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Farmer Crack-rear end posted:Oh good, maybe that'll be a good time to finally jump back into this game. It's been like a year so I'll probably just have to completely relearn it anyway. I feel like this thread has been making the game sound more and more unapproachable and complex as time goes on and if I don't get back in soon I'll never feel comfortable trying to get back in.
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# ? Mar 6, 2019 22:47 |
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# ? Apr 19, 2024 15:52 |
Loel posted:<trip report> Sounds like you're doing it right. Carry on and keep us informed! Sloober posted:is there a mod that stops spawning your precursor system in someone elses territory? my last game it spawned on discovery 4 system jumps outside my territory in somebody elses Sort of. This mod sticks the reward system behind a wormhole in your space...but you still need Wormhole tech to actually get to it. https://steamcommunity.com/sharedfiles/filedetails/?id=1667025251&searchtext= jng2058 fucked around with this message at 22:59 on Mar 6, 2019 |
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# ? Mar 6, 2019 22:56 |
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Farmer Crack-rear end posted:Oh good, maybe that'll be a good time to finally jump back into this game. It's been like a year so I'll probably just have to completely relearn it anyway. I feel like this thread has been making the game sound more and more unapproachable and complex as time goes on and if I don't get back in soon I'll never feel comfortable trying to get back in.
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# ? Mar 6, 2019 23:07 |
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Farmer Crack-rear end posted:Oh good, maybe that'll be a good time to finally jump back into this game. It's been like a year so I'll probably just have to completely relearn it anyway. I feel like this thread has been making the game sound more and more unapproachable and complex as time goes on and if I don't get back in soon I'll never feel comfortable trying to get back in. Their current roadmap is solid right now. It doesn't come off as complex to me except if you are trying to min-max everything to the highest degree of efficiency. I think it suffers from the same thing as Crusader Kings II does for new players in that they get overwhelmed by the amount of details available when considering making decisions versus how little direct control you have over situations as they develop, and also user interface considerations with giving the player feedback on what needs to be planned out and what actions you have available at your disposal to do so. I'm kind of surprised at how flexible the game is with regards to what you want out of it and should be best played as what you want out of it. It can be a "choose your own adventure" type of thing, an RTS type of game, a Simcity type game, an RPG, etc... It has the same positive qualities that Distant Stars had, and that game had a bit of a similar learning curve as well. I found it is best to start out playing intuitively at cadet or ensign level and roleplay out what your races' strengths and preferred civics are and develop policies, traditions, ascention perks and choices based on those. Just like in Crusader Kings II when it was easiest to roleplay out your character based on their traits, virtues and flaws.
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# ? Mar 6, 2019 23:49 |
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Farmer Crack-rear end posted:Oh good, maybe that'll be a good time to finally jump back into this game. It's been like a year so I'll probably just have to completely relearn it anyway. I feel like this thread has been making the game sound more and more unapproachable and complex as time goes on and if I don't get back in soon I'll never feel comfortable trying to get back in. Get good at one thing first. I literally started playing again this week, and I wanted to learn how to conquer an enemy civ. So that taught me claims and casus belli, and ship building, and fleet movement. And then I had all this territory, so I needed districts and buildings. And now I have factions and unrest, so now I need to learn domestic politics. One thing first
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# ? Mar 7, 2019 00:28 |
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My CKII stories involved two starts where my starting king without an heir was dead within 5 minutes to someone assassinating him and then I stopped playing.
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# ? Mar 7, 2019 01:07 |
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HelloSailorSign posted:My CKII stories involved two starts where my starting king without an heir was dead within 5 minutes to someone assassinating him and then I stopped playing. That's pretty impressive! You set a new record after Louis-Antoine of France for shortest reign.
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# ? Mar 7, 2019 01:18 |
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Saros posted:Defense in depth is only like 10% fire rate though while No Retreat is 30%. Imo No Retreat is far better even with the disengage malus. No Retreat is a good way of getting your fleet completely destroyed if a fleet gets ambushed or you miss that it's got into combat with a bigger force though. In my current Ironman game I've got three fleets of 14k placed really far apart. And I opened the L-Gates. For some reason it only allows you to do it on a particular one, the first one you find. And your immunity to stuff coming through it only applies to that. So now I have a grey tempest fleet in my loving territory that's miles away from my fleets who all need to be together to fight it. Meaning my game is probably over, and that's really annoying!
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# ? Mar 7, 2019 13:11 |
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That's what you get for meddling with artifacts beyond your understanding!
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# ? Mar 7, 2019 13:24 |
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Conspiratiorist posted:That's what you get for meddling with artifacts beyond your understanding! What's worse is that apart from the FEs my fleet is head and shoulders the largest in the galaxy so everyone else is definitely totally hosed.
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# ? Mar 7, 2019 13:27 |
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2.2.6 pdx plz
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# ? Mar 7, 2019 13:33 |
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Sounds like a good opportunity to sweep in an pick up the pieces after a campaign to liberate the L-Cluster. By the way I think two subs are needed for saturdays MapGoons game including the largest empire by population. https://discord.gg/ZvWaBeN
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# ? Mar 7, 2019 13:36 |
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Saros posted:Sounds like a good opportunity to sweep in an pick up the pieces after a campaign to liberate the L-Cluster. It'll be too hard. It was hard enough when I did it in a game with much larger fleets! And now I'm an exterminator so it runs the risk of a random person declaring on me.
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# ? Mar 7, 2019 13:45 |
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Gyshall posted:2.2.6 pdx plz we out here
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# ? Mar 7, 2019 14:04 |
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Gyshall posted:we out here I'm getting 2.2.5 on the regular branch. I thought they were going straight to 2.2.6 and it would skip beta?
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# ? Mar 7, 2019 14:20 |
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Nah, 2.2.6 is on test branch.
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# ? Mar 7, 2019 14:30 |
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In 2.2.6 the position of the planet screen when you open it is hosed, at least with my resolution(1280x1024). Every other menu opens fine and it worked fine earlier today, so something changed with the patch.
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# ? Mar 7, 2019 14:31 |
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I haven't played much since megacorp. Is a small galaxy still pretty much required for performance?
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# ? Mar 7, 2019 15:12 |
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Cynic Jester posted:In 2.2.6 the position of the planet screen when you open it is hosed, at least with my resolution(1280x1024). Every other menu opens fine and it worked fine earlier today, so something changed with the patch. On the planet screen for uninhabitable planets it now shows the various tabs and an empty population bar. It's a bit odd as that information was never there before. As for your problem I think it's something to do with the standard window size and it's anchored in the same place across resolutions. Edit: Yeah if you compare our screenshots you can see the planet window is anchored in exactly the same spot above the system bar at the bottom. Demiurge4 fucked around with this message at 15:23 on Mar 7, 2019 |
# ? Mar 7, 2019 15:19 |
Apparently the 2.2.6 beta doesn’t play well with the 1080UI mod, if any intrepid beta testers are wondering why they’re crashing.
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# ? Mar 7, 2019 15:39 |
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What does the job screen look like now in 2.2.6?
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# ? Mar 7, 2019 16:19 |
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Cynic Jester posted:In 2.2.6 the position of the planet screen when you open it is hosed, at least with my resolution(1280x1024). Every other menu opens fine and it worked fine earlier today, so something changed with the patch. Fixed it, sort of. You can edit planet_view.gui to change the starting position and orientation.
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# ? Mar 7, 2019 16:23 |
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So that was fun. I got the anomaly about an abandoned colony fleet that gives you a free robot governor. Pretty much the next day, he wins the election, and becomes my leader! He's been reelected twice since then - it seems my communist space bugs just can't get enough of him! All hail Comrade Robot!
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# ? Mar 7, 2019 16:35 |
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Angry Salami posted:So that was fun. I got the anomaly about an abandoned colony fleet that gives you a free robot governor. Pretty much the next day, he wins the election, and becomes my leader! He's been reelected twice since then - it seems my communist space bugs just can't get enough of him! All hail Comrade Robot! I'm not saying it's mind control rays... but I'm not saying it's not mind control rays
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# ? Mar 7, 2019 16:39 |
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If you're a communist space bug the absolute best leader is an immortal one programmed to have your best interests at heart and incapable of benefitting from luxury.
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# ? Mar 7, 2019 17:00 |
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I guess I didn't need to worry about my save breaking, but an unlucky spawn with the Unbidden may have doomed this game anyway. I'm the strongest empire by far except for the awakened empire off on the east side of the galaxy. The unbidden spawned close to the edge of the galaxy close to my borders where they almost immediately began pushing into the little glob of territory I had poking out there. Okay, so I'll just fortify the chokepoint into my core systems with a citadel complete with ion cannons and whatnot, I can park my combined 120k or so (including My Best Friend Gray) there and beat back 60-90k fleets after I retool to take on their shields. No problem. I forgot about the L-Cluster. I was the first to get into it and exploit it, but the L-Gate I used is centrally located in my empire now, and only a couple jumps away from my core systems to the south. Another L-gate is right next to where the Unbidden initially spawned. So there's like 400k worth of unbidden fuckos running unchecked down there now, and it's impossible for me to fortify anything down there even if I had more time. There are no good chokepoints. I'm gonna play it out, but I have four systems lined up neatly that they can run through with basically no resistance. First they'll hit the Matter Decompressor, next system over is a ringworld I'm most of the way done building with two colonized segments. After that is a size 24 planet most of the way done with the arcology project, and then my homeworld. Gonna be kind of fun to play through the desperate last stand, the rest of my federation sure as poo poo isn't going to be any help. Altogether I learned a lot and I'll be a lot better equipped on my next game. I got to mess around with a lot of the systems I haven't used before, like managing claims. This is the first time I've played a game all the way through since the war rework. I blew up a couple hivemind planets too, that was neat. Altogether I liked how the game has changed since last time I played. I didn't like claims at first, but it's become a much better way of doing things than the old warscore system.
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# ? Mar 7, 2019 17:06 |
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THE loving MOON posted:There are no good chokepoints. I'm gonna play it out, but I have four systems lined up neatly that they can run through with basically no resistance. First they'll hit the Matter Decompressor, next system over is a ringworld I'm most of the way done building with two colonized segments. After that is a size 24 planet most of the way done with the arcology project, and then my homeworld.
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# ? Mar 7, 2019 17:26 |
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Idea for balancing out issues with duel pop channel growth being so strong. Give some options for non-robots to have a building that leverages the assembly slot (and renames it), for example if you change cloning facility from genetic ascension to leverage the other slot instead of being a growth bonus. Psionics could have some sort of pyschic pop pulled from the collective mind (crazy tulpa poo poo), maybe they have restricted jobs (like can only do amenity/science/unity jobs). MEs maybe could get a tech that lets them grow bio-batteries, basically a livestock pop that makes energy. edit: beta (2.2.6) is having unrest events trigger for colonies again. So far both times have been the +100% <x> ethos attraction. Had authoritarian and pacifist so far (I'm f.auth+militant) ZypherIM fucked around with this message at 17:42 on Mar 7, 2019 |
# ? Mar 7, 2019 17:30 |
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Looks like the warrior culture tooltip changed, but the implementation is not working at all. Build an entertainment building, still get entertainers. Plus the game periodically deletes the most recent holo-theater that I built. I can't help but suspect a sweep of the "wrong" building occurred but the "right" building (that presumably makes duelist jobs) was missing in code.
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# ? Mar 7, 2019 17:46 |
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Corbeau posted:Looks like the warrior culture tooltip changed, but the implementation is not working at all. Build an entertainment building, still get entertainers. Plus the game periodically deletes the most recent holo-theater that I built. I can't help but suspect a sweep of the "wrong" building occurred but the "right" building (that presumably makes duelist jobs) was missing in code. Working fine for me, what are your empire settings? (mods?) Could be another civic not playing nice as well. I'm on a f.auth, militarist, syncreatic for my other civic, imperial govt type, main race has charismatic, traditional, weak.
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# ? Mar 7, 2019 17:58 |
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Other 2.2.6 stuff is known already, but I will check out warrior culture tomorrow.
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# ? Mar 7, 2019 18:29 |
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Anyone know the changes from 2.2.5 initial beta to 2.2.5 release? No details in the patch notes.
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# ? Mar 7, 2019 18:35 |
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For what it's worth, the game also seems to load far far faster now. Which is noticeable when re-starting the game constantly to check what's causing it to explode. e: Yup, found it; Glavius' AI mod apparently does building fuckery rather than just AI scripting. Didn't expect that, my bad. Not Paradox's problem in this case. Corbeau fucked around with this message at 18:48 on Mar 7, 2019 |
# ? Mar 7, 2019 18:43 |
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Not sure if it was mentioned, but in 2.2.6 the Eternal Vigilance perk now has a +25% starbase hull modifier as well. It was already a nice perk, so now it's just a little bit better.
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# ? Mar 7, 2019 18:46 |
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AAAAA! Real Muenster posted:Fortify the gently caress outta those planets with shields and as many Precint Houses or whatever they are. Ill give this a shot when I get home, see if I cant stall them on some planet long enough to really gun up. When I lose the compressor I'll be on borrowed time, my economy will collapse and Ill pretty much just have whatever I have stored then to work with.
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# ? Mar 7, 2019 19:05 |
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Darkrenown posted:Other 2.2.6 stuff is known already, but I will check out warrior culture tomorrow. I didn't see it mentioned in the patch notes (but I could have missed it), but what exactly does tagging a job as a favorite do? I'm guessing it is a blanket increase to weight, but unsure. Also you can favorite one job per worker strata!
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# ? Mar 7, 2019 19:09 |
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Favoriting sure seems to say "fill these positions first" which is a godsend.
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# ? Mar 7, 2019 19:11 |
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My first colony seems to be quite upset about being a colony. It's a normal non-robot empire. Is it just me or is anyone else having this?
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# ? Mar 7, 2019 19:28 |
I believe they already called that out as a known bug on the support forums.
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# ? Mar 7, 2019 19:29 |
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# ? Apr 19, 2024 15:52 |
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Anno posted:I believe they already called that out as a known bug on the support forums. The new planet interface looks very good, much clearer.
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# ? Mar 7, 2019 19:35 |