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Sekenr
Dec 12, 2013




reposting from old thread:

What are your guys' thoughts on early corvette war on your nearest neighbour with 2.0? How many corvettes? I just tried it with 13 and kind of feels like I need maybe 15 or so. Problem is, I think the AI will just match my fleet. Perhaps colonizing 3rd planet was a mistake and I should have traded it for more corvettes.

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Sekenr
Dec 12, 2013




If anyone is like me and you cannot live with yourself without conquering your nearest neighbor ASAP here is some basic setup that works with some basic numbers. It is based on 24-ish fleet cap (base + anchorage). You basically build 1 colony and start grabbing minerals asap, ignore building corvettes until you have 40-ish mineral surplus, than start building up to fleet cap and attack when they are upgraded with ceramic armor, adv. deflectors, fusion reactor and either fusion torpedoes or blue lasers (preferably both). Don't build your fleet slowly, their maintenace drains minerals. This easily worked on normal against a 3 planet militarist neighbor.

Sekenr
Dec 12, 2013




The game should probably keep track of the names you pick, especially if they are auto-generated. I auto generated a name for my bird species which is Ikaanan, conquered a bird neighbour and well their species are also called ikaanan and their homeworld unlike mine is actually called Ikaan. They are actually true Ikaanans. Also they are survivor species and Ikaan is a tomb world. It's like the game is telling me story of some sort.

Sekenr
Dec 12, 2013




Ahahaha raiding fleet just stumbled into the enigmatic fortress!! Who is the dwamak now you idiots!! :D

Other thoughts on 2.0:

Medium maps and above can go into garbage, never touching them again. For me its not a problem, I always thought that small is perfect, 600 stars is just more clicking and pointless busywork. With that in mind, Wiz, pls add a leviathan slider on small map you are lucky if you get 2, pls let us choose how many space monsters and weird stuff we want.

AI can't hadle 600 stars very well. They deal with local stuff well enough but when there are multiple alliances things get weird. For instance in my current war with 2 empires to the north and south of the pole, my southern ally decided his services are more needed in the north and started the long trek which he isn't likely to complete before the war ends.

Sekenr
Dec 12, 2013




Why is my fleet power sometimes red and sometimes yellow?

Sekenr
Dec 12, 2013




Ham Sandwiches posted:

There's this element of lameness to this stuff in paradox games I can never quite make my peace with. There feels like there's this resistance to letting the player 'break' any given mechanic, no matter how trivial. Standard playstyle is the usual level a leader -> have them gain xp -> have them die off. So an alternative playstyle is offered - all your leaders can be immortal! How cool!

And then the lameness part is that someone decides "Well yeah, but immortal leaders would be too good, so let's make them stop gaining xp, or just randomly die off, and then you still have immortal leaders but it's not too good"

I just don't get it, if you don't want immortal leaders don't make immortal leaders, but don't make them immortal* (but still having most of the same functional drawbacks as mortal) leaders

Well mortal leaders can also gain -1000% xp trait, why shouldnt machines? Not all of them get it, your lucky leader will live forever while organic will die.

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Sekenr
Dec 12, 2013




Torrannor posted:

Sadly, Majesty 2 was much worse than the first game. I thought all the new units were super neat, but the cost inflation for duplicate buildings felt terribly unfun.

But Paradox did publish the second game, it would be super cool if they decided to have a third game made.

The biggest problem I had with majesty 2 is that it didnt have useless decadence buildings like spas and casinos where high level heroes would chill all day instead of doing their jobs.

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