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The poor little Metalheads I force in every game got severely messed up. Poor guys. Also in this game I realize choosing pacifist with the claims and how war exhaustion currently works was a horrible mistake as I'm left twiddling my thumbs as I pull farther and farther ahead of the rest of the galaxy. Maybe I can stockpile some minerals disband my fleets and goad someone into a war, not that I'm sure I can actual take anything.
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# ? Feb 24, 2018 09:10 |
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# ? Apr 27, 2024 00:28 |
Tomn posted:I'm genuinely curious - I watched the Orcs vs Elves stream before and both times the event popped the civilians died. My civilians died as well, and every time I've run into the event in discussions the civilians died. never saw streams of it, but my theory is You have to make sure the fleet dies before the base. My guys nuked the base and then mopped up the fleet after it was too late also the namelists for my nations got hosed up somehow but everything else they had stayed correct.
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# ? Feb 24, 2018 09:15 |
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War successful. Was able to seize Hizzel in a rough fight that weakened my fleets. Turns out the toasters had a 2k and 1.5k fleet to my roughly 2.7k combined fleets. Thankfully the captured starbase (with shipyard) came online and was able to perform repairs on my fleet and contribute its own combat power to the upcomming fight. It also helped the two enemy fleets were staggered and I was able to defeat the first and even do some quick repairs before the second hit. Oddly enough I apparently technically "lost" every fleet engagement despite holding the field. The enemy ships melted surprisingly fast when contact was made, but the key difference was they were jumping out very fast while my ships were sticking around. They actually lost almost no ships, while I was losing corvettes and the occasional destroyer in every engagement. Thankfully war exhaustion racked up and I was able to seize all the systems I wanted before forcing a peace. Time to take a few starbases apart and fortify the poo poo out of these borders. I got plenty of room left to expande coreward, don't need to mess more with the toasters for now. Also, I notice I only have 3 systems still (my limit) while most empires are grabbing a lot more. Most of them have pops in the Galaga Galaxian fucked around with this message at 10:35 on Feb 24, 2018 |
# ? Feb 24, 2018 09:22 |
Huh, looks like Marauder empires are pretty tough huh.
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# ? Feb 24, 2018 09:47 |
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In my game a marauder Khan appeared and dropped a 30k fleet on my doorstep. I had to become a tribute and now there's a marauder starbase guarding my home system.
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# ? Feb 24, 2018 10:16 |
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Is there an empire-wide way to view Starbases? Before they'd show up in the Planets and Sectors tab, but I dun see'um there anymore. Selecting them on a system-by-system basis is a nuisance, especially with how much more attention they require now.
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# ? Feb 24, 2018 10:22 |
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Alright, something weird: I was in a defensive war with my neighbor. They sent their (numerically superior) fleet around, occupied some of my systems, I sent my fleet around, retook my systems, occupied their systems, and so on. Except, it looks like, for some reason, even when I was taking their systems (outposts only), my War Exhaustion was still going up? When I looked at the War screen, it looks like it was listing every battle (as much as my 2k fleet vs a 130 outpost is a battle) as a defeat for me. I never took any losses in these skirmishes, but they still got listed as defeats. Hell, the only "victory" on the screen was when their fleet caught up with mine, and they retreated first. (pretty Pyrrhic as victories go, their fleet mostly disengaged as the battle went on, mine just blew up). I was running a Conquest wargoal, and admittedly none of the systems being taken were ones I had claimed, but it still doesn't seem right that I was being listed as losing (and accumulating 2.6% exhaustion) even when I'm occupying systems with no losses.
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# ? Feb 24, 2018 10:33 |
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So is it confirmed as a bug that you receive war exhaustion when you crush an enemy fleet and they retreat from the battle? Not sure if I'm just misunderstanding, but I wiped the floor with an empire completely and had several 'defeats' of my empire vs nobody with like +5% war exhaustion.
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# ? Feb 24, 2018 10:39 |
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Lol. My most far-flung science vessel got the "drill rampage" anomaly. I could have gotten a year and a half's worth of mineral output by scrapping the thing, but no, I think, the "research" option will almost certainly pay off in the long term... So the project spawns, and it needs a construction ship in orbit. Within 365 days. Construction ships now take half a year to travel two jumps. This anomaly was 11 jumps from my nearest system. (I guess not all the events, anomalies, etc have been rebalanced yet.)
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# ? Feb 24, 2018 10:49 |
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Skippy McPants posted:Is there an empire-wide way to view Starbases? Before they'd show up in the Planets and Sectors tab, but I dun see'um there anymore. Selecting them on a system-by-system basis is a nuisance, especially with how much more attention they require now. Oh, okay, there's a new Outliner tab for them. Ignore me!
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# ? Feb 24, 2018 10:52 |
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Lead out in cuffs posted:Lol. My most far-flung science vessel got the "drill rampage" anomaly. I could have gotten a year and a half's worth of mineral output by scrapping the thing, but no, I think, the "research" option will almost certainly pay off in the long term...
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# ? Feb 24, 2018 10:56 |
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I don't know what all y'all are doing to the fleet designer that makes it so hard to use, because it's working perfectly for me, and I really enjoy that all the hassle and micromanagement from 1.9 has been boiled down to setting up a handful of templates and clicking the "more ships" button when I have minerals to spare. Only thing I'd change is I'd like if the reinforce button would start with the most expensive ship you could afford, rather than fill in the corvettes first.
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# ? Feb 24, 2018 11:04 |
Tomn posted:I'm genuinely curious - I watched the Orcs vs Elves stream before and both times the event popped the civilians died. My civilians died as well, and every time I've run into the event in discussions the civilians died. So I said I'd rescue them, but then the situation log said our current plan was to attack before the Ransomeers could make their demands... I had seen the chain fail badly in the same stream as you, so I figured i would wait until the demands were made and just pay them. Who cares about pirates I just want my people back. Well, fifty years passed after that. I legit forgot all about them until I sent a construction ship to claim the system they'd set up in. The pirates hastily scrambled their fleet, not expecting company so soon (again a full half a century after the abduction), but my massive fleet just vaporized everything... when it got there. Travel times are severe, so it took about another year of letting them sit there before I got to the station. And then I saved them. They got to the lifeboats just fine. I forget what the reward was but there was an ominous message about there possibly being a larger pirate fleet out there but everyone was pretty much okay. So take that incredibly weird data point into consideration, but that's one way it went off successfully. Maybe it was the fact that I gave the pirates so much time after activating them- give the civilians time to get to the lifeboats. Or maybe it's just random. I don't know. You can just blow them up and have it work out though. I just wish the pirates made some demands so I could have ended the event peacefully.
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# ? Feb 24, 2018 11:33 |
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Kaza42 posted:War exhaustion is ridiculous right now. I was playing as a dominant power rolling over a mid-sized empire to vassalize it. I never lost a single ship, and the closest fight was something like 3:1 in my favor. And yet I still got forced into a white peace due to war exhaustion before I could complete the wargoal. I'm playing a machine empire, I don't *want* to conquer their land and why are my robots getting tired of war anyway? Wiz posted:Realism is not a meaningful argument. Without war exhaustion and forced status quo peaces, every single war would be to the death. I am going to quote these ones right now from a few pages back, as I feel war exhaustion is broken for the player, but not in any of those ways, I have noticed if you right click the AI's request for peace at 100% you dismiss it, and if status quo was the option, you than auto decline it. in theory a player could sit at 100% war exhaustion until they either got bored, or managed to out attrition the attacking empire. Though I will say maybe it goes up too fast, had a 4k vs 4k fleet battle right at the beginning and at the end both sides war exhaustion was at 60%
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# ? Feb 24, 2018 11:39 |
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Yeah, I'm not having any of the issues with the fleet manager reported in here either. In fact, it's the single best part of this patch in my opinion. Maybe try turning off auto-upgrading designs? That might be loving with templates in the early game when upgrades come pretty constantly.
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# ? Feb 24, 2018 11:51 |
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Eiba posted:I saved them.
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# ? Feb 24, 2018 11:59 |
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Jazerus posted:they must capture the starbase to invade planets, and once you get the FTL inhibitor tech, they can't go past an upgraded starbase or an inhabited planet until they take them You can still annoy your enemies by putting stuff like jammers into your starbase, even in the early game when you don't have FTL-inhibitors yet. Targeting systems to upgrade your starbase-range to take potshots at a passing fleet, or jammers to slow them down will make dodging your defenses a living hell for the enemy.
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# ? Feb 24, 2018 12:12 |
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Haven't played the game in over a year and this is really, really fun now. Congrats to everyone who worked on this! Also, two small bugs in case a dev is reading this: - I found some abandoned terraforming equipment and it turned people into disfigured monsters. The monsters took over the planet and when I tried to land some troops to reconquer it, the tooltip said that the planet need to be colonized first (which it still was at that point) before I can land troops. I had to let the colony die and recolonize. - I found some subterranean molemen on a planet and they conquered my colony and founded an independent empire. When I retook the planet from them, the whole molemen relations event chain was still going as if nothing had happened. They even rose up a second time, but this time no troops appeared. Kinda insane that those are the only two bugs I have encountered yet. QA must be on drugs
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# ? Feb 24, 2018 12:31 |
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Baronjutter posted:There should be no combo of ethos picks that give mutually exclusive demands. If I'm militarist and I get some pacifist pops, sure, those are opposite ethos, but the factions that result from the official state ethos should never conflict. If anything there should be more mutually exclusive demands actually.
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# ? Feb 24, 2018 13:16 |
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Splicer posted:I didn't get there in time and another empire killed them all and now my empire has a negative modifier to them because they're FILTHY MURDERERS I did something similar, excect the base ended up getting popped by a Spectre, but everyone got out just fine.
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# ? Feb 24, 2018 13:19 |
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i'm pretty sure egalitarian and xenophobe are compatible as long as you keep your empire pure.... even one xeno pop can bring it crashing down though ! e: it doesnt look like the core world restrictions even trigger unless you have more than one species, assuming the definitions on the wiki are technically accurate. TheDeadlyShoe fucked around with this message at 13:28 on Feb 24, 2018 |
# ? Feb 24, 2018 13:22 |
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Oh also: Fanatical Purifiers are fantastic to be close to - once you've got a lead on them, you can just steamroller them and get a whole bunch of systems without paying any minerals or influence or generating any threat. Much easier way to blob than building stuff out yourself. The converse is that if they get a lead on you they can do the same thing, which could be real problematic early-game I guess.
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# ? Feb 24, 2018 13:24 |
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In my experience Fanatical Purifiers often wind up the neighborhood punching bag. That one rear end in a top hat who everyone hates.
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# ? Feb 24, 2018 13:32 |
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Finally had my first war. Fleet combat is so much less relevant now - starbases can handle most defensive duties and fleet combat will inevitably lead to losses and war exhaustion, so you're better off just avoiding their fleet even if it's smaller and trusting your starbases to handle it. The fleet manager is just as good as I hoped it would be. One-button reinforcing is the best. Much slower FTL has made wars feel much more meaningful, and fleet caps plus that actively encourage distributing fleets around your empire. It's excellent stuff.
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# ? Feb 24, 2018 13:39 |
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Unhappy Meal posted:The poor little Metalheads I force in every game got severely messed up. Poor guys. Also in this game I realize choosing pacifist with the claims and how war exhaustion currently works was a horrible mistake as I'm left twiddling my thumbs as I pull farther and farther ahead of the rest of the galaxy. Maybe I can stockpile some minerals disband my fleets and goad someone into a war, not that I'm sure I can actual take anything. As a pacifist I can't even join Federations because of my war goal restrictions. It really sucks!
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# ? Feb 24, 2018 13:57 |
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I feel like the maintenance costs for defense platforms could use a balance pass. A fully upgraded citadel with a full set of defense platforms can stop an end-game fleet, but the total maintenance costs are a significant fraction of the cost of a comparable fleet. When you need 4-6 citadels to fully block off the significant chokepoints to even a single enemy empire, that can get unsustainable in a hurry unless you've already got such a massive income that you've effectively won the game already. And you do need to fully fortify EVERY chokepoint - leaving a weak spot allows an enemy to Maginot line your perimeter by punching through the weak spot and rampaging in your helpless rear areas, which after a status quo peace will render your original defensive line hilariously useless. Maintenance costs aside, that's a major weakness of static defenses - it's possible to present a formidable border guard, but if you can punch through the defenses somewhere (and you can always punch through if you mass enough fleets) you have a free hand to ruin your enemy's day until reinforcements show up - which can take a while in a large empire that's relying on static defenses to make up for the fact that it isn't possible to effectively cover every front with mobile forces. If the enemy can't reverse your gains before the status quo peace kicks in, odds are good that you'll have managed to invalidate their entire expensive defensive line, forcing them to reconstruct it all (which takes a boatload of both time and resources). Somewhat ironically, static defenses seem more useful against weaker empires than stronger ones - you can use the static defenses to hem in an enemy incapable of amassing the power to punch through while you deploy your mobile forces to counter a stronger enemy's fleets. I realize that some of these specific complaints could theoretically be managed by diplomacy, but that's not really an option for Inward Perfection civs. Maybe Inward Perfection should get a bonus to starbase maintenance and construction? Heck, it'd even fit in with the whole "China in Space" theme by allowing them to build the Great Wall of Space.
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# ? Feb 24, 2018 14:03 |
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I wish you could crank primitives up even more. I set them to maximum in my current game and a smaller number of empires so I could go around uplifting and starting poo poo and there are still so few of them. Empire distribution is real weird too, half the galaxy is completely barren and all of us are crammed in the other half.
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# ? Feb 24, 2018 14:36 |
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Building anchorage after anchorage is pretty tedious.
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# ? Feb 24, 2018 14:38 |
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https://twitter.com/alexiskennedy/status/967374213345660928
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# ? Feb 24, 2018 14:45 |
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Got dang, I finally got everything set up to build my first colossus, but before I gathered enough minerals to build it, the Unbidden popped up right next to my size 25 uplifted Tomb World and blew it up. I dropped to like -200 minerals per month and I ended up disbanding half my fleet just to stay remotely functional. I've no idea how I'll ever afford enough ships to fight back, but for now I can hope they'll eat my neighbors instead of me.Taear posted:As a pacifist I can't even join Federations because of my war goal restrictions. It really sucks! You can't join militarist federations. There's only a pacifist federation in my militarist game right now, and I am not at all welcome in spite of being buds with everyone in it, either. Start your own federation with fellow pacifists! Grand Fromage posted:Empire distribution is real weird too, half the galaxy is completely barren and all of us are crammed in the other half. Did you disable clustered starts? E: Well, funny story about the Unbidden and federations. The materialist fallen empire Awakened in response to the Unbidden crisis, blew up half their ships, and joined the pacifist federation. Then they let me join the federation. I had no idea this was a thing! Zulily Zoetrope fucked around with this message at 15:03 on Feb 24, 2018 |
# ? Feb 24, 2018 14:48 |
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I don't think defenses are really there to totally no-sell a comparable enemy. They exist so that you can go on the offensive without having to worry about the war turning into a base race - and for that, they only need to hold a fleet long enough that your own fleet can arrive. 4-6 systems is a really wide front line, incidentally (so you'd expect that to hinder the relative effectiveness of static defenses). Even playing on large elliptical layout with default hyperlane density, I can typically lock down one front (to the point where going around would take so long the war would be over) with only two defensive positions. Yes, that would mean giving up the handful systems on the wrong side of the natural choke points, but that's just a choice you have to make when choosing to focus on defense.
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# ? Feb 24, 2018 14:52 |
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Zulily Zoetrope posted:Did you disable clustered starts? Yeah, I never cluster. Four fallen empires all together in the south, all of us normies in the northeastern half, the western third is entirely empty.
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# ? Feb 24, 2018 14:56 |
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Grand Fromage posted:Yeah, I never cluster. Four fallen empires all together in the south, all of us normies in the northeastern half, the western third is entirely empty. Sounds kinda cool, like Europe and the discovery of america, but in SPACE. However grabbing unclaimed land is so tedious now with micromanaging 1 station at a time every time you get 50 influence so theres that.
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# ? Feb 24, 2018 15:01 |
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There is definitely some bug lurking in the fleet manager. Like before I have a ship design which constantly forgets what design it is and becomes #/0 in my fleets. So frustrating.
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# ? Feb 24, 2018 15:01 |
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Space Skeleton posted:There is definitely some bug lurking in the fleet manager. Like before I have a ship design which constantly forgets what design it is and becomes #/0 in my fleets. So frustrating. I have to agree with another post on this page that I haven't had any trouble at all with the fleet manager. Sure it took a bit to figure out what some of the numbers were referring to but other than that the thing seems to work great. Perhaps it does have something to do with using the auto update toggle in ship designs as I also have that turned off for all of my ships. Or maybe I just have gotten lucky. Edit. I have definitely seen the strange occurrence of driving off an enemy fleet only to have been "defeated" and then taking a ton of war exhaustion, even when I held the field against a much larger fleet. That certainly confuses me.
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# ? Feb 24, 2018 15:05 |
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Note that the fleet will display zero ships out of whichever amount you have it set to if they're outdated. And if you put the auto-update auto-design ships into your fleets they'll be outdated a lot. It still shouldn't let you actually reinforce those "missing" ships (at least it doesn't let me), but it will display like they're gone, even though they're perfectly happy existing. The moment you retrofit they'll be accounted for again. Also, I hope people aren't trying to add ships with the right side pop-out window of the fleet manager - that part is for retrofits (changing a design into another, not updating existing ones you've changed - the latter happens like it always did with the yellow up-arrow upgrade button on the fleet's command UI), not adding new ships. You add new ships with the add design at the botton, and increase the amount with the plus and minus buttons. Also I don't understand how people are using maxed out fleets early (or ever really) - you have zero flexibility if you do that, and even in the early game more than half a dozen corvettes and a destroyer is massive overkill for taking outposts. And you really want to be in the backlines taking outposts - you get the income the moment it flips if there's no planet! And it's not like getting your fleet caught kills it - almost all ships disengage in my experience. Props to the art team for the disengages too, all those little ships BSGing out during the fight looks awesome. DatonKallandor fucked around with this message at 15:09 on Feb 24, 2018 |
# ? Feb 24, 2018 15:06 |
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So fleet manager lets you make fallen empire ships if you got them somehow into the fleet, regardless of whether or not you have a template However, it uh Something seems to have gone wrong here
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# ? Feb 24, 2018 15:08 |
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They are regular designs I made but sometimes when I update the design then update the ships the ship becomes 0/# in the fleet design. The ships are still in the fleet but display as #/0 in the fleet itself. They are fully up to date, the fleet design says they are meant to be there but they don't take up the correct spot in the design. If I pull the broken ships out of the fleet and put them back in it adds a new line in the fleet manager for that fleet but at 0/# again. I actually duplicated 4 of my ships while doing this somehow.
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# ? Feb 24, 2018 15:09 |
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Grand Fromage posted:Yeah, I never cluster. Four fallen empires all together in the south, all of us normies in the northeastern half, the western third is entirely empty.
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# ? Feb 24, 2018 15:20 |
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# ? Apr 27, 2024 00:28 |
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DatonKallandor posted:Props to the art team for the disengages too, all those little ships BSGing out during the fight looks awesome.
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# ? Feb 24, 2018 15:26 |