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TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

i'm very favorably impressed thus far, my first war was a complete clusterfuck because a Raider fleet blew through all my core systems and then smack dab into the attacking enemy fleets and roasted em

by the time i did any Barbaric Despoiling all my planets had *just* finished filling up...urgh

does anyone know where the FDCB gets shown or is it totally behind the scenes?

noticed a few tooltips still in pretty rough shape, showing variables and such rather than localizations. But haven't seen any honest to goodness bugs yet. Fleet Maintenance is destroying me though. I have yet to build a single anchorage because i simply can't afford to maintain a fleet bigger than my native cap + tech bonus.

I'm loving the new ship computers, i have a fast corvette fleet and another fleet with artillery cruisers escorted by destroyers with PD/autocannons and it works quite well thus far

quote:

- Several new war goals, including supporting civil war between factions, as well as assimilation raids by the Borg.
i was skimming and read this as '...assimlation raids by the Blorg' :aaa:

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TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

VirtualStranger posted:

I think the Fallen Empire generation should probably be tweaked a bit so their borders follow the hyperlanes. They often spawn with some weird borders like this:



i don't see the problem, FEs predate the removal of warp

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

so barbaric despoilers seems really...bad? at least in the early game. It takes forever to rack up enough planet damage to trigger an abduction. Last time i trounced a fleet, and a starbase, and sat there bombarding the planet until their fleet came out again and gave me enough exhaustion to force a status quo. It seems like i would've been way better off just invading with my troops. Probably takes less time!

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

ship experience gain doesnt actually seem to work?

i had a fleet dunk literally about 10 other fleets, several starbases, and a bunch of outposts and the ships gained no xp at all

there is something funky with the war system, is every war supposed to have a -100 Demand Surrender modifier separate from the war goal? IE for plunder you have -100 Demand Surrender and -50 Plunder so you need +100 Exhaustion +50 Occupy/Fleet Strength to get Plunder which is insane. +50 Occupy/Fleet Strength is total dominance of their empire. I've yet to see anything but a white peace. At least you get your claims. :)

managed to get despoiling to work a little better on my second go but it still feels weak, you have to have complete naval dominance to get even a handful of pops

edit: weird bug, admirals fall off of fleets after fights sometimes o_O

TheDeadlyShoe fucked around with this message at 12:30 on Feb 23, 2018

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

As far as i can tell, what high unrest does is make it possible for various events to trigger, and those events are probably also context-dependent, i.e. newly conquered planets and planets with slaves can get different events.

A very common result for high unrest is various things causing the ethics of your populace to diverge wildly.

Black Sites, Martial Law, and Fortresses are all excellent if expensive tools for dealing with unrest.

It should also be noted that happy pops actively reduce unrest so one thing you can do is ship happy pops to a planet (assuming it has decent habitability).

TheDeadlyShoe fucked around with this message at 23:58 on Feb 23, 2018

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

a bit of unrest won't kill you. but, slave happiness scales how much unrest they generate. Yellow-happiness slaves dont generate unrest at all iirc. Happy pops will also actively lower unrest. You can also just reduce how many slaves you are using on the planet.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

i'm pretty sure egalitarian and xenophobe are compatible as long as you keep your empire pure.... even one xeno pop can bring it crashing down though !

e:

it doesnt look like the core world restrictions even trigger unless you have more than one species, assuming the definitions on the wiki are technically accurate.


TheDeadlyShoe fucked around with this message at 13:28 on Feb 24, 2018

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Captain Mediocre posted:

I'm having a bit of trouble getting much value out of a feudal society game in 2.0. It was very exploitative before and for sure needed dealing with, but the new requirements make it always a bad choice I think. If my understanding is correct, you can't get a vassalisation/tributary CB unless you've asked for diplomatic vassalisation/pay tribute already. And you can't ask that unless you're already "superior" to your enemy. I'm probably a bad player but that's not a situation I ever really find myself in until mid-late game, by which point the benefit of having vassals able to colonise is moot because there are no colonisable planets left.

Has anyone found a good way to make it work yet?
Release your own planets as vassals to make it work. Word to the wise: trade them Food and other resources so they can bootstrap quickly.

Note: you can only release one system as a vassal, but you can gift them systems in the trade screen after releasing.

TheDeadlyShoe fucked around with this message at 04:43 on Feb 25, 2018

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot



?? ?

bug with rebels mebbe

I like the idea of parasitic fungus democratic crusaders liberating people's bacteria though

quote:

I kinda feel like if some heavily damaged enemy fleets have managed to capture a couple of shithole outposts in the middle of my empire by the time the war runs out, that shouldn't count as occupied land. They will get absolutely annihilated as soon as I get over there, that's basically an encircled pocket declaring itself an independent country. You wouldn't stop attacking them when you were winning the war.
you need to split your fleets so you can maintain territory

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Shadowlyger posted:

Can't non-Devouring Swarm hive minds get a tech that lets them assimilate people?

Everyone can assimilate now it seems

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

So about the marauders, they arn't as tough as their fleet power might indicate. In my experience if you can get to approximately equal fleet power, you can generally trash them with relatively low casualties. This might be because autocannons have pretty inflated calculated fleet power from what i can tell. They're good, just not as good as the game thinks they are. And since they don't know how the EFTL if you wipe a fleet its gone.

(Curiously enough, the Hit n Run doctrine seems to apply to mercenary marauders, so you can get about 1/3 of a merc fleet back after a wipe ;p)

UltraRed posted:

Posted this in the last thread, reposting here.

The raiders from the mid game event where they unite are pushing my poo poo in. I'm part of a federation with 3 other AIs who seem to be content with having them wreck my stuff. How do I get them to come help me out? UI instructions may be necessary, this is a Paradox game after all.

unfortunately there doesnt seem to be a way to get the ai to group up for crisis wars... They arn't as bad at it as they used to be, but i had a bunch of AIs jump into a fed to fight the marauders and the one who bordered the marauders promptly declared war on me. Which they lost since their main fleet just sat in their capital because it was too scared of marauders.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

OwlFancier posted:

If I have a complaint about starbases it's that I'm not sure anything other than missiles are worth it as defensive options.

Cos, like, you don't actually have control over what they equip otherwise, while missiles are just universally good against basically everything, and you can equip them in as great a volume as medium weapon mounts. I think they're probably supposed to be balanced to be a little less numerous? But as it stands the choice between 2 good-vs-everything missile weapons (especially once it loads them with swarm missiles) and 2 maybe-good-against-some-things medium guns... that's not really a choice.

Hangars especially are weird because you only get one per slot? You get the same number as you do medium guns on the platforms so why not on the starbase?

the only problem is that it makes it pretty easy to specialize against. The AI will start fielding triple PD destroyers in quantity if you field too many missiles...

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

OwlFancier posted:

Hahaha you wish, no the guys next to me have literally thrown about five wars worth of the same missile corvette at me. And to be honest I don't think even the triple PD destroyers would work against a starbase fully loaded with swarm missiles, which while being a little bit less powerful are just as universally good.

You might be right if swam missiles weren't a thing but you'd need an entire fleet of nothing but PD to shoot down a well stocked fortress using nothing but missiles. And you still have to account for the fact that medium guns are fairly poor against corvettes too.

If we could have more control over what the fortress equips and also the option to add L and S mounts so I can put autocannons on it to deal with corvettes, that'd warm me up to gun loadouts more.
I haven't used swarm missiles much in 2.0, but arn't they shorter ranged? I like to put together cruiser/destroyer squadrons that sit at artillery range and pound bases to pieces without taking much damage.

Reminds me that the starbase will seemingly never mount torpedos, even if you have Armored Torpedos they'd rather mount Nuclear Missiles.

i usually kit my defense platforms with 1 s section full of autocannons for this reason.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Aethernet posted:

Don't bomb worlds, drown them in clones. They're cheap, quick to build, and losing them doesn't seem to offer a big WE hit. Stronger armies are better if you build them in advance, but if you haven't, fire up the vats.

Theyve altered the balance. I was going over it and it looked like my Battle Thrall Slave Armies were actually less efficient for recruitment time than Psionic Armies. Casualties for hordeing are immense owing to combat width.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

You don't necessarily have to take control of all that space. Chokepoint control is enough so long as there's a starbase to destroy the pirate fleets; a fleet can destroy the base at your leisure.

Sometimes the pirates really like spawning in the same place over and over again which makes it easy to fortify.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Aethernet posted:

You can make claims when at war - just go to talk to them and click 'make claims'. Not sure whether it's more expensive for defensive wars - it's +100% for offensive wars.

It's normal cost in defensive wars.

TBH it probably shouldn't be. Maybe +50% or something.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Incidentally i know you can see your vassals claims by mouseover the claim-hexagon in Claims view, it'll tell you if that system is claimed. I am not sure if that works for looking at anyone elses claims.

Also the transfer system dialogue for vassals reeeeeallly needs to use the claims/sectors interface....ugh.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

the marauder side systems arnt too bad but the main system can be a slog, especially since black holes have disengagement maluses.

The biggest issue seems to be fleets constantly getting distracted by the random stations while enemy ships shoot them in the butt. I cleared out marauders with about a 25-30k fleet, but the distraction issue lost me alot of ships and I had to retreat once.

Lead out in cuffs posted:

The map generator guarantees that every starting point has a handful of habitable worlds nearby. I feel like this could have weird effects with low planet maps, in that most of the habitable planets end up clustered around the starts.

yeah, i used to run 0.5 habitables but i kicked it up to 0.75 because it felt too clustered around homeworlds.

Would be interesting if habitables scaled your freebies too somehow.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Baronjutter posted:

Is there a reason why fleets set to aggressive don't auto-bomb planets anymore? Is there a way to turn this back on?

Bombing isn't mandatory anymore, and it comes with some downsides, so you dont always want to do it.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

i mean, you can downgrade your starbases instantly.

Note: Downgraded starbases keep all their defense platforms, lawl

quote:

* Fixed scientists not dying when their science ship was destroyed in battle
Nooooooooooooooooooooooooooooooooooooooooooooooooo

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

appropriatemetaphor posted:

What is this trap system thing? I've never had this happen in like 500 hours. Also I stole a 22 mineral asteroid from some guy, was that the system? What's the deal!

It's a bunch of mineral asteroids that spawn hives full of fighters at some point after you start mining.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

the thing where the AI is rated as Equivalent when you're way better is beyond aggravating when you're trying to vassalize or subjugate enemies, even ones you've beaten in wars. On higher difficulties its difficult to stay ahead of the tech curve so the AI usually always has Equivalent or Superior tech which is seemingly enough to counterbalance any amount of military superiority - especially given that a greater portion of your naval capacity isderived from tech until quite far into the game.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Spanish Matlock posted:

So I just noticed but the fleet manager is real hosed up, isn't it? It keeps thinking that the ships in the fleet don't count as the ships that are supposed to be in there and giving the prompt to reinforce the entire fleet with itself. I hadn't even noticed but a couple of times I'd mysteriously get over fleet cap and I'm beginning to suspect that experienced ships are counted differently from new ships, and so it constantly wants to reinforce the fleet with fresh ships?

I mean it basically makes the reinforce button less than useless.

mostly its that ships that arn't current dont seem to count properly, so always upgrade before reinforcing

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Nevets posted:

I'm hoping the new patch will have a way to diplomatically remove claims in the trade screen. The cost would scale with the strength of the claim, so claims that came from having been the first one to colonize a system and then losing it in a war would be much more expensive then a 50 year old unrealized border ambition.

probably the easiet thing here would to make claim strength scale slightly with age

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Spanish Matlock posted:

Nah, this isn't about upgrading or not, just every now and then the game decides that my fleet needs an entire new copy of itself.

I've only seen that once, but it was when i switched from an auto-upgrade ship to a manually designed ship of the same name. YMMV.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

it lets you keep the good edicts up pretty much permanently, which is difficult if you're using influence for literally anything else.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Marauders should triple the tribute of a given resource every time you pay them off (so 500 -> 1500 -> 4500 if you keep paying energy) and when someone pays them to raid you they should give you the option to double their bribe, and the event chain keeps going until someone cant pay

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Strudel Man posted:

There is something seeeeriously messed up with army leader experience. I've taken half a dozen planets with my general and they're still sitting at 53/200 experience to go up to level 2.

it's pretty brutal considering generals have the highest casualty rates of any leader p much

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

I cant say i like marauders in the beta patch. It's way too easy to pay them off and never have to fight them, ever. Even the first time a raiding fleet shows up 500 energy is basically nothing compared to the expense of fighting them or rebuilding after they attack.


Baronjutter posted:

I keep starting new games in the hopes of seeing the Khan mechanics but they never do a drat thing. Every single time they just mass their fleet then wait for the khan to be assassinated, 4 games in a row now. I'm setting the mid-game crisis date really low to try to get it to happen sooner for testing now. The 3 fallen empires that woke also did the same thing. They get their AE fleets and the whole giants in the playground message, then they do nothing. They'll colonize unclaimed systems but never ever go to war, never demand vassals.

Could they think they're not strong enough? In almost every situation they've been boxed in by large-ish federations, but still have way more fleet power than the federation combined. I even tag switched over to a neighbour of one of the awakened empires, sent an insult, and switched back and that didn't provoke any sort of reaction.

The Khan doesnt even use war mechanics, they spread like a crisis, they shouldn't care about hostile FP.

TheDeadlyShoe fucked around with this message at 19:08 on Mar 5, 2018

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Splicer posted:

You can kind of do this. Reinforcing your fleet also kicks out any excess ships. You need to have something to reinforce to do it though.

Some a while back said it'd be neat if you could flag a fleet as "reserves" and reinforcing fleets would pull from the reserves before building new ships.

MoO3 had a strategic reserve that all ships and armies were produced into and pulled from and it actually worked pretty well. Putting ships or troops back into reserves would put them on a delay timer, so it was fast for all the way across your empire redeployments but otherwise you just moved ships normally.

its amazing how bad they hosed up by pushing that game out before it was ready, cuz it had a lot of good ideas.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Strudel Man posted:

Agh, forgot to attach the bloody picture.



(3778*1.2)*(1+2.6+.75) =19721

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Perks could do a rework, but what im most disappointed in terms of being interested is titan auras. I was hoping for game-changing stuff that really let you specialize fleets.

- shield bubble that protects their fleet at long range
- drone control mechanisms that reduce war exhaustion from losing corvettes and destroyers
- salvo control system that makes all your missiles fire at once with a bunch of bonuses


But instead they're like +5% fire rate.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

assist research needs to just automatically go to a nearby planet, its just so aggravating atm.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Hot Take for mining techs: they should upgrade your mining station output too. It's kinda nuts how one colony can outproduce all your outposts put together later on.

most 4x games suffer some degree of 'proportional disbelievability' in the sense that homeworlds are never all that strong. they want you to be able to build up full-size space empires, even though the timescales of most games preclude that.

I've been considering making a mod to waaaaay slow down pop growth and proportionately increase tile productivity (except for food).

I did that sort of thing in Space Empires V, although that was more targeted at flattening science growth.


What makes your homeworld special right now is the Empire Capital Complex, although ofc you can just switch your capital somewhere else.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

For me, the main problem is that even when i want to concentrate on starbases, the expense of getting all the ones i want is still typically more than i can afford. A big plus to starbase cap is helpful, but i could also just upgrade my existing ones more or put the minerals somewhere else.

Like, Eternal Vigilance actively improves what you get for investing in starbases, and I count that a perk well worth getting.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Aethernet posted:

Chap makes good points. Worth noting he doesn't recommend missiles at all, which is correct because they're currently terrible. They should be a good anti-corvette weapon, but they're too slow to reliably hit them - missiles are only twice as fast as a basic corvette, and with level 4 engines a corvette is only 20% slower than a missile. I have seen missiles pursue a swarming corvette around a station twice. Missile engines should be upgraded in line with your engine tech.

Mind you, torpedoes are typically slower than the corvettes that launch them, in a magnificent ignoring of physics. I know Stellaris isn't hard scifi, but when people break the rules of physics it's not normally to make things worse.

Why on earth would you think missiles were anti-corvette? They have 30% tracking and corvettes can mount PD. Theoretically strike craft should be anti corvette but they do garbage tier damage according to battle reports.

I also can't agree with a guide that doesn't put big warning signs on Destroyers in terms of efficacy. The principle advantage a destroyer has over a corvette are 100 hp per naval cap, greater ability to mount PD, and the ability to use Artillery and Line computers. But none of that actually applies to fighting corvettes, which can also get picket computers if they want, and its very easy to get corvette +HP techs such that when you are considering corvette vs destroyer the corvette has as much or more effective hp/nc. Medium guns aren't noticably better at killing starbases than the autocannon/laser combo, while the destroyer is much more vulnerable to a starbases medium guns in return.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

I don't think there's a problem with specialized starbases per se. If you redesign it for non-specialized starbases - like say flat bonuses from Offworld Trading Company - you end up with 'optimal' design potentially just being a mix of modules on every starbase, and I don't think that's actually better or more interesting.

Trading starbases will probably be more interesting when the economy DLC comes out, since the current system can easily function as a placeholder for a more complicated system.

I like the specialized buildings from enclaves/black holes as encouragements for starbases. There's a lot of potential for variety there. Actually it should be pretty easily moddable!

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Libluini posted:

I'm explaining this from now on by declaring corvettes too small to mount "real" torpedo launchers. Instead they have simple flush tubes, and the torpedoes are just flushed out into space, where they have to re-orient themselves with maneuvering thrusters towards their target before igniting their own engines. This means physics forces the torpedoes to be slower than their mother ships, since battles will be long over before the torpedoes could feasibly accelerate to a higher speed.

Larger ships have progressively more powerful launchers, but are also getting progressively slower so the torpedoes, by sheer coincidence, end up having the same end speed in total when launched from them.

In an inertialess setting - the torpedos just dont have strong inertia canceling coupled with weaker engines :)

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

The primary way of gaining influence is still factions. Egalitarian civs are good at this, since the faction boots up fast and it's easy to make very happy.

There is also a civic that increases influence gain, and other that reduce influence costs for some actions.

There are also ways to decrease the influence cost of building outposts, like the Expansion tree or Xenophobe ethics.

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TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

Be conservative with influence spending, get a temple, prioritize planetary unification, go down Expansion first, get the -20% to starbase cost then go to town.

Influence is limited but you dont have to spend it on leaders or anything anymore.

Typically i'm more limited by my minerals than my influence in most games. The influence cost of expansion mostly restricts how much i can use Edicts. I'm not a particularly Wide player though.

Militarist gives you cheaper influence cost on claims in wars as well as directly advantaging them, and Caste System means you should have pretty good early game mineral output, so consider taking systems the alternative way.

TheDeadlyShoe fucked around with this message at 10:20 on Mar 10, 2018

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