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Logistics points, you need 100 to a hex with a building for it to function at 100%
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# ? Jun 5, 2020 20:29 |
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# ? Apr 20, 2024 00:59 |
For some good news, Vic's one of the better grog designers I've seen as far as...amicability with his players. A thread about the "tortured syntax" of some of the text in the manual and game got this response when people suggested crowdsourcing corrections:Vic posted:I'll see if I can organize a dedicated place to do this. I am very open to keep making corrections over the long haul.
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# ? Jun 5, 2020 22:46 |
I feel a bit silly for having to ask this, but what are the differences between the two editions? There's an option to upgrade to boxed + digital for ten bucks, but I'm not sure if the base is boxed or digital. I'd assume digital is the base but then in the product page it talks about disks.
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# ? Jun 5, 2020 23:54 |
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Saros posted:It's competent and fun Sounds good enough for me! Carillon posted:I feel a bit silly for having to ask this, but what are the differences between the two editions? There's an option to upgrade to boxed + digital for ten bucks, but I'm not sure if the base is boxed or digital. I'd assume digital is the base but then in the product page it talks about disks. The base edition is digital. They could have worded that better. edit: oh duh, the discount code was in the OP. Kibbles n Shits fucked around with this message at 00:04 on Jun 6, 2020 |
# ? Jun 6, 2020 00:00 |
Kibbles n Shits posted:Sounds good enough for me! Thank you, yes that's the similar total I saw, just wanted to make sure I wasn't accidentally ordering the physical edition.
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# ? Jun 6, 2020 00:03 |
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Model Design can even be your first council because that’s how you get tanks and artillery, not the military research council.
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# ? Jun 6, 2020 02:05 |
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Started the game. Immediately realized that I wanted to change some parameters and restart, and laughed when I realized literally can't find out how to exit the stupid game short of Alt-F4. The escape key, which is kind of the default "pop up the general menu to save, exit game, etc." does nothing. EDIT: OOOOOH, found it, in the Preferences menu. Naturally. SlyFrog fucked around with this message at 02:21 on Jun 6, 2020 |
# ? Jun 6, 2020 02:16 |
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SlyFrog posted:Started the game. Immediately realized that I wanted to change some parameters and restart, and laughed when I realized literally can't find out how to exit the stupid game short of Alt-F4. The escape key, which is kind of the default "pop up the general menu to save, exit game, etc." does nothing. They weren't kidding when they said this game evokes memories of playing bootleg CD ROM games in 1996.
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# ? Jun 6, 2020 02:28 |
Hoo boy, dirt roads over low mountain forests are loving expensive. 400 industrial points per hex? How am I supposed to spread glorious supply through my country, which is apparently Himalayan Mirkwood?
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# ? Jun 6, 2020 03:44 |
It evokes memories of the excellent Emperor of the Fading Suns, which remains my #1 choice for “old cult games needing a good remake”
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# ? Jun 6, 2020 04:07 |
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Not having any metal deposit sucks. I've captured 3 zones and can't find a single metal deposit. You need it to make unit, you need it to build building. Right now metal cost over 5cr per unit. Oh and some raider keep crossing this huge wasteland to raid my PoI every few turns and it's rear end to hook up the area with supply so I can post units there without starving to death.
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# ? Jun 6, 2020 04:28 |
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In case you or anyone else isn't aware, you can build a Recycling facility in Ruins hexes (they'll have a scavenger rating in the bottom right info pane that shows how much stuff there is to grab, but I'm not sure what a good number is yet) and you'll gain some metals from them. It'll help until you find a deposit.
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# ? Jun 6, 2020 05:26 |
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Also I had a minor regime next door with thousands and thousands of troops on two fronts separated by a lava sea (Cerberus planet). The minor AI sent one fast unit around the line I was holding on one of the fronts and captured my closest city, which was undefended. "Pretty clever move," I thought, and retook the city the next turn. Apparently that was the only city they owned and since I took it from them the game considered them "defeated" and their entire army vanished lol.
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# ? Jun 6, 2020 05:51 |
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pointsofdata posted:I like how there is real pressure to find a source of metals early, rather than it just being a nice to have. Not sure what the best order for councils is yet - I'm tending to get applied science, economic and model design early but that's just guessing Mil, model design, econ are the key first three. Your initial research is all either econ or mil based. Model design lets you upgrade troops and make new vehicles.
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# ? Jun 6, 2020 08:25 |
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William Henry Hairytaint posted:Apparently that was the only city they owned and since I took it from them the game considered them "defeated" and their entire army vanished lol. That's pretty good but clearly an edge case where something went awry, can you report it as a bug?
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# ? Jun 6, 2020 09:52 |
Oh rad, Vic's already got an open beta patch available on the Matrix forums - v1.01a-beta1:quote:A game NEWLY started with a properly patched version will show "Version #17" in your "Dashboard Report".
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# ? Jun 6, 2020 13:32 |
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Squiggle posted:Hoo boy, dirt roads over low mountain forests are loving expensive. 400 industrial points per hex? How am I supposed to spread glorious supply through my country, which is apparently Himalayan Mirkwood? It's even worse for high mountain hexes. Roadbuilding needs to get a second pass, game-design-wise. Right now, everything is instantaneous, but far too expensive. Infrastructure through rough terrain needs to be a long-term investment, but also not cost a decade's worth of GDP to build.
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# ? Jun 6, 2020 13:55 |
I didn't mind the ATG solution of roadbuilding, which involved doing it manually with engineer units. Though the current instant-but-expensive roadbuilding is less micromanagey and probably more mainstream in terms of design
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# ? Jun 6, 2020 14:05 |
Is the cost multiplicative or something? 20 IP base doubles to 40 IP in a forest; does that make low mountain 10x? 20 x 2 x 10 is 400 so that seems like what's happening here. I think tiles with multiple terrain types should probably add the sums of their modified base instead, so more like (20 x 2) + (20 x 10) for 240. Still pricy, but it's not fuckin' 400. Then again, I'm not even 20 turns into a game, so...maybe the IP requirements aren't so crazy further down the line. EDIT: I liked this bit from the readme (from beta2, but still included in the game files): quote:Hate it? Please speak up I like Vic more and more. He seems to have a good reputation, and I think I see why. Squiggle fucked around with this message at 14:39 on Jun 6, 2020 |
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# ? Jun 6, 2020 14:26 |
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I wouldnt hold out hope for rail costs decreasing. I've been back and forth with Vic about it and he seems quite content with anything mountainous being rail-inaccessible. I eventally gave up and started just posting pictures of Swiss railways.
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# ? Jun 6, 2020 14:59 |
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Rolled heavy battledress on like turn 10 from a fate point card, have now managed to recruit one unit of space marines with water pistols riding appropriated school buses.
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# ? Jun 6, 2020 15:50 |
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Squiggle posted:Is the cost multiplicative or something? 20 IP base doubles to 40 IP in a forest; does that make low mountain 10x? Yeah, Vic is great. I once posted in the Steam forums for Decisive Campaigns: Warsaw to Paris and made an offhand comment about a small bug I found that was easily worked around. Vic looked into it and released a patch about a day later. This was four or five years after the original release of the game, too. Tetraptous fucked around with this message at 16:59 on Jun 6, 2020 |
# ? Jun 6, 2020 16:57 |
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Yeah it's a lot of the reason why people familiar with him & the DC series are fairly chill about the admittedly shoddy text. It'll get fixed and Vic is always happy to listen to feedback and fix problems with frightening
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# ? Jun 6, 2020 17:03 |
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pointsofdata posted:Rolled heavy battledress on like turn 10 from a fate point card, have now managed to recruit one unit of space marines with water pistols riding appropriated school buses. I got heavy battledress early from a Fate Card as well, and I saw Saros got it in his LP - wonder if there might be an issue with the underlying dice roll there. Was it the Ancient Archive card?
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# ? Jun 6, 2020 17:21 |
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Terrifying Effigies posted:I got heavy battledress early from a Fate Card as well, and I saw Saros got it in his LP - wonder if there might be an issue with the underlying dice roll there. Was it the Ancient Archive card? Yeah it was. The carbine/heavy battledress troops seem to win combat pretty well against early game opponents, it just takes forever. If that card always gives that tech it feels like a bug as that's way better than the other fate point cards I've played so far.
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# ? Jun 6, 2020 18:22 |
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It definitely gives other techs, I got serpentinization in my LP from an earlier play of it and just now in MP it gave me automated turrets (useless lol). The reason battledress is so good early is that it counts as 80mm armor so small arms suffer a 75% penalty to their attack power plus the ridiculous HP it gives.
Saros fucked around with this message at 18:31 on Jun 6, 2020 |
# ? Jun 6, 2020 18:29 |
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Generally I get useless techs from it. Yes you can get good things. You can also get random nuclear missile units. or pounded by raiders turn 2.
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# ? Jun 6, 2020 19:56 |
Yeah I love the random draw, I just lucked into a unit of ED-209 analogues on turn 2 in a random event so this push into slaver territory just got real funny
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# ? Jun 6, 2020 20:05 |
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My current run had me getting charged gauss weapons early on, which is pretty fun to have. A different run that was ended by slavers had me getting rocketry. It's definitely random.
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# ? Jun 6, 2020 22:02 |
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do zones have finite prospectability and if so how do i figure out when i've done that.
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# ? Jun 7, 2020 02:30 |
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Stairmaster posted:do zones have finite prospectability and if so how do i figure out when i've done that. They do and if you click on Rep. in the upper right and select Prospecting Overview you'll see a report of all deposits found in each zone and if they're sure they won't find anymore they'll say that too.
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# ? Jun 7, 2020 03:16 |
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Is it weird that the game defines a planet with twice the average rainfall of earth as … arid?
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# ? Jun 7, 2020 03:19 |
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AtomikKrab posted:Is it weird that the game defines a planet with twice the average rainfall of earth as … arid? I guess it's a function of water coverage rather than rainfall? Earth is mostly ocean after all, whereas your planet apparently has most of its water in the atmosphere. I guess it's rigged to not generate large oceans because there's no ships in-game(yet). No aircraft either.
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# ? Jun 7, 2020 03:58 |
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Boksi posted:I guess it's a function of water coverage rather than rainfall? Earth is mostly ocean after all, whereas your planet apparently has most of its water in the atmosphere. I guess it's rigged to not generate large oceans because there's no ships in-game(yet). No aircraft either. correct there is an ocean limitation phase to basically keep the maps I think from getting too wet right now.
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# ? Jun 7, 2020 05:05 |
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Building railways between cities will help relieve logistics issues on dirt roads right (seen by them being black in the choke point view)? And do I need stations in both cities or will a railhead in one city be enough? Also I nationalised the truck station in my capital and I think that helped but am not sure.
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# ? Jun 7, 2020 07:55 |
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Railstations generate the logistics points, railheads allow them to move between the station and the railhead but don't give extra points. You need either a station and a railhead or two stations.
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# ? Jun 7, 2020 08:34 |
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pointsofdata posted:Building railways between cities will help relieve logistics issues on dirt roads right (seen by them being black in the choke point view)? And do I need stations in both cities or will a railhead in one city be enough? Also I nationalised the truck station in my capital and I think that helped but am not sure. Bigger truck station will alleviate bottlenecks faster, also use the P key to preview logistics and prune your network with traffic lights you might be able to fix the bottleneck just by making more of your logistics points flow along it.
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# ? Jun 7, 2020 09:34 |
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So dirt roads don't have capacity limits? I just need to get more trucks to use them, they aren't "full"?
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# ? Jun 7, 2020 10:55 |
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There's no limit on capacity, but there is a limit on distance. Logistics points decay after a certain distance, if you're in preview mode you can see how after a couple of hexes the logistics points start going down with each hex. You can extend it a bit by building sealed roads and supply bases(keep in mind you can't chain supply bases though) but eventually you'll need to build a new truck station. Or use railroads, rail is good for long distances.
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# ? Jun 7, 2020 11:30 |
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# ? Apr 20, 2024 00:59 |
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Yeah the normal truck station makes 1000 Logistics points and 100 Truck AP. The Truck AP means that out to 100 AP along a road (dirt roads are 10/hex, sealed roads are 5/hex) you get 100% of the logistical point flow, it degrades fairly quickly after that. Supply Depots add 50 truck AP to any logistical flow going through them, i.e. extending the range you get 100% LP flow with no degradation along dirt roads for an extra five hexes.
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# ? Jun 7, 2020 12:30 |