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ulmont posted:Yeah - that's where it goes on return and I think also on upgrade. Upgrade just sends it to the nearest starbase. Where's the return option? And with the marauders eventually they just stop raiding. I've got some contained within my borders and at the "midgame" point they just offered their ships to buy and stopped attacking. Which was a MASSIVE loving relief let me tell you.
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# ? Feb 25, 2018 16:07 |
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# ? Apr 28, 2024 22:15 |
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ulmont posted:Yeah - that's where it goes on return and I think also on upgrade. Ah yeah, on return maybe, but it just goes to the nearest station for upgrades.
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# ? Feb 25, 2018 16:07 |
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Alright, Nomads have turned up, flown to a star in a neighbouring empire and sat there. I can't contact them and there's no project to research, seems like they are totally broken. Anyone got any advice or could tell me the console commands to fire off the contact event?
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# ? Feb 25, 2018 16:25 |
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Dongattack posted:So whats the point of setting a homebase for a fleet? It's where it'll form up when you initially build it, but is there any point to updating the homebase closer to the front after that? One of the dev diaries touched on home bases and promised to talk about their cool features later, but never got around to it. I get the very distinct impression that home bases were intended to be a more involved mechanic, but didn't get fully fleshed out for reasons of time, balance, or "just plain not working." Off the top of my head, if home bases allowed fleets to operate at reduced maintenance within the range of the home base, that'd be a pretty neat way of creating "regional" fleets intended to operate mostly within a given territory. Difficulties with this include making the home base range clear on an already-crowded UI, working out how to balance the fact that you can just put two starbases next to each other pretty easily, working out whether rebasing should have a cooldown or debuff or what and whether you need a specific module to allow home bases to have an effect, and simply figuring out how to balance a base's range in light of different galaxy sizes so that they're not all-encompassing on smaller maps and hideously ineffective on larger maps. Very much seems like one of those ideas that look and sound like they'd be really cool, and might actually be quite cool, but have a bunch of unexpected issues in implementation.
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# ? Feb 25, 2018 16:31 |
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Gah...a scientist rolled the psionic trait roughly 2 years after I said "gently caress it" and made everybody cyborgs.
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# ? Feb 25, 2018 16:31 |
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Also on the list of random bitching, the way FTL works now has made it basically impossible to finish any events that require construction ships because they time out before you can get one there.
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# ? Feb 25, 2018 16:33 |
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My science ship entered the ancient pirate system that was only a few clicks away from my starting position and just disappeared after it started evasive maneuvers. There was no battle report or anything, and the scientist was just sitting comfortably in the leader list.
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# ? Feb 25, 2018 16:36 |
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Any trick for the automated dreadnought? Right now I am just using it as a guard dog for one end of my empire, but eventually I'd like to take it out and move past.
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# ? Feb 25, 2018 16:41 |
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Eltoasto posted:Any trick for the automated dreadnought? Right now I am just using it as a guard dog for one end of my empire, but eventually I'd like to take it out and move past. I dunno if this really works particularly well, but from what I recall it lacks really long-ranged weaponry, so loading up with X-class or Titan weapons or just plain kinetic artillery on stand-off ships while swarming it with evasion-focused corvettes to tie it up could maybe work well. Better double-check its loadout with sensors to be sure before you commit to that strategy, though. In general though I feel like the automated dreadnought could use a bit of a balance pass for 2.0. Its weapon loadout allowed it to be a nasty heavy brawler pre-2.0, but post-2.0 it takes up a slot that could be filled in by your own titan with a titan-class weapon, and I don't believe it carries an aura around like your designed titans can either. Then again its design is pretty good for tanking swarms of smaller ships, so maybe that helps make up for it compared to player-designed titans? I haven't had a chance to get it in too many fights yet.
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# ? Feb 25, 2018 16:48 |
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Eltoasto posted:Any trick for the automated dreadnought? Right now I am just using it as a guard dog for one end of my empire, but eventually I'd like to take it out and move past. I hit it with about 35k fleet power and didn't have any problems. Apparently it is shield heavy so I brought mass drivers on my ships.
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# ? Feb 25, 2018 16:49 |
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Dongattack posted:So whats the point of setting a homebase for a fleet? It's where it'll form up when you initially build it, but is there any point to updating the homebase closer to the front after that? There is a return home button?
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# ? Feb 25, 2018 16:49 |
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So what's the thread consensus on the Apocalypse DLC? Worth buying right now at full price, or wait for patches/discount?
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# ? Feb 25, 2018 16:51 |
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pmchem posted:So what's the thread consensus on the Apocalypse DLC? Worth buying right now at full price, or wait for patches/discount? Buy it.
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# ? Feb 25, 2018 16:52 |
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pmchem posted:So what's the thread consensus on the Apocalypse DLC? Worth buying right now at full price, or wait for patches/discount? I'm inclined to say that the most important feature of Apocalypse is the Marauder Empires, who can really shake up the mid-game and keep you interested long enough to actually see an end-game crisis instead of getting bored when you've pretty much declared regional dominance. Beyond that, though, Apocalypse's other features are more "nice to have" than really vital - you'll have to decide for yourself how important you find those individual, mostly late-game features. The really big gameplay changes are mostly tied into the free patch, so if that's all you're concerned about you're good to go. That being said they poured a LOT of resources into the free big gameplay changes, so if you have the money to spare you can consider buying Apocalypse to be subsiding major patches of that nature. Hardly a moral requirement, though.
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# ? Feb 25, 2018 16:59 |
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It seems that people are properly mad about the 2.0 patch on the reviews section of steam: what I'm taking from this is people are annoyed that the game has slowed down a lot, FTL bad, marauders OP, got out-maneuvered by the AI fleet that was smaller. more comedy over at http://steamcommunity.com/app/281990/reviews/?browsefilter=trendweek&snr=1_5_reviews_&p=1 if I understand marauders right, they're meant to be a midgame threat, they showed up and cleared a couple of my systems of stuff to path through a wormhole in one of my systems, and I'm only just getting into the territory of actually being able to oppose them, and even then only over a heavily fortified starhold. I'm having an absolute blast with this game right now.
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# ? Feb 25, 2018 17:02 |
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I don't get those people Some stuff in the new Cherryh mechanics needs some tweaks but I generally like it more
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# ? Feb 25, 2018 17:08 |
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I like how troop transports automatically following a fleet jump into a hostile system first and then charge headlong into the enemy defenses, getting blasted to bits before your fleet shows up. Nice job "following" guys
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# ? Feb 25, 2018 17:14 |
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GotLag posted:What's this Decreased Solar Output malus my capital world's star keeps getting? I THINK that's a new feature in Gulli's planet mod, stars can randomly get increased or decreased output.
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# ? Feb 25, 2018 17:16 |
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So this game is 60% off on steam right now, is it a good game to try for someone who’s never played a 4x before? If so, is there a good beginners intro guide to read before I start?
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# ? Feb 25, 2018 17:23 |
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Yes dathaks that is a nice gas giant. I especially like the view of my goddamned homeworld.
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# ? Feb 25, 2018 17:26 |
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Dred_furst posted:I'm having an absolute blast with this game right now. I'm definitely enjoying it more but I do agree about how slow fleets can be. Now I have to play on Fastest all the time because nothing happens for such large periods of time. Marauders definitely need sorting though. Them flying through your territory blowing stuff might feel more "real" but it's just loving annoying and I want them to go away!
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# ? Feb 25, 2018 17:27 |
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playing a pacifist trade league with gigantic fortress stations and more money than god sure is cool, too bad liberation wars are literally impossible because occupations give zilch and you can't rival empires that would be small enough to make up for it haven't had a single war that didn't tick up to 100 WE for both sides yet
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# ? Feb 25, 2018 17:28 |
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ulmont posted:Gah...a scientist rolled the psionic trait roughly 2 years after I said "gently caress it" and made everybody cyborgs. My stellaris_wishlist.txt right now is an expansion/rework of diplomacy, espionage, leaders, and a pass at the trait system. I hate how my field scientists roll worthless science specializations that don't help for surveying or whatever. I also wish there were more individual trait variety in general. but 2.0 is a sweet change for this game, lmao at all the pubbie review tears
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# ? Feb 25, 2018 17:30 |
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Splicer posted:Yes dathaks that is a nice gas giant. I especially like the view of my goddamned homeworld. At least you don't have to trek across the galaxy to find it
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# ? Feb 25, 2018 17:35 |
Gyshall posted:My stellaris_wishlist.txt right now is an expansion/rework of diplomacy, espionage, leaders, and a pass at the trait system. I hate how my field scientists roll worthless science specializations that don't help for surveying or whatever. I also wish there were more individual trait variety in general. there are a shitload of bugs right now that do kill a lot of the enjoyment, but i'll just wait a month and play rather than leave a review lol
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# ? Feb 25, 2018 17:37 |
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Gyshall posted:I hate how my field scientists roll worthless science specializations that don't help for surveying or whatever. Also the anomaly find chance boosters need to go away until rerolls exist.
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# ? Feb 25, 2018 17:37 |
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Scrub-Niggurath posted:So this game is 60% off on steam right now, is it a good game to try for someone who’s never played a 4x before? If so, is there a good beginners intro guide to read before I start? It is actually. The game's tutorial is actually decent. Other than that I'd recommend just diving right in. Worst case scenario is you gently caress up and start over.
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# ? Feb 25, 2018 17:38 |
Anyone else getting the fartbox anomaly/project all the time? My current game I'm in 2239 and I have had it already 4 times.
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# ? Feb 25, 2018 17:41 |
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There should be an acheivement for running into Despicable Neutrals. Finally found some!
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# ? Feb 25, 2018 17:42 |
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Dallan Invictus posted:
Correct. A few random stars go into an increased or decreased solar output 'mode' every once and a while. With a temporary buff/debuff to all planets in the system. Guilliman fucked around with this message at 17:49 on Feb 25, 2018 |
# ? Feb 25, 2018 17:47 |
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So I managed to get 50 years into my first 2.0 game before I realized that having marauders wipe out half my infrastructure every year wasn't normal. Apparently I had a wormhole in the middle of my empire, and wouldn't you know it - the other end was right next to the marauder home system on the other side of the galaxy. So every time one of my ~5 squabbling neighbors decided to pick a fight with another, I had a marauder fleet 3 times as powerful as any other standing fleet carving a path through my empire, bombarding one enemy planet, then carving a path back through. I couldn't interject with my own raids, either, because the AI knows exactly when the marauders are available and can spam it. So I rerolled without marauders. Game is much better, now.
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# ? Feb 25, 2018 17:56 |
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I somehow have a refugee pop from a devouring swarm?? e: IT KEEPS HAPPENING (It might be related to these guys being beaten up by the great khan) Shugojin fucked around with this message at 18:14 on Feb 25, 2018 |
# ? Feb 25, 2018 17:58 |
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Marauders could do with some sort of bidding mechanic, because there's no indicator for players when they are "done" raiding and be bought again, so the AI just insta-rebuys them, every time.
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# ? Feb 25, 2018 18:14 |
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Are the negative impacts on research and unity from outposts and planets accounted for somewhere in the UI? For energy and minerals I can see balance sheets that show what's eating them up, but I'm not finding a way to see how research and unity are impacted.
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# ? Feb 25, 2018 18:15 |
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Quinton posted:Are the negative impacts on research and unity from outposts and planets accounted for somewhere in the UI? Hover over the number / number on the research screen for each research.
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# ? Feb 25, 2018 18:18 |
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How are you guys dealing with rebellions now that you can't build defensive armies? I stopped melting all organics down to goop in favor of just eradicating them ASAP cause losing the planets constantly was so annoying. (especially since a big empire would just instantly peacefully absorb them when they flipped)
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# ? Feb 25, 2018 18:19 |
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DatonKallandor posted:Marauders could do with some sort of bidding mechanic, because there's no indicator for players when they are "done" raiding and be bought again, so the AI just insta-rebuys them, every time. Yeah this is a good idea. Love the idea of mercs though because I'm sitting here just pumping out money and paying these schmos to roll my opponents while I maintain smaller (but powerful) fleets myself.
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# ? Feb 25, 2018 18:23 |
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Dongattack posted:How are you guys dealing with rebellions now that you can't build defensive armies? I stopped melting all organics down to goop in favor of just eradicating them ASAP cause losing the planets constantly was so annoying. (especially since a big empire would just instantly peacefully absorb them when they flipped) Build a Stronghold, they give -30 unrest as well as 3 defensive armies.
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# ? Feb 25, 2018 18:24 |
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Quinton posted:Are the negative impacts on research and unity from outposts and planets accounted for somewhere in the UI? If you open the unity screen and hover over the unity on the left side of the bar, you get a breakdown. For research hover over each numerical amount (ie the 0/500 value on the right).
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# ? Feb 25, 2018 18:25 |
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# ? Apr 28, 2024 22:15 |
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DatonKallandor posted:Marauders could do with some sort of bidding mechanic, because there's no indicator for players when they are "done" raiding and be bought again, so the AI just insta-rebuys them, every time.
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# ? Feb 25, 2018 18:25 |