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OwlFancier
Aug 22, 2013

Missiles are a very good weapon, to the point that the only reason not to use them is because torpedoes are probably the best weapon in the game.

They have long range, excellent accuracy, high damage, bypass shields, and do extra damage to hull which will necessarily account for the lion's share of the majority of any fleet's HP.

The suggestion that they aren't really an anti-corvette weapon I think is wrong, they may only have 30% tracking but they have 100% base accuracy which means they will still hit corvettes a lot of the time, especially if you use them in conjunction with a computer which adds tracking bonuses. High tracking non-missile weapons tend to have comparatively less base accuracy which means they will still miss some of the time, so the gulf between dedicated high tracking weapons and missiles is not as large as it may seem, and definitely is not large enough to worry about when you account for the increased hull damage and shield bypassing effect of missiles.

OwlFancier fucked around with this message at 13:09 on Mar 10, 2018

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ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Dunno, I've been able to afford map the stars+expanding with 1 constructor constantly in several different game setups. Like I started a materialist empire that rushed discovery tree and I was able to afford that, and once my initial faction showed up I had a bunch of extra influence. If you've got anything that lowers cost it should be easy to do that as well.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
Slow projectile weapons are basically a separate rock-paper-scissors mechanic - they're strong, but hard countered by PD, but if your opponent is wasting slots on PD you have an advantage if you're using stuff that isn't affected by it.

Generally you want to be all-in on them though - shield bypass is meaningless if it means your other weapons will just spend their time chewing through shields unassisted, and having few enough missiles that opposing PD can shoot them all down is basically the worst case.

OwlFancier
Aug 22, 2013

So this looks like a fun addition: http://steamcommunity.com/sharedfiles/filedetails/?id=1323750659

Jabor posted:

Slow projectile weapons are basically a separate rock-paper-scissors mechanic - they're strong, but hard countered by PD, but if your opponent is wasting slots on PD you have an advantage if you're using stuff that isn't affected by it.

Generally you want to be all-in on them though - shield bypass is meaningless if it means your other weapons will just spend their time chewing through shields unassisted, and having few enough missiles that opposing PD can shoot them all down is basically the worst case.

That is the corollary yes, you want to go as all in on missiles as you can, and what you can't, put disruptors on instead because yeah, anything else is just wasting shots on shields.

breadshaped
Apr 1, 2010


Soiled Meat

Staltran posted:

Yes, go to the system view, the button to make the system restricted is at the bottom to the left of the system name.

Wonderful. Been dying (literally) for this QOL addition.

Phobeste
Apr 9, 2006

never, like, count out Touchdown Tom, man
I got the game a while back and played a couple games but never got to the late game. Now I'm actually playing long enough to see the scourge and there's some stuff that isn't clicking to me, like

- I keep researching all these weapons that have an "x" size slot but there's nothing i can put them in. Are these titans or something? When the hell do you get that research?
- I got jump drives for all my ships, and it says that they're, well, jump drives and are a "dangerous tech" and when i click on fleets with them they get the old dashed line circle showing the range but when I tell them to go somewhere... they take the hyperlanes. Is this bugged or am I missing something?

Zulily Zoetrope
Jun 1, 2011

Muldoon
X slots are for Battleships. They're real big guns for killing stations and other battleships, and I guess possibly cruisers.

You have to activate jump drive manually (it's in the movement bar, with the merge and return buttons), since it's got a long cooldown and fucks up your ships' combat ability.

Hot Dog Day #82
Jul 5, 2003

Soiled Meat

Zulily Zoetrope posted:

X slots are for Battleships. They're real big guns for killing stations and other battleships, and I guess possibly cruisers.

You have to activate jump drive manually (it's in the movement bar, with the merge and return buttons), since it's got a long cooldown and fucks up your ships' combat ability.

If the AI didn’t fielding battleships is it worth using them at all? I’m guessing no, but I wanted to be sure! Also is there any time when loading them up with small/medium weapons and using them as a giant gun platform is a worthwhile idea?

Skippy McPants
Mar 19, 2009

Hot Dog Day #82 posted:

If the AI didn’t fielding battleships is it worth using them at all? I’m guessing no, but I wanted to be sure! Also is there any time when loading them up with small/medium weapons and using them as a giant gun platform is a worthwhile idea?

They demolish cruisers and stations, so its worth having a handful unless you're fighting strictly defensive wars against destroyers and corvettes. They're also good against most of the endgame crises with the right loadouts.

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

basic hitler posted:

unless i'm missing something the AI is like, cheating, as well. bad luck to get an agressively expanding neighbor because they outpace me just for hte fact i can't produce enough influence to expand to new systems half as fast as they can.

The AI is cheating, it pays 50% less on all maintenance costs.

Feel absolutely no shame in cheating back.

GotLag
Jul 17, 2005

食べちゃダメだよ

Zulily Zoetrope posted:

X slots are for Battleships. They're real big guns for killing stations and other battleships, and I guess possibly cruisers.

You have to activate jump drive manually (it's in the movement bar, with the merge and return buttons), since it's got a long cooldown and fucks up your ships' combat ability.

Also note that you need to select the spinal mount section for the front of your battleship to be able to install X-class weapons.


Giving this a go now. Playing Intelligent, Inquisitive (+5% science output), Sanguine (+10 self/other happiness, -20 years lifespan), Charismatic and Endemic (-50% habitability, -75% migration speed, +250% resettlement cost) Life-Seeded pacifist fanatical materialist Space Macaws. Also using the imperial government because everyone loves an empire.

punishedkissinger
Sep 20, 2017

Anyone have any good builds and strats for a devouring searm post-2.0?

OwlFancier
Aug 22, 2013

GotLag posted:

Also note that you need to select the spinal mount section for the front of your battleship to be able to install X-class weapons.


Giving this a go now. Playing Intelligent, Inquisitive (+5% science output), Sanguine (+10 self/other happiness, -20 years lifespan), Charismatic and Endemic (-50% habitability, -75% migration speed, +250% resettlement cost) Life-Seeded pacifist fanatical materialist Space Macaws. Also using the imperial government because everyone loves an empire.

I decided to go for research specced and Practical (+50% engineering) life seeded space parrots, with the intent of going both genetic ascension/robots to play with the new traits.

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

Shadowlyger posted:

The AI is cheating, it pays 50% less on all maintenance costs.

Feel absolutely no shame in cheating back.

That shouldn't affect influence for expansion, though.

Jazerus
May 24, 2011


Shadowlyger posted:

The AI is cheating, it pays 50% less on all maintenance costs.

Feel absolutely no shame in cheating back.

this has virtually no bearing on the expansion phase of the game, especially since it doesn't affect influence at all. the nature of 50% less maintenance makes it scale up; an AI will have a much greater material advantage compared to a player in the same position during the midgame and endgame than at the beginning, when the playing field is nearly level.

Bryter
Nov 6, 2011

but since we are small we may-
uh, we may be the losers
If the AI's horror show tile management is anything to go by, it's not particularly good at the game. I don't begrudge it some cheats and cheating in retaliation seems like it would kind of ruin the game.

Slime
Jan 3, 2007
Here's the thing about these sorts of games: They all cheat. It's /really hard/ to make an AI. It's hard to make them work at all, let alone make them challenging. So cheating to give them extra resources they probably would have gotten anyway if they were smarter is one way to make it work a bit better.

OwlFancier
Aug 22, 2013

Honestly the maintenance scaling thing is a pretty sensible way to cheat, I just wish it was advertised because it does kind of impact your expectations of what the AI is capable of, leading you to expect far bigger fleets than you would otherwise.

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

Shadowlyger posted:

The AI is cheating, it pays 50% less on all maintenance costs.

Feel absolutely no shame in cheating back.

The AI needs cheating, on normal I'm outpacing the AI-nations on all fronts by a growing margin. And I'm an idiot, so that doesn't bode well for the AI.

As much as I like unopposed building of my empire, I'm considering switching to hard in the future, now that the new system works a lot more in my favour than the old one.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

How do you guys handle native civilizations these days? I have two in my realm and they have decent traits and can inhabit different biomes that my founder race so adding them to fold would be neat. Can you still just outright invade them? I was thinking of doing that once I help shift their ethics to mine.

OwlFancier
Aug 22, 2013

AAAAA! Real Muenster posted:

How do you guys handle native civilizations these days? I have two in my realm and they have decent traits and can inhabit different biomes that my founder race so adding them to fold would be neat. Can you still just outright invade them? I was thinking of doing that once I help shift their ethics to mine.

Invade, integrate. It's especially valuable for life seeded civs which can't colonise otherwise until much later.

tooterfish
Jul 13, 2013

AAAAA! Real Muenster posted:

How do you guys handle native civilizations these days?
With kindness and compassion.

Because too much stress makes them taste funny.

Best Friends
Nov 4, 2011

If the AI just can’t figure out planet tiles, why are there planet tiles?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

AAAAA! Real Muenster posted:

How do you guys handle native civilizations these days? I have two in my realm and they have decent traits and can inhabit different biomes that my founder race so adding them to fold would be neat. Can you still just outright invade them? I was thinking of doing that once I help shift their ethics to mine.

They make wonderful, if short-lived, batteries.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

tooterfish posted:

With kindness and compassion.

Because too much stress makes them taste funny.

The fear adds... spice.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Shadowlyger posted:

The AI is cheating, it pays 50% less on all maintenance costs.

Feel absolutely no shame in cheating back.

If you need to cheat back, you gots problems my friend

TheDeadlyShoe
Feb 14, 2014

Best Friends posted:

If the AI just can’t figure out planet tiles, why are there planet tiles?

the real issue is the age old issue of rushing AIs in strategy games. they have to build military early heavy or players will rush them hard and get all their poo poo. But AIs dont really understand how to surge their navy like a player can. They don't manage things holistically like a player can. Everything runs off ministers and managers. Often there's global state toggles that attempt to mimic holistic planning but they are still bad at it.

but, because ships are expensive to build and maintain now, they are really kicking their economy in the balls when they attempt to rush proof themselves.

Jazerus
May 24, 2011


Best Friends posted:

If the AI just can’t figure out planet tiles, why are there planet tiles?

because the pre-wiz development of this game was extremely chaotic and put in a bunch of 4X standard features without really thinking about why. tiles have worked out OK though a more vicky 2 style pop system is still the dream.

the AI isn't inherently incapable of figuring out tiles though; with Glavius's AI mod it does a pretty decent job most of the time. the vanilla AI just has some really odd priorities that put it into positions where it is too broke to do anything because it's focused on fleet instead of infrastructure, and from there it just can't get out of the hole and build up its planets properly. the sector AI is basically the same as the regular AI, and it's pretty good at building planets up sensibly now; the regular AI would be too, if it didn't need to worry about ships.

the vanilla AI in 1.9 was tweaked pretty well to balance between fleet and infrastructure; 2.0.x has thrown it off-balance again so it's behaving more like it did at launch. wiz is working on a difficulty level revamp right now, which almost necessitates tweaking the AI a bunch, so this will almost certainly improve fairly soon

OwlFancier
Aug 22, 2013

Tiles can also be quite fun if you add more adjacency and dependency in the way Alphamod does with its buildings, because then it offers a lot of situational choice in how you want to develop your planets.

TheDeadlyShoe
Feb 14, 2014

The Ai really, really, really, really cant handle adjacency.

OwlFancier
Aug 22, 2013

TheDeadlyShoe posted:

The Ai really, really, really, really cant handle adjacency.

It used to do a perfectly serviceable job with the changes Alphamod made so again I think that's specifically a problem with the current implementation, and it's likely helped by many of the adjacency things in the newest build being a matter of "you can only build these buildings next to these other buildings" so you literally build out these complexes of specialist buildings.

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."

TheDeadlyShoe posted:

The Ai really, really, really, really cant handle adjacency.

Adjecancy is a tiny part of the stellaris pop game. What it really can't handle for whatever reason is to stop building loving farms. It doesn't just overpopulate and overbuild farms a little bit, it does it a ridiculously excessive degree. Even when food is already taken care of, with a health +10 or more.

Doorknob Slobber
Sep 10, 2006

by Fluffdaddy
is it a bug that i cant demand vassalization after adopting all the domination traditions as a driven assimilator? its loving annoying if so.

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell
Are you running the beta patch? I think that was one of the bugs they fixed in it.

Gobblecoque
Sep 6, 2011
Honestly food always seemed like a weird mechanic in Stellaris. It's pretty much always a non-factor for the player and its only purpose seems to be breaking the AI. I think you could remove the whole food mechanic and lose literally nothing of value.

Gobblecoque fucked around with this message at 19:51 on Mar 10, 2018

Meme Poker Party
Sep 1, 2006

by Azathoth

Gobblecoque posted:

you could remove the whole food mechanic lose literally nothing of value.

Doorknob Slobber
Sep 10, 2006

by Fluffdaddy

Nevets posted:

Are you running the beta patch? I think that was one of the bugs they fixed in it.

No but I'll update to that now, thanks for that.

Enjoy
Apr 18, 2009
I think food would be cool if it weren't so all-or-nothing, like if it gave penalties and bonuses on an S curve depending on if you have a surplus or deficit

OwlFancier
Aug 22, 2013

I often thought that something fun you could do with food was let hive minds use it to power special structures on planets that have unique effects.

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Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



I don't dislike food since it became a global resource, but it definitely feels inconsequential, and thus superfluous, much of the time. Otoh the full absence of food provides some distinction for machine empires.

I would like to see food needed to build ringworlds because they need a LOT of biomass. Also maybe something where hives can go Full 'Nid and build poo poo with food instead of minerals, so they go in the opposite direction to robits.

e; ^^^ That's good too!

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