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Xerxes17
Feb 17, 2011

Chiming in to say that this game owns.

What's the skinny on colony starting? I've been wanting to setup a port that I can use out in deep space so I don't have to keep returning to the core worlds for Fuel and Supplies.

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Xerxes17
Feb 17, 2011

I finally dived into starting a colony with about 6mil in the bank and a full fleet. I had searched the galaxy far and wide for a great system, but I couldn't really find anything. The low hazard words were almost always solitary worlds with little access to raw materials. Not to mention, from what I've read in this thread it's important to have multiple colonies in the same system so that their patrols can cover each other.

I've colonized the Delta Nysa system this game, which has 6 planets.

125%, Terran, Ruins, Farm, Ore, Organics.
125%, Desert, Ore
150%, Desert, -1 Farm, Ore, Low Gravity
200%, Gas Giant, Volatilies
200%, Rocky Unstable, Scattered Ruins, -1 Rare Ores, +2 Ores
250%, Volcanic, +3 Rare Ores, +2 Ores

I'm planning on the basic desert planet to be the center of industry, and for the terran planet to be the capital, mostly as it orbits the GG, which makes getting there reliably quick. Also, the Rocky and the Volcanic both orbit the GG too, which will make for some very strong mutual support of the defenses.

I've already boosted my pop growth, set up freeports and assigned administrators. What are some important things that I should keep track of? Currently my net income is at 77k (from 146k income), which seems good. I've got mining, farms, spaceports (and a few megaports), refining, tech mining and I'm currently building a commerce on the basic desert planet. Along with two patrol HQs, with one more building.

I've also got piles of AI cores, or should I hold off on them until I'm more established? I also don't have any heavy or light industry yet.

Edit: Also, part of my pulling up sticks from the cores worlds, was selling my full stores of all kinds of blueprints on the black market. Then I read that the pirates eventually get them. Welp, things are gonna get interesting!

Xerxes17 fucked around with this message at 03:41 on Aug 13, 2019

Xerxes17
Feb 17, 2011

Submarine Sandpaper posted:

Can you be a pirate in vanila? Took a job to deliver poo poo to a base and was unable to complete it/ turn it in. Don't know how I'd get rep easily otherwise.

Sometimes you gotta check the comms menu.

Also holy gently caress this game is good. It scratches the itch of Freelancer, Mech Commander and Stellaris being combined into an unholy combination that I just can't put down. The game just scales so insanely well. You start off with one ship, and everything fits together perfectly. Now I have a fleet, and a system of 5 planets to guard and manage, and I'm fighting off pirate incursions of 5 fleets and each one is packing multiple BBs, it's just so amazing.

I'm really enjoying the "midline" ships because they offer amazing tactical flexibility. Conquests and Hammerheads can be the bricks that you you need them to be, but can still move around. The Heron and the Gryphon, are your "delete this" buttons that nonetheless have some staying power. Add in some Wolfs as your frigate raiding force, you can just murder things way above your weight range.

Xerxes17
Feb 17, 2011

TBH, you almost want to sell your forges, blueprints and etc around in various ways so as to increase the challenge.

Xerxes17
Feb 17, 2011

I'd like to get in on that tournament, but it seems like the process of making the fleet CSV is a pain in the butt and rather obtuse as there's no readme about how to do it anywhere, so :effort:

Xerxes17
Feb 17, 2011

In my last few games I found pristine nanoforges and synchros in the core world ruins. :wtc:

Xerxes17
Feb 17, 2011

I could see something like Freelancer working, but then there's the issue of a battle instance occurring at a different time rate to the over-world. But I suppose this could be changed.

Xerxes17
Feb 17, 2011

Once you get more established, salvage rigs with the surveying equipment mod make for a good "tech ship" to have in your fleet as the salvage/survey mods get better with hull-size. From memory the optimal amount is 4, however I always went with having dedicated combat/baggage train ships.

Xerxes17
Feb 17, 2011

I've played through the game twice and even when I've set out to do it myself, I've much preferred to be the Admiral instead of the Captain.

Xerxes17
Feb 17, 2011

Ahahhahaha I think raiding is just a bit overtuned right now because as is you can just live off raiding pirate bases for supplies and fuel.

Xerxes17
Feb 17, 2011

SpacePope posted:

A new hotfix just got released. Time to redownload.
Changelog: http://fractalsoftworks.com/forum/index.php?topic=19253.0

Do the hotfixes break saves?

Xerxes17
Feb 17, 2011

I had a particularly fun emergent moment the other day. I was out on the rim exploring when I ran out of fuel and called a distress, naturally the first responders were some pirates whom I murdered for fuel and supplies, and used them to skip a few stars closer to the core. The system I got pulled into had a pirate station which I quietly docked at and raided for all of it's fuel and supplies, which was enough for me to get back to the core worlds. :toot:

Who's gonna drink the rivers dry and crush their mountains into dust? MMC!

Xerxes17
Feb 17, 2011

I didn't notice this before, but the Colossus Mk3 (P) has a ground support package, so If you've been finding it hard to find a Valkyrie, you can make do with them instead.

Also you know what's worse than a radiant battleship?

A radiant battleship with 5 tachyon lances :gonk:

Xerxes17
Feb 17, 2011

What are people's logistical setups? When I was playing last year I usually had the setup of 5x Fuel, 5x Cargo and 4x Salvage rigs, but It is time to shake that up with all the changes we recently got. In my mind there are 4 main areas of logistical support, assuming you're being an explorer/generalist; 1- Survey Equipment, 2- Salvage Gantry, 3- Fuel, 4- Cargo.

I had planned on putting some math here, but it's turned out to be more involved than I thought so I'll post it later. But my Initial thoughts are:

1- Gotta have 3 Rigs for the Salvage bonus.
1a- If you have the 3 Rigs, you better stick Survey Equipment on them (-30)

2- Ventures and Apogees are a way of getting Cruiser Survey Equipment for free (-20 each).

3- Mule (P) [250] are now outshone by Buffalo (P) [400] in terms of efficient contraband storage.

4- Sticking Expanded Cargo or Fuel on your haulers and Tankers are a no-brainer, but depending on your ship sizes, sticking Survey Equipment on your Colossi can be a good way to condense your non-combat requirements into as few hulls as possible. It's also worth noting that the Atlas and Prometheus are both capital class (-30 each), but at that point you probably aren't doing that much exploration.

I also can't remember what the usual ranges are for planet surveys, as that's an important breakpoint to keep in mind.

Xerxes17
Feb 17, 2011

AtillatheBum posted:

I always have a ton of -survey cost ships but lately I've been wondering if it's better to just have fewer and then not survey gas giants. You'd have to eat a loss on a few of the larger terrestrial planets every once in a while but gas giants are almost never better than a class 2 and hardly worth the time to fly out and survey.

I just quickly rolled a new game which I rushed towards Penelope's Star to just get some quick ballpark figures. Easy moons are about 30 supplies, the mid range is 40-60 and Gas Giants are 90-100. So assuming you want to survey everything, just because, you should be targeting a survey bonus of -90. Which is easy enough to get if you have 3x Salvage Rigs (-30), and 3x Cruisers with it (-60) which can be Ventures/Apogees/Colossi. For my credits, I'd just stick it on the Colossi so I can centralize all of my logistical stuff.

So for me, my ideal early to mid-game setup will be 3x Salvage Rigs, 3x Colossi, 3x Phaetons and 1x Colossus (P) (for the ground support module), which will leave you with a substantial, yet compact baggage train. +1 to the freighters and tankers each if you want to go for an extended outing imho.

Xerxes17
Feb 17, 2011

drat, where was the post for where to modify the files to have more officers?

Found it, "settings.json" in config.

Xerxes17 fucked around with this message at 12:42 on Apr 15, 2021

Xerxes17
Feb 17, 2011

I'm only now understanding the power of Cryosleepers, but I've already colonized two systems of two planets each so If I wanted to colonize the 3 inhabitable worlds system with a cryo sleeper in-system I'd have to get on with AI cores or do some modding :negative:

Xerxes17
Feb 17, 2011

LegoMan posted:

Also, I had to modify my battle size up, I found myself completely unable to kill Remnant fleets because I could deploy a Paragon, Astral, and maybe a tiny frigate. I saw you can turn it up to 400 in settings but I I cranked it up to 500

I found the more important thing was the change the weaker side ratio in the settings from 0.4, because not being able to deploy my own force against a sea of trash that could just mob me was getting tiresome.

Xerxes17
Feb 17, 2011

A tiny mod I'd like to make for myself would be to make it so that a Military Base adds 1 medium patrol to all colonies with a patrol HQ, and a Command HQ adds 1 heavy patrol to all colonies with a patrol HQ.

This would make it so that it is more possible to spread out your colonies into systems with 1 or 2 good planets instead of the usual 3+ that you are pushed towards by patrols being home system system only. It's also in line with the simplification of the economy where a size 5 supply can provide for any number of 5 or lower markets, so having a nice big military planet that provides for the security of all the other colonies would be great. Might also need to make it scale with the size of the "home base" colony too.

Xerxes17
Feb 17, 2011

Kenshin posted:

I wonder if Orders will fill that need eventually, allowing you to allocate forces between defense of various colonies and offensive expeditions.

Oh for sure, but this would be an acceptable stand-in until then, which could be a while.

Xerxes17
Feb 17, 2011

Vengarr posted:

Industrial Evolution does this with one of the structures it adds, and it does make multi-system setups more viable.
That's a good tip, I'm now looking at how they've implemented the idea in the ComArray class.

Xerxes17
Feb 17, 2011

There has to be something weird with the Gryphon AI. If you give a Gryphon an escort order, move or etc, they seem terrified of actually firing missiles, even eliminate or seek and destroy can be a bit iffy, but much better.

Give the full assault order though? They get the memo they aren't paid to bring the ammo back with them and go all goddamn out with them, it's nuts and insanely effective with Hammer Barrage, Harpoon pods and Sabot smalls.

Xerxes17
Feb 17, 2011

HIS are the big counter to phase ships as they will always have to take some damage after going out of cloak.

Xerxes17
Feb 17, 2011

OwlFancier posted:

It would be nice if defrosting people let you grow colonies above the normal maximum. Doesn't seem really worth doing otherwise.

Being able to skip out on hazard pay and free port and still get a good rate of growth, or to include them and get the colony to go up a size in less than a year is fantastic.

Xerxes17
Feb 17, 2011

toasterwarrior posted:

On default settings, during the endgame cruiser/capital spam, what's the average deployment point pool you guys typically get? I was debating transitioning from these King cruisers I was hoping to turn into Tachyon Lance platforms into straight up battleships (Alastairs have two converging large mounts so gently caress yeah) since I was running real low on story points, until I realized that sometimes I couldn't even deploy my entire Lyon cruiser frontline in some battles. Is the game stable enough to bring up the battle size to a level where I can bring a full roster of mixed cruisers and capitals into play all at once, and if so, do you guys have a preferred setting?

You absolutely can crank up the battle size to 400 in the menu settings, but keep in mind that the default "max weaker side penalty" is 0.4. So in a battle with 400dp, you can only put out 160dp to the enemy's 240dp, a difference of 80. While if you kept yourself to 300max, the numbers are 120, 180 and 60. So if you are making the battles bigger, you're also at even more risk of being out-deployed.

So I'd recommend changing "minFractionOfBattleSizeForSmallerSide" in settings.json to something like .45 to .5 if you're getting annoyed with deployment limits first.

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Xerxes17
Feb 17, 2011

My fave from my last playthrough was a pair of Falcon (P)s with 2x Med Sabot, 2x Med Harpoons, 2x IR pulse lasers and 2x swarmer pods. With reckless officers they would getup to some insane poo poo of just perfectly riding the edge of 3 different engagement zones, their own flux overload limits and being near always unsupported, but they would gently caress poo poo up and take names. Perfect for calling in once the battle line is in place and I need to start teasing apart the enemy.

Do note, I always play in "admiral mode" because when I try to fly I gently caress it up and die every time:negative:

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