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That's unpacked.
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# ? Dec 7, 2012 16:44 |
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# ? Apr 23, 2024 10:18 |
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Keisari posted:Two gigs you say? As someone says that's unpacked. I have 14, 616 files and 796 folders, though. Did you reinstall recently? Hav fucked around with this message at 16:54 on Dec 7, 2012 |
# ? Dec 7, 2012 16:51 |
Keisari posted:No. I'm sorry the AI is still really bad and will make you want to throw your computer out when you get yet another 3-cruiser survey fleet. I myself only play multi and only without any AIs whatsoever. The AI is objectively retarded, but if you set it on hard they will at least manage to throw big groups of ships and actually tech to dreads at some point. Survey fleets forever is a thing though. The AI must try to survey always, and will completely ignore the whole at war thing.
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# ? Dec 7, 2012 17:06 |
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Hav posted:As someone says that's unpacked. No I just wanted to see how much extra space sots2 has hoarded since I last reinstalled. This is not a fresh install. Nevermind.
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# ? Dec 7, 2012 17:12 |
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Found the source of the problem. SotS II was defaulting to my onboard graphics chip instead of my Geforce 660M. A quick trip to the Nvidia control panel to force the SotS II and Mars executables to use the GPU fixed it. No wonder the game was chugging on a nice computer! If anyone has encountered this problem, or is just dealing with low frame rate, check the graphics device the game is set to.
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# ? Dec 7, 2012 17:23 |
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Nuclearmonkee posted:The AI is objectively retarded, but if you set it on hard they will at least manage to throw big groups of ships and actually tech to dreads at some point. The Hiver AI will gently caress your poo poo up if it doesn't get gimped by a lovely start location. It was the point at which they were sending seven 100 point invasion fleets at me all at once that I realised my technological advantage meant precisely jack poo poo.
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# ? Dec 7, 2012 17:28 |
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Keisari posted:No. I'm sorry the AI is still really bad and will make you want to throw your computer out when you get yet another 3-cruiser survey fleet. I myself only play multi and only without any AIs whatsoever. Thats cool, but the AI among other things is now playable. Set it to hard and it's actually decent, normal is roughly equivalent to Easy in SOTS 1. As someone else said the Hivers seem to do well if they can get rolling as their ships are quite tough and the AI builds them in quantity. It makes sense if you prefer multi with no AI, but AIs are now viable for folks that prefer single player.
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# ? Dec 7, 2012 17:41 |
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Is there anything approaching a how to play guide at this point? I'm basically curious about how I should be starting a game as a Blissful and Perfect Space Dolphin. I generally just send my fleets off to do stuff and get my trade infrastructure set up ASAP, then start building more colony/survey fleets while researching productivity upgrades. I generally start with 10 techs because gently caress researching basics like trade and interstellar chatmakers or whatever.
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# ? Dec 7, 2012 18:22 |
TehSaurus posted:Is there anything approaching a how to play guide at this point? I'm basically curious about how I should be starting a game as a Blissful and Perfect Space Dolphin. I generally just send my fleets off to do stuff and get my trade infrastructure set up ASAP, then start building more colony/survey fleets while researching productivity upgrades. I can't think of silly UI unlocks like there were in Sots1 at least. Before it was patched in, there was no way to chat to eachother in multiplayer unless you had researched race languages. Regardless I'm sure Mecron has some lovely reason that he could relay in a condescending tone as to why trade is something that must be researched.
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# ? Dec 7, 2012 18:27 |
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Nuclearmonkee posted:I can't think of silly UI unlocks like there were in Sots1 at least. Before it was patched in, there was no way to chat to eachother in multiplayer unless you had researched race languages. We should be glad he gave us a starting option to skip it.
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# ? Dec 7, 2012 18:38 |
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TehSaurus posted:Is there anything approaching a how to play guide at this point? I'm basically curious about how I should be starting a game as a Blissful and Perfect Space Dolphin. I generally just send my fleets off to do stuff and get my trade infrastructure set up ASAP, then start building more colony/survey fleets while researching productivity upgrades. The OP has a bunch of links at the bottom like a starting guide, a video multiplayer game, a let's play. They're all fairly recent and good to get started. Here's the three that I found useful Starting Guide from Nov 29: http://www.kerberos-productions.com/forums/viewtopic.php?t=37699 Rorsach Let's Play: http://brokenforum.com/index.php?threads/one-year-later-lets-play-sword-of-the-stars-ii.3889/ Video Multiplayer game - skip to 16 minute mark http://www.twitch.tv/terrakus/b/337003914
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# ? Dec 7, 2012 18:40 |
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Rakthar posted:The OP has a bunch of links at the bottom like a starting guide, a video multiplayer game, a let's play. They're all fairly recent and good to get started. Here's the three that I found useful Thanks for these. I actually read one of the startin guides in the OP but it actually sounded kind of insane so I wasn't sure if it was reasonable or not. Let me dig through these some more and maybe I can generate some more specific and maybe even useful questions.
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# ? Dec 7, 2012 18:43 |
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TehSaurus posted:Let me dig through these some more and maybe I can generate some more specific and maybe even useful questions. Try the Let's Play first it should be the least dense and most illustrative of the game flow for the first 100 turns.
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# ? Dec 7, 2012 18:44 |
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The empire I'm allied with has systems that show up as theirs and I can't colonize there, but they have no colonies in the system. I have the system surveyed. Am I missing something?
Moridin920 fucked around with this message at 23:34 on Dec 7, 2012 |
# ? Dec 7, 2012 23:30 |
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Some interesting mods already, Solforce shipnames was already nicked and placed into the core. Random map generator http://www.kerberos-productions.com/forum/viewtopic.php?f=50&t=25072 Slower strategic game http://www.kerberos-productions.com/forum/viewtopic.php?f=50&t=37074 SQLite browser for your game save needs http://sqlitebrowser.sourceforge.net/ Nuclearmonkee posted:Regardless I'm sure Mecron has some lovely reason that he could relay in a condescending tone as to why trade is something that must be researched. You can end up with Torpedo satellites before you get deep space construction, which means you can have a useless Tech; pre-requisites don't seem to chain through, but I haven't looked at the database in ages. The constant patching is a pain in the arse for people who didn't want to leave the game for a year and come back. Especially as you have to hunt for patch notes now.
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# ? Dec 7, 2012 23:43 |
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Is the horrible fleet system still in place? If so, gently caress this game.
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# ? Dec 8, 2012 00:09 |
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Drone_Fragger posted:Is the horrible fleet system still in place? If so, gently caress this game. Yes. That's one thing that hasn't been changed.
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# ? Dec 8, 2012 00:18 |
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Moridin920 posted:The empire I'm allied with has systems that show up as theirs and I can't colonize there, but they have no colonies in the system. I have the system surveyed. Am I missing something? They might have stations there. I'd check around every planet and in every asteroid belt if you wanna clean it out.
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# ? Dec 8, 2012 03:52 |
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Hav posted:Some interesting mods already, Solforce shipnames was already nicked and placed into the core. Why on earth would you want this game to be even slower
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# ? Dec 8, 2012 04:05 |
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Evveron posted:Why on earth would you want this game to be even slower So you can play the lifespan of a galactic empire in real time.
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# ? Dec 8, 2012 04:17 |
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Well I finally got into the game and I have to say it's... not completely terrible? The various systems are complex without being deep and that's an issue, but I've managed to at least play a game which is a huge improvement from before. I've managed to get 70 turns into a Morrigi game with only four colonies (is that normal? that would be a shameful display in the first game) and my fleet upkeep is now almost half of my budget. I'm fighting a war with hivers and may have created too many warships. Questions: Do I need a naval base for the rebase command? One of the reasons my expansion has been so terrible is that it takes so. loving. long. to explore in this game. And I'm exploring from the homeworld, 100% of the time, so my range is limited. Do extended range mission sections do anything? Early thoughts: They ruined Morrigi ship design. The cruisers are far too busy, they barely even have a clear outline any more.
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# ? Dec 8, 2012 04:46 |
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Arglebargle III posted:Well I finally got into the game and I have to say it's... not completely terrible? The various systems are complex without being deep and that's an issue, but I've managed to at least play a game which is a huge improvement from before. To rebase you need to have enough supply at the target system; if you zoom in close it should list how much supply a system has (It will say 0/6 or similar). In theory I think each cruiser takes 1 supply, but it seems like rebasing will fail if there's not at least a spare supply or two. It used to be a colony without a base had 10 supply, but now seems to be 6 instead? I assume this was changed because people were stationing garrison fleets without naval bases and ruining Mecron's grand vision, or something.
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# ? Dec 8, 2012 05:03 |
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"It's not completely terrible" is a pretty good tagline for this game.
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# ? Dec 8, 2012 05:04 |
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So, there's a new patch out. And either intentionally or unintentionally, apparently now the only cube cost of Loa ships is from their weapons. Apart from the hilariously low costs for non-combat ships (85 cubes for a Gauss armed supply ship, while loa empires start with 280 thousand), Loa constructors have no weapons. Time for Zap Brannigan style tactics.
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# ? Dec 8, 2012 05:30 |
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just reinstalled this thing... after buying it over a year ago. Awesome. Anyways, I keep getting random events where the swarm will invade my capital on turn 15 to 25 and no matter how many times I kill every last one of those things, they will not be viewed as defeated, until eventually my capital goes into full rebellion and cornholes me at like turn 40. Fun. Is this a bug, or am I just missing something because there is no explanation as to what is going on with a swarm invasion... or really anything.
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# ? Dec 8, 2012 05:50 |
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assfro posted:just reinstalled this thing... after buying it over a year ago. Awesome. As odd as it feels to defend this game, I've never had that happen. However, going by SOTS1 you probably have to find the swarm nest in an asteroid field and kill it to "defeat" them.
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# ? Dec 8, 2012 05:54 |
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Yeah, I found it.. and clicked on it like a retard trying to target it... and .... nothing, which is why I am thinking bug. This is with manual targeting, if I just park a big fleet there and throw it on auto, they pretty much circle around playing with their dicks. I hear you about not wanting to defending this but still doing so. There is a good game buried underneath a huge pile of poorly optimized poo poo and bugs.
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# ? Dec 8, 2012 06:02 |
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Bremen posted:So, there's a new patch out. And either intentionally or unintentionally, apparently now the only cube cost of Loa ships is from their weapons. Are you saying that constructors cost 0 cubes and thus can be infinitely created?
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# ? Dec 8, 2012 06:03 |
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Sibling of TB posted:Are you saying that constructors cost 0 cubes and thus can be infinitely created? Yes.
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# ? Dec 8, 2012 06:03 |
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I love how they find it completely loving impossible to make Loa cubes make any kind of sense. First the costs were kind of low, then they were absurdly high, now they're even lower than before. What the hell!
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# ? Dec 8, 2012 06:18 |
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Oh yeah I forgot that one of my starting colonies got meteor'd and rebelled for like 10 turns afterward. I checked later and realized I had a reserve fleet there. Why the hell wasn't the reserve fleet available for shooting the meteors? Also why did my planet rebel when it got hit by a meteor?
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# ? Dec 8, 2012 06:21 |
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Wait do patches break saves? If so I'm going to go play CKII some more.
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# ? Dec 8, 2012 06:23 |
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Arglebargle III posted:Oh yeah I forgot that one of my starting colonies got meteor'd and rebelled for like 10 turns afterward. I checked later and realized I had a reserve fleet there. Why the hell wasn't the reserve fleet available for shooting the meteors? Reserve fleets don't count for squat - they have reduced maintenance costs but are basically 'mothballed' and don't do anythinig. If you want to defend a system make it a normal fleet with an admiral and assign it to patrol the system - it will do that in perpetuity if it's based there. To manage where fleets start right click the system and choose battle manager. You need to deploy defensive fleets around the planet where you want them to start., otherwise they'll often be too far away to stop the meteors in time. Patches don't break saves, the most recent exception was the release of the expansion.
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# ? Dec 8, 2012 06:48 |
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Holy poo poo, that random map generator is now added to the OP with big loving sirens. That is incredible if it works, I'll test it later. I've also moved the links to be pretty up high, maybe they'll now be noticed better.
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# ? Dec 8, 2012 10:03 |
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Rakthar posted:Reserve fleets don't count for squat - they have reduced maintenance costs but are basically 'mothballed' and don't do anythinig. If you want to defend a system make it a normal fleet with an admiral and assign it to patrol the system - it will do that in perpetuity if it's based there. Wait, wait wait. Hang on. If I want to protect myself from pirates (who have destroyed more than half my trade fleet) I need to have one admiral per colonized system?! And admirals are a precious commodity that the game hands out whenever it feels like it? AND I NEED TO BUILD A COMMAND SHIP FOR EVERY SYSTEM?! MECRON!!!
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# ? Dec 8, 2012 12:28 |
One of the bigger improvements, and I'm not sure when this happened, is that if you set security to the notch in the financials screen (that you get to by clicking on the pie chart), it will stay at the notch as you move the research / gov't slider forward and back. So you don't need to manually reset security every time you change the slider. Therefore, and I cannot emphasise this enough, NEVER CHANGE YOUR RESEARCH SPENDING FROM THE MAIN SCREEN. Save yourself the hassle, just do it from the specialist screen.
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# ? Dec 8, 2012 12:31 |
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So, basically, what I have learned so far is that I need to make a naval station and a command ship in every system to replicate even a part of the fleet functionality from the first game. And civilization-ending meteor strikes are decennial events in the SotSverse. Make that yearly! "Deathtrap has been struck by an asteroid storm..." at least I got the name right this time! And the Hivers colonized it the same turn. Perfect. gently caress this game x3. Arglebargle III fucked around with this message at 14:10 on Dec 8, 2012 |
# ? Dec 8, 2012 13:37 |
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You can research Battlerider Hangars and put them on your naval stations, or drop some defence platforms instead. Also: Just ran into the Locust for the first time in SotS2, and... well, they're about as tough as they were in SotS1- a CR fleet with Phasers & Magnetoceramics can take them. Which is a bit underwhelming when you almost start off with that.
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# ? Dec 8, 2012 14:09 |
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Which brings up another issue: when I press "upgrade station" in the station manager nothing happens. I don't actually know how to make a station bigger and the interface isn't helping. Welp, my first obvious bug: looks like my ships are trying to attack a Hiver station that spawned inside a planet. And thanks to the new quick battle system, they can't kill it even through quick battle! And now I can't recolonize Deathtrap. Super great. Arglebargle III fucked around with this message at 14:33 on Dec 8, 2012 |
# ? Dec 8, 2012 14:14 |
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# ? Apr 23, 2024 10:18 |
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You need a free construction fleet within range.
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# ? Dec 8, 2012 14:37 |