|
That was the case in the first SotS as well, and the developers eventually responded that there was no way to fix the issue. What really bugs me is when I can't drop out of accelerated time, even though I'm very much in combat and getting blown up by missiles.
|
# ? Dec 18, 2012 16:36 |
|
|
# ? May 6, 2024 10:47 |
|
Arglebargle III posted:
This is one of my biggest annoyances as well, especially with non Hivers who have a variable number turns return trip.
|
# ? Dec 18, 2012 16:41 |
|
I wish the autoresolve AI wasn't so painfully bad. It literally takes my ten ships, splits them up into three groups. One fucks off left, one fucks off right, the third does loops and spins and generally goes nowhere. They usually leave my CnC and/or gate (as Hiver) totally exposed. It's easier for me to say I'll control the battle, accelerate time and alt-tab in most defensive autoresolve situations.
|
# ? Dec 18, 2012 17:12 |
For Loa especially the turn estimates are completely wrong. 18 turn patrol often seems to turn out to actually be one turn. I put a supply in now whether or not the fleet it looks like it needs one if I need them to stick around.
|
|
# ? Dec 18, 2012 17:12 |
|
Nuclearmonkee posted:For Loa especially the turn estimates are completely wrong. 18 turn patrol often seems to turn out to actually be one turn. I put a supply in now whether or not the fleet it looks like it needs one if I need them to stick around. The Loa use a different way of consuming\using supply than everyone else. No I don't know what's different or how.
|
# ? Dec 18, 2012 18:43 |
|
Nuclearmonkee posted:For Loa especially the turn estimates are completely wrong. 18 turn patrol often seems to turn out to actually be one turn. I put a supply in now whether or not the fleet it looks like it needs one if I need them to stick around. It's particularly stupid because your fleet should be able to build a gate to go home through, but can't.
|
# ? Dec 18, 2012 18:46 |
Talkie Toaster posted:Loa travel times are pit-traps too. Forgot you've not yet dropped a gate on that planet you wanted to survey? Whoops, the survey mission travel time still assumes you're gating back. Enjoy a 30-turn slowboat. Just like the Hivers they need a survey/gate hybrid mission. You shouldn't have to gently caress around with 2 fleets in the Loa's case or make a 2nd trip as Hivers.
|
|
# ? Dec 18, 2012 20:50 |
|
Nuclearmonkee posted:Just like the Hivers they need a survey/gate hybrid mission. You shouldn't have to gently caress around with 2 fleets in the Loa's case or make a 2nd trip as Hivers. You can do both as Hivers. A survey fleet will have the same travel time as the gate fleet.
|
# ? Dec 18, 2012 20:57 |
Taerkar posted:You can do both as Hivers. A survey fleet will have the same travel time as the gate fleet. Indeed, but the fact that the gate fleet can't survey before dropping the gate is annoying.
|
|
# ? Dec 18, 2012 20:59 |
|
Agreed. I was so hopeful that the new fleet order thing would allow for queuing, but no such luck.
|
# ? Dec 18, 2012 21:00 |
Taerkar posted:Agreed. I was so hopeful that the new fleet order thing would allow for queuing, but no such luck. Now sir, I'll have you know that supply constraints are required for your whimsical alien space bugs equipped with relativistic drives and magical teleportation. If they didn't have to go home after every mission it would ruin my immersion.
|
|
# ? Dec 18, 2012 21:02 |
|
Nuclearmonkee posted:Indeed, but the fact that the gate fleet can't survey before dropping the gate is annoying. You know you can drop a Gate before the Survey right? Once you've dropped a Gate, the Survey is going to take 1 turn travel time, which is practically nothing. And about Invasions - you really don't need 3 fleets to kill a developed colony, and if you do, there's something seriously going wrong somewhere. At most you need 2 fleets at once - a combat fleet to clean out defenders, and an invasion fleet stacked to the limit with assault shuttles. The only situation in which you'll need more is in case of Homeworlds or systems with multiple planets that are in missile range of each other. Or huge tech disparity I suppose. DatonKallandor fucked around with this message at 01:37 on Dec 19, 2012 |
# ? Dec 19, 2012 01:14 |
|
Taerkar posted:Agreed. I was so hopeful that the new fleet order thing would allow for queuing, but no such luck. Queuing orders is so 2003. In the future realism will demand that everything is done in real time.
|
# ? Dec 19, 2012 01:36 |
|
It feels like Loa are too different from the other races to ever be balanced correctly. Then again, the game crashes on me every time a Hiver gate is built so I guess balance issues are the least of my worries.
|
# ? Dec 19, 2012 13:17 |
|
I've also noticed that while Loa ships are pretty fragile they seem to have tons of gun mounts, like, way more than most other races seem to have. Their cruiser Strafe module is insane. Having a Large mount on their cruiser engines is pretty handy too.
|
# ? Dec 19, 2012 13:41 |
|
Neruz posted:I've also noticed that while Loa ships are pretty fragile they seem to have tons of gun mounts, like, way more than most other races seem to have. Their cruiser Strafe module is insane. Having a Large mount on their cruiser engines is pretty handy too. They have Zuul weaponry at even-worse-than-Zuul armor (which is slightly helped in chases by the thin shape). They also share the Zuul PD issues.
|
# ? Dec 19, 2012 14:44 |
|
A patch appears; ----- 2.0.24645.1 Critical fixes: - Fixed combat CTD. - Fixed destroyed system CTD. - Fixed CTD in build screen. - Fixed Loa CTD when doing NPG gate mission from destroyed planet. Other fixes: - Fixed able to set missile to PD. - Fixed selected groups ignoring combat planes to which they are set. - Fixed "stop" speech event. - Fixed "defeated pirate base" being spammed 3x when it is defeated. - Fixed AI colonizing hostile systems. - Fixed case where AI would have a fleet with no command ship. - Fixed issue that would cause too many locust scouts. - Fixed case where randoms could be flagged as neutral. - Fixed VN Pyramids not firing at planet. - Fixed Loa not spawning next to their gates. - Fixed AI not launching battlecruisers and battleships. - Fixed AI not launching riders in some cases. - Fixed Loa not properly removing cubes for ship damages. - Fixed ships flying into locust moons. Other changes and additions: - Fixed various strings. - Windowed fullscreen support. - Revamped post-combat screen. - "C" button in chat now connects/disconnects from chat. - Double pressing 1-0 will focus on the ship group instead of whenever you press the button. - Starmap now remembers if fleet/planet tab was last selected. - Added a hot key to exit accelerated time. ----- Stealth items changed; mecron posted:Morrigi speeds are now working as intended. Humans got a small speed increase. Some small economic changes were made but you may not notice.
|
# ? Dec 20, 2012 07:08 |
|
How did this game uninstall itself from my steam games list.
|
# ? Dec 20, 2012 10:06 |
|
Horsebanger posted:How did this game uninstall itself from my steam games list. Given SotS2, I'm not sure if you're making a joke about how you uninstalled the game because of bugs, or if your game has genuinely managed to uninstall itself.
|
# ? Dec 20, 2012 11:02 |
|
Do I still have the capability of researching Latin and having it blow up in my face if I put too much money into it?
|
# ? Dec 20, 2012 11:23 |
|
TalonDemonKing posted:Do I still have the capability of researching Latin and having it blow up in my face if I put too much money into it? Sadly no, since the language techs have been scrapped. But there are political techs so researching economics could potentially explode.
|
# ? Dec 20, 2012 15:32 |
|
quote:Morrigi speeds are now working as intended. Goddamnit. I don't know whether this is going to be good or bad but I'm not happy about it 210 turns into my Morrigi game. Where can I see hotkeys, I don't see them in the in-game options menu or the pre-game options menu.
|
# ? Dec 20, 2012 16:09 |
|
Hotkeys are on the last pages of the game manuals, IIRC. To rebind them (or find out about the new ones that aren't in the manual, now that I think about your question), you might be able to edit a config file or something.
|
# ? Dec 20, 2012 16:26 |
|
No, there is a specific menu to change hotkey binds. You must do it inside a game-save. You can change most of the hotkeys, but the sad part is that not the ones that matter. No hotkeys for your psi abilities or goop modules, sorry!
|
# ? Dec 20, 2012 16:33 |
|
Never researched either one, so (are they good?)
|
# ? Dec 20, 2012 17:31 |
|
The effectiveness of Goop modules depends on what you're facing. They can replenish damaged armor in battle and thus are more effective the better your armor is. If you've got the top tier of armor that adds an extra invuln level they're better, they're better on dreads due to the extra invuln layer they get versus cruisers.Keisari posted:No, there is a specific menu to change hotkey binds. You must do it inside a game-save. You can change most of the hotkeys, but the sad part is that not the ones that matter. No hotkeys for your psi abilities or goop modules, sorry! Goop modules have an automatic trigger if you choose. They'll activate at 50%.
|
# ? Dec 20, 2012 17:48 |
|
Arglebargle III posted:Never researched either one, so If you can get the Repair Psi-ability you can keep a ship alive as long as it's psi-power bar lasts. It's like an infinite (bar-based) goop module. Just turns all your red armor green starting with the deepest damage.
|
# ? Dec 20, 2012 19:19 |
Arglebargle III posted:Goddamnit. I don't know whether this is going to be good or bad but I'm not happy about it 210 turns into my Morrigi game. It just fixed the flock bonus, which was uncapped regardless of whether you researched the uncapping tech. It's about a 1ly reduction in speed on full CR fleets, which isn't that major.
|
|
# ? Dec 20, 2012 21:19 |
|
So what is the new toggle for accelerated time? I'm slowboating across a system with no enemies in sight now. Well, not across so much as a quarter of the way into. In five minutes.
|
# ? Dec 21, 2012 16:17 |
|
Arglebargle III posted:So what is the new toggle for accelerated time? I'm slowboating across a system with no enemies in sight now. You can hit options to bring up the keybinds from the main menu. Last time I checked it was + / - (the ones next to the backspace, not on the keypad).
|
# ? Dec 21, 2012 16:18 |
|
Thanks! But unfortunately that doesn't help me move across a system without running out the clock. I'm not getting AT at all.
|
# ? Dec 21, 2012 16:20 |
|
Keisari posted:Sadly no, since the language techs have been scrapped. This completely destroys my immersion. I'm not sure can ever get emotionally invested in this series again.
|
# ? Dec 21, 2012 16:47 |
|
Arglebargle III posted:So what is the new toggle for accelerated time? I'm slowboating across a system with no enemies in sight now. Well, not across so much as a quarter of the way into. In five minutes. If you can't get into accelerated time there's probably combat going on somewhere in the system. It's possible the AI is fighting another AI or a menace on the other side of the sun or somewhere else out of your sensor range.
|
# ? Dec 21, 2012 17:20 |
|
I killed the Ghost Ship finally. All it took was some torpedo platforms and a fusion cannon fleet. I'm still bitter about how the Tarka keep taking planets that I conquered. What's the income level you should be looking at before switching to dreadnoughts?
|
# ? Dec 21, 2012 18:22 |
|
I got the "More agile" trait on my projector dreads as Hiver. That thing is more maneuverable now than my cruisers.
|
# ? Dec 21, 2012 18:24 |
Arglebargle III posted:I killed the Ghost Ship finally. All it took was some torpedo platforms and a fusion cannon fleet. I'm still bitter about how the Tarka keep taking planets that I conquered. Generally it's worth going for dreads once you can field decent CRs and have basic econ/production techs done. Even if you don't have the tech/money to make really good dreads, converting your CnCs to dreads is worth the cost for obvious reasons. With some races I generally don't even focus on using dreads as main combat line ships and stick with CRs.
|
|
# ? Dec 21, 2012 19:03 |
|
I think they wanted to make CRs still viable in the late game.
|
# ? Dec 21, 2012 19:07 |
|
Arglebargle III posted:So what is the new toggle for accelerated time? I'm slowboating across a system with no enemies in sight now. Well, not across so much as a quarter of the way into. In five minutes. + and - , but sometimes it works for me and sometimes it does not.
|
# ? Dec 21, 2012 22:33 |
|
How do you check your ships and prototypes for special abilities and weaknesses? What screen is it on?
|
# ? Dec 22, 2012 00:13 |
|
|
# ? May 6, 2024 10:47 |
|
Sibling of TB posted:How do you check your ships and prototypes for special abilities and weaknesses? What screen is it on? It's on the Design screen, and should also be on the Build screen. Note that you cannot know design attributes right off the bat! Unless you have Virtual Engineering researched, you'll have to bring the ship into a fight first. If you do have Virtual Engineering, prototyping a design will be sufficient.
|
# ? Dec 22, 2012 00:15 |