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ZypherIM
Nov 8, 2010

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

Staltran posted:

It's 20 days until the starbase is not disabled I think, and the actual repairs are pretty quick. And you probably don't need to repair after every starbase, repairing after every third or so is probably fine. Late game probably more than three really. And if you're playing single player you could just pause and detach heavily damaged ships to repair and move on with the rest.


Nitrousoxide posted:

I'd like to note that our federation won the war in the goon game yesterday even after loosing almost all of our fleets thanks to retreating and letting the enemy 150k fleet slowly attrit themselves out fighting starbase after starbase, until we had both recovered enough and they'd been weakened enough to jump in and totally crush the enemy's half hp ships before they could jump out.

This is the context of the conversation.

Taking it slow and repairing would have saved them in this exact setup, but it is also possible that taking the extra time would have let them rebuild enough ships to mount another defense, or expose them to flanking attacks.

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Staltran
Jan 3, 2013

Fallen Rib
Yes, but it's not really that long a time to do those things. I can't find any hard numbers on repair speed, but I'm pretty sure repairing for 2-3 months would get most ships to decent shape. 3 months is about 3 fleet size per starbase (assuming they have the alloys on hand) or maybe two systems travel. And sure, they might have rebuilt some ships during the repairs or flanked you, but that's far less serious than getting your combined navies massacred because they were at half health.

And I know what the context is, thanks. The post you quoted was three posts above mine. But you might notice it was in response to

Demiurge4 posted:

Star bases fall off a cliff in effectiveness once people get cruisers and battleships. The only time they are effective again is when you unlock titans and you can build ion beam platforms with the range increasing building in the starbase. And even then you need a bunch to do any real damage AND a fleet to back it up. Starbases are little more than a speed bump past a certain point.

and saying that someone might need to repair after fighting starbases and that takes time actually fits "little more than a speed bump" pretty well.

And that's assuming your enemies don't just reroll for engineer admirals.

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



All I can say is that they saved us. We could reinforce faster, being on the home turf, along with the increased build speed we got from being in a defensive war.

Our opponent had to push to knock out my allies production capabilities or the home field advantage would have let us win the in long run. Taking it slow and steady gives our defeated fleets their own time to repair, and for us to meet up and form a coherent force again.

As it was, he was almost successful and I personally ended the war with 1/4 of my force limit surviving if you include the losses to the federation fleet I controlled.

QuarkJets
Sep 8, 2008

Staltran posted:

Yes, but it's not really that long a time to do those things. I can't find any hard numbers on repair speed, but I'm pretty sure repairing for 2-3 months would get most ships to decent shape. 3 months is about 3 fleet size per starbase (assuming they have the alloys on hand) or maybe two systems travel. And sure, they might have rebuilt some ships during the repairs or flanked you, but that's far less serious than getting your combined navies massacred because they were at half health.

And I know what the context is, thanks. The post you quoted was three posts above mine. But you might notice it was in response to


and saying that someone might need to repair after fighting starbases and that takes time actually fits "little more than a speed bump" pretty well.

And that's assuming your enemies don't just reroll for engineer admirals.

The additional context is that someone was complaining about starbases not having any impact on enemy fleets at all. If that were true then it shouldn't be necessary to make a bunch of repair pit stops.

Demiurge4
Aug 10, 2011

I guess it depends what you mean by speed bump and what you consider the endgame. My fleets used a lot of neutron launchers and I had about 150k total fleet power, along with 103% fire rate bonuses. Stations really aren't much more than a speed bump at that point because even fully upgraded star fortresses only count for 50-60k and last all of 12 seconds.

alcaras
Oct 3, 2013

noli timere
The moral of the story is was a great multiplayer game.

I didn’t even notice/pay attention to the damage to my ships from stations, and I had a healbot Titan and the Nanite titan, both of which repair. Not sure how damaged my fleets were when you attacked though.

Nuclearmonkee
Jun 10, 2009


On experimental branch 2350 on admiral and some of the ais are rolling around with over 100kish fleet power and there is a federation that can muster about 275k. I managed to pull away on tech advantage around 2300 but it didn't feel like a steamroll until 2350s.

Does guillis mod turn on precursor chain for ais or is that in vanilla now? I turned on a friendly neighbor when I realized it had just opened up the ecumenopolis one. The other dominant ai has the cybrex ring world which is cool. The vanilla precursor chains really do need to be balanced better since the ecu reward is infinitely better than all the others. Feels good in guillimod tho

Ready! Set! Blow!
Jun 17, 2005

Red alert.

Nuclearmonkee posted:

Does guillis mod turn on precursor chain for ais or is that in vanilla now? I turned on a friendly neighbor when I realized it had just opened up the ecumenopolis one. The other dominant ai has the cybrex ring world which is cool. The vanilla precursor chains really do need to be balanced better since the ecu reward is infinitely better than all the others. Feels good in guillimod tho

Guilli's mod gives some pretty nice buffs to the non-First League precursor systems - Cybrex Alpha is now an intact ringworld (with a shitload of blockers), Yuhtaan has a size-10 ecumenopolis, and all of them I've run into (Cybrex, Yuht, First League) apparently have a guaranteed Precursor Shipyards modifier, which boosts shipyard capacity in that system by +6.

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4

Ready! Set! Blow! posted:

Guilli's mod gives some pretty nice buffs to the non-First League precursor systems - Cybrex Alpha is now an intact ringworld (with a shitload of blockers), Yuhtaan has a size-10 ecumenopolis, and all of them I've run into (Cybrex, Yuht, First League) apparently have a guaranteed Precursor Shipyards modifier, which boosts shipyard capacity in that system by +6.

the Precursor Shipyards also boost ship build speed and reduce ship build cost IIRC, typically if I'm playing a small empire I make it my only shipyard out of convenience

Nuclearmonkee
Jun 10, 2009


Yeah they all feel good in guilli mod. Just feels bad in vanilla.

Does the mod allow the AI to do the precursor chains or is that just an experimental change?

QuarkJets
Sep 8, 2008

Does the AI not get to do quest chains? That kind of sucks. EU4 allowed that kind of thing to happen and it sometimes turned out super awesome

hobbesmaster
Jan 28, 2008

It depends on the chain, the precursor event chain and the horizon signal are player only though

Vengarr
Jun 17, 2010

Smashed before noon

hobbesmaster posted:

It depends on the chain, the precursor event chain and the horizon signal are player only though

Precursors are not, actually. My last game I got screwed out of finding Cybrex Alpha because another empire had beaten me to it.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf
So how are they going with fixing the things that got broken with 2.2?

Vengarr
Jun 17, 2010

Smashed before noon

Krazyface posted:

So how are they going with fixing the things that got broken with 2.2?

Performance has gone from "literally unplayable" to "playable on small-medium galaxies depending on hardware". Everything else is still broke. Check back in another month.

Staltran
Jan 3, 2013

Fallen Rib

Vengarr posted:

Precursors are not, actually. My last game I got screwed out of finding Cybrex Alpha because another empire had beaten me to it.

Are you playing vanilla?

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

ZypherIM posted:

Related question, but can ascension perks give jobs? I was thinking that a way to buff up some of the weaker perks might be to give them a job unlock similar to prosperity (every 50 pops you get 1 of X job).

Sure. Jobs can be added from just about anything, they are all just triggered modifiers on planets. You could add something similar to how the prosperity finisher works, or you could set modifiers on specific buildings triggered by having the perk.

Splicer posted:

If a new worker job opens up and an existing worker could do a better job there then... nothing happens, ever. Same if a new worker is spawned who could do a better job than someone else. Since the first experience most people will have of specialist pops is the trusty farmbot and minebot this is incredibly visible and a big problem.

Could have a job recheck on new pop, or pop death for that matter :eng101:

Splicer
Oct 16, 2006

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

Darkrenown posted:

Could have a job recheck on new pop, or pop death for that matter :eng101:
On new job would have a big impact, so those farmbots get on the drat farm instead of languishing in the mines. There seems to be something like that happening for specialists, whether explicitly or as a side effect of the promotion mechanics.

Demiurge4
Aug 10, 2011

I’ve basically stopped using robo modding because the current system is completely obtuse for it. I’ll get the first robo modding tech and make a design that’s just durable and mass produced and then never touch it again so all my robots are the same.

The reason for this is that while I would like to make a design for each job the game chooses designs to build at random so unless I manually designate which design to build on planets (incurring the 20% growth malus) I just get a completely random assortment of robots that don’t jump into the correct jobs anyway. It sucks.

My suggestion would be to eliminate the growth malus for assembling robots when choosing a design. That would alleviate a lot but it won’t fix the micro

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

Demiurge4 posted:

I’ve basically stopped using robo modding because the current system is completely obtuse for it. I’ll get the first robo modding tech and make a design that’s just durable and mass produced and then never touch it again so all my robots are the same.

The reason for this is that while I would like to make a design for each job the game chooses designs to build at random so unless I manually designate which design to build on planets (incurring the 20% growth malus) I just get a completely random assortment of robots that don’t jump into the correct jobs anyway. It sucks.

My suggestion would be to eliminate the growth malus for assembling robots when choosing a design. That would alleviate a lot but it won’t fix the micro

I repeat my suggestion that both genemodding and robomodding should be done by job and not by species. DarkReknown, are there plans to make modding more effective in the brave new world?

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

at that you point you get rid of robomodding and just make robots 15% better at everything, robotics tech permitting. Otherwise its just making the player jump through hoops for no reason really. That is self evidently silly, so then you nerf robots and now you have nothin'.

Robomodding is supposed to let you choose an emphasis for your robots (also read as: your robotics technology.) The fact that you can sort of make robots for every job is more a hole in the game design than the UI. Ultimately, either having more than one robot design should be impossible (other robots get Assimilated) or having multiple robot types needs to be integrated into the game design. (i.e. early on you can only have 1 robot type but later on you get 2 robot types enabling you to choose to have farming and maid robots)

TheDeadlyShoe fucked around with this message at 13:12 on Feb 4, 2019

Demiurge4
Aug 10, 2011

Aethernet posted:

I repeat my suggestion that both genemodding and robomodding should be done by job and not by species. DarkReknown, are there plans to make modding more effective in the brave new world?

Yeah I’ve voiced this in the past too. The fact robo modding also costs massive amounts of engineering tech points (the rarest tech point) and that you can only edit an entire planet of robots, not individuals, is another break point in the system.

I’ve had situations where I unlock robo modding immediately after unlocking robots, but you can’t make a robot design until you have at least one robot in your empire. So I build one robot while robo modding researches, then I make my durable/mass produced version of them and now I’m building those but I have that one single robot of the basic design. It costs 1600+ engineering points to edit that one pop so of course I never do it.

Splicer
Oct 16, 2006

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

Aethernet posted:

I repeat my suggestion that both genemodding and robomodding should be done by job and not by species. DarkReknown, are there plans to make modding more effective in the brave new world?

Splicer posted:

My pet robomodding implementation would be that when you make a new template that's when the research project spawns. Once you've finished the prototyping project the template becomes available. Whenever a robot joins a job or a new template becomes available it checks its templates and then over the next few months upgrades to whatever template gives it the biggest +mod for its current job.

Leave the option to manually upgrade available for when you want to retire a certain template, but have it cost minerals instead of research points.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.

Vengarr posted:

Precursors are not, actually. My last game I got screwed out of finding Cybrex Alpha because another empire had beaten me to it.

Yeah, um, I'm on the beta and the precursor event chains are still player-only in vanilla. Looking at the code, both the event that starts the chain and the event that assigns unity and research rewards on surveying the planet are specifically locked out from the AI.

However, for systems like Cybrex Alpha and Fen Habbanis, where the system itself is the prize, if the game spawns the system somewhere where the AI can claim it before you can, then it can still access and claim the system and the ringworld/Ecu, which may be what you are seeing. This happens a lot less these days since they changed where the events would spawn the system, but it does happen.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
It slightly bothers me that spawned systems always have only one hyperlane.

Demiurge4
Aug 10, 2011

Rushing a precursor line in multiplayer and having the system spawn in another players empire loving suuucks.

Demiurge4
Aug 10, 2011

Also, because it’s come up in discord. Mega corps are huge game changer in MP because branch offices can easily shore up weaknesses on the host side of things and be employed as an amazing source of research and alloys for the Corp itself. If you toss a lab down as the first building you’re generating 18 research and around 25 energy right off the bat and forever from there on out. If your partner is hurting for energy credits you can put the building down that gives a merchant instead and now they have a ruler job that produces 10 trade, hugely efficient jobs all round.

Criminal mega corps on the other hand do nothing and are an active detriment and everyone wants to murder you on sight. It sucks. The best case scenario I can see for a criminal Corp in multiplayer is a ransom system where you get paid for not putting a branch down but that breaks down if another Corp exists to take the slot.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

If I were looking into modding the galaxy gen, where could I read up on that? Is there a good wiki page for figuring out how to code the logic for laying out a starmap?

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Demiurge4 posted:

I’ve basically stopped using robo modding because the current system is completely obtuse for it. I’ll get the first robo modding tech and make a design that’s just durable and mass produced and then never touch it again so all my robots are the same.

The reason for this is that while I would like to make a design for each job the game chooses designs to build at random so unless I manually designate which design to build on planets (incurring the 20% growth malus) I just get a completely random assortment of robots that don’t jump into the correct jobs anyway. It sucks.

My suggestion would be to eliminate the growth malus for assembling robots when choosing a design. That would alleviate a lot but it won’t fix the micro

You can select a robot design to build???????????

How????

Demiurge4
Aug 10, 2011

In the population tab you can click in the robot portrait in assembly and then choose a design to always build, this also works for organic pops. Doing this incurs a 20% growth malus.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Being egalitarian turns it off :v:

Demiurge4
Aug 10, 2011

Egalitarian continues to be the worst ethic.

Poil
Mar 17, 2007

What's wrong with it? Apart from having to fiddle with reassigning leaders over the elections of course. Isn't the bonus to specialist production really nice?

Demiurge4 posted:

In the population tab you can click in the robot portrait in assembly and then choose a design to always build, this also works for organic pops. Doing this incurs a 20% growth malus.
Um, why? Do the robotic engineers get upset they don't get to pick the type of robot and work slower from spite and/or crankiness?

Demiurge4
Aug 10, 2011

Using resettlement costs you 10% faction happiness.

And dunno, paradox balance.

Poil
Mar 17, 2007

Okay, yeah that blows.

One good thing with tiles was how the population stopped growing when the planet was full and out of homes and jobs. Just move somewhere else you morons. There's plenty of available space on other planets. :argh:

Noir89
Oct 9, 2012

I made a dumdum :(
It's kinda funny reading that since one big complaint you heard often about the tile system was that overpopulation was no issue and there was no preassure from haveing a large population.

Now when that happens, people complain that populations don't stop growing instead. :allears:

Truga
May 4, 2014
Lipstick Apathy
There's no overpopulation issue though, extra people give tons of unity and science when you are planets are maxed out :v:

Poil
Mar 17, 2007

Yeah but there's still ugly symbols in the outliner that makes me check the planet over and over. Too bad I can't just flag it as "don't tell me I don't care about this one" and/or remove it from the outliner completely (with a button to put it back on if when I make a mistake with it).

Noir89 posted:

It's kinda funny reading that since one big complaint you heard often about the tile system was that overpopulation was no issue and there was no preassure from haveing a large population.

Now when that happens, people complain that populations don't stop growing instead. :allears:
I personally never complained about that. :v:

Poil fucked around with this message at 17:17 on Feb 4, 2019

Truga
May 4, 2014
Lipstick Apathy

Poil posted:

Yeah but there's still ugly symbols in the outliner that makes me check the planet over and over. Too bad I can't just flag it as "don't tell me I don't care about this one" and/or remove it from the outliner completely (with a button to put it back on if when I make a mistake with it).

:same:

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Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Demiurge4 posted:

In the population tab you can click in the robot portrait in assembly and then choose a design to always build, this also works for organic pops. Doing this incurs a 20% growth malus.

My god... This changes everything.

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