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I mean I can, but a giant megafarm would be more fun.
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# ? Dec 19, 2019 07:15 |
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# ? Apr 19, 2024 16:22 |
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QuarkJets posted:You could just build a Ring World for that Megastructures take forever to research+build and by that point in the game you really won't be hurting for any resources.
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# ? Dec 19, 2019 07:37 |
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I actually tried my hand at a Pacifist empire (well Pacifist + Materialist) for the first time recently and was really successful going for massive research buffs and managed to get my first megastructure built before the Khan even appeared. Since I wasn't invading anyone I started with the Strategic Coordination Center so that I could run a massive fleet, and then I built a ton of habitats and a couple of ring worlds plus the requisite dyson sphere. It helped that I took the option to start with some robot pops to guarantee fast growth, and I took Gaia worlds because I actually needed resources more than finished products (with habitats you have infinite slots for making various products like alloys and consumer goods, but you can only build 1 dyson sphere). Going tall went surprisingly well but it really hinged on combining multiple tech advantages
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# ? Dec 19, 2019 07:50 |
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Doing that is probably the best possible strategy for organics on Grand Admiral right now. You make 1, maybe 2 friends, section yourself off, and tech boom away. Ecumenopolis in place by 2290, Megastructures around 2300.And Tyler Too! posted:Megastructures take forever to research+build and by that point in the game you really won't be hurting for any resources. I find it funny to retreat into a Fallen Empire like footprint though. Shame I can't declare Holy World's and wreck anyone who tries to settle them after. PittTheElder fucked around with this message at 08:04 on Dec 19, 2019 |
# ? Dec 19, 2019 08:02 |
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PittTheElder posted:Doing that is probably the best possible strategy for organics on Grand Admiral right now. You make 1, maybe 2 friends, section yourself off, and tech boom away. Ecumenopolis in place by 2290, Megastructures around 2300. Yeah that really seems like it's an oversight for holy worlds, you should be able to mark uninhabited worlds too.
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# ? Dec 19, 2019 08:08 |
Sorta tangentially related to Stellaris but Slitherine has just announced Distant Worlds 2 coming 2020. https://www.twitch.tv/slitherinegroup they're talking about other stuff now, but a VOD should be available later. It kinda looks 2.5D still, but oh God, a modern Distant Worlds
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# ? Dec 19, 2019 18:48 |
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Gort posted:Has anyone had any luck with performance-improving mods in the latest PC release? There are a few out there I'd like to try, but I don't have a late-game save handy. This got lost a page back. Anyone have any ideas? I'm wondering the same thing myself.
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# ? Dec 19, 2019 19:44 |
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canepazzo posted:Sorta tangentially related to Stellaris but Slitherine has just announced Distant Worlds 2 coming 2020. https://www.twitch.tv/slitherinegroup they're talking about other stuff now, but a VOD should be available later. Hell yes Distant Worlds 1 was a game I really wanted to like, but I managed to burn out trying to mod my own portraits and race backstory in (the way DW is doing this is something my dumb brain always managed to reject. It also didn't help that I had to start over a couple of times when new DLC changed how the game works too much and broke my "themes" as the game calls mods.) If DW2 is less balls as gently caress to mod, it'll an instant buy!
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# ? Dec 19, 2019 19:48 |
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canepazzo posted:Sorta tangentially related to Stellaris but Slitherine has just announced Distant Worlds 2 coming 2020. Friendship ended with Stellaris, now Distant Worlds 2 is my best friend
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# ? Dec 20, 2019 06:07 |
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I always felt like I should have spent more time with DW than I really did, so seeing this news is super exciting!
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# ? Dec 20, 2019 06:32 |
Libluini posted:Hell yes Last post on the subject but there's no Distant Worlds or generic 4x thread, sorry. Here's some teasers and quite a bit of questions answered on their official forums, it looks very familiar Super hyped for this! canepazzo fucked around with this message at 12:52 on Dec 20, 2019 |
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# ? Dec 20, 2019 12:33 |
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Distant Worlds suffered from the same sort of problem that I find in most Slitherine games. It's a great concept, but the UI is so janky I could never figure out what I was doing. That was the game that had hundreds of civilian ships that you didn't have any control over but they still felt the need to stick on the map, along with 40 different resources, none of which are in a centralized pool, right?
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# ? Dec 21, 2019 19:41 |
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Hey so if you win the game early because you're a driven exterminator who got some lucky early anomalies that snowballed into easily killing everyone everywhere, will the end game crisis still trigger?
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# ? Dec 21, 2019 20:15 |
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It will, but there's very little chance it'll be challenging.Epicurius posted:Distant Worlds suffered from the same sort of problem that I find in most Slitherine games. It's a great concept, but the UI is so janky I could never figure out what I was doing. That was the game that had hundreds of civilian ships that you didn't have any control over but they still felt the need to stick on the map, along with 40 different resources, none of which are in a centralized pool, right? It is. It also had weird poo poo like 'set planetary tax rate to zero to create surging reproductive rate'. But it was still fun as poo poo.
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# ? Dec 21, 2019 20:22 |
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I really enjoyed Distant Worlds giving me the ability to have Military Fuel and Civilian Fuel systems. You research one fusion power system, slurp up some hydrogen, and put that on your civie ships. You then go up caslon power plants, and run that for your military. Helps ease your fuel crunches, and your military wont get stranded because super tankers came in and drained your military reserves. I did not like how there was little feedback on how effective any one design would be, because there was nothing to tell you if '10 units of 10 pt armor' was a lot, not enough, etc. Same with mining tech and research stations.
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# ? Dec 21, 2019 20:43 |
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winterwerefox posted:I did not like how there was little feedback on how effective any one design would be, because there was nothing to tell you if '10 units of 10 pt armor' was a lot, not enough, etc. Same with mining tech and research stations. Space Empires V solved this problem by having a combat simulator, allowing you to test designs against each other if you weren't sure about them.
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# ? Dec 21, 2019 21:26 |
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PittTheElder posted:It will, but there's very little chance it'll be challenging. I just think some of that sort of thing is really something that calls for abstraction. I dont know that, as galactic emperor, I want to have to worry about scheduling shipments of raw materials to a specific appliance manufacturer on Rigel VI or decide about the precise fuel intermix my subjects have in their space cars.
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# ? Dec 21, 2019 22:03 |
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Epicurius posted:I just think some of that sort of thing is really something that calls for abstraction. I dont know that, as galactic emperor, I want to have to worry about scheduling shipments of raw materials to a specific appliance manufacturer on Rigel VI or decide about the precise fuel intermix my subjects have in their space cars. That's one thing Aurora gets the groggiest and, IMHO, least fun ---- the amount of hand-management of logistics quickly gets unmanageable.
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# ? Dec 21, 2019 22:32 |
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Yeah, Aurora with working automation would be the best 4x ever made.
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# ? Dec 21, 2019 22:48 |
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Libluini posted:Space Empires V solved this problem by having a combat simulator, allowing you to test designs against each other if you weren't sure about them. Oh god I would kill for a Space Empires game with modern QOL stuff. SEV is so close to being a perfect game but the UI is worthless and theres just enough jank to go past charming into annoying
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# ? Dec 21, 2019 23:14 |
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Do biotrophies normally need food? I'm assuming yes but this is my first rogue servitor game and I happened to pick some nice rock people for my starting biotrophies, resulting in a happy outcome of not needing to grow any food. This seems like a good combination
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# ? Dec 21, 2019 23:28 |
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Remove system view. Battles give option of autoresolve OR battlefleet gothic 2 mode where you control everything Also mega structures as a mid game goal instead of end game goal.
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# ? Dec 21, 2019 23:30 |
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appropriatemetaphor posted:Remove system view. keep battles how they are just make the ship ai options work better
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# ? Dec 21, 2019 23:33 |
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appropriatemetaphor posted:Battles give option of autoresolve OR battlefleet gothic 2 mode where you control everything No.
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# ? Dec 21, 2019 23:55 |
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Epicurius posted:I just think some of that sort of thing is really something that calls for abstraction. I dont know that, as galactic emperor, I want to have to worry about scheduling shipments of raw materials to a specific appliance manufacturer on Rigel VI or decide about the precise fuel intermix my subjects have in their space cars. I don't remember ever really having to worry about this though, DWs automation dealt with all that pretty nicely I think. The civilian industry will sort out the civilian stuff, while for military I think you could just tell it what resources you wanted and stuff would show up. Fuel depots being the big ones. QuarkJets posted:Do biotrophies normally need food? I'm assuming yes but this is my first rogue servitor game and I happened to pick some nice rock people for my starting biotrophies, resulting in a happy outcome of not needing to grow any food. This seems like a good combination They need to eat yeah. So your rock people will eat minerals, and organics will need food. PittTheElder fucked around with this message at 00:01 on Dec 22, 2019 |
# ? Dec 21, 2019 23:58 |
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Do something to make carrières good would be nice. Feel like every game that has carriers has poo poo carriers
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# ? Dec 22, 2019 00:21 |
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appropriatemetaphor posted:Do something to make carrières good would be nice. Feel like every game that has carriers has poo poo carriers Space Empires V falls out of the role, again. Fighters in SEV are so OP, carriers are definitely one of the best things you can build. Master of Orion III also goes overboard with carriers, because the devs thought of rendering ammunition usage for missiles but fighters are just respawned by their ships indefinitely. So every 2-3 minutes, carriers launch their entire complement, slowly overwhelming every enemy who didn't thought to bring carriers. It's a bit nuts, to be honest. Even SEV-carriers are better balanced, as the game at least demands you build, supply and repair every single fighter you want to bring. MO3 only wants you to pay for the fighters upfront one-time when building the carrier, then every additional fighter that ship launches is basically created by space magic.
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# ? Dec 22, 2019 01:34 |
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appropriatemetaphor posted:Remove system view. gently caress no. I just gave battlefleet gothic a shot on microsoft's PC xbox thing(I always forget the name of that subscription service - i got it for free). I really wanted to like it, but somehow the space battles just felt tedious. I can't imagine doing that every time I had a patrol fleet run into three pirates or a space cow. You're absolutely right about mega structures though. Right now they come into play so late that by the time you get them you're well into the victory lap phase of things.
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# ? Dec 22, 2019 01:39 |
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appropriatemetaphor posted:Do something to make carrières good would be nice. Feel like every game that has carriers has poo poo carriers The problem is that nobody has ever managed to make a system where carriers were useful and yet not way better than everything else.
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# ? Dec 22, 2019 02:04 |
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Cyrano4747 posted:gently caress no. I just gave battlefleet gothic a shot on microsoft's PC xbox thing(I always forget the name of that subscription service - i got it for free). I really wanted to like it, but somehow the space battles just felt tedious. I can't imagine doing that every time I had a patrol fleet run into three pirates or a space cow. I guess they can get repetitive but slo-mo ramming or broadsiding dudes looks dope
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# ? Dec 22, 2019 03:00 |
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OddObserver posted:That's one thing Aurora gets the groggiest and, IMHO, least fun ---- the amount of hand-management of logistics quickly gets unmanageable. *Ahem* Aurora is not a game. It's one dude attempting to make a campaign tracker for his fave boardgame-thing (Starfire) and it spiralling way out of control.
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# ? Dec 22, 2019 04:24 |
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appropriatemetaphor posted:Remove system view. Remove ship customization and replace it with (better) fleet customization. No matter what you do, your ships are always going to fall under the same archetypes (screens, artillery, carriers, etc). So instead you should only have to decide on your fleet composition.
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# ? Dec 22, 2019 08:01 |
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The fleet manager seems kind of buggy right now In my new game I somehow managed to remove all of the units in a fleet without disbanding them, causing two interesting things. The less interesting one was that A) that fleet can no longer be reinforced and doesn't appear in the fleet manager at all. The more interesting thing is that B) moving any of those original ships to a different fleet causes that new fleet to disappear from the fleet manager, too, which is only fixable by removing the offending ships. Eventually I resorted to just disbanding those problematic ships. In my previous game I had a fleet at 163/200 command limit. My theory is that I deleted those shipyards while they were responsible for upgrading that fleet, causing things to get into a buggy state? So I had a fleet that was permanently at -37 strength, but I was about to win anyway so it didn't matter.
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# ? Dec 22, 2019 08:37 |
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QuarkJets posted:The fleet manager seems kind of buggy right now Oh it gets so much worse than that. It'll also create phantom fleets sometimes, that you have to manually delete. Or try to reinforce maxed out fleets, which causes new 1 ship fleets to be created. Or create new fleets for each singular ship that stupidly decided to go into enemy territory while reinforcing. And that's before federation fleets get involved.
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# ? Dec 22, 2019 09:28 |
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PittTheElder posted:The problem is that nobody has ever managed to make a system where carriers were useful and yet not way better than everything else.
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# ? Dec 22, 2019 15:04 |
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Stux posted:keep battles how they are just make the ship ai options work better
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# ? Dec 22, 2019 15:12 |
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AAAAA! Real Muenster posted:It's this
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# ? Dec 22, 2019 15:35 |
Hoi4 Close to land, carriers suck rear end. Open ocean, they rule. Now for land substitute planets.
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# ? Dec 22, 2019 16:01 |
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Splicer posted:Even if the AI was perfect I'd still find the existing ship designer and the existing combat really unsuited to each other.
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# ? Dec 22, 2019 16:12 |
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# ? Apr 19, 2024 16:22 |
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Bring back Ascendancy's ship designer, cowards!
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# ? Dec 23, 2019 12:23 |