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SHITPOST.BAT posted:What's the deal with the (apparent) bug that makes it so you can't choose to manually do a fight if your ship moves at the end of turn? I had this happen to me too. I think the "deal" with it is that the game is in alpha. Is there an in-game bug report function?
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| # ? May 4, 2012 02:46 |
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| # ? May 25, 2013 02:05 |
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What does the progress bar looking thing on the top of a new system mean? Also I registered #endlessgoons on synIRC so if you're already in IRC hop on it. This game is awesome.
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| # ? May 4, 2012 02:49 |
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Having a blast so far. Is there any way to disengage from a battle? So many times during initial exploration my one lowly scout ship will run into some space pirate surprise sex vessel and lose horribly with no option to run away to fight another day as far as I can tell.
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| # ? May 4, 2012 02:56 |
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SHITPOST.BAT posted:
Could it be that engaging in battle requires some movement points? Also, do you guys think it's a bug that the defenders always seem to be the ones "warping in" to the battle? Or am I just crazy?
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| # ? May 4, 2012 02:57 |
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Garfu posted:What does the progress bar looking thing on the top of a new system mean? If you mean the bar under the system's name, it's used to measure invasion progress, I think. It builds up after you colonize a system, so I guess very new colonies/outposts are easier to invade.
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| # ? May 4, 2012 03:00 |
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Astus posted:If you mean the bar under the system's name, it's used to measure invasion progress, I think. It builds up after you colonize a system, so I guess very new colonies/outposts are easier to invade. I think it has something to do with influence. When it fills up new colonies become part of the empire and get a border and everything. I don't know however, what causes it to fill or not fill (approval?) or why it starts low on some planets and high on others. Maybe captured colonies start low?
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| # ? May 4, 2012 03:06 |
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So is tonnage basically module capacity for a given unit? How do you increase tonnage for your ships? I assume it's just a research item, but I don't have the game in front of me at the moment.
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| # ? May 4, 2012 03:09 |
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thetrin posted:So is tonnage basically module capacity for a given unit? How do you increase tonnage for your ships? I assume it's just a research item, but I don't have the game in front of me at the moment. There's a couple of techs in the science branch that will improve the tonnage of a ship. There are also techs that enable new ship hulls which will have larger tonnage allowances (cruisers, destroyers, dreadnaught's i.e). One thing I also noticed is that certain hulls also have specific modifiers for modules (-25% module cost to weapons modules) that will also decrease tonnage allotments for that type. Anyone running into an issue where in battle it looks like all my ships survive, but then in the post battle report I actually lost a couple? It's starting to drive me a bit crazy.
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| # ? May 4, 2012 03:15 |
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Thern posted:There's a couple of techs in the science branch that will improve the tonnage of a ship. There are also techs that enable new ship hulls which will have larger tonnage allowances (cruisers, destroyers, dreadnaught's i.e). One thing I also noticed is that certain hulls also have specific modifiers for modules (-25% module cost to weapons modules) that will also decrease tonnage allotments for that type. I think that's an admiral skill acting buggy
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| # ? May 4, 2012 03:19 |
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Or fighting enemies with missiles. Projectiles take a bit to arrive, so it's possible to die from a last salvo your enemy fired. I've seen ships blow up while it's saying "Victory at such and such", but it's definitely most noticible with missiles.
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| # ? May 4, 2012 03:47 |
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Ugly In The Morning posted:Or fighting enemies with missiles. Projectiles take a bit to arrive, so it's possible to die from a last salvo your enemy fired. I've seen ships blow up while it's saying "Victory at such and such", but it's definitely most noticible with missiles. I havent actually seen missiles yet, even when my ships have them they never seem to fire
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| # ? May 4, 2012 03:55 |
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So is the combat like a rock paper scissors deal with weapon and armour types? Do you get stuff like interceptors, mines, drones, tractor beams, boarding/capturing later on? Do the cards actually grant new abilities or actions during battle or are they just bonuses to stats or whatever?
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| # ? May 4, 2012 04:02 |
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Spend like 20 turns building a colony ship at my homeworld. Immediately destroyed by pirates that appear from thin air.
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| # ? May 4, 2012 04:28 |
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ghetto wormhole posted:Spend like 20 turns building a colony ship at my homeworld. Immediately destroyed by pirates that appear from thin air. I wish pirates had bases or something they had to come from, even on a little cluster of stars that I control all but 1 system pirates will just spawn on that system in huge numbers. As an aside, how do I up the fleet numbers I'm allowed?
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| # ? May 4, 2012 04:32 |
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SHITPOST.BAT posted:I havent actually seen missiles yet, even when my ships have them they never seem to fire Not sure if it has to Do with the goofy camera angles during battle and so the missile launches and impacts are just not seen, or if there is a bug, because most battles I see at most one salvo get launched, or none at all. The description of the launchers implies that they should get to fire more than once, but maybe not? Orgone Accumulator posted:So is the combat like a rock paper scissors deal with weapon and armour types? Do you get stuff like interceptors, mines, drones, tractor beams, boarding/capturing later on? Do the cards actually grant new abilities or actions during battle or are they just bonuses to stats or whatever? Ever play galactic civ 2? There are 3 basic attack types, beams, projectiles, and missiles, and there is an optimal defense type for each. Ships can carry mission modules that alter their abilities in combat, such as giving them auto-repair, or increased firepower at the cost of durability, but there is no tactical combat as in MOO or SotS to activate cloaking devices or drone fighters or anything like that. For each phase of battle you pick a tactics card (you start with 3, but you get more through research) which will alter yours, or your enemies stats for that round, some cards cancel out others, but as of now they just alter stats.
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| # ? May 4, 2012 04:32 |
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Got this tonight, have to say, awesome game coming strait out of nowhere. Lack of tactical is the only real negative coming from a diehard MoO2 player.
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| # ? May 4, 2012 04:42 |
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Most of the advanced mechanics of this game are going over my head as I play. It's really daunting compared to Civ. 5. I'm gonna have to spend some time with the manual.
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| # ? May 4, 2012 04:52 |
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SHITPOST.BAT posted:I wish pirates had bases or something they had to come from, even on a little cluster of stars that I control all but 1 system pirates will just spawn on that system in huge numbers. As an aside, how do I up the fleet numbers I'm allowed? The tech calls it command cap or something. You can find them in the diplomacy branches. There is on tech in particular that ups your fleet numbers per different number of ship hulls you researched.
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| # ? May 4, 2012 04:57 |
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How the hell do you use trade routes in this game? And does a resource monopoly mean what I think it means (ie, you are the only one in the galaxy with the resource in question)?
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| # ? May 4, 2012 04:58 |
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So far this is pretty good, it runs well, looks pretty good and makes sense. My only real complaint is having strategic resources like Titanium-70 and others being absolutely required to use some technology. Without Ti-70, I can use missiles. Without whatever that energy one, I can't use lasers. I'm ok with them providing a bonus or something, but being completely locked out is a huge oversight.
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| # ? May 4, 2012 05:12 |
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GrandpaPants posted:How the hell do you use trade routes in this game? And does a resource monopoly mean what I think it means (ie, you are the only one in the galaxy with the resource in question)? Monopoly means you control four or more of the resource, at least so far as I've seen. It could have been that I was the only one with it and as they got some that monopoly would go away. Trade routes are automatic. Research the tech, explore other empire worlds, be peaceful with them and you'll get trade routes automatically. quote:So far this is pretty good, it runs well, looks pretty good and makes sense. My only real complaint is having strategic resources like Titanium-70 and others being absolutely required to use some technology. Without Ti-70, I can use missiles. Without whatever that energy one, I can't use lasers. I'm ok with them providing a bonus or something, but being completely locked out is a huge oversight. You don't get locked out, you just have to wait for the next tech level. First generation lasers (for example) require the resource, but the second generation doesn't.
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| # ? May 4, 2012 05:13 |
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Damnit Squiggle I hope you are proud, your glowing reviews convinced me to get this. There goes college
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| # ? May 4, 2012 05:19 |
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nessin posted:You don't get locked out, you just have to wait for the next tech level. First generation lasers (for example) require the resource, but the second generation doesn't. I guess I assumed that if I couldn't use the previous tech, then I wouldn't get following ones.
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| # ? May 4, 2012 05:45 |
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Quill18 did a rather good half-hour LP of Endless Space where he shows off most of everything. Very watchable for those who want to take a quick look first before buying the poo poo out of this awesome game. http://www.youtube.com/watch?v=MM1AFpN6rh4
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| # ? May 4, 2012 06:01 |
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CitizenKain posted:I guess I assumed that if I couldn't use the previous tech, then I wouldn't get following ones. Yeah, you can just research it and then never use it, and then research the next level. I got lucky on my last game. I found a deposit of T-70 need my home system, and had a fleet of patrollers orbit the system until I was able to get a hiveship over to it. I was secretly hoping someone would contest me for it, just so I could blow some poo poo up. Is there a way to see the detailed stats on a new ship before you unlock the research for it? Both the Predator and Marauder class ships for the Cravers have their role listed as "multiple", which makes it hard to figure out which one is worth getting early on. thetrin fucked around with this message at May 4, 2012 around 06:06 |
| # ? May 4, 2012 06:04 |
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thetrin posted:Yeah, you can just research it and then never use it, and then research the next level. I could be wrong though, but I found that has worked for a lot of things in this game.
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| # ? May 4, 2012 06:35 |
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Any tips for research? Should I balance research by researching all the lowest-level techs, or are there high-level techs worth rushing to? At the moment, I'm following Strategy 2 with Colonization techs (gotta seize them sweet worlds, yanno), but I'm really lagging behind in the rest.
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| # ? May 4, 2012 06:37 |
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thetrin posted:Is there a way to see the detailed stats on a new ship before you unlock the research for it? Both the Predator and Marauder class ships for the Cravers have their role listed as "multiple", which makes it hard to figure out which one is worth getting early on. If you hover over the technology it'll display their 'speciality' like the Predator gets -20% tonnage on weapons and Marauder has -25% Armour/Invasion/Power tonnage. The only other difference is the base tonnage on them (Marauder has like twice as much but takes resources to build), which is something they should really include on that tooltip. The 'role' is just a representation of their speciality and from memory basically all of them say "multiple" except for the "Colonization" hull because that has pure Support-based specialities.
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| # ? May 4, 2012 06:53 |
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CommissarMega posted:Any tips for research? Should I balance research by researching all the lowest-level techs, or are there high-level techs worth rushing to? At the moment, I'm following Strategy 2 with Colonization techs (gotta seize them sweet worlds, yanno), but I'm really lagging behind in the rest.
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| # ? May 4, 2012 06:56 |
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I really like the bizarre humor this game has. As a history nerd the difficulty level tooltips had be cracking up.
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| # ? May 4, 2012 07:15 |
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Oenis posted:Quill18 did a rather good half-hour LP of Endless Space where he shows off most of everything. Very watchable for those who want to take a quick look first before buying the poo poo out of this awesome game. Wow, skip to 27 minutes in for a look at the combat. I'm sold. The normal turn based combat usually kills me with micromanagement, While I don't want a real time fight either. This looks like an awesome solution, and something that would actually work well in multiplayer.
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| # ? May 4, 2012 07:19 |
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I want to get this. I love 4x, but Sins really let me down, this seems to go back to the more purist 4x recipe (getting away from turn-based was the major turn-off). Only thing I want to know before getting on board, what are their updates like? Are they like once a month so far, bi-monthly, weekly? Are they big updates with page-long patch notes or relatively small updates so far? Or is it so new we haven't had updates yet to judge upon? The graphics are AMAZING for a space 4x. I am seriously impressed with those. Funso Banjo fucked around with this message at May 4, 2012 around 07:23 |
| # ? May 4, 2012 07:20 |
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Really like that this plays nice in windowed mode. I put on a movie or tv show, or even just surf the net and just chill and play. Good stuff.
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| # ? May 4, 2012 07:20 |
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Loved Sword of the stars and GalCiv2, this looks like a pretty in-betweener. Hoping this game has a chance of somehow destroying a planet when you're researching human language (oh hivers :3 ).
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| # ? May 4, 2012 07:52 |
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Is there a guide to how things work in this game? Because it really feels like I'm doing something wrong with my resource management. It's turn 70 or so, I don't have the population to spare to make colony ships to make more then five bases, because I think it's keyed off food surplus which is hard to raise on any of my planets. I'm also struggling to break even on dust, but I'm also running up a lot of warships right now, so that's most of it. At least my science and ultra-factory are sufficient to churn out ships to push back the bug dudes and the pirates. Also, is it normal for every NPC to have a negative opinion of you, with the sole modifier being 'military weakness'? Well, except the one guys who called peace, they like me, but before that, it was -50 military weakness like everyone else. It was kinda weird.
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| # ? May 4, 2012 08:46 |
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Heatwizard posted:Is there a guide to how things work in this game? Because it really feels like I'm doing something wrong with my resource management. It's turn 70 or so, I don't have the population to spare to make colony ships to make more then five bases, because I think it's keyed off food surplus which is hard to raise on any of my planets. I'm also struggling to break even on dust, but I'm also running up a lot of warships right now, so that's most of it. At least my science and ultra-factory are sufficient to churn out ships to push back the bug dudes and the pirates. Everything in the game is tooltipped, so you can see what you need to do. Dust wise, yeah, ships have upkeep, and so do your heroes (most of which are drat useful as planetary governors, because they boost food and industry, or science and dust). Oh, don't colonise willy-nilly at first, you need to get the most out of your colonists in the early game. And yes, it's perfectly normal. For some reason, the AI knows exactly what to do, so it often powers ahead, leaving you militarily weak. The more you're at peace with someone, the better things get, but as I noted when discussing this earlier, you gots to bribe them to even get them to talk about peace.
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| # ? May 4, 2012 09:27 |
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This literally came out of nowhere for me. It popped up in a Steam window after I quit a game, and I went "that looks really neat!" Times have been good lately for 4X sci-fi games. ![]() They have a progress bar for development, and it really reinforces that this isn't an alpha. According to their [opinion] bars everything is basically done except balancing and bug hunting. How is that an alpha? Also x100: for anyone thinking combat is totally automated and boring "watch the progress bar" please watch the YouTube LP Oenis posted. It looks gorgeous, and does in fact have player interaction.
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| # ? May 4, 2012 09:56 |
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I got the game and I'm not disappointed, but that said: The combat sure looks awesome the first two times you see it, and then it gets old really, really fast. I'm not sure yet whether manual combat actually can give you an edge unless you get really lucky (it seems the only thing I've achieved with manual combat is getting my attempts to repair ships blocked) so I'm probably going to just use automatic combat from now on. Seems really promising for multiplayer though.
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| # ? May 4, 2012 09:58 |
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BloodWulfe posted:This literally came out of nowhere for me. It popped up in a Steam window after I quit a game, and I went "that looks really neat!" Times have been good lately for 4X sci-fi games. I think it's an "almost over" alpha, the type it will turn into beta in two months. And the beta will be just fine-tuning and bug squashing.
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| # ? May 4, 2012 10:37 |
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| # ? May 25, 2013 02:05 |
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BloodWulfe posted:This literally came out of nowhere for me. It popped up in a Steam window after I quit a game, and I went "that looks really neat!" Times have been good lately for 4X sci-fi games. Alpha's turn into Betas once they have all the features they want for release to be in, notably multiplayer. It will go Beta soon once that is in and they start hardcore bugfix/polishing.
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| # ? May 4, 2012 10:44 |























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