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Really enjoying the slower paced early game with more reasonable and less psychotic neighbours. I'm not too sure about the new war system though. Am I missing something? A neighbour of mine asked me to go to war with another neighbour using a "claims" CB. I didn't have any claims on them, but I figured it'd still be profitable, so I accepted. I captured 50% of the enemy systems and two of their planets. Went to the negotiation screen and it said that only the war leader could negotiate, so I figured I'd just wait for that to happen since we had completely destroyed the enemy and they were already at 100% war exhaustion to our 50%. So I waited, fighting the remnants of the enemy until our war exhaustion hit 100%. The war leader then peaced out for a white peace with no territory changing hands despite a resounding victory by our side. What the hell? I assume this is because only claimed territory can be captured in a claims CB war? And I'd not captured any of my allies claimed territory? If that's the case then it's unclear as gently caress, plus how the hell am I meant to know what systems to claim and how can I ever profit from a war like that if I have no claims personally?
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# ¿ Feb 23, 2018 10:59 |
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# ¿ Apr 28, 2024 00:19 |
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It's a shame that after all this time using auto best ships still frequently reduces your fleet strength when you upgrade.
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# ¿ Feb 24, 2018 16:01 |
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Jazerus posted:i wouldn't do auto-best anymore, the system is too complicated now for that. you need to be actively making decisions during ship design because the various weapons are so different, and you should be making more than one design for each class to have different roles filled in battle, i.e. some of your cruisers should be carrier-picketers while others are hanging out in the line with your destroyers. Humz, seems like even more micromanagement but I guess I'll have to do it since the fleet manager seems to be completely broken when it comes to auto best. I mean seriously, I have one auto-best corvette design and one auto-best destroyer design so what the hell am I even looking at here: Can't upgrade the fleet, can't get the template to recognise the existence of all the various "types" of corvette despite only having one design for them.
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# ¿ Feb 24, 2018 17:41 |
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Have defensive pacts always been a terrible idea? I've just had the same enemy pull me into three wars one after the other by attacking 3 other empires I have defensive pacts with one after the other. Absolutely devastated my empire, didn't touch any of the systems of the person they were actually declaring war on. Now I know how the AI feels when the player manipulates mechanics to bypass truces
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# ¿ Feb 24, 2018 20:03 |
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Axetrain posted:What is going on with the fleet manager, I can't even figure out why this thing exists let alone how it works. As far as I'm able to tell, it's broken. Hopefully it's something simple and they'll fix it in their first patch. Reinforce queues up a bunch of ships, but because the system is broken it'll queue up way more ships than it should then just leave them stranded scattered all around the empire once it realises the fleet is already full. If ships become out of date the fleet manager will instantly think it's got zero ships in it until you upgrade them, but even if they're all upgraded it'll still put them in a bunch of different stacks with no obvious way to merge them or even work out why they're separated. I also assumed it would spread the ship building around available starbases but apparently it just queues them all up on the same one. I don't know if that's by design or if it's another bug because it seems like it completely undermines the point of the button. Oh, and there doesn't seem to be any way to apply a fleet template to a second fleet, and if you delete a template it disbands all the ships associated with it. So don't do that. Chalks fucked around with this message at 22:11 on Feb 24, 2018 |
# ¿ Feb 24, 2018 22:06 |
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Axetrain posted:Nope they cant be upgraded any further. In fact now I think it may be something with those ships in particular since I cant upgrade them even when I do change the design. I'm certain it's a bug. I had only one corvette ship design, but multiple different X/0 stacks of that ship in my fleet with no way to upgrade them or merge them. All the ships claimed to be the same but refused to merge no matter how much I fiddled with it. If you disband the ships and rebuild them, the problem will come back. Someone mentioned it might be to do with making modifications to your fleets while the game is paused, but I have no idea what causes it specifically. It's probably related to the issue where if ships need upgrading the game considers your fleets to be empty and will reinforce them even if they actually full.
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# ¿ Feb 24, 2018 22:42 |
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ThisIsNoZaku posted:The fleet manager works in a surprising way. If you click reinforce while in this state it will build 3 new ships. If you have auto upgrade enabled, this will happen every time you research a new ship tech. Not the best. Hopefully they will update it to understand that 3 ships that can be upgraded into the 3 that you need don't need rebuilding, they need upgrading.
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# ¿ Feb 24, 2018 22:46 |
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I'm not sure if I'm a fan of the raiding system. It seems cool to be able to pay them off or point them at your enemies but much of the time they will just roll though your empire even when you're not the target and their fleets outmatch yours for much of the game so it's best just to stay out of their way and repair the damage afterwards. They're a bit like a natural disaster system and I'm not sure whether they add a whole lot outside of the mid game crisis.
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# ¿ Feb 26, 2018 18:47 |
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GotLag posted:Hah, just had pirates spawn in year 11 who immediately attacked a pod of space whales... which wiped them out. I'm actually growing very fond of all the random monsters that just sit around in systems, too. They stop pirates from spawning and raiders often bumble into them and get wiped or at least severely damaged. They're great little pets Chalks fucked around with this message at 12:25 on Feb 27, 2018 |
# ¿ Feb 27, 2018 12:10 |
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Reveilled posted:If that's what it means it seems to be bugged because I frequently see my fleets marked in red despite being fully reinforced and upgraded. Something might be a bit off with it, I've had two fleets that needed reinforcing, one marked in red and one in yellow.
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# ¿ Mar 1, 2018 10:52 |
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canepazzo posted:What's the green 92 number in my fleet display? 92 is the size of the fleet cap I think. Although I thought that the x/y was the current/fleet cap and the number in brackets was the template size? But I might be misremembering. Chalks fucked around with this message at 11:13 on Mar 1, 2018 |
# ¿ Mar 1, 2018 11:10 |
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Outpost maintenance is going to have a huge impact on early game expansion. Energy is a bit too useless in the game at the moment, especially now it can't be dumped into traders for minerals, but in the early game it's still really tight and you're going to have to focus on energy acquisition much more now in order to expand.
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# ¿ Mar 1, 2018 15:30 |
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Fleet manager seems to work on ship names, so if you overwrite a corvette with a destroyer design you can go massively over the fleet limit and if you try to reduce the number of ships you end up at -10/20 or something. Is this due to the fix that means retrofitting ships are considered the same in fleets?
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# ¿ Mar 4, 2018 12:09 |
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Anyone else finding that the fleet manager minus button remove two ships instead of one? This is in the beta patch, wondering if there's anything you can do to make it stop doing that because I keep getting confused
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# ¿ Mar 11, 2018 11:41 |
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appropriatemetaphor posted:Did you unpause? My various caps are always off initially then it goes back to normal. Yeah, same with mineral and energy income. After unpausing it fixes itself after a day or two.
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# ¿ Mar 11, 2018 12:24 |
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Guildencrantz posted:The problem with this, cool as it might be, is the same as with all sabotage/espionage/dissent-sowing mechanics in strategy games: it's not fun to be on the receiving side. Invariably you have two scenarios: I quite like the idea, as long as the way you deal with it is by getting a CB against the pacifist that's doing this to you. That brings the way of dealing with the situation more in line with how you deal with the expansion ambitions of other empire types, and if you get a diplomatic "piss off or we invade" option to make them back down without a war it could work well. Probably shouldn't work pacifist vs pacifist but other than that it seems like it'd be fun to play.
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# ¿ Mar 16, 2018 13:07 |
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Catfish Noodlin posted:I think I'm having a hosed up AI issue too- I have an Awakened Ascendancy that hasn't actually done anything. It's probably been 100 years after it woke up and it's still got the same borders and hasn't been involved in any sort of conflict. I had the same thing, but it happened shortly after I destroyed a nearby FE so I think it may bug out if one of the two participants in the war in heaven gets destroyed after the event chain is already in motion.
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# ¿ Mar 16, 2018 17:20 |
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Arrath posted:Oh hey, automatic survey totally ignores the No-Go navigation restriction you can apply to systems full of interstellar horrors or other Science Ship eating things. Cool. I've never noticed this, are your ships set to evasive? I find automated survey ships irritatingly never revisit dangerous systems even to check if the danger is still there with third sensors which would be pretty useful.
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# ¿ Mar 21, 2018 08:16 |
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Bedshaped posted:Does anyone know what the deal is with things like this? Disable the auto generation of new designs. That seems to gently caress up the fleet manager really badly. If you've already done that then I have no idea, seems to work fine for me with specific designs with auto upgrade checked.
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# ¿ Mar 21, 2018 20:07 |
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DoubleNegative posted:
To fix this, split your fleet in half, only one of the halves will have the issue. Split the broken half again then merge the two smaller ones back into the larger one. Wiz plz fix.
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# ¿ Mar 29, 2018 14:05 |
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Yeah, admiral assignment is the other way to do this - basically, when merging, fleets will prioritise one of them as the "main" fleet and all others will merge with it and forget their settings. If one fleet has an admiral it will use that one, otherwise it will use the largest. I also think it perhaps prioritises fleets that have been manually named by the player.
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# ¿ Mar 29, 2018 15:08 |
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JosefStalinator posted:It's still pretty drat big even at the lowest setting What sort of empire are you playing? If you want more interactions with other races maybe try fanatic xenophile egalitarian with diplomacy traditions. Alternatively go for vassals with domination of that's more your thing.
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# ¿ Apr 8, 2018 10:22 |
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AG3 posted:The numbers to the left is what YOU are getting from the sector's surplus production, and the sector is currently running at a -17 energy deficit. Ergo you get nothing. It's worth noting that the sector's deficit includes the money you're taxing them so often reducing their energy tax will put them into positive - although in this case since you're getting zero from tax then setting tax to zero won't do anything *edit* humz, or maybe I'm mistaken vvv Chalks fucked around with this message at 14:18 on Apr 10, 2018 |
# ¿ Apr 10, 2018 13:58 |
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GunnerJ posted:Must-have can't-even-play-without mod discovered: https://steamcommunity.com/sharedfiles/filedetails/?id=1362175551 I'm always a bit afraid of downloading mods as soon as they're released, and this one looks like it needs to ripen a bit.
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# ¿ Apr 19, 2018 14:48 |
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I really like that they're changing the yellow triangle clicking simulator to something that will hopefully be a bit less tedious. I do worry a bit that the tile system was one of the only things that gave individual planets a personality though. I hope they can do something interesting with this new screen to do the same, even if it's something as simple as showing the planet in the background while the window is open.
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# ¿ May 21, 2018 08:13 |
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I don't think piracy is a necessary mechanic at all. It's designed as a penalty to discourage players from leaving single system gaps in their empire, but this could be achieved much more easily via other mechanics if it really is such a big problem. Just give a happiness penalty to planets bordering uncolonised systems, job done. The idea that a bunch of pirates could summon a fleet big enough to destroy your entire navy has always been silly. Piracy is always an irritant to empires, not one in danger of overthrowing them so simulating it as fleet battles in the early game is just silly.
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# ¿ May 21, 2018 09:17 |
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This latest patch has taken cockblocking simulator to a new level and it's awesome. I hope Wiz isn't annoyed that the obvious strategy with these new maps is to spider your empire all over trying to gently caress other empires out of expansion opportunities. I know he disliked the idea of big snaking empires, but I'm enjoying the strategy of expanding to cut off your opponents as quickly as possible. Chalks fucked around with this message at 19:06 on May 23, 2018 |
# ¿ May 23, 2018 13:57 |
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Playing rogue servitors, just created my first sector with two planets in it. Lets have a look at what tile improvements they're building..... Brilliant. Does anyone know if there's any way to make them stop doing this? This feels pretty game breaking.
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# ¿ May 23, 2018 19:44 |
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Nevets posted:How's your servitor morale modifier? It's possible that until it gets maxed out, the AI thinks it needs more biotrophies, and therefore will need more food to grow them, regardless of your current reproduction rules or the absence of habitable space for them to occupy. It's low, but the trophies are set to not reproduce so this is kinda dumb. If I set them to reproduce they'll fill every available slot on my handful of planets before I'm able to change the rules back again. Baronjutter posted:Yeah, wait for wiz to finally put the tile system into the trash where it belongs. It's a nice thought but I'm pretty sure this change will set sector AI back to square one. Chalks fucked around with this message at 20:55 on May 23, 2018 |
# ¿ May 23, 2018 20:53 |
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ZypherIM posted:You know you can just build all those tiles to whatever you want instead of just complaining about the sector AI. Like sure it looks like there is a bit of missing logic in there, but you have the tools to make it a non-issue. I mean yeah, if I had infinite minerals and an unlimited core planet cap I could do that, but since I have to use sectors and building something on every tile of every planet in my entire empire would be both too expensive and also soul destroyingly tedious, this isn't really all that useful advice. Since sector ai is going to spend all their resources building food on every tile, I'm probably going to restart with a less broken race.
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# ¿ May 24, 2018 08:18 |
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Shadowlyger posted:Play Exterminators or Assimilators. Not being able to build food-producing buildings seems to unfuck the sector AI a bit. Yeah, that's what I usually do but I hate the negative one million opinion you get when ever you conquer biological planets and slaughter the population. This was my first run as servitors, basically just being "robots that don't turn everyone into goop".
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# ¿ May 24, 2018 09:47 |
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I've not seen this mentioned anywhere but did they change the way it works when a primitive species within your borders becomes an empire? Previously it would just randomly give them the system and you had no say, but now you get a popup where they request the system otherwise you get control of the planet which is pretty nice.
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# ¿ May 27, 2018 16:31 |
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Wolfechu posted:I'm pretty sure I'm turbofucked in my current game; I opened the L-cluster last night and there's at least 3 fleets of 27K nanobot swarms roaming the galaxy gobbling up empires, and one on a direct course for mine. Before I got into a defensive pact war with a couple of neighbors, I had a 5K fleet total, which is down to about 3K and rebuilding right now. That war hasn't even ended yet, because apparently my ally doesn't know how to offer a peace deal, but in about 2 months, the nanobots are going to be into my space. The guys we're fighting are also getting swallowed by the 'bots, so there's that. I had the same. L-Gate stuff seems to be available way too early - I had two fleets of 6k strength each and was the strongest empire in the region when the L-Gate dumped ~30k stacks on my doorstep.
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# ¿ May 27, 2018 21:05 |
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Yeah, all the insights for me have come from random science ship discoveries too, except for the last one. If it's meant to be late to mid game, the tech shows up far too early and far too low a cost.
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# ¿ May 27, 2018 21:57 |
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Rutibex posted:I enjoy different races having different options on the same map. That wouldn't work. Also, no wormhole drives! The AI pathfinding code was significantly simplified when the FTL methods were changed, so I'm not sure if it's even possible to mod it back in.
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# ¿ May 28, 2018 13:51 |
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For what it's worth, the hyperlane changes really improve the gameplay in a bunch of ways. Sure, there's less variety in how empires move around, but the strategic terrain of the galaxy is excellent now.
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# ¿ May 28, 2018 15:02 |
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Rutibex posted:
In the new system - especially given the new structure of lanes and exploration system - you couldn't leave other FTL options in without completely breaking the game. Early game is now primarily about exploring the hyperlane map to work out where to best expand, there's no way you could just choose to be able to jump anywhere and have that system make any sense. Expansion has to be along hyperlanes, not just adjacent systems and there are a bunch of events and mechanics (Gates, L-Gates, wormholes) that would be completely broken if you could just jump anywhere on day one. Securing your space is now a case of reinforcing a handful of frontier bastions at choke points and having several fleets to guard them, another mechanic that would not work if you can simply jump past these chokes. Space terrain requires it to have a shape that applies to everyone. The ability for some empires to simply opt out of that system and move where ever they want doesn't add variety, it removes the all the upsides of hyperlanes and just makes it a gigantic disadvantage. The variety of the old system was interesting, but the depth that hyperlanes can bring now that they're used by everyone is far more so.
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# ¿ May 28, 2018 15:15 |
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Rutibex posted:Moo2 had warp drives and space terrain. You couldn't warp through space with a black hole, and going through a nebula made your warp drive go to a crawl. Taking out the other FTL options just feels lazy as gently caress to me. If they wanted to they could have added terrain modifiers to the other types of movement. Yeah, there probably were a variety of ways that it could have been implemented, but having multiple methods obeying the same terrain limitations would always have tended towards redundancy. It seems like hyperlanes were a logical choice for wanting to implement terrain. Removing FTL options doesn't seem lazy, the laziest option would be to do nothing and leave it as it was. Cutting the options and completely rewriting a bunch of game mechanics to better compliment the remaining one, then re-implementing warp jumping and worm holes as more interesting gameplay elements is considerably more work. Just to double check you're aware that warp jumping is still in game as a mid game technology, yeah? And wormholes are an extremely powerful late game galactic wonder. I'll admit to not really understanding the RP impacts that these changes have since that's not the way I play, but in my opinion it's expanded travel from an interesting but fairly shallow choice at the start of the game to a complex system with multiple choices to be made throughout the whole game. Chalks fucked around with this message at 15:39 on May 28, 2018 |
# ¿ May 28, 2018 15:37 |
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OwlFancier posted:Everyone just keeps on giving me free poo poo with is a bit weird tbh. Yeah, I'm seeing this too and I'm having trouble working out what exactly is happening. Might be buggy, might be some weird and poorly explained "please don't hurt me!" from empires who feel threatened.
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# ¿ May 28, 2018 19:06 |
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# ¿ Apr 28, 2024 00:19 |
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Wiz posted:No, it's still there. Are you looking in the right place? Are you sure a mod didn't remove it? Hey Wiz, since you're around I was wondering what strength you expect players to be at when they unlock the L-Gate stuff? I had a couple of 5k fleets and was equivalent or stronger than all my neighbours when I activated it and I was surprised at how completely outmatched I was. Fortunately I just reloaded a save but it feels like it would have been rather game ending in ironman.
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# ¿ May 29, 2018 12:53 |