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OwlFancier
Aug 22, 2013

Red I think means you're under nominal strength.

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Qtotonibudinibudet
Nov 7, 2011



Omich poluyobok, skazhi ty narkoman? ya prosto tozhe gde to tam zhivu, mogli by vmeste uyobyvat' narkotiki
The fallen militant isolationist bird people empire right below me is quite annoying. Systems around them are key for expanding my empire, but I have to leave pockets open so that they don't get angry from border friction and invade me. Pirates spawn in there like mad.

Zulily Zoetrope
Jun 1, 2011

Muldoon
If you check the fleet manager, it'll tell you how strong it's supposed to be. I think something's fucky, because the manager expects corvettes to be at least twice as strong as the equivalent amount of bigger ships, so majority-corvette armies will always be in the red.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

AAAAA! Real Muenster posted:

What is the best way to deal with a Void Cloud early game when I have tier 1 weapons and have not seen any potential weapon upgrades until I just now started researching Space Torpedoes? I would really like it dead but I have lost a good 20 Corvettes trying to bumrush it and i never get it below 600 health.

Missile boat corvette swarm, no other weapons other than nukes, no armor, no shields. Each ship will cost about 115 minerals each. Any cannons are a waste, those shields are too thick and a waste of minerals. Same with armor and shields. Retrofit to a sane design once your cloud hunt is done.

Demiurge4
Aug 10, 2011

The real space and it's new worlds sub mod are real nice for visuals and galaxy gen. But it completely breaks the game like whoa. Every other system has 3 planets even at 0.5x and many systems have 10+ minerals in space, sometimes even 20+.

OwlFancier
Aug 22, 2013

Ehh it adds more planets per system but most of them are crappy, and while it does make the map slightly richer I don't think it hugely affects the balance. Just increase the number of empires a bit to squash people up more.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Sekenr posted:

Why is my fleet power sometimes red and sometimes yellow?

red = understrength
blue = reinforcing
yellow = at max strength

Reveilled
Apr 19, 2007

Take up your rifles

NoNotTheMindProbe posted:

red = understrength
blue = reinforcing
yellow = at max strength

If that's what it means it seems to be bugged because I frequently see my fleets marked in red despite being fully reinforced and upgraded.

bitterandtwisted
Sep 4, 2006




I went with the evolutionary master ascension perk and it gave me 3 trait points, but no new spaces for traits and I can't remove existing ones. Can I do anything with these points?

Gort
Aug 18, 2003

Good day what ho cup of tea
I always found it weird that you can't remove "beneficial" traits, especially when "beneficial" includes stuff like "Servile - you're a mindless brute who just listens to what your master tells you".

Spanish Matlock
Sep 6, 2004

If you want to play the I-didn't-know-this-was-a-hippo-bar game with me, that's fine.
Does anyone else feel like gateways are prohibitively expensive? You could easily cut the prices in half and be on target. Why would I spend 10,000 energy and 5000 minerals to reactivate or 10000 minerals to build a structure that just cuts down on travel time when wormholes exist?

Zulily Zoetrope
Jun 1, 2011

Muldoon
You unlock the "Genetic Resequencing" tech which has to be researched first, but it gives you both that and unlocks all the traits that make the Evolution path worthwhile, including a more powerful version of the Servile trait and a trait that makes livestock species even tastier.

E: "That" being the ability to remove teal traits and add red ones.

Zulily Zoetrope fucked around with this message at 10:47 on Mar 1, 2018

Splicer
Oct 16, 2006

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

bitterandtwisted posted:

I went with the evolutionary master ascension perk and it gave me 3 trait points, but no new spaces for traits and I can't remove existing ones. Can I do anything with these points?
Check your Society research, you should have a Genetic Resequencing technology option. Researching it will give you the ability to remove "good" traits.

Gort posted:

I always found it weird that you can't remove "beneficial" traits, especially when "beneficial" includes stuff like "Servile - you're a mindless brute who just listens to what your master tells you".
Not being able to upgrade traits is the big kicker. Makes Enduring a trap pick, and Adaptable and Strong just that little bit annoying.

Splicer fucked around with this message at 10:49 on Mar 1, 2018

Demiurge4
Aug 10, 2011

Genetic engineering could use a 'drift' mechanic. Instead of trait points being a buy/sell mechanic it should be the limit on how many changes you can make in one go. The idea being that you can gradually improve a species as much as you want as long as you're willing to spend the time and research on it.

First generation improvement adds strong and enduring. Second upgrades to very strong, third upgrades to venerable. The game would keep track of a species generation count and add a cost multiplier.

Chalks
Sep 30, 2009

Reveilled posted:

If that's what it means it seems to be bugged because I frequently see my fleets marked in red despite being fully reinforced and upgraded.

Something might be a bit off with it, I've had two fleets that needed reinforcing, one marked in red and one in yellow.

bitterandtwisted
Sep 4, 2006




Zulily Zoetrope posted:

You unlock the "Genetic Resequencing" tech which has to be researched first, but it gives you both that and unlocks all the traits that make the Evolution path worthwhile, including a more powerful version of the Servile trait and a trait that makes livestock species even tastier.

E: "That" being the ability to remove teal traits and add red ones.

Thanks!

Gort
Aug 18, 2003

Good day what ho cup of tea
It annoys me when I genetically engineer an entire species but it turns out there were a couple of them in colony ships or something and they don't get engineered. I then have to spend a flat 5,000 research to engineer two pops or put up with messiness.

Maybe creating templates should have the flat 5,000 research cost, then applying the template costs you per-pop, rather than applying the template costing 5,000 research plus per-pop cost.

Prawned
Oct 25, 2010

I am continuing to enjoy this good game, I don't mind the change to hyperspace lanes only because it's forced me to play the game a bit differently. It also took me an embarrassingly long time to realise that the cost of new outposts wasn't related to the "value" of the system but rather the distance from another owned system - I don't know why I thought that was the case.

I am looked forward to the changes on war exhaustion though, I'm playing a devouring swarm and was a couple months from just munching up the last remnants of my neighbour but now I have to wait ten years to finish that fucker off. He'll probably make a dozen defensive alliances before then.

GotLag
Jul 17, 2005

食べちゃダメだよ
It's really annoying me that all ring worlds have a visible gap in them in Cherryh. Something broke in the placement script?

canepazzo
May 29, 2006



What's the green 92 number in my fleet display?



I get that I have 56 ships out of 90 planned in the template. What's 92 stand for?

Chalks
Sep 30, 2009

canepazzo posted:

What's the green 92 number in my fleet display?



I get that I have 56 ships out of 90 planned in the template. What's 92 stand for?

92 is the size of the fleet cap I think. Although I thought that the x/y was the current/fleet cap and the number in brackets was the template size? But I might be misremembering.

Chalks fucked around with this message at 11:13 on Mar 1, 2018

OwlFancier
Aug 22, 2013

Chalks posted:

92 is the size of the fleet cap I think. Although I thought that the x/y was the current/fleet cap and the number in brackets was the template size? But I might be misremembering.

92 is how many ships the template has assigned to it, you can end up with the template actually going over the cap sometimes due to weirdness, you can only manually set it up to the cap though.

E: Apparently you can build habitats anywhere now? Doesn't need to be around a planet, that's novel.

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction
Man, it takes a long rear end time, but when you research Wormholes, things take off again in a whole new way. I lucked out and I just happened to have one open into a Fanatical Purifier that I was already at war with, but couldn't reach. Suddenly, I have a ton of new territory. That's definitely extremely satisfying.

OwlFancier
Aug 22, 2013

I... What..?



You've got a... There's... You know nevermind. Send my regards to Emperor Computer the Second.

toasterwarrior
Nov 11, 2011
How's the difficulty for you guys? My Very Hard diff/High Aggression genocide robots run has kinda hit the steamrolling pace and I'm just about to hit midgame. I only had a single tense early game war with a neighbor that I won through camping my defensive starbase, racking up their casualties for a pocket auto-status quo, and bumrushed key systems to slow their momentum when I finally had the upper hand. After that, the AI just would not risk a war against my super bastions but couldn't clean up their own neighbors, leading me to eventually overpower them though robot optimization and tech. I'd have figured they'd be making alliance blocs against me now.

Kirinith
Oct 21, 2010

Chalks posted:

Something might be a bit off with it, I've had two fleets that needed reinforcing, one marked in red and one in yellow.

I think it takes your fleet health into account for the strength evaluation; they might just need to be repaired.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
They really need to fix it when you can't get a member into your federation because of "distance" even though they do border a member, they just don't border me.
Come on guys, we're right here!

Zulily Zoetrope
Jun 1, 2011

Muldoon

toasterwarrior posted:

How's the difficulty for you guys? My Very Hard diff/High Aggression genocide robots run has kinda hit the steamrolling pace and I'm just about to hit midgame. I only had a single tense early game war with a neighbor that I won through camping my defensive starbase, racking up their casualties for a pocket auto-status quo, and bumrushed key systems to slow their momentum when I finally had the upper hand. After that, the AI just would not risk a war against my super bastions but couldn't clean up their own neighbors, leading me to eventually overpower them though robot optimization and tech. I'd have figured they'd be making alliance blocs against me now.

Marauders used to gently caress me up until I figured out that they'll path way the gently caress around FTL inhibitors and that you can just fortify one border system/wormhole in case they target you directly. That, combined with enough deterrence that no standard empire will ever declare on me, means I'm usually trucking along until a crisis either fucks me up or happens so far away that I can just chip away at it while someone else gets hosed over.

Gadzuko
Feb 14, 2005

Spanish Matlock posted:

Does anyone else feel like gateways are prohibitively expensive? You could easily cut the prices in half and be on target. Why would I spend 10,000 energy and 5000 minerals to reactivate or 10000 minerals to build a structure that just cuts down on travel time when wormholes exist?

Gateways are insanely powerful. Once you have a few set up, the ability to instantly teleport from any key point in the empire to any other key point is amazing and a total game changer. I guess if you already have a convenient wormhole they are less useful but that's not always going to happen.

Sloober
Apr 1, 2011

Gadzuko posted:

Gateways are insanely powerful. Once you have a few set up, the ability to instantly teleport from any key point in the empire to any other key point is amazing and a total game changer. I guess if you already have a convenient wormhole they are less useful but that's not always going to happen.

Gates win out in the whole "Can set them up wherever".

I've yet to see a convenient wormhole network

Gort
Aug 18, 2003

Good day what ho cup of tea
I put a starbase with 6 shipyards in it at one of my gateways to be the main ship-producer in my empire.

Gort
Aug 18, 2003

Good day what ho cup of tea
New opt-in beta patch:

#################################################################
####################### VERSION 2.0.2 ###########################
#################################################################

###################
# Feature
###################
* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire world cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructures resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was elected out of office (if alive) will now attempt to replace the job that was opened up by the newly elected ruler, assuming the leader class matches

###################
# Balance
###################
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 10% to 20% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Reduced War Exhaustion per ship and army killed
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* You now get war exhaustion a bit slower while fighting a Liberation War
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation

# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now have the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction

# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity

# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires

# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires

###################
# UI
###################
* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifier no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit

###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)

###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having graphics on planet being bombed
* Fixed tooltips for status column in contacts view to reflect accurately what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fix a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade gets available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fix a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fix crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse

canepazzo
May 29, 2006



* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance

Nooooo

* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit

Yessss

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
I wonder if it works with existing saves?

Also, food cost for those edicts sounds weird, it costs me influence?

Communist Bear
Oct 7, 2008

canepazzo posted:

* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance

Nooooo

Oh ffs it already costs a flying fortune to maintain a large empire without this change.

Going to be continually bankrupt thanks to this.

liveoctopus
Oct 18, 2005

quote:

War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
This... is not actually a fix, but rather just obscuring the problem. Running the enemy fleet off and maintaining (or achieving) space superiority should count for something.

quote:

Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
what on earth

Mostly good stuff though. I'm impressed these fixes are rolling out so quick.

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

Gort posted:

* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance

This feels like the exact opposite of what needed to happen.

Though granted it's not really the direct upkeep of starbases that's crippling, it's the defense platforms.

Brother Entropy
Dec 27, 2009

outpost energy maintenance sounds like a bad move, but I'll wait till I get home and play to judge for real

basically everything else sounds good though

canepazzo
May 29, 2006



Taear posted:

I wonder if it works with existing saves?


My save still works. My energy balance went to minus 110, but my Unity shot to one and a half completed (think I was 25% done pre-patch)

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Gort
Aug 18, 2003

Good day what ho cup of tea
Haha, I gained about six traditions all at once. Then they seem to have released a new version of the beta.

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