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Is there any way to release a country as a tributary rather than a vassal?
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# ? Feb 28, 2018 20:54 |
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# ? Apr 26, 2024 02:14 |
I don't think so. Though you might be able to release as vassal, immediately end the subject relationship and demand tribute, then declare war with the cb. But you'd still need to invade at least one planet, and your defence armies would prbably transfer over to the vassal. Still, for a small vassal, it shouldn't be too much effort, at least as long as you don't give them any star ports. Or none that are difficult to take.
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# ? Feb 28, 2018 21:02 |
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This loving lovely federation decided to take out one of the marauders outposts and woke them up and now they're rampaging through my territory while the unbidden eat the other side of the galaxy. Thanks, assholes.
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# ? Feb 28, 2018 21:12 |
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I thought they hotfixed the "pops being purged not producing resources" thing? I'm turning these c'thulu fuckers into batteries and I'm not getting any juice.
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# ? Feb 28, 2018 21:25 |
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If you want to get in on the AI's fleet upkeep discounts, try forming a federation. I seem to be able to build infinite ships for my federation and my upkeep costs don't go up at all.
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# ? Feb 28, 2018 21:26 |
Seeing your mineral and energy production rocket up after you've knocked over a fallen empire and re-purposed their OP buildings feels so good. Completely reminded me why even friendly old tech wizards should be mugged for everything they own.
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# ? Feb 28, 2018 21:29 |
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Gort posted:If you want to get in on the AI's fleet upkeep discounts, try forming a federation. I seem to be able to build infinite ships for my federation and my upkeep costs don't go up at all. Federation fleet has never cost maintenance iirc, it's just more noticeable now with the big mineral maintenance costs. The federation fleet has no fleet cap, though its naval capacity is a hard cap rather than a soft cap (though the "hard cap" can be bypassed by queueing up builds that push it over cap). But yes, it's quite potent since it gives you a huge concentration of force.
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# ? Feb 28, 2018 21:33 |
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Is it possible to see the marauder's eventual destination so I can at least move my fleets out of their way and not keep spending there if they'll just gently caress me a few years down the line?
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# ? Feb 28, 2018 21:44 |
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I wish Jump Drives were a toggle that gave you the debuff while they're active, and for 120 days (or more) after, rather than having such a long cooldown.
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# ? Feb 28, 2018 21:52 |
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So, pirates can spawn when your science ship is in that system surveying it. That sucks.
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# ? Feb 28, 2018 21:52 |
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Deformed Church posted:Is it possible to see the marauder's eventual destination so I can at least move my fleets out of their way and not keep spending there if they'll just gently caress me a few years down the line? Yeah, click on the fleet and it'll tell you what planet they are moving to attack. You can use the search tool to find what system that planet is in.
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# ? Feb 28, 2018 21:54 |
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Gadzuko posted:Yeah, click on the fleet and it'll tell you what planet they are moving to attack. You can use the search tool to find what system that planet is in. Huh, I'll take another look the next time one spawns then. I saw it telling me which system they were moving to next but by the time they're one system away there's nothing I can do and it's mostly just depressing.
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# ? Feb 28, 2018 21:57 |
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Aethernet posted:So, pirates can spawn when your science ship is in that system surveying it. Yes, I've had this happen a number of times. In the game I was screwing around with last night I had them pop in barely 6 months after clearing out one of those lightning monsters. Pirate base spawned in on top of the science vessel literally as it was scanning the last planet. Thankfully the scientist wasn't lost when his ship blew up somehow.
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# ? Feb 28, 2018 22:01 |
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Make one of the discovery traditions instant emergency FTL for science ships.
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# ? Feb 28, 2018 22:03 |
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Gadzuko posted:Yeah, click on the fleet and it'll tell you what planet they are moving to attack. You can use the search tool to find what system that planet is in. My favorite is when it just says "Attacking Starbase" ok fuckin great, which, i have 50 of them
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# ? Feb 28, 2018 22:10 |
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For all the bugs and issues. We can't lose sight of the big picture truth: 2.0 is good
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# ? Feb 28, 2018 22:17 |
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Wait, do you actually need low unrest to turn aliens into food/batteries?
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# ? Feb 28, 2018 22:20 |
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toasterwarrior posted:I thought they hotfixed the "pops being purged not producing resources" thing? I'm turning these c'thulu fuckers into batteries and I'm not getting any juice. Make sure you have patch 2.0.1 [checksum fb8b] installed. toasterwarrior posted:Wait, do you actually need low unrest to turn aliens into food/batteries? Nah. If you try and turn aliens into food/batteries, their unrest will be pegged at 100%. At least in 2.0.0, that drops their output to 0. Supposedly fixed in 2.0.1 but see above.
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# ? Feb 28, 2018 22:26 |
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ulmont posted:Make sure you have patch 2.0.1 [checksum fb8b] installed. I got the hotfix but it's not working. I hope it isn't the increased ship speed mod posted earlier, since that was listed for 2.0 only, but apparently some other people on reddit are still experiencing the purge bug.
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# ? Feb 28, 2018 22:38 |
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toasterwarrior posted:I got the hotfix but it's not working. I hope it isn't the increased ship speed mod posted earlier, since that was listed for 2.0 only, but apparently some other people on reddit are still experiencing the purge bug. Yeah you need to reduce unrest. Drop down some patrol drones and you should be fine. What fleet power do I need to clear out marauders? I found one close to my Empire and as Driven Exterminators I am driven to exterminate them.
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# ? Feb 28, 2018 22:44 |
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appropriatemetaphor posted:Totally blocked by mining drones, buuuut have a load of planets. Going tall I guess for now. The map generator guarantees that every starting point has a handful of habitable worlds nearby. I feel like this could have weird effects with low planet maps, in that most of the habitable planets end up clustered around the starts.
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# ? Feb 28, 2018 22:51 |
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the marauder side systems arnt too bad but the main system can be a slog, especially since black holes have disengagement maluses. The biggest issue seems to be fleets constantly getting distracted by the random stations while enemy ships shoot them in the butt. I cleared out marauders with about a 25-30k fleet, but the distraction issue lost me alot of ships and I had to retreat once. Lead out in cuffs posted:The map generator guarantees that every starting point has a handful of habitable worlds nearby. I feel like this could have weird effects with low planet maps, in that most of the habitable planets end up clustered around the starts. yeah, i used to run 0.5 habitables but i kicked it up to 0.75 because it felt too clustered around homeworlds. Would be interesting if habitables scaled your freebies too somehow.
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# ? Feb 28, 2018 22:54 |
Is there a way to easily locate the lead fleet in a convoy?
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# ? Feb 28, 2018 23:05 |
toasterwarrior posted:Wait, do you actually need low unrest to turn aliens into food/batteries? Yeah. Turns out those people don't like you much! Morpheus has found Neo. The slaves have rallied. The cows overran a supply depo and strapped lightsabers to their horns. Do you want to try to eat an angry cow with lightsaber horns? This was true even in 1.9. The 2.0 bug that was fixed was fixing unhappy pops not giving resources. You can have sad cows as long as they don't start strapping lightsabers to their horns. ConfusedUs fucked around with this message at 06:01 on Mar 1, 2018 |
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# ? Feb 28, 2018 23:10 |
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Beer4TheBeerGod posted:Yeah you need to reduce unrest. Drop down some patrol drones and you should be fine. ConfusedUs posted:Yeah. Turns out those people don't like you much! Morpheus has found Neo. The slaves have rallied. The cows overran a supply depo and strapped lightsabers to their horns. Do you want to try to eat an angry cow with lightsaber horns? Oh, alright. That does make sense. Sorry, never really played Determined Exterminators before so I was confused. I did play a Devouring Swarm, but that's when attack armies lowered unrest. Time to set up some fortresses and ship some bots in!
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# ? Feb 28, 2018 23:12 |
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Soonmot posted:Is there a way to easily locate the lead fleet in a convoy? You can check one of the follower fleets to see what they are following.
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# ? Feb 28, 2018 23:12 |
toasterwarrior posted:Oh, alright. That does make sense. Sorry, never really played Determined Exterminators before so I was confused. I did play a Devouring Swarm, but that's when attack armies lowered unrest. Time to set up some fortresses and ship some bots in! Yeah it was super easy to deal with unrest in 1.9. Drop in a load of troops, build some defensive armies, fire up the orbital mind control lasers, and maybe purge a couple of pops if poo poo is still rough. Now it's harder. Gotta build that fortress, declare martial law, maybe build a black site in the local starbase.
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# ? Feb 28, 2018 23:17 |
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Lead out in cuffs posted:The map generator guarantees that every starting point has a handful of habitable worlds nearby. I feel like this could have weird effects with low planet maps, in that most of the habitable planets end up clustered around the starts. Ah hmm, might just look odd to me because I'm on a spiral galaxy as opposed to elliptical and the distance is compressed a bit somehow.
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# ? Feb 28, 2018 23:18 |
The automated dreadnought rocks but keep it in its own fleet: 1) It's slow as poo poo 2) it has a Jump Drive Also - not sure if this changed with 2.0 but Uplift is back to being doable in an owned system again, not neessary to colonize the planet anymore.
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# ? Feb 28, 2018 23:21 |
canepazzo posted:Also - not sure if this changed with 2.0 but Uplift is back to being doable in an owned system again, not neessary to colonize the planet anymore. I did it countless times in 1.9.
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# ? Feb 28, 2018 23:26 |
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So my raiders finally did a thing! They got a great khan and expanded into some unoccupied neighbouring systems and then stopped doing anything at all for a good 20 years. They've got a huge collection of massive fleets, each one could probably stomp a neighbour, but they just sit there. They only have 2 directions to go, one through a squishy federation, the other through a FE. They've chosen neither
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# ? Feb 28, 2018 23:32 |
Baronjutter posted:So my raiders finally did a thing! They got a great khan and expanded into some unoccupied neighbouring systems and then stopped doing anything at all for a good 20 years. They've got a huge collection of massive fleets, each one could probably stomp a neighbour, but they just sit there. They only have 2 directions to go, one through a squishy federation, the other through a FE. They've chosen neither Could they have access to a wormhole or gateway? Do you see activity elsewhere in the galaxy? In my second Great Khan event, they ignored their immediate neighbors and went through a wormhole to gently caress up the fanatic pacifists on the other side of the galaxy, because there was easy access through a wormhole.
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# ? Feb 28, 2018 23:37 |
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So I've been having interesting experiences with my first few wars. I had some pretty simple claim/conquest war goals, but in the second war one of the claims had planets in it. I went in, wiped out their fleets, and started conquering star systems. Eventually I got their war exhaustion to 100%, but didn't get the war score high enough to end the war due to not having taken the planets. I gathered up some armies and went and conquered the planets and ended the war, but along the way I realised that the 2/3 of their systems were making me a lot of energy, minerals and research. So if I had wanted to be exploitative, I could have drawn out the war for as long as my war exhaustion allowed, occupying (and harvesting) most of their empire for the intervening 10-20 years as a kind of poor man's vassalisation. I'm not even sure those systems count towards the research and unity maluses, so it's kinda extra exploitative... This kinda feels like a loophole enabled by empires now getting the majority of their production from star systems rather than planets...
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# ? Feb 28, 2018 23:40 |
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ConfusedUs posted:Could they have access to a wormhole or gateway? Do you see activity elsewhere in the galaxy? Nope, just sitting there terrified of the peaceful gecko aliens and their massive pacifist federation that has a combined fleet of maybe 15k while the Khan has about 6 fleets that big or larger. Previously they never raided at all. The last 3 games I've re-started all saw the raiders just sit inactive within their borders (I'd trade sensor links to keep an eye on them). The very first game I played when 2.0 dropped they had a wormhole and were quite active. Are they supposed to start with one?
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# ? Feb 28, 2018 23:44 |
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The new version of Real Space has some really pretty system generation:
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# ? Feb 28, 2018 23:49 |
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Aw man, you need the Armageddon Expansion to play Fanatical Purifiers and Post Apocalyptic I guess I will have to make a civ as these awesome Mantis Shrimp looking creatures instead
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# ? Feb 28, 2018 23:57 |
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OwlFancier posted:The new version of Real Space has some really pretty system generation: Despite the mod description saying it's been balanced around the new mechanics, I was worried the system sizes would do something screwy in regards to ship travel time. You had any issues with it?
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# ? Feb 28, 2018 23:57 |
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Ignorant Hick posted:Despite the mod description saying it's been balanced around the new mechanics, I was worried the system sizes would do something screwy in regards to ship travel time. You had any issues with it? The mod generates a bunch of binary star systems so you gotta watch out when you place outposts. If you right click a system it'll list and subtract the cost of two outposts, but once you build one around one star the system is 'claimed' and the other outpost build becomes invalid.
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# ? Mar 1, 2018 00:10 |
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Ignorant Hick posted:Despite the mod description saying it's been balanced around the new mechanics, I was worried the system sizes would do something screwy in regards to ship travel time. You had any issues with it? It takes a very long time to transit across systems but I like slow games so I don't have an issue with that. I assume you could use it with a ship speed increaser? Some of the rarer new star types have terrain modifiers. Oh and if you tell it to build an outpost from the starmap it will try to build one on every star in the system, I think it can only actually complete one of them though, I dunno how it would react if you left it to try and build two of them.
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# ? Mar 1, 2018 00:12 |
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# ? Apr 26, 2024 02:14 |
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Is there a reason why fleets set to aggressive don't auto-bomb planets anymore? Is there a way to turn this back on?
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# ? Mar 1, 2018 00:14 |