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Kinetica
Aug 16, 2011
I wrote some sites as well. I hope once the Pillars/SD2 blows over they'll at least look in your direction, because this is a really drat good game.

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Linear Zoetrope
Nov 28, 2011

A hero must cook
Have you talked to Extra Credits? I know they do a weekly "look at a lesser known game" thing. Not a huge publication, but a decent viewing audience.

E: I don't really watch him, but I hear Angry Joe also has a soft spot for Space 4x games.

Linear Zoetrope fucked around with this message at 04:49 on Apr 12, 2015

Helion
Apr 28, 2008
Definitely like the sound of the organic ship guys and the ship-borne race. Is the tech tree full of straight linear upgrades or are there different types of choices? By linear I mean "Now that I have researched lasers +10 it is time to research lasers +20", as opposed to "Instead of lasers I have researched ion weapons that disable enemy ships for some reason".

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky
You have unlocks, which unlock something fancy, ie a new weapon type or a new building or a new station or loving ring worlds or whatever.

Then you have upgrades, which generally add a flat or percentage bonus to some aspect of the game, such as range, speed, income, production, whatver.

Sedisp
Jun 20, 2012


So is the best strategy for the first hour or so just to grab up a gently caress ton of planets? I seem to always be behind the AI when it comes to territory.

Gort
Aug 18, 2003

Good day what ho cup of tea

Sedisp posted:

So is the best strategy for the first hour or so just to grab up a gently caress ton of planets? I seem to always be behind the AI when it comes to territory.

I'm not good at this game at all but it seems like the thing to do is to grab the planets you need to level up your other planets. Lowest-level planets actually lose you money. So yeah, grab lots of planets, but grab the right ones, I guess?

Stevefin
Sep 30, 2013

Deadmeat5150 posted:

What controversy is there surrounding SD2 other than Zero had a huge bitchfit on Something Awful because he didn't like people critiquing his darling StarDrive?

To add to this for one more post. SD2 is an inferior game to SD1 for me, adding everything into turn based isolated game. The one thing I did like from SD1 was the combat pace

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Stevefin posted:

To add to this for one more post. SD2 is an inferior game to SD1 for me, adding everything into turn based isolated game. The one thing I did like from SD1 was the combat pace

I picked up SD2 because I did enjoy SD1 despite Zero's temper tantrum and I agree. The turn-based system is irritating even if you can hold down the spacebar to make it semi-real time. The combat is... well actually it's a little boring. It's kind of pretty and I made a ship made of nothing but Vulcan cannons just to see if I could but it list appeal quickly. The pace of the game is also way off. SR2 gives you time to amass an empire and actually feel powerful before you get too involved with other races. SD2 even on the largest map you meet another race very quickly and then poof suddenly you meet everyone.

SR2 is pretty clearly the superior game here.

And it will only get better once Firgof lets me use clouds of fighters from my central carrier hint hint.

Agean90
Jun 28, 2008


If were talking about changes that would be good, a way to make support ships that set to raid stay grouped up would be nice.

Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe
Which planets should i focus on upgrading? Your homeworld seems like the obvious first choice but is there a reason not to?

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

DarthJeebus posted:

Which planets should i focus on upgrading? Your homeworld seems like the obvious first choice but is there a reason not to?

Not that I have found. Your homeworld tends to stay your powerbase all game.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Deadmeat5150 posted:

Not that I have found. Your homeworld tends to stay your powerbase all game.

Depends if there's another large planet you find with a sweet L3 resource.

Agean90
Jun 28, 2008


I usually get it up to level 3, by that time I usually find a world with vast plains/a bitchin l3/ one of those resources that gets better the higher level the planet is to focus on instead.

OwlFancier
Aug 22, 2013

Reason posted:

In Quill18's Lets Try he says the game gets a little bit samey fairly quickly. Is that correct?

Depends what you're used to. I would say that it does, in comparison to SR1 with the galactic armory mod. The game could do with a massive content update, it has extremely solid systems in place but would benefit immensely just from more options, more planet types, more stuff to build, more races and distinctions between them, more guns and systems for your ships, that sort of thing.

Just more crazy stuff for you to build a strategy around, at the moment most of the races do play rather similarly which is a shame, and there is less room for building insane megaprojects than there was in SR1 with the removal of resources except for money, and the removal of stockpiling except for part-financing things (which the mono can't do, weirdly).

As a general 4x at its price point however it's quite good, and hopefully there will be a galactic armory-like mod for it at some point. It's not really fair to compare it to SR1 in some ways because SR1 is one of the least samey games available other than like, dwarf fortress or something.

OwlFancier fucked around with this message at 18:16 on Apr 12, 2015

Bremen
Jul 20, 2006

Our God..... is an awesome God

DarthJeebus posted:

Which planets should i focus on upgrading? Your homeworld seems like the obvious first choice but is there a reason not to?

I usually leave my homeworld at level 1, actually. It doesn't have any leveled resources, so its only advantage is some innate labor generation. If instead you focus on leveling up a planet with a level 3 resource, or a multi-level resource like FTL crystals, you get those as bonuses in addition to the higher income and pressure cap from being high level.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Bremen posted:

I usually leave my homeworld at level 1, actually. It doesn't have any leveled resources, so its only advantage is some innate labor generation. If instead you focus on leveling up a planet with a level 3 resource, or a multi-level resource like FTL crystals, you get those as bonuses in addition to the higher income and pressure cap from being high level.

I guess I've gotten too used to being Mono now, cause I always copy some awesome resource I find.

xgalaxy
Jan 27, 2004
i write code
For some reason I'm on a 4x itch streak and I like supporting indie dev goons so I bought this blind.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Maybe I'm missing something, or I might have found a bug. I think what I did was queue imports from a tier1 asteroid before I finished capturing the enemy planet that had the mine on it. Now I can direct the resource around, but it doesn't seem to be fulfilling planetary needs. Shows up on the little buff bar, but doesn't seem to trigger as the planet having it.

I've found that I pretty much am not going to play a verdant anytime soon, since the random ship generator doesn't appear to be working for them.

Game is a lot of fun, and I really enjoy that it feels like I've got multiple ways to focus on the victory. I think you get influence for killing flagships or capturing planets, which creates an interesting dynamic where you can use that to do vote stuff against someone you might not want an out-and-out fight with.

Gwyrgyn Blood
Dec 17, 2002

Few more suggestions/bugs/etc after another days worth of play. Please tell me if I'm missing anything obvious here, it's totally possible.

- It's kind of hard to track all your fleets and stuff when you've got a fair number of them. The stack panel on the right side of the screen doesn't name any of them or give an indication of which is which or anything.
Suggestion: Give each fleets a number. Put an icon for those numbers on the stack panel on the right. When you zoom out on the map, show the number icon along with the fleets on the map, so you know which one is which.
Extra Bonus: Hold <Alt> or another button to hide everything other than your fleets, so you can find them even easier. And while holding this, you can't box select anything other than fleets.

- It's hard to find what Labor producing sites you have that aren't currently assigned to build anything, at a glance. In the right stack panel there is an option to show all Labor producing things period, but as far as I can tell it doesn't tell you if things are currently building something.
Suggestion: Add a color/icon/etc to each site that tells you if it's queue is empty or not.
Alternate: Add a new filter for the stack panel, "Show Labor Producers that have empty queues". So it just only shows ones that have nothing going on.

- Can't tell what exact model/instance of a ship you have selected in the lower left.
Suggestion: Why not write the model name of the ship down there? And if you add the whole numbering ships thing from the first suggestion, add that here too.

- Kind of hard to tell if a fleet is in combat from the default fleet list in the stack panel. Yes there's a filter to show Fleets In Combat, but it's kind of excessive to have both of those at once.
Suggestion: Instead of a light yellow color, make it a much more visible red. Or perhaps add a red border, and/or a small icon indicating the fleet is in combat.

- Diplomacy. I love the card mechanics and all that, but is there some way I can actually tell why people feel some way about me? It feels like the actual diplomacy part is very opaque. Likewise, it feels like an AI that declares war on you is determined to stay at war forever, throwing peace offers at them even when I'm obviously winning and they just reject them every time. There's absolutely no feeling of 'okay lets work out a deal' at all.

- How about some freakin lists? Like, the stack panel is nice, the planet graph is nice, but what I really need is some kind of ledger where I can just get a detailed, sortable list of everything. Like, a list of every planet I own, it's income +/-, pressure, what it produces, what's in it's queue, how much defenses/support it has. Same idea for fleets, it'd be nice to see a full breakdown in a list format instead of having to manually click through all of them.


Bugs:

- Support Station, I told it to manually Target Support Beam. But it wouldn't stop targeting that fleet even once it was full up. Intentional maybe? If so, there should be a 'cancel target' button as well. I couldn't figure out obviously how to cancel manual targeting from just messing around.

- Manage Supports tooltip for fleets is wrong. It says "Manage the Groups of Support Ships currently assigned to the planet".

- Game crashed when quitting. Nothing in the log files.

- Sort of a bug? Strength indicator is just totally off. Not sure how it's calculated exactly, but I was beating enemy fleets that had 2x as much Strength as mine easily. I looked at the tooltip and it said their DPS was far lower than mine, and their HP was only basically comparable. Might be a calculation error of some sort? I can probably provide some concrete examples, but as a general strength indicator it does not seem very accurate.


Questions:

- What determines max planet level? Sometimes I can continue to level up Resource planets past their tier level so I guess it's not that?

pedro0930
Oct 15, 2012
Can someone tell me how to use the raiding behaviors (brawler and cavalry)? The support ships doesn’t seem to raid until my own flagship is already way in range of the enemy fleet. When the ships do raid, they over shot very badly after the first pass and often can’t get back into position because due to engine damage or whatever. Or maybe this is the intended behavior? To fly behind the enemy fleet to shoot at them once the battle is joined instead of long range attack.

Actually I feel support ships just don’t get into their intended behavior quick enough (due to their engagement range being too short?). I have to put a ton of armor on my cap ship even with a bunch of shield ship because by the time they get into position my flagship will already take a ton of fire. The artillery ship also doesn’t move to the back line until they are already shot to poo poo.

q_k
Dec 31, 2007





Gwyrgyn Blood posted:

Questions:

- What determines max planet level? Sometimes I can continue to level up Resource planets past their tier level so I guess it's not that?
I think it's just 5 for every planet, it doesn't matter what the resource on the planet is.

Gwyrgyn Blood
Dec 17, 2002

q_k posted:

I think it's just 5 for every planet, it doesn't matter what the resource on the planet is.

I see now, it just hides the Required For Next Level box when you start exporting from a planet. I was wondering why it seemed inconsistent.

Two more fun bugs:

- Comboboxes, if you drop them down, click and hold on an option, then drag your mouse cursor to another piece of the GUI and release, the combo box is just empty. Sometimes it will figure out to repopulate the box with the default option but other times it won't, for example the Engagement Range box in the design screen, you can just have it save as blank.

Speaking of, sometimes the Engangement Range box fails to close if you try to change tabs while it's dropped down. So it's just stuck on the screen in the Galaxy view or whatever.

pedro0930
Oct 15, 2012
By the way, is there any way to stop your opponent from building gate station remotely in your system (or really, just any building) and immediately teleport in massive fleet(s)? My opponent had a world with massive labor generation and stock piled even more into warehouse. He could finish the default gate station in literally 5 seconds from across multiple systems. Somtimes right behind my fleet before I can even finish turning around, let along destory it. Does FTL jamming works on gate?

My worlds were so heavily fortified to stop all these instant gate attack, the dread pirate got blew up within 30 seconds when it appeared in home system.

Vehementi
Jul 25, 2003

YOSPOS
Found this looking for the SD2 thread. I bought Star Ruler a long time ago but didn't get used to it. Checked out the steam trailer and I like zillions of beam weapons. I love beam weapons. Can I make a single giant ship with tons of beam weapons instead of a billion little ships?

Stevefin
Sep 30, 2013

Probably not. I only just brought it but the starting capital ships armada support ship numbers limit is in the hundreds

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky
You don't have to give your giant ships escorts and you can make them galaxy sized if you somehow found the labor for it.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
The game would be a lot better if the screen would designate the planets that you own that have labor. A lot better. And yes, the tech screen is a mess.

OwlFancier
Aug 22, 2013

For those of you having empire management woes, select something and press P to stick it to your UI. It's very useful.

Gwyrgyn Blood
Dec 17, 2002

Lorini posted:

The game would be a lot better if the screen would designate the planets that you own that have labor. A lot better. And yes, the tech screen is a mess.

Yeah see my similar complaint about that. There's a 'Planets with Labor' filter for the right bar, and you can set the Planet Tab to show Production which shows labor. But those are both pretty messy.

I feel like there's a lot of clutter on various screens and a lack of the actual relevant information a lot of the time. Paradox games have Map Modes for a reason and I think this game could benefit from something like that. I would love a 'Labor' map mode, highlights planets: Green = Labor available, Yellow = Labor in use, Red = No Labor, Grey = Uncolonized.

OwlFancier posted:

For those of you having empire management woes, select something and press P to stick it to your UI. It's very useful.

I love the ability to do this, BUT it's mostly helpful for watching a few high priority things and not so much managing a larger empire.

Drone_Fragger
May 9, 2007


The only thing that I feel lets this game down is the research system. It just feels so pointless in the long run that nothing really seems particularly useful. The lack of weapon variety or reason to specialise reasearch also is a real let down.

Gwyrgyn Blood
Dec 17, 2002

Drone_Fragger posted:

The only thing that I feel lets this game down is the research system. It just feels so pointless in the long run that nothing really seems particularly useful. The lack of weapon variety or reason to specialise reasearch also is a real let down.

I'm having a complete brain fart here but I think every race has the exact same tech tree even?

But yeah, there are too many passive bonuses on the tech tree and not enough things like Ringworlds, Shields, Planetary Thrusters, and so on, which are all cool. You start this game with a ton of the classic 4x 'unlocks', so they could either scale back what you start with, or go really nuts and have more galaxy destroying poo poo as the end game unlock techs (which would be my preference).

Drone_Fragger
May 9, 2007


Like there could easily be 4 or 5 different shield types with different effects, more types of armour and more weapons and corresponding research for them but instead it feels like theres maybe 20-30 identical tiles that basically do "get x more money this turn" with a few unlocks mixed in :<

Gwyrgyn Blood
Dec 17, 2002

I feel like it's kind of dangerous to put TOO many similar unlocks in as well though. Like Armor, there's already I think 4 types? The starting 3 plus Cloaking. And then there's Shields, Bulkheads, and probably a bunch of other stuff I'm forgetting. That's probably way more than enough.

There's a fair number of modifier unlocks as is, but I feel like most of them are more sidegrades than direct upgrades. And none of them feel really exciting to me, but maybe I just haven't played with them enough. Like, I want to see a technology on the list and go 'yeah I can't wait to get that and upgrade all my ship designs to use that crazy poo poo'.


Also here's a question because I'm terrible... is there a clean way to update my supports/flag ships? Say I have a bunch of Battleships, I go into the design, edit existing Battleship to add a new Shield module, save. I would like all my Battleships to upgrade to the latest design at their next convenience, is there any way to do that? Same thing for Supports and stations of course.

There's a button right there god drat it.

Gwyrgyn Blood fucked around with this message at 21:04 on Apr 13, 2015

Firgof
Dec 27, 2009

The Librarian is pure.
Former Star Ruler 2 Dev.
We specifically wanted sidegrades, though. Straight upgrades means you're forcing the player to redesign their ship any time they get an unlock, and that can get tiring. So rather than giving the player 'Lasers Mk. II, exactly like Lasers Mk. I but with +50% more damage" we just do "+20% damage to all weapons". It's faster, it's easier on the player, and it's less complicated. Also makes sure none of your designs are ever 'irrelevant'. All weapons are more or less useful in particular situations, even the late-game ones.

The only 'straight upgrade' in the tree AFAIK is the Liquid Armor tech - but you need Ore to use it. Antimatter should also probably have some sort of additional drawback, like blowing the ship up as if it were a SDD of equivalent size if it gets significantly damaged.

Firgof fucked around with this message at 21:07 on Apr 13, 2015

Drone_Fragger
May 9, 2007


Firgof posted:

We specifically wanted sidegrades, though. Straight upgrades means you're forcing the player to redesign their ship any time they get an unlock, and that can get tiring. So rather than giving the player 'Lasers Mk. II, exactly like Lasers Mk. I but with +50% more damage" we just do "+20% damage to all weapons". It's faster, it's easier on the player, and it's less complicated.

Other than selecting all of them and giving them a Retrofit command, I'm afraid not. Ships already passively upgrade to the latest version of available tech while in friendly space so long as the upgrades don't contain new or changed subsystems (e.g. swapping a rail for a muon, or adding/removing armor hexes/modifiers)

Really I feel like only armour has meaningful side-grades right now and even then that's debatable because you can't design a ship to specifically counter railguns/lasers/missles other than figuring out what the biggest gun on the enemy ship is and deciding if reactive or ablative armour is going to be better.

Agean90
Jun 28, 2008


I kind of wish it was easier to get to shields. Its far enough away that by the time the AI's (only played on normal in games with about 15 planets tbf) get it I have enough advantages from production and empire size due to beating up my neighbors that it winds up not mattering.

Firgof
Dec 27, 2009

The Librarian is pure.
Former Star Ruler 2 Dev.

Drone_Fragger posted:

Really I feel like only armour has meaningful side-grades right now and even then that's debatable because you can't design a ship to specifically counter railguns/lasers/missles other than figuring out what the biggest gun on the enemy ship is and deciding if reactive or ablative armour is going to be better.

With lasers and the latest update: Ablative is a near-hard counter now. Ablative can block up to 99% of the damage from a laser shot rather than the usual 80% (IIRC) and has some specific buffs besides to counter lasers.
Reactive soft-counters 'high spike' weapons like torps and missiles to a degree (again can only block up to 80%). Plate is the all-around defense with no particular strengths or weaknesses - but it is kind of heavy and so tends to slow down your ship turn rate and acceleration.

Ablative + Shields = A real hard-counter versus lasers if you've got the regen to keep repairing your ablative.

Neutronium is Plate's All Around Toughness - but on a scale which lets it compete with Torps. However it is extremely heavy and it costs a fair coin to put on a ship in any moderate amount.


Lasers have Hyperdense Lasers - which are 'compressed' Lasers (rather than doing DoT, it's more of a straight up DPS weapon - but it's power hungry and has a longer cooldown time)
Rails have Muons (which ignore armor, fire a little slower, and do less damage, 'nuff said)

Agean90
Jun 28, 2008


Armor-chat has me thinking, what determines where on a ships model damage occurs? I tend make my flagships with only armor on the front, with patches of it over critical areas on the sides so I can make them fast with oversized guns and support ships. If i get shot at from the side, what determines whether an armor segment gets hit or the exposed supply segment gets hit?

Space Skeleton
Sep 28, 2004

Agean90 posted:

Armor-chat has me thinking, what determines where on a ships model damage occurs? I tend make my flagships with only armor on the front, with patches of it over critical areas on the sides so I can make them fast with oversized guns and support ships. If i get shot at from the side, what determines whether an armor segment gets hit or the exposed supply segment gets hit?

I think it's based on where on the model it's actually hit? You can overlay the model in the designer.

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Agean90
Jun 28, 2008


But that's where things get confusing. How does it handle AOE from a torpedo? or if your actual design doesnt really resemble the ship model, since thats more of a game counter than how your ship literally looks.

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