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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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# ¿ Apr 26, 2024 03:37 |
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You need a free construction fleet within range.
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# ¿ Dec 8, 2012 14:37 |
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Nope! Well, a max grand menace/random encounter survival game would still work.
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# ¿ Dec 9, 2012 11:30 |
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What weapons are you using? In SotS1 energy weapons (plasma/fusion cannons in particular) were terrible at killing planets and I imagine that's carried over. Mass drivers are certainly still effective, though.
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# ¿ Dec 11, 2012 18:47 |
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Is there a trick I'm missing with torpedos? My human ships utterly slaughter my foes when they deign to fire them, but they won't shoot until I've spent a while randomly jiggling the AI approach/facing/priority weapons settings and there doesn't seem to be a lot of consistency to what combination works.
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# ¿ Dec 11, 2012 22:02 |
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Tracking, fusion specifically.
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# ¿ Dec 11, 2012 22:04 |
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AlanFrost posted:Regular fusion, not Detonating? DatonKallandor posted:The fire rate is incredibly slow, and if you're using tracking energy torpedos it's possible they're getting shot down near instantly in a brawl - they have very little health straight out of the barrel, and build damage and health as they travel. Talkie Toaster fucked around with this message at 22:22 on Dec 11, 2012 |
# ¿ Dec 11, 2012 22:20 |
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AlanFrost posted:Are you setting your ships to top (1.5x) speed? That pulls all the weapons offline for full power to the engines.
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# ¿ Dec 11, 2012 22:36 |
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Well, the neutron star/'Netron Star' grand menace is murderously annoying. It spawns in the centre of the galaxy and picks a planet to target- then every system within a few light years' radius gets struck by comets or system-wide asteroid storms each turn. E: Oooh, just found out you can build a science station on it. Well. Talkie Toaster fucked around with this message at 21:13 on Dec 13, 2012 |
# ¿ Dec 13, 2012 21:05 |
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Keisari posted:How do you even defeat something like that? Or do you just have to endure it for long enough? I think you're supposed to build a science station on it, though, but I only noticed you could the turn before it arrived. Perhaps the 'arrival' message is supposed to tell you about it, but it arrived at the same time as a Gardener menace (overlaid over the top of it) so perhaps I missed the message or it bugged out trying to display two warnings at once. The Gardener's now just floating in space doing nothing too.
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# ¿ Dec 13, 2012 21:19 |
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Yeah, that's caught me out a few times when the first combat was a slaver raid and the second was an invasion.
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# ¿ Dec 15, 2012 19:36 |
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Flipswitch posted:Yeah, prototyping is ridiculous, how the hell do you afford prototyping Leviathans?
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# ¿ Dec 16, 2012 17:53 |
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Arglebargle III posted:How do you have 21 colonies on turn 75. I have like 16 at turn 200. Also only 3 mil income. Actually, I wonder how long it takes to get to 100 Infra with a DN command and a fleet of colonisers? If you're at DNs and can research replicants, you should be able to turn any free system into a developed colony easily. Then the only obstacle to getting it churning out money is getting a civilian station up and upgraded, but with megafreighters you probably only ever need ~5 freighters per system, which a level 2 station should be able to cope with. Arglebargle III posted:The Tarka managed to claim a system with no planetary bodies. I'm still mystified as to how they did it. quote:It doesn't help that SFS Leviathan showed up at my homeworld and killed my polytechnic station. I miss when menaces showed up on the strategic map. Like really badly actually. Now they're completely unfun because they're basically non-interactive. They show up, you probably lose unless you happen to have something there at that moment, then they're gone. Nothing fun about it. Talkie Toaster fucked around with this message at 19:10 on Dec 16, 2012 |
# ¿ Dec 16, 2012 19:03 |
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Arrrrgh Rapid Prototyping needs to be one of the 100% techs. You can live without spinal mount BRs or Q-Ships but not RP.
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# ¿ Dec 16, 2012 23:16 |
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Nuclearmonkee posted:For Loa especially the turn estimates are completely wrong. 18 turn patrol often seems to turn out to actually be one turn. I put a supply in now whether or not the fleet it looks like it needs one if I need them to stick around. It's particularly stupid because your fleet should be able to build a gate to go home through, but can't.
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# ¿ Dec 18, 2012 18:46 |
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Dirk the Average posted:There's a post on the official SotSII forums where a guy goes through a cost benefit analysis of armor, finds that armor is horrifically overpriced, finds a glitch in how armor is priced, and the entire time Mecron is saying things like:
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# ¿ Dec 23, 2012 12:34 |
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Going back and looking at The Pit kickstarter perks I'd actually have shelled out for stuff like the Black Section book and the mug, even the lore book. Why they felt the need to package all that stuff with a roguelike when their fanbase are strategy gamers is beyond me. What really rounds off the stupidity of the whole thing is that Erinys post was done to lock a thread about making the game more user-friendly with sensible, relevant arguments in it with no actual explanation why. And they wonder why they have no money.
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# ¿ Dec 27, 2012 20:31 |
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Neruz posted:I wonder if it's even occured to them to rip out the tactical engine of SotS2 and sell it as an extra mini game or something. They seem to be really hurting for money and doing that would probably get them some extra funds for relatively minimal effort.
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# ¿ Dec 28, 2012 02:36 |
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Hav posted:Link it here and I'll add some weight to the argument; I don't like Kerberos and I think they need a collective smack with a clue-stick, but this is a terrible economy to be relying on a resume that includes Fort Zombie. It's clear they have some competent staff, at least in the art department, and have some good ideas- it'd be nice if they could actually use them, rather than everything (good and bad) being crushed under the weight of Mecron's ego.
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# ¿ Dec 28, 2012 19:12 |
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Right, spinoff pitch is here, with a slightly fictitious narrative behind it to make it seem less 'threatening', as I imagine otherwise they'd jump from "Want SotS2 spinoff" -> "Claiming SotS2 isn't good enough".
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# ¿ Dec 29, 2012 00:30 |
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Personal_Nirvana posted:I often try the genre, but i'm always being violently kicked out of it because of the vertical learning path. There's any LP of SotS II available for chumps like me?
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# ¿ Dec 30, 2012 13:30 |
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Joe_Richter posted:Considering they've basically stated they're totally out of money as well, I think there's a good chance we won't be getting any more patches.
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# ¿ Jan 6, 2013 01:48 |
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Dirk the Average posted:Ideally they'd go back more to the old model by making stations a thing you tell the colony to build once and forget about, and make trade a slider that you set with a lag time before trade benefits kick in or industrial output recovers.
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# ¿ Jan 6, 2013 14:17 |
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And it only took their publisher dropping them, the abject failure of a kickstarter and facing a looming financial black hole for them to realise that maybe they should listen to their players.
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# ¿ Jan 11, 2013 12:02 |
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An Open Letter To The Obama Administration
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# ¿ Jan 12, 2013 02:29 |
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Yeah, it's blatantly a joke. It's nice that some of the staff actually have a sense of humour. The forum posters, on the other hand...
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# ¿ Jan 12, 2013 02:42 |
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Neruz posted:Everyone assumed that when the Liir said they killed the Suul'ka with a biological weapon that they meant a plague weapon. What they actually meant was one of their number decided to become a Suul'ka and literally be a living weapon against the others.
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# ¿ Jan 17, 2013 10:15 |
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Inspired by Daton, I've tried to fix my pet peeves too but I'm not having as much success. I want to have stations build modules pre-installed, like how the starting Naval station is ready-equipped, so there's no need to faff around with them. The naval station seems to have module entries like this corresponding to the pre-installed modules: code:
As it stands, the best I've got is altering the .module files under assets\base\factions\*\modules\sn_*.module to zero the prices & construction costs. I've tried folding the bonuses from the modules into the station base stats & removing the module slots, but alas the module requirements for upgrade seem to be hard-coded so that didn't help.
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# ¿ May 19, 2013 23:35 |
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Aethernet posted:In total (yuck) fairness to Kerberos, you can get rid of pirates entirely by stationing an outpost and four cutters at every world that's trading. You can also research a tech that puts freighters and police cutters next to each in the event of a pirate attack. A better solution would be to only have piracy be an issue near pirate bases or maybe near Zuul (doable through commonassets.xml), so that you're given the choice of invest in defence or go out and kill the pirates.
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# ¿ May 20, 2013 19:26 |
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Demiurge4 posted:I still don't understand why stations couldn't just be modular in the same fashion they are in Galactic Civilizations. I resent having to micro a station and manually build labs that each give 1% research. In fact, the whole loving thing could have been abstracted to a system infrastructure panel that handled everything but Mecron loves needless micro.
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# ¿ May 22, 2013 23:19 |
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Tomn posted:He could be talking about how you can build two stations per planet, I guess? Still, looks like it should be possible to have constructors build effectively level 5 stations from scratch, with 0-cost modules and many of the module effects folded-in (like... why would you not build habitation modules when they effectively double the value of trade routes? Why not just double the value of trade?). Irritatingly modules can only be build at a rate of 1/turn and some of the really basic things like freighter slots can only be applied by modules, so they're still not perfect, but it's still better and a lot closer to SotS1. E: Oh, doesn't work for triggering Admirals/Suul'Ka. It seems that the station rank in the station .section files controls upkeep + bonuses it grants, but isn't the 'rank' rank. How delightfully consistent. Talkie Toaster fucked around with this message at 17:38 on May 23, 2013 |
# ¿ May 23, 2013 16:37 |
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Kung Food posted:Fuuuuuck. I was thinking I might get II if it could be fixed, but the trade system is just so unfun in SotS I I think I might pass regardless. If you could just build a single trade station and let the stimulus do the rest (or even if civilian trade stations could be built & upgraded via stimulus) it'd be perfect- but that would be too easy. DatonKallandor: Have you made any changes to prototyping costs? I've been wondering if part of the reason the AI doesn't like teching up properly is because of the ~4x cost increase for new cruisers. Conversely, if research rates are higher and they do tech up and respec now then they could end up pouring all their money and IO into the prototyping black hole.
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# ¿ May 24, 2013 12:03 |
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quote:10) In the end always give thanks for the ability to mod, for it is not something that comes free and easy for the great creators. Also I like how whenever the Kerberos hate starts feeling a bit bandwagony something always comes up to remind you that no, they deserve every single bit of it. I think SotsOS has access to the database and should be able to fix the stupid funding distributions, but the documentation seems a bit thin on the ground.
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# ¿ May 26, 2013 08:12 |
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Neruz posted:I'm pretty sure that is a straight up lie... Turn 2: Turn 3:
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# ¿ May 28, 2013 13:51 |
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Taerkar posted:I'm being very charitable here but maybe he's saying that the funds will be spent on something else in that category? So even though trade isn't available the game will dump it all into colonization instead?
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# ¿ May 28, 2013 14:17 |
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DatonKallandor posted:Yes. Although I wish people would remember me for SOEM, not working on PDS. code:
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# ¿ May 28, 2013 20:47 |
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Yeah, it seems like something like SotSOS with access to the databases could simply implement its own halfway sane AI to handle the economics, but the effort required would probably outstrip the reward. It wouldn't be so hard in a nice accessible scripting language like Bethscript/Papyrus from the Elder Scrolls series, but of course that's not an option. (Comedy option: If it's in FORTRAN I could give it a shot, and of all the companies most likely to write videogames in FORTRAN...) At this rate, it looks like the most plausible fix for SotS2 is to use the skins in SotS1. That'd make me happy. Except the models are in an inaccessible format, and they haven't released the tools to read them.
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# ¿ May 28, 2013 23:15 |
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Taerkar posted:Who wants to brave this?
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# ¿ Jun 26, 2013 02:01 |
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Apparently the latest patch has 'fixed' the undue preference for early-game ship designs. Has anyone been optimistic enough to check if that improved anything?
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# ¿ Aug 20, 2013 17:48 |
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# ¿ Apr 26, 2024 03:37 |
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Oh, so Kerberos are voluntarily kickstarting junk rather than working with Paradox? Now that's interesting. I thought Paradox would have cut them off- sounds like Mecron isn't a fan of their updated oversight policy then (no big surprise).
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# ¿ Oct 24, 2013 15:22 |