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SugarAddict
Oct 11, 2012

Tuxedo Catfish posted:

capture command nodes, they let you deploy more stuff

mostly though how it works is "the AI gets more officers than you and you don't get 200 cap"

That's IF the game even spawns any command nodes for you.

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OwlFancier
Aug 22, 2013

All of the battle objectives give you more deployment, but command points give you more.

SugarAddict
Oct 11, 2012

OwlFancier posted:

All of the battle objectives give you more deployment, but command points give you more.

For some battles the game doesn't spawn any capture objectives. DIY planet maker quest battle doesn't have any capturable objectives for example.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


Travic posted:

So how is this new officer based fleet cap supposed to work? I have all the officers I'm allowed, but I'm still not allowed to bring 200 fleet cap. What gives?

You can ever get 200, as far as I can tell absolute max is 180, minimum is 120 for each side.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

BitBasher posted:

You can ever get 200, as far as I can tell absolute max is 180, minimum is 120 for each side.

At the default battle size this is true, but at 400 battle size you should theoretically be capable of getting up to not only 200 but even to 240 if you have overwhelming superiority in officers / command points.

Travic
May 27, 2007

Getting nowhere fast
Well that's...unfortunate. Guess I'm going to have to increase the battle size. What's a good value to push it to?

Complications
Jun 19, 2014

BitBasher posted:

You can ever get 200, as far as I can tell absolute max is 180, minimum is 120 for each side.

You can change this in the options menu, and if it still isn't big enough in the settings.json

Vengarr
Jun 17, 2010

Smashed before noon

Travic posted:

Well that's...unfortunate. Guess I'm going to have to increase the battle size. What's a good value to push it to?

As high as your computer will allow. Hard to give a more definitive answer than that.

600 point battles are fun and messy and chaotic. I'm just going to keep going up until my machine starts to chug.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
400 is the maximum "officially supported" / in-game value, and it's good enough for me. Honestly larger numbers favor the AI more, since they don't give a gently caress about officer limits and the player's chaotic influence on the battlefield is diluted the bigger the fight itself is.

Raising the limit is a good way to challenge yourself or put more emphasis on good fits than good piloting, just make sure that's what you want.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


Tuxedo Catfish posted:

At the default battle size this is true, but at 400 battle size you should theoretically be capable of getting up to not only 200 but even to 240 if you have overwhelming superiority in officers / command points.

Complications posted:

You can change this in the options menu, and if it still isn't big enough in the settings.json

I had no idea!

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
Deployment splits specifically range from 40% to 60%, so at 400 size you're looking at 160 DP when you're at the bottom and 240 DP when you're at the top, and you always cap out at 60% regardless of the objectives on the map (so if you're at 220 DP and take a +40 DP comm relay you only go up to 240 DP). This is assuming default settings of course, since you can actually change the the lower end of the scale in the settings.json file ("minFractionOfBattleSizeForSmallerSide":0.4) though I have no clue how that interacts with the top end since I haven't messed with it.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Vengarr posted:

Beyond the Sector has a potential encounter with four loving Tesseracts. Proving that yes indeed, it can always get worse.

They only spawn in (multiple) fleets of 2, you must have tried to fight two fleets at once. You could take on like 8 at once if you were so inclined.

Smiling Demon
Jun 16, 2013
I tried setting the battle size to 1650 once, disabled that after a bounty with 5 deployed conquests + fleet. It was less the challenge and more that the entire 2D plane starts getting overcrowded. Ships having problems moving without colliding into another ship.

Travic
May 27, 2007

Getting nowhere fast
Yeah...I may have to give up for now. I can't deploy much of anything anymore. One capital ship one carrier and that's about it. :(

I guess the developer is trying to get people to field large fleets of small ships. Which I really don't enjoy. I'm a capital ship guy.

Kenshin
Jan 10, 2007
I found that setting the battle size to 600 allowed for much more interesting battles with large ships

Complications
Jun 19, 2014

Go to settings.json

"minFractionOfBattleSizeForSmallerSide"

You can change that to whatever proportion you want. Heck, force it to 50/50 always. Personally, I play with 1500 battle size and have never had issues deploying a full capital fleet and support to face down enemy fleets. Yes, the field gets crowded and you definitely see a full battle line occur, but just head off to the flanks if line combat and punishing subtle positioning errors from the AI isn't your bag and you'll find plenty of small ship play to go nuts with. And the small ships on the side matter, it gets brutal for capital ships stuck between a battle line and flankers with torpedos.

Complications fucked around with this message at 03:51 on Apr 27, 2021

toasterwarrior
Nov 11, 2011
If you have a good rig, what battlesize do you guys feel comfortable using without risking the game itself crashing due to program limitations, as opposed to hardware limitations?

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
I quite enjoyed the old dynamic of fleet size determining deployment, because that meant:

i) You could tell at a distance what sort of experience you were getting yourself into.
ii) You could potentially blast your way into a better position. Burning hard at the start and wrecking a lot of CR worth of enemy ships could let you reinforce harder.

Now I just edit the smaller fraction to be 50% as mentioned above and tweak the battlefield objectives to be worth hardly anything, and just don't worry about it.

Means that I can't crush pirates as hard, but leaves me with a decent chance against endgame fleets.

Travic
May 27, 2007

Getting nowhere fast
Ok. I'll crank it up. I built a new computer about a year ago. Might as well make it sweat. I crave capital ship slug fests. With carriers of course.

:black101:


Atopian posted:

I quite enjoyed the old dynamic of fleet size determining deployment, because that meant:

i) You could tell at a distance what sort of experience you were getting yourself into.
ii) You could potentially blast your way into a better position. Burning hard at the start and wrecking a lot of CR worth of enemy ships could let you reinforce harder.

Now I just edit the smaller fraction to be 50% as mentioned above and tweak the battlefield objectives to be worth hardly anything, and just don't worry about it.

Means that I can't crush pirates as hard, but leaves me with a decent chance against endgame fleets.

Yeah you can't really pull yourself out of the hole anymore. You need to capture (and hold) points to bring in new ships. To do that you need more ships than the other guy...which you can't have because you need the control points.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

Insert name here posted:

you can actually change the the lower end of the scale in the settings.json file ("minFractionOfBattleSizeForSmallerSide":0.4) though I have no clue how that interacts with the top end since I haven't messed with it.

It works on the top end directly proportionally, the value (0.4) is the, well, minimum fraction that the losing side of the officer fight (you) can be forced down to - which means that conversely, the winner gets [0.6 * ($battle_size_setting)] DP to play with. MinFraction + MaxFraction must add up to 1, and that's directly applied to whatever your battle size is set to at this exact second.

I put mine to .45, and i like how it plays a lot better. When the AI is outnumbered 3 to 2 it just kind of curls up and dies, but a 22% margin makes it clear that you're getting swarmed while still allowing you to lead the charge and beat them back.

Vengarr
Jun 17, 2010

Smashed before noon
I like the strategic locations giving extra deployment, but because the DP is awarded instantly there’s rarely an incentive to actually hold the points. They won’t let you exceed 220 DP no matter what, so capturing them is worthless if you’re the larger party—which typically has all the Nav and ECM it needs just by virtue of having more ships.

Making the capture points more relevant is a good idea though.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

Vengarr posted:

Making the capture points more relevant is a good idea though.

I agree with this.
I hate capture points being a race / checklist, because I enjoy battles more than checklists.
But, if they provided some... more relevant buff, that'd be great.

ECM is theoretically a great buff, but in practice you either best the enemy hugely if you design your fleet for it, or lose horribly if you don't, and 5% is neither here nor there.
Nav is cool, but not enough of a carrot to base your battle plan around.
Extra command points are for people who haven't designed ship loadouts to correctly influence AI behaviour.

Maybe... slow armour repair? No PPT decay despite enemy contact? Something else?

Brandfarlig
Nov 5, 2009

These colours don't run.

I like making the capture points more relevant but I don't like how the AI always has the advantage in both ecm and deployment. I mostly run cruisers and capitals towards the endgame and even if I ran more destroyers I'd still be outnumbered. So ecm and deployment always goes against the player because every AI fleet has 15 officers and 40 ships. Before 0.95 it was relatively common to run into opponents that didn't even have the ecm skill and now you're always stuck at -10% range.

That's probably why I always end up in a Paragon or better since you need a ship that can solo several hundred points to do anything.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
Tbqh I actually haven't had too much issue since the RC14 changes. The reduction in enemy officer count means I find I'm getting into fights and starting in the range of 190-210 DP (size 400) which is much more fair. You also are guaranteed one gimme objective as well now, so no hoping that at least one objective spawns close enough that you don't have to contest it. The Gunnery Implant change with the ECM now being the elite bonus also means you end up encountering far less ECM as every single frigate and destroyer is no longer pumping out loads of ECM anymore; I've actually run into captial level bounty fleets with 0 ECM now, which is nice.

ErKeL
Jun 18, 2013
yeah late game is kind of awkward now I reckon. You've got to build a serious high tech specialist death fleet to fight off the huge amount weighted against you. There's literally no way you can get the numerical advantage and if you're playing low tech chaff you're going to just get pumped as your fleet dribbles in one at a time.

Sandweed
Sep 7, 2006

All your friends are me.

Just edit the settings so you have base 12 officers for around 200 DP in most battles or go crazy with 16 for 240 DP almost always. This taxes your economy a little more but evens the playing field.

16 is a little unbalanced because enemy fleets will hardly get to deploy any cap ships, and by the time you have burned through their fleet of smaller ships their capitals will just deploy into a wall of your guns. But it's single player so who cares.

EDIT: Redacted fleets will still gently caress you up because they don't give a poo poo about officer cap.

Sandweed fucked around with this message at 10:56 on Apr 27, 2021

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
Gonna be honest, I'm not keeping up with RCs.
Still on 11, going to wait for the skills to be figured out properly before updating, because doing so will wreck my web of edits to the settings file that is making things tolerable.

Sandweed
Sep 7, 2006

All your friends are me.

Just be warned that the latest RC fixed it so fighters don't stay overloaded forever if they happen to become overloaded.

Brandfarlig
Nov 5, 2009

These colours don't run.

Insert name here posted:

Tbqh I actually haven't had too much issue since the RC14 changes. The reduction in enemy officer count means I find I'm getting into fights and starting in the range of 190-210 DP (size 400) which is much more fair. You also are guaranteed one gimme objective as well now, so no hoping that at least one objective spawns close enough that you don't have to contest it. The Gunnery Implant change with the ECM now being the elite bonus also means you end up encountering far less ECM as every single frigate and destroyer is no longer pumping out loads of ECM anymore; I've actually run into captial level bounty fleets with 0 ECM now, which is nice.

I forgot to update to RC14 before starting a new campaign so that's my fault. :v:

Even with me being on RC12 or whatever I do like that I have to give a poo poo about capturing points at least. Before I'd just field whatever I feel like but now there's a point in getting your faster ships out there so you can throw in 60 DP of carriers or whatever afterwards.

Inexplicable Humblebrag
Sep 20, 2003

i crave the Nevermore on 0.95a. i crave it so

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."

LegoMan posted:

Yes, but the mod posted above gets rid of everything slowing down and speeds you up. It's exactly what I wanted.

Just be aware the Speedup Mod can break the game. Hit detection gets wonky when sped up. Projectiles will skip through shields, hit deeper into armor they really did and PD will perform *much worse*.

DatonKallandor fucked around with this message at 11:37 on Apr 27, 2021

my dad
Oct 17, 2012

this shall be humorous
I'm suddenly reminded of various "turn time fix" mods in other games that just remove the enemy's AI, lol.

Daktar
Aug 19, 2008

I done turned 'er head into a slug an' now she's a-stucked!
I got a little tired of being bad at piloting/strategising in the late game, so I just whacked the max battle size up to 1000 so I can drop in ten paragons and watch the explosions.

Great game, but I think there needs to be a bit more to keep you going after you get the Janus device. I will probably wipe out the entire core for laffs on this run and then wait for another release before I play again. Or mess around with some mods, possibly.

Sandweed
Sep 7, 2006

All your friends are me.

Beyond the sector and nex probably gives the game some more legs. Beyond the sector is a little buggy but can be added to any ongoing game.

Vengarr
Jun 17, 2010

Smashed before noon
You can have absolutely ridiculously huge battles with Nex. It's great.

SpacePope
Nov 9, 2009

Inexplicable Humblebrag posted:

i crave the Nevermore on 0.95a. i crave it so

Can't remember where I found it, but someone made an unofficial 0.95a BRDY update. Same with Tiandong. I could share it but I'm not sure if that's okay with Cycerin.

Been playing with it for a couple days and I haven't found any bugs.

Mister Bates
Aug 4, 2010

Vengarr posted:

You can have absolutely ridiculously huge battles with Nex. It's great.

back in .91 I had an enormous endgame Nex battle where myself and a couple friendly defense fleets faced off against three gigantic invasion fleets in the skies over a friendly planet, and even with my battle size cranked up to 600 it still took three separate battles to actually decide because there were just so many ships on both sides. It was great, easily the most fun I had with that version - swarms of fighters zooming about, dense clouds of missiles, so many projectiles it was like playing a bullet hell game. Endurance became a serious concern, especially in the third round where every remaining ship on both sides was damaged and had low CR. By the end it was like two exhausted, punch-drunk boxers raggedly swinging at each other. We did ultimately win, though.

Here's the combat analytics from one ship in one round of that fight:

Brandfarlig
Nov 5, 2009

These colours don't run.

SpacePope posted:

Can't remember where I found it, but someone made an unofficial 0.95a BRDY update. Same with Tiandong. I could share it but I'm not sure if that's okay with Cycerin.

Been playing with it for a couple days and I haven't found any bugs.

I'm having no luck finding it on discord so if you feel like posting them anyway I'd be grateful. They're easily two of the best faction mods.

SpacePope
Nov 9, 2009

Brandfarlig posted:

I'm having no luck finding it on discord so if you feel like posting them anyway I'd be grateful. They're easily two of the best faction mods.

EDIT: Removed it

SpacePope fucked around with this message at 22:47 on Apr 27, 2021

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Mister Bates
Aug 4, 2010
cool, now that I've got Dong I'm just waiting on Vayra's Sector and Ship/Weapon Pack before I can seriously get into the new version

(hoping DME, Junk Pirates, and Disassemble/Reassemble update soon too but I can live without them if I have to)

Mister Bates fucked around with this message at 18:19 on Apr 27, 2021

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