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Arianya
Nov 3, 2009

The need for starbases definitely makes the early game expansion a bit more of a active decision rather then just "plop a colony here for the borders, plop an outpost here for that system"

Though reading here that starbases increase tech/tradition cost makes me really reconsider how my early aborted run last night went wrong.

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Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
Synchronised Defences, previously a bit of a joke tech, is now AMAZING in the early game. Get it and be safe.

Chalks
Sep 30, 2009

Really enjoying the slower paced early game with more reasonable and less psychotic neighbours.

I'm not too sure about the new war system though. Am I missing something?

A neighbour of mine asked me to go to war with another neighbour using a "claims" CB. I didn't have any claims on them, but I figured it'd still be profitable, so I accepted. I captured 50% of the enemy systems and two of their planets. Went to the negotiation screen and it said that only the war leader could negotiate, so I figured I'd just wait for that to happen since we had completely destroyed the enemy and they were already at 100% war exhaustion to our 50%.

So I waited, fighting the remnants of the enemy until our war exhaustion hit 100%.

The war leader then peaced out for a white peace with no territory changing hands despite a resounding victory by our side.

What the hell? I assume this is because only claimed territory can be captured in a claims CB war? And I'd not captured any of my allies claimed territory? If that's the case then it's unclear as gently caress, plus how the hell am I meant to know what systems to claim and how can I ever profit from a war like that if I have no claims personally?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Solarflare posted:

Do you only have to adopt domination to vassalize? I adopted it but haven't gone any further and my robo-empire isn't allowed to demand vassalization, despite it saying only adoption is needed.



As it says in the popup, your relative power level to them needs to be "superior" or better, but you are only equivalent. Build more ships.

Gort
Aug 18, 2003

Good day what ho cup of tea
After all these "My weird race is hated by everyone and the game is hard" posts I'm thankful for my decision to play vanilla humans for my first go at this game I don't properly understand yet.

That said, everyone in my galaxy appears to be assholes, everyone is a xenophobe except one race of crabs I found

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
Everyone in my first playthrough is very friendly slavers. :shrug:

canepazzo
May 29, 2006



My first playthrough as the UNE, and the very first empire I meet is the starfish assholes from the trailer.

Zulily Zoetrope
Jun 1, 2011

Muldoon

Shadowlyger posted:

Fully upgraded fully stocked starbase: 12k

Enemy fleet: 70k

Uh, you should be able to break 20k well before the year 2400. A fully armed starbase is capable of overpowering a single fleet well into the lategame.

appropriatemetaphor
Jan 26, 2006

Ok now I've got Deep Space 9 guarding this cursed wormhole. These marauders are going to be quite surprised as long as they use the wormhole and don't like drive across the entire galaxy instead.

Aethernet posted:

Synchronised Defences, previously a bit of a joke tech, is now AMAZING in the early game. Get it and be safe.

Yeah all those platforms are awesome. SO many!

SSJ_naruto_2003
Oct 12, 2012



When adding claims, there's a box to add more than one claim to the same system. What does this do?

Wiz
May 16, 2004

Nap Ghost

SSJ_naruto_2003 posted:

When adding claims, there's a box to add more than one claim to the same system. What does this do?

Used to trump the claims of allies.

appropriatemetaphor
Jan 26, 2006

SSJ_naruto_2003 posted:

When adding claims, there's a box to add more than one claim to the same system. What does this do?

I think it's if someone else has a claim as well, decides who gets it.

edit: didn't add enough claims to my posting

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
All the events with a timer to get to like Drill Rampage and the Pheremone one could really do with their deadline being increased significantly in line with slower movement overall.

Truga
May 4, 2014
Lipstick Apathy

Wiz posted:

This is either a straight up lie or you haven't found the 'Defenses' tab yet.

EDIT: Hell, even without defensive platforms a Citadel with all turrets will be significantly more than 12k. I honestly think you're just making poo poo up.

He also started his first 2.0 game as an exterminator, he probably lagged hard behind everyone because he keeps getting invaded and can't even build citadels yet. :v:

Aethernet posted:

All the events with a timer to get to like Drill Rampage and the Pheremone one could really do with their deadline being increased significantly in line with slower movement overall.

Yeah, I got the drill rampage only a few systems away from my nearest colony (all my construction ships were on the other side of the empire), and there was basically no way to get there in time.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

ship experience gain doesnt actually seem to work?

i had a fleet dunk literally about 10 other fleets, several starbases, and a bunch of outposts and the ships gained no xp at all

there is something funky with the war system, is every war supposed to have a -100 Demand Surrender modifier separate from the war goal? IE for plunder you have -100 Demand Surrender and -50 Plunder so you need +100 Exhaustion +50 Occupy/Fleet Strength to get Plunder which is insane. +50 Occupy/Fleet Strength is total dominance of their empire. I've yet to see anything but a white peace. At least you get your claims. :)

managed to get despoiling to work a little better on my second go but it still feels weak, you have to have complete naval dominance to get even a handful of pops

edit: weird bug, admirals fall off of fleets after fights sometimes o_O

TheDeadlyShoe fucked around with this message at 12:30 on Feb 23, 2018

Arianya
Nov 3, 2009

TheDeadlyShoe posted:

ship experience gain doesnt actually seem to work?

Someone else mentioned their ships lost their experience after being upgraded, might be what you're seeing. I've definitely seen ships gain experience.

quote:

edit: weird bug, admirals fall off of fleets after fights sometimes o_O

Ran into this one myself, once.

pod6isjerks
Feb 17, 2005

Nap Ghost
I've been using a marauder system as my 4th choke-point and paying them off whenever they threaten to attack. It's been working out OK so far. 500 energy each time but, I can afford it for awhile.

Staltran
Jan 3, 2013

Fallen Rib

Wiz posted:

Used to trump the claims of allies.

Wiz are the system and colony modifiers for tradition cost supposed to be multiplicative? I currently have 32 traditions for 5515 base cost displayed in the tooltip and 5 adopted categories, 138 systems (+276%) and 32 colonies (+512%), and my tradition cost is 160266.

(56+5515)*(1+0.25)*(1+2.76)+(1+5.12)=160244.2, probably some rounding going on there so it's not a perfect match. If the modifiers were additive (like tech) it would only be (56+5515)*(1+0.25)*(1+2.76+5.12)=61838.1

Is this WAD?

Tech cost modifiers are additive like I would expect.


TheDeadlyShoe posted:

edit: weird bug, admirals fall off of fleets after fights sometimes o_O

I think that's related to disengagement, but I might be completely wrong.

Guilliman
Apr 5, 2017

Animal went forth into the future and made worlds in his own image. And it was wild.

Conot posted:

TheDeadlyShoe posted:

edit: weird bug, admirals fall off of fleets after fights sometimes o_O


Ran into this one myself, once.

Same here

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
I wish I could assign unclaimed stars to a sector and then the AI sends out constructors to build star bases when the resources are available.

canepazzo
May 29, 2006



Some fixes incoming

Among the things they are looking at:

quote:

-processing-type purges not working properly
-marauders raiding your territory without the ability to pay them off
-4k screen resolution issues
-issue with upgrading ships deleting their experience level
-some time-based anomalies not giving enough time to complete with the new travel times

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.
Is there a way to give up claims?

Corbeau
Sep 13, 2010

Jack of All Trades
Really enjoyed my devouring swarm game with the new warfare mechanics until running into the processing purge bug that ran me directly out of food. Funny bugs like that aside though, this patch is a gigantic improvement to the game.

Trogdos!
Jul 11, 2009

A DRAGON POKEMAN
well technically a water/flying type

Wiz posted:

Used to trump the claims of allies.

I was pondering about this yesterday when I played. Unless I missed one, a tooltip there could be useful.

Randarkman
Jul 18, 2011

Anyone else noticed that the track "Cradle of the Galaxy" is really similar to the menu theme from GalCiv2? This may have been intentional for all I know.

Solarflare
Apr 21, 2008

Torrannor posted:

As it says in the popup, your relative power level to them needs to be "superior" or better, but you are only equivalent. Build more ships.

That's true but I only took that screenshot to show that the domination traditions remained X'd out. Here's one from just a little bit ago where by all rights I SHOULD be able to demand vassalization but can't. I have the top 2 domination traditions unlocked but quit investing in them when I realized it wasn't working for me.

Edit: Whoops image didn't attach:

I'm playing driven assimilators, and was hoping to be able to vassalize some of my neighbors but for whatever reason it won't let me.

Solarflare fucked around with this message at 14:00 on Feb 23, 2018

Helios ex Kain
Oct 13, 2006


So this just happened as the result of an event and I have no idea how an admiral got a scientist trait.
The only mods active are collection of cities, collection of flags, expanded colours and speed dial and I'm fairly certain none of those affect events in any way

Sio
Jan 20, 2007

better red than dead

Artificer posted:

In the launch trailer, is that the Commonwealth retaliating for the UNE's loss of Earth by gutting one of the planets of the starfish aliens that blew Earth up?

No, because Earth didn’t get blown up, Europa 7 did. It didn’t even look much like Earth what with the giant moon and all.

Sekenr
Dec 12, 2013




If anyone is like me and you cannot live with yourself without conquering your nearest neighbor ASAP here is some basic setup that works with some basic numbers. It is based on 24-ish fleet cap (base + anchorage). You basically build 1 colony and start grabbing minerals asap, ignore building corvettes until you have 40-ish mineral surplus, than start building up to fleet cap and attack when they are upgraded with ceramic armor, adv. deflectors, fusion reactor and either fusion torpedoes or blue lasers (preferably both). Don't build your fleet slowly, their maintenace drains minerals. This easily worked on normal against a 3 planet militarist neighbor.

The Bramble
Mar 16, 2004

Loving the new patch. Lots of old habits to break and systems to relearn.

Here's a bug I found: If an enemy system has two colonized planets with FTL inhibitors, and you send in the Marines to conquer one of them and succeed, the troop transports seem to "forget" what hyperlane they originally entered the system through when they're ejected back in to space, and are unable to leave the system at all until the second planet is captured.

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY
So each starbase outpost increases the cost of tech? Thus I should probably not bother putting starbases on 2 mineral systems?

Truga
May 4, 2014
Lipstick Apathy
I'll usually take 2 minerals over a bit of science in the early game tbh. Unless you're going for some kinda of science speedrun, minerals are always going to be your bottleneck.

Thom12255
Feb 23, 2013
WHERE THE FUCK IS MY MONEY

Truga posted:

I'll usually take 2 minerals over a bit of science in the early game tbh. Unless you're going for some kinda of science speedrun, minerals are always going to be your bottleneck.

True.

So population no longer does anything to tech cost?

Truga
May 4, 2014
Lipstick Apathy
Yeah, an extra colony is a big hit, extra system a small one. Wiz said this is because you usually can't control population growth, so you can't decide "ok I'm gonna stop now to research faster" with pops as you can with extra colonies or systems.

Solarflare
Apr 21, 2008
In the later game I've actually been trying to withdraw from those crappy 2 mineral systems that I've mostly accumulated through conquest to try and make tech not take so long, as long as it won't screw me if a neighbor snatched it up.

1stGear
Jan 16, 2010

Here's to the new us.
but my borders

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

Speaking of the vassal game, the AI is seriously reluctant to bend the knee as a vassal or tributary even when at 100% war exhaustion and occupation. It seems like this is happening when they have an ally in the war, and I really don't care about enforcing these spurious claims of my other vassals (gotten through manually releasing conflicts) that are adding to the warscore. But even with complete occupation of the target state, and 50% of their ally, I'm still about 20 points short of forcing them to pay tribute.



Also, you can't upgrade strongholds in habitats.

I'm still having a blast with the patch though. I'm about to take my revenge on these should-be vassals by sealing them away forever!


e: I don't think that these guys have quite noticed three planets have gone under the shield and a fourth is about to be hit.

Anticheese fucked around with this message at 15:13 on Feb 23, 2018

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Shadowlyger posted:

Fully upgraded fully stocked starbase: 12k

Enemy fleet: 70k

Yeah, I dunno what you're doing wrong, in my game it's not even 2400 yet and I'm rocking a starbase with 19K fleet power - and that was before I realized you could scroll down when designing defense platforms to get large gun mounts.

It's also worth noting that the fleet power of bastion-designed starbases is misleading anyways, a lot of that fleet power is tied up in the absurdly beefy starbase itself. An enemy fleet can strip away the starbase's defense platforms, but then they're stuck slowly chipping away at the starbase while the fully functional starbase whittles down their own fleet and combat power.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Anticheese posted:

Speaking of the vassal game, the AI is seriously reluctant to bend the knee as a vassal or tributary even when at 100% war exhaustion and occupation. It seems like this is happening when they have an ally in the war, and I really don't care about enforcing these spurious claims of my other vassals (gotten through manually releasing conflicts) that are adding to the warscore. But even with complete occupation of the target state, and 50% of their ally, I'm still about 20 points short of forcing them to pay tribute.



Also, you can't upgrade strongholds in habitats.

I'm still having a blast with the patch though. I'm about to take my revenge on these should-be vassals by sealing them away forever!

You can't upgrade gene clinics or whatever they are called in habitats as well.

I'm too lazy to screenshot it, but I've just found a fallen empire where one of it's worlds was two unconnected systems away from the other FE worlds, making it a lonely exclave. The FE generating algorithm needs an update.

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Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

My 'Declare Saint' edict expired exactly as the fourth world, which I had already occupied, was set to be shielded. I renewed it, and you had better believe my empire will be singing the name of Saint Donabb the Bug-Shielder. Here's to you, guy. :synthy:

e: At least #5 has food and a zoo. :3:

e2: At the very last minute, they finally surrendered. The barrage of non-aggression pact and claim notifications that ensued was really something!

Anticheese fucked around with this message at 15:27 on Feb 23, 2018

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