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Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe

ninjewtsu posted:

do healing abilities granted by mods apply the heal as well?

I'm not sure, but based on how the original designer made the bonus for the support units, I don't think so.

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ninjewtsu
Oct 9, 2012

Gerblyn posted:

I'm not sure, but based on how the original designer made the bonus for the support units, I don't think so.

this would explain a lot

it should probably be explained somewhere though, i've been very very confused

toasterwarrior
Nov 11, 2011

Gerblyn posted:

That's right. You can always get a sector to level 2, but to get to 3 and 4 you need to match the terrain to the type of sector.

Wolpertinger posted:

Bonus buildings that aren't pre-built exploitations (which are generally like monuments/dungeons), give 10 in any sector and 5 more for the right sector, and an extra 5 is nice but not so nice that you want to add something totally incompatible, one matching terrain type is plenty, though if a level 5 is possible in that sector i'd weigh the value of that 5 production/research/energy vs the benefits of level 5. However, sometimes you just need a resource and there are no sectors that can support level 5 for the lacking resource in question nearby in which case you just gotta settle for level 4. No food, energy, or research sectors at all tends to end poorly. Sometimes you get dumb stuff like every single zone around you being a perfect food or production zone and just having no good research spots anywhere - it's better to have a mediocre research spot than way too much food and no research.

The base level of a sector is 1. In your situation, researching Production 1 will knock it to level 2. Production 2 will knock it to level 3. Researching Mountain will knock it to level 4, and since fungal is incompatible the highest you can get is 4. 3 is the cap for a zone with zero matches at all.

Cheers, thanks to you both! So I definitely should be placing my exploitations on sectors with at least 2 of the corresponding resource pips, while 3 or more pips basically mean I can max out the sector level faster.

Also a bit late but Dvar Heroes can get Stagger Immunity very quickly along with some skills that make them very tough in cover. If you have clear LoS and Smart Rounds and the like, they'll keep hitting for six every turn on any target.

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe

toasterwarrior posted:

Cheers, thanks to you both! So I definitely should be placing my exploitations on sectors with at least 2 of the corresponding resource pips, while 3 or more pips basically mean I can max out the sector level faster.

Depends really! If you want to play for the long term, then the more matching pips, the more you get from a sector, but if you're running low on energy now, then it might be better to take a sub-optimal energy specialization that gives you something you need than another food specialization that theoretically gives you more in the future.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
For reference, here's a picture of one of my Monitoring Stations



Good luck!

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


Ratios and Tendency posted:

I've seen some complaints about weapon sounds and so forth.

1 - Turn your unit sounds up to 100%.

2 - The lovely sounds are somewhat intentional; they only sound like that on basic units. The sounds change and get beefier as you add mods to the unit. :ssh:

Yeah I noticed that too. My endgame dino and harrier lasers were incredibly loud when modded out.

toasterwarrior
Nov 11, 2011
I lucked big time into a Dvar settlement in my Promethean Vanguard game, and it's frustrating in the sense that I can see that a Dvar start/acquire Vanguard flow would've been way better in terms of synergy because Dvar have gently caress-all laser weaponry but Vanguard units have a decent spread of explosive weapons.

That said, Trenchers with Vanguard nano-injectors and armor plating are bullshit tough to dislodge, and Troopers with the cheap Dvar -50% LoS shooting penalty mod are a godsend if you don't have a Paragon ally for Smart Bullets. I can then transition to Bulwarks from Troopers, and Laser Tanks still shine as fantastic sniper units even if I can't field stronger Rocket Artillery since I don't have explosive mods.

Or I can armor my Bulwarks up and send them up front while Jetpack Troopers cover the flanks. The synergy possibilities in this game are so drat good.

toasterwarrior fucked around with this message at 10:17 on Aug 11, 2019

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe

Voyager I posted:

For reference, here's a picture of one of my Monitoring Stations



Good luck!

It's under the mountain I guess? I thought we'd fix that :( I think it needs a particle effect or something to make it stand out more.

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


I went with Voidtech in my second scenario with Amazons and didn't feel like they had too much to offer over their racial options, although some of the operations were good. Xenoplague seemed to have more synergy with them. Celestian seems cool.

Savy Saracen salad
Oct 15, 2013
Are you guys mostly playing the campaign or skirmish maps?

King Doom
Dec 1, 2004
I am on the Internet.
Is there any way to get the game to explain why certain things are happening? seemingly randomly without finishing or turning down quests or fighting or anything but sitting and building stuff I'll go to Honourable or back down to trustworthy, and just now my Amazon commander just went down to friendly with the Amazon race and I have no idea why! The reputation tab has me honourable as well, despite the pop up claiming otherwise.

Gerblyn
Apr 4, 2007

"TO BATTLE!"
Fun Shoe

King Doom posted:

Is there any way to get the game to explain why certain things are happening? seemingly randomly without finishing or turning down quests or fighting or anything but sitting and building stuff I'll go to Honourable or back down to trustworthy, and just now my Amazon commander just went down to friendly with the Amazon race and I have no idea why! The reputation tab has me honourable as well, despite the pop up claiming otherwise.

I noticed that happening on my playthroughs too, but I was always too busy to try and fuigrue out why it was happening. If you mouse over the reputation icon, you can see what's affecting your reputation in the tooltip. I think you can see your racial reputations in the diplomacy screen as well, with the same breakdowns. If you start a turn and something changes, you can look at the tooltip, then load the autosave form the previous turn to compare what's changed.

If you haven't done anything, it's probably a timed bonus expiring. Though I guess it's possible it's a bug!

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

King Doom posted:

Is there any way to get the game to explain why certain things are happening? seemingly randomly without finishing or turning down quests or fighting or anything but sitting and building stuff I'll go to Honourable or back down to trustworthy, and just now my Amazon commander just went down to friendly with the Amazon race and I have no idea why! The reputation tab has me honourable as well, despite the pop up claiming otherwise.

It's timed bonuses expiring, usually accepting demands timing out for the reputation and "Dealt with settlement" bonuses for racial standing.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

exquisite tea posted:

I went with Voidtech in my second scenario with Amazons and didn't feel like they had too much to offer over their racial options, although some of the operations were good. Xenoplague seemed to have more synergy with them. Celestian seems cool.

Celestian has become my favorite secret tech. The number of damage multipliers and shield boosts you can stack is revolting, especially with Syndicate where every other unit has obscure or shield abilities.

toasterwarrior
Nov 11, 2011
NPC faction quests causing spawners to appear near my settlements is definitely a good case for just roasting the bastards, especially since they're Psi-Fish and the Growth and therefore of barely any utility to me as Vanguard/Dvar.

MiddleOne
Feb 17, 2011

toasterwarrior posted:

NPC faction quests causing spawners to appear near my settlements is definitely a good case for just roasting the bastards, especially since they're Psi-Fish and the Growth and therefore of barely any utility to me as Vanguard/Dvar.

They instantly de-spawn if you reject the mission.

King Doom
Dec 1, 2004
I am on the Internet.

Cynic Jester posted:

It's timed bonuses expiring, usually accepting demands timing out for the reputation and "Dealt with settlement" bonuses for racial standing.

That seems like a really dumb way to do things, but it makes sense, thanks.


Next question, Amazon Celestian ability compelling presence. Bugged or not? I can mind control units, and the tooltip says they are supposed to become colonists if they survive the battle, but they all die once the fight is over. Am I missing something here or what?

Infinity Gaia
Feb 27, 2011

a storm is coming...

Is it intentional or a bug that if you destroy an exploitation zone you can't replace it with a new one?

toasterwarrior
Nov 11, 2011

MiddleOne posted:

They instantly de-spawn if you reject the mission.

Odd, I swear they just stayed nonetheless, and the choice was basically whether to anger rival NPC factions by doing it or not. Thanks for the info!

TheDeadlyShoe
Feb 14, 2014

cool gal combo: Promethean firebomb strike + Arborian Entangle. Even without the entangle boost from mods, you're doing an AOE bleed proc, burn proc, and immobilizing them in a burning hazard to boot. And the bomb strike is a cheap one, like 2 tactical mana.

I've definitely seen stacks just vanish when I decline a mission.

I'm not too impressed with void tech overall. It has got some cool gimmicks and their tech units are all special brands of bullshit. I am not sure why, I'm just never feeling the synergy. The gravity grenade.. this one is like, actively counterproductive? I couldn't picture a unit to put it on, and recently i fought a void tech dungeon where the NPC echo walkers all wasted their melee/quantum clone opportunities throwing mediocre grenades. The protecting yourself by randomly teleporting thing is weird too - its also a proc from dimensional instability, so is it supposed to be something you want on yourself or something you want on your enemy?

although this brings to mind something I haven't checked - can you quantum clone an enemy unit for maximum goatee antics?

TheDeadlyShoe fucked around with this message at 12:54 on Aug 11, 2019

Shirkelton
Apr 6, 2009

I'm not loyal to anything, General... except the dream.
Dvar Commander, Military Tradition, Bulwark vehicle, Kleptomaniac.

If you get a half decent mod off the jump, you're a murder machine. Combat just becomes clay shooting.

King Doom
Dec 1, 2004
I am on the Internet.
Wait wait wait, cities can only have four sectors annexed?

TheDeadlyShoe
Feb 14, 2014

Dan Didio posted:

Dvar Commander, Military Tradition, Bulwark vehicle, Kleptomaniac.

If you get a half decent mod off the jump, you're a murder machine. Combat just becomes clay shooting.

go synthesis so you can get +accuracy +crit +dodge in your first tech

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


It seems as if when you're about to fulfill the territory conquest win condition then one faction will always declare war on you, regardless of standing. That's happened in my last two games exactly when the countdown timer began.

Arianya
Nov 3, 2009

King Doom posted:

Wait wait wait, cities can only have four sectors annexed?

5 total, technically, but that's including the sector they're based in

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

exquisite tea posted:

It seems as if when you're about to fulfill the territory conquest win condition then one faction will always declare war on you, regardless of standing. That's happened in my last two games exactly when the countdown timer began.

Why would they just let you win?

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


I was so nice to them!

orangelex44
Oct 11, 2012

Definition of orange:

Any of a group of colors that are between red and yellow in hue. Middle English, from Anglo-French, from Old Occitan, from Arabic, from Persian, from Sanskrit.

Definition of lex:

Law. Latin.

TheDeadlyShoe posted:

cool gal combo: Promethean firebomb strike + Arborian Entangle. Even without the entangle boost from mods, you're doing an AOE bleed proc, burn proc, and immobilizing them in a burning hazard to boot. And the bomb strike is a cheap one, like 2 tactical mana.

I've definitely seen stacks just vanish when I decline a mission.

I'm not too impressed with void tech overall. It has got some cool gimmicks and their tech units are all special brands of bullshit. I am not sure why, I'm just never feeling the synergy. The gravity grenade.. this one is like, actively counterproductive? I couldn't picture a unit to put it on, and recently i fought a void tech dungeon where the NPC echo walkers all wasted their melee/quantum clone opportunities throwing mediocre grenades. The protecting yourself by randomly teleporting thing is weird too - its also a proc from dimensional instability, so is it supposed to be something you want on yourself or something you want on your enemy?

although this brings to mind something I haven't checked - can you quantum clone an enemy unit for maximum goatee antics?

I dunno, void definitely seemed scary when I was fighting Ninjew. The phase walking mod alone is worth it for melee factions, and the stacking dimensional instability debuff that everything gets is very good, and unlike most debuffs lasts for the entire battle.

my dad
Oct 17, 2012

this shall be humorous

TheDeadlyShoe posted:

I'm not too impressed with void tech overall. It has got some cool gimmicks and their tech units are all special brands of bullshit. I am not sure why, I'm just never feeling the synergy. The gravity grenade.. this one is like, actively counterproductive? I couldn't picture a unit to put it on, and recently i fought a void tech dungeon where the NPC echo walkers all wasted their melee/quantum clone opportunities throwing mediocre grenades. The protecting yourself by randomly teleporting thing is weird too - its also a proc from dimensional instability, so is it supposed to be something you want on yourself or something you want on your enemy?

My friend mentioned the first void mod as being very gameplay defining if you have the right units for it. Apparently, that mod + the bug regen mod lets you autobattle your way through most indies with tier 1 bugs, and the tier 2 void guys are a very good upgrade to them.

He also likes void amazon archers, though he emphasized that you should never, ever autoresolve fights with them.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
The first void mod turns melee units from "scary threats that you use terrain against while you shoot them to death" into slasher movie villains as they run through 4 walls to stab you in the face.

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

Kanos posted:

The first void mod turns melee units from "scary threats that you use terrain against while you shoot them to death" into slasher movie villains as they run through 4 walls to stab you in the face.

This. For the races with T1 melees, doing a voidtech melee hero and grabbing the first voidtechtech asap turns the early game into easy mode. Particularly Assembly as their T1s regenerate on melee hits.

Shirkelton
Apr 6, 2009

I'm not loyal to anything, General... except the dream.
Dumb question, but I'm deep into the Dvar mission where you use the Xenoplague, and I've done all the testing and evolution stuff and I've helped the Assembly build and target their gun, do I just kill everyone else now? It's a bit weird to not have the objective routes anymore.

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

Dan Didio posted:

Dumb question, but I'm deep into the Dvar mission where you use the Xenoplague, and I've done all the testing and evolution stuff and I've helped the Assembly build and target their gun, do I just kill everyone else now? It's a bit weird to not have the objective routes anymore.

Did you Annex the province next to the Amazons? Once I did that I got a boss fight and finished the mission.

Edit: At least I assume it's coded to be next to the Amazons, but the campaign maps are somewhat random, so I guess the temple thing could be elsewhere.

Cynic Jester fucked around with this message at 17:57 on Aug 11, 2019

victrix
Oct 30, 2007


Kinda dumb niggling interface/movement thing - if you're adjacent to a hostile army with one or more of yours, and your armies are out of movement, you can't engage in combat, even if some of your units have sufficient movement.

Which means you can individually select a unit with movement and engage the adjacent enemy, triggering the fight.

It's just a bit of extra UI fiddliness that could be avoided if the game allowed you to engage in combat if any unit in the army has movement left to engage in battle if done manually.

MiddleOne
Feb 17, 2011

Dvar campaign mission 2 is my white whale. I naively thought in playthrough 2 that if I'd just dart for the Amazons things would go better this time. Instead I'm now caught in a three-pronged war and the AI Dvar player has a teleporter way past my front-line with him. There's just no breathing room and the assembly AI is useless and does nothing except colonize empty portions of the map.

In what I thought was a brilliant move I caught half the amazon army at sea, wiping them out at no loss, to then only lose to their evenly matched remnants regardless. I hate the useless and stupid xenoplague units so much.

Raygereio
Nov 12, 2012
I had two main gripes with AoW3 that caused me to loose interest in it. For one that rushing seemed to be the only "correct" playstyle. If you took too long, the game would always devolve tier 3/4 doomstacks and gently caress dealing with poo poo like stacks of shadow stalkers. And secondly that the AI was way too happy to snipe unguarded cities away. I could off course take the time to build up and have stacks of units for defense, but then I'd have haven taken too long and would end up with the the doomstack problem.

Did any of that got fixed in Planetfall? Maybe with limitations on how many top tier units you can have in a stack, or with lower tier units not being useless vs a higher tier unit? The option to garrison your cities without screwing your economy too much would also help.

Jester Mcgee
Mar 28, 2010

A lot of things have happened to me over my life.

Raygereio posted:

I had two main gripes with AoW3 that caused me to loose interest in it. For one that rushing seemed to be the only "correct" playstyle. If you took too long, the game would always devolve tier 3/4 doomstacks and gently caress dealing with poo poo like stacks of shadow stalkers. And secondly that the AI was way too happy to snipe unguarded cities away. I could off course take the time to build up and have stacks of units for defense, but then I'd have haven taken too long and would end up with the the doomstack problem.

Did any of that got fixed in Planetfall? Maybe with limitations on how many top tier units you can have in a stack, or with lower tier units not being useless vs a higher tier unit? The option to garrison your cities without screwing your economy too much would also help.

I never played AoW3, but in Planetfall the tier 1 units are strong, and stay really versatile and strong basically the whole game, and if you build the defensive buildings then your cities get free garrisons only costing a bit of energy (gold) upkeep.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Gerblyn posted:

It's under the mountain I guess? I thought we'd fix that :( I think it needs a particle effect or something to make it stand out more.

It's near the top of the mountain, largely obscured by the terrain. I didn't do it intentionally, and mountain tops make for the most obvious detector placements, so I'd expect this to come up very frequently in the wild.

I imagine that the actual gameplay around removing monitoring stations is meant to be 'scout them out with a detector' rather than pixel hunting or blindly moving over them with your own scouts, so there really ought to be a big flashing 'THEY ARE WATCHING YOU' graphic when you find one. The vision game is a big part of multiplayer, and not being able to reliably find and remove hostile stations would be a serious issue.


For single player, trespassing is very abusable at the moment. As a 'peaceful' player, if a neighbor already dislikes you then trespassing can get them to immediately declare war with no penalty to your own reputation and giving you free popular support since you're nominally the defender. They'll declare war on you even when it's your turn and they can't move any units and you were 'trespassing' with a triple stack at one of their cities, essentially signing a hall pass for you to conquer it. I understand if the AI has a hard time with complicated tactical analysis about force dispositions beyond who has the bigger army, but at the very least having them save the rage declaration would let them keep some of the initiative. There should probably also be some kind of global reputation penalty for trespassing so it's not a free tool to wind up your AI neighbors while loudly announcing to the rest of the class that you aren't touching them.


At lot of my feedback is critical, so don't let me give you the wrong impression - I've already bought the season pass, I'm happy with the purchase, and I'm thrilled to see your studio continue to be successful. Your level of engagement with the community and willingness to continue refining the game in response to feedback is something no gaming community should take for granted, and you've already been quite successful in applying lessons learned from AoW III to refine this game.

In particular, I'm very impressed with how the sector and colony systems work in motion. Innate militia and colony upgrades no longer costing gold means expansions require much less investment and time to start becoming self-sufficient contributors to your economy, which makes it appropriately rewarding to grow and claim territory. At the same time, the sector system provides innate insulation from City spam and naturally drives neighbors into conflict over landmarks, resource nodes, and simple expansion space. In AoW III it was normal for most of the map to remain undeveloped, but borders will naturally rub up against each other. This is probably the biggest system overhaul you made for Planetfall, and it seems you really nailed it.

Demiurge4
Aug 10, 2011

Yeah I'm doing the first Amazon mission right now and the tier 1 archer unit with just two mods are insanely versatile. High damage and their blind makes enemy units slow and inaccurate, which lets you just murder them at range.

I'm pretty bad at using heroes though, they all seem pretty weak in HP but that's probably just me picking the wrong mods.

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Ojetor
Aug 4, 2010

Return of the Sensei

Hey Gerblyn, though I would mention this here since I dunno where I would report bugs officially. During the second Kir'ko mission (the one where you go back to their home planet), you get a quest to kill some Syndicate dude who's enslaving Kir'ko. Once you beat him, a hero joins you as a reward. However, in my game he joined at level 6 but with only 5 skillpoints to spend and no skills learned as if he was level 1.



You can see he doesn't even have a learned tab for skills.


Demiurge4 posted:

I'm pretty bad at using heroes though, they all seem pretty weak in HP but that's probably just me picking the wrong mods.

I've found melee and vehicle heroes (at least the vehicles I've tried, the starting Kir'ko vehicle seems awful to me, other races probably have better stuff) kinda suck since low-level un-modded heroes are too squishy to survive out of cover. Using them as stronger ranged infantry, however, is working really well. Staying in cover and overwatching is pretty effective at keeping them alive while doing reasonable damage. Steady Aim and Watchman are available from level 1, after all. Plus, guns seem to be way more plentiful as random drops from quests and clearing camps than melee weapons or vehicles.

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