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Well, I was having a lot of fun with my game, then I started to get a recurring crash on 2332.03.30, no matter what. Time to start a new game as xenophobic robots or something I guess.
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# ¿ Aug 8, 2017 21:06 |
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# ¿ Apr 25, 2024 07:30 |
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I want to be able to batch-attach support units to my armies. It seems that's this game's needlessly-granular Paradox mechanic.
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# ¿ Aug 9, 2017 02:27 |
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I got pre-sentient Tomb World Roachlings and hammered that uplift button as fast as I could.
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# ¿ Aug 10, 2017 02:34 |
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imweasel09 posted:Rename option 3 colonial britain. Those museums won't fill themselves!
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# ¿ Aug 11, 2017 18:08 |
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DatonKallandor posted:Letting you integrate transports into fleets and a fleet manager to let you design and refill fleets would basically solve all the army problems, because your defense reduction and your invasion is in the same place and you don't have to micro all your shipyards and army production. What we need more than anything is some kind of production management system, because going around and queuing up 10 battleships and armies on all my core planets is boring as poo poo and my naval capacity advances faster than my fleet once things get going. It's like there's two squabbling programming philosophies at work in this game, because they obviously want to make you delegate with the existence of Sectors and core planet limits, but they also want to make you do all the military stuff yourself. Why the gently caress would I want to attach a clone commando unit to every single army?
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# ¿ Aug 11, 2017 18:16 |
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Splicer posted:This doesn't really touch the deathball issue, it just makes it more fiddly to manage. A while back someone suggested a soft cap per fight rather than per system, which works for me. There was something like that in the Europa Universalis games with naval combat, where only a certain percentage of a large fleet could bring their guns to bear at the same time based on how many targets there were. I don't know if that makes sense in a space combat setting though, since there's so much room and more degrees of freedom.
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# ¿ Aug 15, 2017 07:57 |
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imweasel09 posted:My fanatic purifiers game is making me realize how useless the cleanse planet war goal is. It costs more than cede planet and they'll probably just recoloize it in the 10 year truce. It's been way faster to just vassalize, integrate and then purge the pops getting it done in 1 war versus 3 wars which seems backwards. Also you can't cleanse the xeno scum from their capital which I don't get. I put in a mod for more powerful bombardments just so I could clean a planet off from orbit and send a colony ship of my own without having to deal with the nonsense.
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# ¿ Aug 15, 2017 16:42 |
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Is it just me, or should all "Empire generation" effects be converted to "monthly generation" effects? Because even at the start of the game 15% more on 1 unity is useless.
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# ¿ Aug 16, 2017 16:13 |
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OwlFancier posted:Also find the curators and buy some monuments asap. That's the artists, curators give you research.
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# ¿ Aug 16, 2017 18:18 |
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Jigoku San posted:Well if your race evolved in biomes that were literally perfect for them, they'd likely have less adaptability to imperfect or harsh conditions. All species evolve for biomes that are perfect for them, that's what evolution does.
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# ¿ Aug 21, 2017 22:01 |
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Okay, what's better adapted to living on a volcanic vent and what's better adapted to respiring an oxygen-nitrogen atmosphere, humans or extremophiles?
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# ¿ Aug 22, 2017 00:41 |
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Splicer posted:Volcanoes are not the perfect environment for the things that live in them. Evolution has produced things that can live in volcanoes. There's a big difference. I'll agree that "perfect" was an overly strong and incorrect word that was bad to use, but can agree that most species are well adapted to their native environment and will have unpredictable (likely negative) reactions to being introduced to new ones that probably won't be resolved on a human timescale?
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# ¿ Aug 22, 2017 01:12 |
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Splicer posted:"Perfect" was the crux of the post you were replying to though. If the current light level is always "perfect" then the more a species is specialised to this idealised light level the higher their reproductive fitness will be. Give that a billion years of selection pressure and you get a species that dies in 6 months if there's 5% more or less UV radiation than they're specialised for. Same for temperature, humidity etc etc. That's a good point, but if Gaia worlds are actually made up of lots of little idealized climates, then wouldn't something that evolved on them be able to survive in most of those micro-climes? I mean, if it wasn't originally some kind of engineered animal made by the people who terraformed the world. It's moot point anyway, since Gaias are just a gameplay mechanic to make late game planets better.
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# ¿ Aug 22, 2017 16:16 |
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Blockers should cost no tech to remove, there should be fewer removal techs, and the tech should reduce the cost to 33 or 25 percent, because they're absolutely ridiculous at the moment. Mastery would still be good but not as amazing as it is now.
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# ¿ Aug 28, 2017 17:31 |
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Don't worry, you'll eventually get jump drives, if only from looting the smoldering wreckage.
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# ¿ Sep 3, 2017 19:56 |
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So are they still being cagey about that sleeping face thing they keep flickering onto the Synthetic Dawn videos?
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# ¿ Sep 8, 2017 20:41 |
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Libluini posted:The what? The this:
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# ¿ Sep 8, 2017 22:00 |
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Does the colonize option for sectors actually work? It's not the world's biggest hassle, but I thought the point of sectors was to play that zone for you.
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# ¿ Sep 10, 2017 20:32 |
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What I really want is to just mass build a bunch of habitats in a sector and have the sector colonize them (and also not just build energy on them like what the hell?) That, and a production manager like HoI4 so I don't have to manually build up to my fleet cap 4 battleships at a time.
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# ¿ Sep 10, 2017 20:56 |
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Military academies and Fleet academies still give you a percentage bonuses to the performance of your combat units. That's what really makes them useful.
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# ¿ Sep 11, 2017 22:10 |
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Galaga Galaxian posted:Anyone else have a hell of a time trying to figure out what to play as? I just kinda stare at all the options in the empire designer and just space out. Just play a warp using materialist and go robot, it's the easiest way to play.
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# ¿ Sep 11, 2017 23:05 |
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RevolverDivider posted:How are you actually supposed to handle the Scourge? I've been wiped by them three times now as it seems like the AI is far too stupid to actually show up to help fight them even when they explicitly state they're banding together to do so. They usually appear on or right outside my border and although I know how to counterbuild them and can usually stall for ages and wipe out their single or double stacks fairly easily, I have no idea how I'm actually supposed to stop them when nobody else in the galaxy acknowledges they exist, even the Fallen Empires that awake for the purpose of fighting them. My fleets always end up being composed of two kinds of battleships: the ones with a focused arc emitter and 4 kinetic artillery and the ones with kinetic artillery mixed with flak batteries. Enough kinetic artillery will destroy literally anything, and the flak deals with fighters and missiles which are the only things that can compete with it on range. Coincidentally, the Scourge uses mostly fighters and missiles.
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# ¿ Sep 12, 2017 01:44 |
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I use Animated Synthetic Portraits so I literally don't care about their synth pics.
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# ¿ Sep 15, 2017 04:02 |
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Wolfechu posted:Does that still break stuff? Last mechanist game I did, it apparently stopped my Droids automatically upgrading to synths, leaving me with dozens of second rate pops. According to some discussion on steam, anyhow. Didn't break anything for me, so it's probably something else you had installed.
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# ¿ Sep 15, 2017 06:37 |
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Kitchner posted:Yeah it's this, because if I have 800 fleet cap I can build a fleet of 100 battleships but you can build 800 corvettes and have basically the same fleet power for less cost. On top of that if it's not enough it's actually very cheap to just build more naked corvette and go over the fleet cap. This breaks down when you bring stuff like kinetic artillery into the mix. Battleships can kill corvettes from outside the corvettes' engagement range.
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# ¿ Sep 15, 2017 18:09 |
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Psychotic Weasel posted:I'm not sure why they've decided to model each and every ship in the game individually - I get if it's just one or a handful of ships but if you have a fleet why no do what they've done in every other game and just have a fleet stack with each model representing what's in the fleet? Something like for every 10 of one ship type it gets 1 model rendered in the fleet. What's funny is that this is literally the way MoO3 solved it years ago, and it was also a game that tried to use automation to beat the 4x micromanaging problem.
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# ¿ Sep 19, 2017 18:24 |
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Milky Moor posted:I feel like there needs to be something done to starbases. For a player, it's great that you basically have rush protection. It also sucks that you can't rush anyone. And if you're building heaps of corvettes to try and take out a starbase, you're crippling your expansion/robot pop numbers/infrastructure. Which means your neighbours, who probably aren't doing that, are going to be stronger than you. I think starports definitely need to be weaker earlier on and stronger later. They're a huge deal in the corvette phase and an unnoticeable speed-bump in the battleship phase, even thought they're apparently the massive complexes that are churning out your deathfleets.
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# ¿ Sep 22, 2017 08:07 |
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I'm sure someone had mentioned it, but I can't find it: can you robomod the pops created from synthetic ascension?
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# ¿ Sep 23, 2017 06:41 |
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Just a reminder to anyone using robomodding, when you tech up to droids or synths it will break your templates: They will somehow become their own base "species", replacing the unmodified Droid, and you cannot modify existing templates anymore. Also, I really don't like how you can't some of the base robot pop to another (you have to destroy them and rebuild them or upgrade them en masse, there's no way to do half and half) and I can't for the life of me figure out how Wiz and company decided to make a multi-build interface for robots but not for buildings.
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# ¿ Sep 24, 2017 05:15 |
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Baronjutter posted:So the idea of robot templates is cool, but I can't seem to apply the template on a case by case basis. For example I have a planet loaded with generic robots working farms and mines. I'd love to specialize the species into minebots and farmbots, but I can only apply the template planet-wide. This is correct. You can only "apply template" to a planets worth of a distinctive type of robot at a time, or choose to build (not "convert to", build) that template on a pop-by-pop basis. Once they've been differentiated from each other then you'll be able to apply later templates to your drillbots and farmbots or whatever you end up calling them.
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# ¿ Sep 25, 2017 16:44 |
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Mazz posted:Pretty harsh assumption to make from one game where you didn't understand what the buttons do. Modded pops can be modified, built and applied in exactly the same way the founder species can, there is literally no difference besides what the UI button has written in it. The onus of understanding is always, always on the shoulders of the UI maker. The robomodding interface is clunky, and so is the planet building interface.
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# ¿ Sep 25, 2017 19:32 |
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Baronjutter posted:So I installed domestic protocols on my droid miners and it seems to be having no effect on my people. Do you have slavery, and AI Servitude?
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# ¿ Sep 26, 2017 03:19 |
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Kitchner posted:What if those creatures exist in a symbiotic state where the creatures volunteers to be host to the vastly more intelligent fungus speices on their coming of age day and once joined combines the physical prowess of the mammal with the hyper intelligence of the funngus which also provides the ability to produce nutrients through absorbing sunlight reducing the need for food consumption and acts as a sort of "living memory" for the entire species? Or, you know...
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# ¿ Sep 26, 2017 08:55 |
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I actually really miss flak being a medium hardpoint because now I have to build destroyers again.
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# ¿ Sep 27, 2017 02:58 |
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Daraken posted:Hey, so I'm not sure if this is a bug of sorts. I don't think they wardecced you, but the primary instead (even though you probably did all the work.) The primary will peace out eventually.
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# ¿ Sep 27, 2017 04:45 |
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By the way, I think Gulli reads this thread so the new precusor modifiers and wonder planets are cool as hell and Paradox should steal the idea.
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# ¿ Sep 27, 2017 06:09 |
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Baronjutter posted:Ah I thought when you expanded the minimum distance forts can be apart it was to counter this "flower" design and the new maximum distance ensures they're totally out of range of each other. Will give that a try. Put one weapon in it, as many shields as possible, and armor to bring it up to max reduction percentage.
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# ¿ Sep 28, 2017 18:38 |
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IAmTheRad posted:1.8.1 made it so that Machine Empires can't learn Positronic AI. They don't have some renamed tech instead?
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# ¿ Sep 30, 2017 09:46 |
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I'd like to see some different stuff done with warp drive, like making it do multiple hyperlane jumps at once instead of traveling anywhere in warp range, or making the travel anywhere part be very short ranged. That would make FTL snares still applicable, since they could yank anything jumping over them out of warp. Maybe they could redirect any wormhole jumps in their system or adjacent ones to themselves too.
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# ¿ Oct 3, 2017 21:03 |
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# ¿ Apr 25, 2024 07:30 |
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Once you have about 25k fleet power, you can steamroll the leviathans with no trouble.
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# ¿ Oct 6, 2017 06:13 |