Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Unhappy Meal
Jul 27, 2010

Some smiles show mirth
Others merely show teeth



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.

Adbot
ADBOT LOVES YOU

SniperWoreConverse
Mar 20, 2010



Gun Saliva

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.

Has anyone ever actually managed to save the civilians?

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.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


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 40s 50s and 60s!!! while my Pops are in the 30s. Should I start colonizing more worlds and setting up sectors?

Galaga Galaxian fucked around with this message at 10:35 on Feb 24, 2018

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Huh, looks like Marauder empires are pretty tough huh.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
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.

Skippy McPants
Mar 19, 2009

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.

The_Final_Stand
Nov 2, 2013

So cute and cuddly
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.

Fellblade
Apr 28, 2009
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.

Lead out in cuffs
Sep 18, 2012

"That's right. We've evolved."

"I can see that. Cool mutations."




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.

:negative:

(I guess not all the events, anomalies, etc have been rebalanced yet.)

Skippy McPants
Mar 19, 2009

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!

Yvonmukluk
Oct 10, 2012

Everything is Sinister


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...

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.

:negative:

(I guess not all the events, anomalies, etc have been rebalanced yet.)
Yeah, it can be a pain in the rear end to complete Mandates as a democracy now. Then again, I suppose considering you get Unity for completion now, that might be a deliberate choice.

Zulily Zoetrope
Jun 1, 2011

Muldoon
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.

Eiba
Jul 26, 2007


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.

Has anyone ever actually managed to save the civilians?
I saved them.

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.

Stevefin
Sep 30, 2013

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.

That said, it might be ticking up too fast right now.

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%

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

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.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Eiba posted:

I saved them.
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

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

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

so yeah very early on they can technically just dodge your defenses to an extent, but the AI probably doesn't do that much; a player might though.

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.

GABA ghoul
Oct 29, 2011

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

GunnerJ
Aug 1, 2005

Do you think this is funny?

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.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

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.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

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

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
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.

Axetrain
Sep 14, 2007

In my experience Fanatical Purifiers often wind up the neighborhood punching bag. That one rear end in a top hat who everyone hates.

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
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.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

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!

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
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.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


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.

Baron Porkface
Jan 22, 2007


Building anchorage after anchorage is pretty tedious.

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

https://twitter.com/alexiskennedy/status/967374213345660928

:allears:

Zulily Zoetrope
Jun 1, 2011

Muldoon
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

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
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.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


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.

Dongattack
Dec 20, 2006

by Cyrano4747

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.

Space Skeleton
Sep 28, 2004

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. :(

Giggle Goose
Oct 18, 2009

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.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
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

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


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 :thunk:

Space Skeleton
Sep 28, 2004

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.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

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.
Be neat if set ups like this triggered a Niven Slaver's style spite weapon event chain.

Adbot
ADBOT LOVES YOU

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

DatonKallandor posted:

Props to the art team for the disengages too, all those little ships BSGing out during the fight looks awesome.
I've always felt the actual death animations could be a bit more explodey.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply