I'm really confused by people saying unity is too fast now, I've finished 4 paths and am not really expecting to finish the next set any time soon, it still seems pretty slow to me
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# ? Mar 4, 2018 13:52 |
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# ? Jun 5, 2024 07:02 |
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Nevets posted:I think there should be an 'invasion' war policy thst lets you mod how your armies attack a planet. Right now there still isn't much point in having more than one army since even with combat width slowing down invasions it still takes only amonth or two to conquer most planets. I'd like an option to 'siege' planets: land my guys and leave them there for half a year or more. Armies would deal less much less damage and have a higher chance of disengaging, so you probably wouldn't lose any armies in each invasion but they would each take upwards of a year or more. This would encourage multiple armies with multiple generals. Right now you only need 1 army with (combat width + expected casulaties) troops. What, no! Why would you want to make armies even more annoying?
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# ? Mar 4, 2018 13:58 |
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Nevets posted:I think there should be an 'invasion' war policy thst lets you mod how your armies attack a planet. Right now there still isn't much point in having more than one army since even with combat width slowing down invasions it still takes only amonth or two to conquer most planets. I'd like an option to 'siege' planets: land my guys and leave them there for half a year or more. Armies would deal less much less damage and have a higher chance of disengaging, so you probably wouldn't lose any armies in each invasion but they would each take upwards of a year or more. This would encourage multiple armies with multiple generals. Right now you only need 1 army with (combat width + expected casulaties) troops. Those armies have to slowboat around like everyone else. If you have enough fleets to cover them and the enemy's large enough it is totally worth having multiple armies to gently caress up different sections of their empire at the same time. Though I'm totally down for slowing the pace of invasions. If invasions lasted long enough that the defender could launch a counter-attack and bring in a relief force that might add an interesting wrinkle to warfare. You'd have to actively hold the system while the armies were at work, rather than just blowing off the station and pushing on. I don't think a policy option is a good fit, though. As it stands, ground combat has only two dimensions: time and casualties. There's not enough room there to construct an interesting array of options.
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# ? Mar 4, 2018 14:16 |
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I don’t have synthetic dawn, and the contingency popped up in my game. Do I need to worry about the ghost signal and not use sapient computers or can I keep those sweet bonuses?
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# ? Mar 4, 2018 14:20 |
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Autonomous Monster posted:Those armies have to slowboat around like everyone else. If you have enough fleets to cover them and the enemy's large enough it is totally worth having multiple armies to gently caress up different sections of their empire at the same time. The real solution is get rid of them altogether and have all combat in space.
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# ? Mar 4, 2018 14:32 |
One thing I've found works well in the new map generation is elliptical galaxy and 0.75 hyperlane density, it has a better mix than using spiral on either 0.75 or 1.
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# ? Mar 4, 2018 14:36 |
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Oh god I just synthetically ascended and remembered why I avoid the synthetic and genetic ascensions like the plague. Wiz and/or LordMune for the love of god please implement one or more of the following: 1) An edict or policy or species right to allow self modding. Every few months each allowed pop checks its current tile against the available templates, and if there's something that will increase their total yield they have a chance to go offline or jack up their cost of living or remove X from the relevant science for a month or so to morph into the new template. 2) Another button by "Resettle" to allow you to directly apply a template to a pop. 3) A way to select multiple templates to apply to one or more existing pops on one or more planets and have which one is applied to which based on likely tile increase. Please help my wrists are dying. Bonus round: If a pop has an active leader attached to them they get the best leader template instead (or you get a warning in the case of (2)).
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# ? Mar 4, 2018 14:53 |
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Re: ground combat: Perhaps there could be something between current slow-rear end bombardment and outright destroying the planet with a colossus, some sort of specialised bombardment weapons that are ineffective in space combat, but better at destroying armies/defensive structures on planets? For example, orbit-to-ground attack craft that take up a hangar slot, or rods from god in a missile/torpedo slot. These would give a huge boost to bombardment damage/speed but at the cost of reduced effectiveness in space combat. Fake edit: what about dramatically increasing attacking troop performance while they have friendly ships in orbit actively bombarding, like they can call in fire missions or whatever. Or maybe this is all retarded, I don't know, I'm bad at game design. Real edit: oh god yes, the ability to choose per-tile which pop to modify would be a godsend for machine empires
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# ? Mar 4, 2018 14:55 |
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Splicer posted:Oh god I just synthetically ascended and remembered why I avoid the synthetic and genetic ascensions like the plague. The "build multiple" interface for buildable pops could probably be used for things like selecting multiple specific pops to modify/purge/whatever.
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# ? Mar 4, 2018 14:56 |
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GotLag posted:Re: ground combat: GotLag posted:Fake edit: what about dramatically increasing attacking troop performance while they have friendly ships in orbit actively bombarding, like they can call in fire missions or whatever. Splicer fucked around with this message at 14:59 on Mar 4, 2018 |
# ? Mar 4, 2018 14:57 |
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Zulily Zoetrope posted:Well Colossi do come with a universal Total War casus belli, so part of the Perk benefit is that your society has finally reached the point where you can drop all the space nukes on Space Japan without anyone protesting. If you join someone without Colossi in a war they'll happily claim half the empire while you can't make claims because you don't need them but end up getting nothing as a result. Works great.
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# ? Mar 4, 2018 15:06 |
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GunnerJ posted:The "build multiple" interface for buildable pops could probably be used for things like selecting multiple specific pops to modify/purge/whatever.
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# ? Mar 4, 2018 15:06 |
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Zulily Zoetrope posted:Well Colossi do come with a universal Total War casus belli, so part of the Perk benefit is that your society has finally reached the point where you can drop all the space nukes on Space Japan without anyone protesting. Only if Space Japan is your rival. If Space Japan is less than "Inferior" you can't do anything at all since you can't make claims.
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# ? Mar 4, 2018 15:29 |
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ulmont posted:Only if Space Japan is your rival. If Space Japan is less than "Inferior" you can't do anything at all since you can't make claims. Can't wait for next week's (hopefully) patch to fix that.
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# ? Mar 4, 2018 15:34 |
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GotLag posted:Real edit: oh god yes, the ability to choose per-tile which pop to modify would be a godsend for machine empires https://steamcommunity.com/sharedfiles/filedetails/?id=1195064032
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# ? Mar 4, 2018 15:35 |
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Can someone tell me what the gently caress is going on with the new border system? I'll be fighting a war, lose a few border outposts, and when a status quo peace gets forced on me my enemy keeps all the territory they gained. I've lost several resource rich systems that that not mystically lie within their borders and I can no longer build outposts in.
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# ? Mar 4, 2018 16:13 |
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Is there a way to lower disengagement chances? The enemy keeps running away before I kick his teeth in and it's annoying me, I need to strap tractor beams to my destroyers or something.Hipster Occultist posted:Can someone tell me what the gently caress is going on with the new border system? If they make a claim on a system and then occupy it, they'll keep it at the end of the war.
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# ? Mar 4, 2018 16:20 |
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Status quo is "everyone keeps what they occupy and claim" so if you want to hold territory you have to end the war without the enemy occupying it.
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# ? Mar 4, 2018 16:28 |
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Deformed Church posted:Is there a way to lower disengagement chances? The enemy keeps running away before I kick his teeth in and it's annoying me, I need to strap tractor beams to my destroyers or something. Try to lure the enemy into a black hole system. Black holes lower disengagement chances. For added hilarity, construct a starbase in the same system and add a communication jammer to reduce the disengagement chance even further (Alternatively, put down a starbase on a chokepoint the enemy wants to go through, then load it up with jammers)
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# ? Mar 4, 2018 16:31 |
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You can only add one jammer, it's a building not a module, alas.
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# ? Mar 4, 2018 16:39 |
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OwlFancier posted:You can only add one jammer, it's a building not a module, alas. Still, one should be enough. And it will still stack with black hole systems.
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# ? Mar 4, 2018 16:41 |
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I think I've got a problem.
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# ? Mar 4, 2018 16:46 |
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I'm pretty sure this is a bug: I've noticed it on primitives as well.
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# ? Mar 4, 2018 17:07 |
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Milky Moor posted:So. Weird game. ah, the eternal left vs right wing struggle
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# ? Mar 4, 2018 17:28 |
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Zulily Zoetrope posted:Yeah, you still want Artillery on anything with X- or T-size guns, since those can only fire on ships they're facing directly, so you want to keep as far from the field as possible. Swarm does its best to gently caress up large guns, while Line will set up at medium range and focus on anything trying to make a move for your Artillery backline. Picket also gets all up in the enemies face, but tries to screen the Line, as well. Actually, artillery computer seems useless even for spinal weapon ships because now they turn on a dime.
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# ? Mar 4, 2018 17:35 |
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really queer Christmas posted:I don’t have synthetic dawn, and the contingency popped up in my game. Do I need to worry about the ghost signal and not use sapient computers or can I keep those sweet bonuses? The ghost signal will still crush your AI ships, so downgrade them until you get it fixed. If you've Synthetically ascended you are immune.
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# ? Mar 4, 2018 17:43 |
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Hipster Occultist posted:Can someone tell me what the gently caress is going on with the new border system? That's just what status quo means. The state of affairs prior to the war is status quo ante.
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# ? Mar 4, 2018 18:05 |
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I'm playing this game on a 27" 1440p screen in a window (1920x1200). The UI seems to have really small numbers, it's kind of hard to see things. I read about the gui_scale option in settings.txt, but that seems to be kind of a hack. Using that, numbers and items become larger but now they're blurry. Playing with version 2.0.1 on steam. Is there a good UI mod or other workaround to make the text in this drat game larger and more readable?
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# ? Mar 4, 2018 18:05 |
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I really hope for the next update they refine the alien generation algorithm to ensure more diversity in the galaxy, I keep getting nothing but hegemonic imperialists and despotic slavers. I'm fine with one or two of those, but this galaxy is just filled with empires that have the same.civics and ethics
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# ? Mar 4, 2018 18:33 |
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I didn't notice until about fifteen minutes ago and suddenly it's very important to me, but there's no shuffle button on the rename planet dialogue so I can't make all these planets I stole go with my namelist.
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# ? Mar 4, 2018 18:36 |
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I thought AI personality spawn was newly tied to the high aggression setting but I suppose not. I actually kind of like the more numerous aggressive personalities. Another slider Wiz!
Zane fucked around with this message at 18:46 on Mar 4, 2018 |
# ? Mar 4, 2018 18:36 |
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When 2.0 came out, I started a game with UNE with the default galaxy settings to see how things are. Expansion feels slower but that might mostly be me using old strategies. Pirates are neat and I gradually expand so my setup is just keeping up with the other empires. The CoM spawned in this game with a pretty good explanation for their militarist and xenophobic tendencies. Out of the six empires encountered so far, two are fanatic purifiers and one is a determined exterminator. And I still have half the galaxy to explore. This is going to be a fun game, especially if it gets to 2400 and the crisis starts in the right spot.
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# ? Mar 4, 2018 18:43 |
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Is the Processing purge type broken? I invaded and am eating some plantoids, but my food is at -9, almost all of which is coming from the planet that I'm supposedly eating.
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# ? Mar 4, 2018 19:09 |
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On the edge of my empire, on the far side of my ally I saw a system with a crapload of minerals. I slowly built my way toward it. When my farthest outpost was attacked by new, stronger pirates I decided to send one of my two fleets out there to defend my construction ship. Fought through the pirates, reached the mineral system and built a ton of of mining stations. Since it's at a chokepoint I built a starbase and began improving it so it could fend off pirates. I docked my fleet there to protect the construction ship until it was done with the mining stations. Well, something went sideways, a bunch of aliens popped out of the asteroids and destroyed the construction ship. My fleet is now trapped at the starbase surrounded by a ring of nasties that I assume will all jump me if I attack one. So I'm trying to build my way out by pumping up the starbase and its defenses. I'm curious to see if this will work.
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# ? Mar 4, 2018 19:09 |
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Can anyone explain the difference in these two types to me? I have occupied a few additional systems that are not part of the war goal/something I have claims on, and the Acceptance numbers showing for each choice are different so I just dont understand what is going on.
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# ? Mar 4, 2018 19:11 |
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Deformed Church posted:I didn't notice until about fifteen minutes ago and suddenly it's very important to me, but there's no shuffle button on the rename planet dialogue so I can't make all these planets I stole go with my namelist. There needs to be a shuffle button on the empire renamer as well, so I can have an appropriate name for when I change into a xenophilic oligarchy
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# ? Mar 4, 2018 19:15 |
AAAAA! Real Muenster posted:Can anyone explain the difference in these two types to me? I have occupied a few additional systems that are not part of the war goal/something I have claims on, and the Acceptance numbers showing for each choice are different so I just dont understand what is going on. in this case? nothing, because you've occupied all of your claims and the enemy has no occupation on you. if they did have anything occupied in your territory that they have claims on, then status quo would give them the claimed systems they occupy while you get the claimed systems you've occupied. achieve war goals would give you all of your claims on them and not give the other side any of their claims on you.
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# ? Mar 4, 2018 19:20 |
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Jazerus posted:in this case? nothing, because you've occupied all of your claims and the enemy has no occupation on you. if they did have anything occupied in your territory that they have claims on, then status quo would give them the claimed systems they occupy while you get the claimed systems you've occupied. achieve war goals would give you all of your claims on them and not give the other side any of their claims on you.
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# ? Mar 4, 2018 19:22 |
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Doublepost: what is the best way to get conquered pops to change Ethics to my own? Because of a powerful faction I have forced resettlement off so I cant just move 'em around like I did pre-2.02, where I would move one conquered pop to a planet full of my pops then wait and hope a pop of the new species would grow and appear with my ethics.
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# ? Mar 4, 2018 19:28 |
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# ? Jun 5, 2024 07:02 |
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I have to say, I really like the Swag Orion the Commonwealth has settled. It suits them.
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# ? Mar 4, 2018 19:31 |