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Staltran posted:It's 20 days until the starbase is not disabled I think, and the actual repairs are pretty quick. And you probably don't need to repair after every starbase, repairing after every third or so is probably fine. Late game probably more than three really. And if you're playing single player you could just pause and detach heavily damaged ships to repair and move on with the rest. Nitrousoxide posted:I'd like to note that our federation won the war in the goon game yesterday even after loosing almost all of our fleets thanks to retreating and letting the enemy 150k fleet slowly attrit themselves out fighting starbase after starbase, until we had both recovered enough and they'd been weakened enough to jump in and totally crush the enemy's half hp ships before they could jump out. This is the context of the conversation. Taking it slow and repairing would have saved them in this exact setup, but it is also possible that taking the extra time would have let them rebuild enough ships to mount another defense, or expose them to flanking attacks.
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# ? Feb 3, 2019 19:03 |
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# ? Apr 27, 2024 07:28 |
Yes, but it's not really that long a time to do those things. I can't find any hard numbers on repair speed, but I'm pretty sure repairing for 2-3 months would get most ships to decent shape. 3 months is about 3 fleet size per starbase (assuming they have the alloys on hand) or maybe two systems travel. And sure, they might have rebuilt some ships during the repairs or flanked you, but that's far less serious than getting your combined navies massacred because they were at half health. And I know what the context is, thanks. The post you quoted was three posts above mine. But you might notice it was in response to Demiurge4 posted:Star bases fall off a cliff in effectiveness once people get cruisers and battleships. The only time they are effective again is when you unlock titans and you can build ion beam platforms with the range increasing building in the starbase. And even then you need a bunch to do any real damage AND a fleet to back it up. Starbases are little more than a speed bump past a certain point. and saying that someone might need to repair after fighting starbases and that takes time actually fits "little more than a speed bump" pretty well. And that's assuming your enemies don't just reroll for engineer admirals.
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# ? Feb 3, 2019 20:52 |
All I can say is that they saved us. We could reinforce faster, being on the home turf, along with the increased build speed we got from being in a defensive war. Our opponent had to push to knock out my allies production capabilities or the home field advantage would have let us win the in long run. Taking it slow and steady gives our defeated fleets their own time to repair, and for us to meet up and form a coherent force again. As it was, he was almost successful and I personally ended the war with 1/4 of my force limit surviving if you include the losses to the federation fleet I controlled.
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# ? Feb 3, 2019 21:41 |
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Staltran posted:Yes, but it's not really that long a time to do those things. I can't find any hard numbers on repair speed, but I'm pretty sure repairing for 2-3 months would get most ships to decent shape. 3 months is about 3 fleet size per starbase (assuming they have the alloys on hand) or maybe two systems travel. And sure, they might have rebuilt some ships during the repairs or flanked you, but that's far less serious than getting your combined navies massacred because they were at half health. The additional context is that someone was complaining about starbases not having any impact on enemy fleets at all. If that were true then it shouldn't be necessary to make a bunch of repair pit stops.
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# ? Feb 3, 2019 22:51 |
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I guess it depends what you mean by speed bump and what you consider the endgame. My fleets used a lot of neutron launchers and I had about 150k total fleet power, along with 103% fire rate bonuses. Stations really aren't much more than a speed bump at that point because even fully upgraded star fortresses only count for 50-60k and last all of 12 seconds.
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# ? Feb 3, 2019 23:11 |
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The moral of the story is was a great multiplayer game. I didn’t even notice/pay attention to the damage to my ships from stations, and I had a healbot Titan and the Nanite titan, both of which repair. Not sure how damaged my fleets were when you attacked though.
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# ? Feb 3, 2019 23:39 |
On experimental branch 2350 on admiral and some of the ais are rolling around with over 100kish fleet power and there is a federation that can muster about 275k. I managed to pull away on tech advantage around 2300 but it didn't feel like a steamroll until 2350s. Does guillis mod turn on precursor chain for ais or is that in vanilla now? I turned on a friendly neighbor when I realized it had just opened up the ecumenopolis one. The other dominant ai has the cybrex ring world which is cool. The vanilla precursor chains really do need to be balanced better since the ecu reward is infinitely better than all the others. Feels good in guillimod tho
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# ? Feb 4, 2019 03:12 |
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Nuclearmonkee posted:Does guillis mod turn on precursor chain for ais or is that in vanilla now? I turned on a friendly neighbor when I realized it had just opened up the ecumenopolis one. The other dominant ai has the cybrex ring world which is cool. The vanilla precursor chains really do need to be balanced better since the ecu reward is infinitely better than all the others. Feels good in guillimod tho Guilli's mod gives some pretty nice buffs to the non-First League precursor systems - Cybrex Alpha is now an intact ringworld (with a shitload of blockers), Yuhtaan has a size-10 ecumenopolis, and all of them I've run into (Cybrex, Yuht, First League) apparently have a guaranteed Precursor Shipyards modifier, which boosts shipyard capacity in that system by +6.
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# ? Feb 4, 2019 03:20 |
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Ready! Set! Blow! posted:Guilli's mod gives some pretty nice buffs to the non-First League precursor systems - Cybrex Alpha is now an intact ringworld (with a shitload of blockers), Yuhtaan has a size-10 ecumenopolis, and all of them I've run into (Cybrex, Yuht, First League) apparently have a guaranteed Precursor Shipyards modifier, which boosts shipyard capacity in that system by +6. the Precursor Shipyards also boost ship build speed and reduce ship build cost IIRC, typically if I'm playing a small empire I make it my only shipyard out of convenience
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# ? Feb 4, 2019 03:21 |
Yeah they all feel good in guilli mod. Just feels bad in vanilla. Does the mod allow the AI to do the precursor chains or is that just an experimental change?
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# ? Feb 4, 2019 03:28 |
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Does the AI not get to do quest chains? That kind of sucks. EU4 allowed that kind of thing to happen and it sometimes turned out super awesome
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# ? Feb 4, 2019 07:17 |
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It depends on the chain, the precursor event chain and the horizon signal are player only though
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# ? Feb 4, 2019 07:26 |
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hobbesmaster posted:It depends on the chain, the precursor event chain and the horizon signal are player only though Precursors are not, actually. My last game I got screwed out of finding Cybrex Alpha because another empire had beaten me to it.
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# ? Feb 4, 2019 07:41 |
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So how are they going with fixing the things that got broken with 2.2?
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# ? Feb 4, 2019 07:48 |
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Krazyface posted:So how are they going with fixing the things that got broken with 2.2? Performance has gone from "literally unplayable" to "playable on small-medium galaxies depending on hardware". Everything else is still broke. Check back in another month.
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# ? Feb 4, 2019 07:56 |
Vengarr posted:Precursors are not, actually. My last game I got screwed out of finding Cybrex Alpha because another empire had beaten me to it. Are you playing vanilla?
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# ? Feb 4, 2019 09:21 |
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ZypherIM posted:Related question, but can ascension perks give jobs? I was thinking that a way to buff up some of the weaker perks might be to give them a job unlock similar to prosperity (every 50 pops you get 1 of X job). Sure. Jobs can be added from just about anything, they are all just triggered modifiers on planets. You could add something similar to how the prosperity finisher works, or you could set modifiers on specific buildings triggered by having the perk. Splicer posted:If a new worker job opens up and an existing worker could do a better job there then... nothing happens, ever. Same if a new worker is spawned who could do a better job than someone else. Since the first experience most people will have of specialist pops is the trusty farmbot and minebot this is incredibly visible and a big problem. Could have a job recheck on new pop, or pop death for that matter
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# ? Feb 4, 2019 10:33 |
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Darkrenown posted:Could have a job recheck on new pop, or pop death for that matter
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# ? Feb 4, 2019 10:53 |
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I’ve basically stopped using robo modding because the current system is completely obtuse for it. I’ll get the first robo modding tech and make a design that’s just durable and mass produced and then never touch it again so all my robots are the same. The reason for this is that while I would like to make a design for each job the game chooses designs to build at random so unless I manually designate which design to build on planets (incurring the 20% growth malus) I just get a completely random assortment of robots that don’t jump into the correct jobs anyway. It sucks. My suggestion would be to eliminate the growth malus for assembling robots when choosing a design. That would alleviate a lot but it won’t fix the micro
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# ? Feb 4, 2019 10:59 |
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Demiurge4 posted:I’ve basically stopped using robo modding because the current system is completely obtuse for it. I’ll get the first robo modding tech and make a design that’s just durable and mass produced and then never touch it again so all my robots are the same. I repeat my suggestion that both genemodding and robomodding should be done by job and not by species. DarkReknown, are there plans to make modding more effective in the brave new world?
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# ? Feb 4, 2019 11:46 |
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at that you point you get rid of robomodding and just make robots 15% better at everything, robotics tech permitting. Otherwise its just making the player jump through hoops for no reason really. That is self evidently silly, so then you nerf robots and now you have nothin'. Robomodding is supposed to let you choose an emphasis for your robots (also read as: your robotics technology.) The fact that you can sort of make robots for every job is more a hole in the game design than the UI. Ultimately, either having more than one robot design should be impossible (other robots get Assimilated) or having multiple robot types needs to be integrated into the game design. (i.e. early on you can only have 1 robot type but later on you get 2 robot types enabling you to choose to have farming and maid robots) TheDeadlyShoe fucked around with this message at 13:12 on Feb 4, 2019 |
# ? Feb 4, 2019 13:08 |
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Aethernet posted:I repeat my suggestion that both genemodding and robomodding should be done by job and not by species. DarkReknown, are there plans to make modding more effective in the brave new world? Yeah I’ve voiced this in the past too. The fact robo modding also costs massive amounts of engineering tech points (the rarest tech point) and that you can only edit an entire planet of robots, not individuals, is another break point in the system. I’ve had situations where I unlock robo modding immediately after unlocking robots, but you can’t make a robot design until you have at least one robot in your empire. So I build one robot while robo modding researches, then I make my durable/mass produced version of them and now I’m building those but I have that one single robot of the basic design. It costs 1600+ engineering points to edit that one pop so of course I never do it.
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# ? Feb 4, 2019 13:15 |
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Aethernet posted:I repeat my suggestion that both genemodding and robomodding should be done by job and not by species. DarkReknown, are there plans to make modding more effective in the brave new world? Splicer posted:My pet robomodding implementation would be that when you make a new template that's when the research project spawns. Once you've finished the prototyping project the template becomes available. Whenever a robot joins a job or a new template becomes available it checks its templates and then over the next few months upgrades to whatever template gives it the biggest +mod for its current job.
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# ? Feb 4, 2019 13:48 |
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Vengarr posted:Precursors are not, actually. My last game I got screwed out of finding Cybrex Alpha because another empire had beaten me to it. Yeah, um, I'm on the beta and the precursor event chains are still player-only in vanilla. Looking at the code, both the event that starts the chain and the event that assigns unity and research rewards on surveying the planet are specifically locked out from the AI. However, for systems like Cybrex Alpha and Fen Habbanis, where the system itself is the prize, if the game spawns the system somewhere where the AI can claim it before you can, then it can still access and claim the system and the ringworld/Ecu, which may be what you are seeing. This happens a lot less these days since they changed where the events would spawn the system, but it does happen.
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# ? Feb 4, 2019 14:19 |
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It slightly bothers me that spawned systems always have only one hyperlane.
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# ? Feb 4, 2019 14:24 |
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Rushing a precursor line in multiplayer and having the system spawn in another players empire loving suuucks.
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# ? Feb 4, 2019 14:35 |
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Also, because it’s come up in discord. Mega corps are huge game changer in MP because branch offices can easily shore up weaknesses on the host side of things and be employed as an amazing source of research and alloys for the Corp itself. If you toss a lab down as the first building you’re generating 18 research and around 25 energy right off the bat and forever from there on out. If your partner is hurting for energy credits you can put the building down that gives a merchant instead and now they have a ruler job that produces 10 trade, hugely efficient jobs all round. Criminal mega corps on the other hand do nothing and are an active detriment and everyone wants to murder you on sight. It sucks. The best case scenario I can see for a criminal Corp in multiplayer is a ransom system where you get paid for not putting a branch down but that breaks down if another Corp exists to take the slot.
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# ? Feb 4, 2019 14:52 |
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If I were looking into modding the galaxy gen, where could I read up on that? Is there a good wiki page for figuring out how to code the logic for laying out a starmap?
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# ? Feb 4, 2019 15:28 |
Demiurge4 posted:I’ve basically stopped using robo modding because the current system is completely obtuse for it. I’ll get the first robo modding tech and make a design that’s just durable and mass produced and then never touch it again so all my robots are the same. You can select a robot design to build??????????? How????
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# ? Feb 4, 2019 16:19 |
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In the population tab you can click in the robot portrait in assembly and then choose a design to always build, this also works for organic pops. Doing this incurs a 20% growth malus.
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# ? Feb 4, 2019 16:21 |
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Being egalitarian turns it off
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# ? Feb 4, 2019 16:25 |
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Egalitarian continues to be the worst ethic.
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# ? Feb 4, 2019 16:26 |
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What's wrong with it? Apart from having to fiddle with reassigning leaders over the elections of course. Isn't the bonus to specialist production really nice?Demiurge4 posted:In the population tab you can click in the robot portrait in assembly and then choose a design to always build, this also works for organic pops. Doing this incurs a 20% growth malus.
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# ? Feb 4, 2019 16:47 |
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Using resettlement costs you 10% faction happiness. And dunno, paradox balance.
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# ? Feb 4, 2019 16:50 |
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Okay, yeah that blows. One good thing with tiles was how the population stopped growing when the planet was full and out of homes and jobs. Just move somewhere else you morons. There's plenty of available space on other planets.
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# ? Feb 4, 2019 16:54 |
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It's kinda funny reading that since one big complaint you heard often about the tile system was that overpopulation was no issue and there was no preassure from haveing a large population. Now when that happens, people complain that populations don't stop growing instead.
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# ? Feb 4, 2019 16:59 |
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There's no overpopulation issue though, extra people give tons of unity and science when you are planets are maxed out
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# ? Feb 4, 2019 17:05 |
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Yeah but there's still ugly symbols in the outliner that makes me check the planet over and over. Too bad I can't just flag it as "don't tell me I don't care about this one" and/or remove it from the outliner completely (with a button to put it back on Noir89 posted:It's kinda funny reading that since one big complaint you heard often about the tile system was that overpopulation was no issue and there was no preassure from haveing a large population. Poil fucked around with this message at 17:17 on Feb 4, 2019 |
# ? Feb 4, 2019 17:09 |
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Poil posted:Yeah but there's still ugly symbols in the outliner that makes me check the planet over and over. Too bad I can't just flag it as "don't tell me I don't care about this one" and/or remove it from the outliner completely (with a button to put it back on
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# ? Feb 4, 2019 17:15 |
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# ? Apr 27, 2024 07:28 |
Demiurge4 posted:In the population tab you can click in the robot portrait in assembly and then choose a design to always build, this also works for organic pops. Doing this incurs a 20% growth malus. My god... This changes everything.
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# ? Feb 4, 2019 17:26 |