers are far too busy, they barely even have a clear outline any more.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Arglebargle III posted:

Well I finally got into the game and I have to say it's... not completely terrible? The various systems are complex without being deep and that's an issue, but I've managed to at least play a game which is a huge improvement from before.

I've managed to get 70 turns into a Morrigi game with only four colonies (is that normal? that would be a shameful display in the first game) and my fleet upkeep is now almost half of my budget. I'm fighting a war with hivers and may have created too many warships.

Questions: Do I need a naval base for the rebase command? One of the reasons my expansion has been so terrible is that it takes so. loving. long. to explore in this game. And I'm exploring from the homeworld, 100% of the time, so my range is limited.

Do extended range mission sections do anything?

Early thoughts: They ruined Morrigi ship design. The cruisers are far too busy, they barely even have a clear outline any more.

To rebase you need to have enough supply at the target system; if you zoom in close it should list how much supply a system has (It will say 0/6 or similar). In theory I think each cruiser takes 1 supply, but it seems like rebasing will fail if there's not at least a spare supply or two.

It used to be a colony without a base had 10 supply, but now seems to be 6 instead? I assume this was changed because people were stationing garrison fleets without naval bases and ruining Mecron's grand vision, or something.

Neruz
Jul 23, 2012

A paragon of manliness
"It's not completely terrible" is a pretty good tagline for this game.

Bremen
Jul 20, 2006

Our God..... is an awesome God
So, there's a new patch out. And either intentionally or unintentionally, apparently now the only cube cost of Loa ships is from their weapons.

Apart from the hilariously low costs for non-combat ships (85 cubes for a Gauss armed supply ship, while loa empires start with 280 thousand), Loa constructors have no weapons. Time for Zap Brannigan style tactics.

assfro
Oct 15, 2005

just reinstalled this thing... after buying it over a year ago. Awesome.

Anyways, I keep getting random events where the swarm will invade my capital on turn 15 to 25 and no matter how many times I kill every last one of those things, they will not be viewed as defeated, until eventually my capital goes into full rebellion and cornholes me at like turn 40. Fun.

Is this a bug, or am I just missing something because there is no explanation as to what is going on with a swarm invasion... or really anything.

Bremen
Jul 20, 2006

Our God..... is an awesome God

assfro posted:

just reinstalled this thing... after buying it over a year ago. Awesome.

Anyways, I keep getting random events where the swarm will invade my capital on turn 15 to 25 and no matter how many times I kill every last one of those things, they will not be viewed as defeated, until eventually my capital goes into full rebellion and cornholes me at like turn 40. Fun.

Is this a bug, or am I just missing something because there is no explanation as to what is going on with a swarm invasion... or really anything.

As odd as it feels to defend this game, I've never had that happen. However, going by SOTS1 you probably have to find the swarm nest in an asteroid field and kill it to "defeat" them.

assfro
Oct 15, 2005

Yeah, I found it.. and clicked on it like a retard trying to target it... and .... nothing, which is why I am thinking bug. This is with manual targeting, if I just park a big fleet there and throw it on auto, they pretty much circle around playing with their dicks.

I hear you about not wanting to defending this but still doing so. There is a good game buried underneath a huge pile of poorly optimized poo poo and bugs.

Sibling of TB
Aug 4, 2007

Bremen posted:

So, there's a new patch out. And either intentionally or unintentionally, apparently now the only cube cost of Loa ships is from their weapons.

Apart from the hilariously low costs for non-combat ships (85 cubes for a Gauss armed supply ship, while loa empires start with 280 thousand), Loa constructors have no weapons. Time for Zap Brannigan style tactics.

Are you saying that constructors cost 0 cubes and thus can be infinitely created?

Bremen
Jul 20, 2006

Our God..... is an awesome God

Sibling of TB posted:

Are you saying that constructors cost 0 cubes and thus can be infinitely created?

Yes.

Neruz
Jul 23, 2012

A paragon of manliness
I love how they find it completely loving impossible to make Loa cubes make any kind of sense.

First the costs were kind of low, then they were absurdly high, now they're even lower than before. What the hell!

Arglebargle III
Feb 21, 2006

Oh yeah I forgot that one of my starting colonies got meteor'd and rebelled for like 10 turns afterward. I checked later and realized I had a reserve fleet there. Why the hell wasn't the reserve fleet available for shooting the meteors?

Also why did my planet rebel when it got hit by a meteor? :psyduck:

Arglebargle III
Feb 21, 2006

Wait do patches break saves? If so I'm going to go play CKII some more.

Ham Sandwiches
Jul 7, 2000

Arglebargle III posted:

Oh yeah I forgot that one of my starting colonies got meteor'd and rebelled for like 10 turns afterward. I checked later and realized I had a reserve fleet there. Why the hell wasn't the reserve fleet available for shooting the meteors?

Reserve fleets don't count for squat - they have reduced maintenance costs but are basically 'mothballed' and don't do anythinig. If you want to defend a system make it a normal fleet with an admiral and assign it to patrol the system - it will do that in perpetuity if it's based there.

To manage where fleets start right click the system and choose battle manager. You need to deploy defensive fleets around the planet where you want them to start., otherwise they'll often be too far away to stop the meteors in time.

Patches don't break saves, the most recent exception was the release of the expansion.

Keisari
May 24, 2011

Holy poo poo, that random map generator is now added to the OP with big loving sirens. That is incredible if it works, I'll test it later. I've also moved the links to be pretty up high, maybe they'll now be noticed better.

Arglebargle III
Feb 21, 2006

Rakthar posted:

Reserve fleets don't count for squat - they have reduced maintenance costs but are basically 'mothballed' and don't do anythinig. If you want to defend a system make it a normal fleet with an admiral and assign it to patrol the system - it will do that in perpetuity if it's based there.

Wait, wait wait. Hang on. If I want to protect myself from pirates (who have destroyed more than half my trade fleet) I need to have one admiral per colonized system?! And admirals are a precious commodity that the game hands out whenever it feels like it? AND I NEED TO BUILD A COMMAND SHIP FOR EVERY SYSTEM?! MECRON!!! :argh:

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






One of the bigger improvements, and I'm not sure when this happened, is that if you set security to the notch in the financials screen (that you get to by clicking on the pie chart), it will stay at the notch as you move the research / gov't slider forward and back. So you don't need to manually reset security every time you change the slider.


Therefore, and I cannot emphasise this enough, NEVER CHANGE YOUR RESEARCH SPENDING FROM THE MAIN SCREEN. Save yourself the hassle, just do it from the specialist screen.

Arglebargle III
Feb 21, 2006

So, basically, what I have learned so far is that I need to make a naval station and a command ship in every system to replicate even a part of the fleet functionality from the first game. :smithicide:

And civilization-ending meteor strikes are decennial events in the SotSverse. :suicide:

Make that yearly! :shepicide:

"Deathtrap has been struck by an asteroid storm..." at least I got the name right this time!

And the Hivers colonized it the same turn. Perfect. gently caress this game x3.

Arglebargle III fucked around with this message at 14:10 on Dec 8, 2012

Talkie Toaster
Jan 23, 2006
May contain carcinogens
You can research Battlerider Hangars and put them on your naval stations, or drop some defence platforms instead.

Also: Just ran into the Locust for the first time in SotS2, and... well, they're about as tough as they were in SotS1- a CR fleet with Phasers & Magnetoceramics can take them. Which is a bit underwhelming when you almost start off with that.

Arglebargle III
Feb 21, 2006

Which brings up another issue: when I press "upgrade station" in the station manager nothing happens. I don't actually know how to make a station bigger and the interface isn't helping.

Welp, my first obvious bug: looks like my ships are trying to attack a Hiver station that spawned inside a planet.

And thanks to the new quick battle system, they can't kill it even through quick battle! And now I can't recolonize Deathtrap. Super great.

Arglebargle III fucked around with this message at 14:33 on Dec 8, 2012

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Talkie Toaster
Jan 23, 2006
May contain carcinogens
You need a free construction fleet within range.

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