Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
uber_stoat
Jan 21, 2001



Pillbug

Trogdos! posted:

There's a newer lp than grey hunter's? I couldn't find one, link please?

I was mostly thinking about how the pirates kicked the crap out of him in the early game. Outlook is a rosier now, but who knows what may happen yet...

Link here: http://forums.somethingawful.com/showthread.php?threadid=3573513&pagenumber=110#post430684686

you may have missed it because it is posed as the continuation of a Paradox game campaign that started as the nation of Ghana in Crusader Kings 2.

uber_stoat fucked around with this message at 20:26 on Jul 15, 2014

Adbot
ADBOT LOVES YOU

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Nektu posted:

A question about that screenshot: I was under the impression, that the research potential in the upper right is the maximum reseach total your empire can support at the current time, and that all actual output that goes over that is wasted.

True/False?

Look closer. Note the 'total output(Including bonuses)'? Bonuses are allowed to break the hard cap.

Arghy
Nov 15, 2012

Goddamn this is getting really frustrating, i have 10 defense fleets and now 5 colonies. I have a defense fleet defending each colony and the other 5 set to defend anything around them yet the fleets loving bunch up and leave their colonies undefended and for some goddamn reason their taking forever to build simple loving small space ports!

At this rate i'll have to tell each system defense fleet to STAY INSIDE THEIR loving SYSTEM and the roving defense fleets will just forever be loving idiots.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Bloodly posted:

Look closer. Note the 'total output(Including bonuses)'? Bonuses are allowed to break the hard cap.

Indeed, the bonuses aren't counted into the number listed as Total Empire Research Potential. Which seems super confusing, but it actually makes things quite a bit easier to manage. To make sure you're doing the maximum research possible, just make sure the three numbers under Total Research Capacity sum to just over Total Empire Research Potential, as neither includes research bonuses.

Arghy posted:

Goddamn this is getting really frustrating, i have 10 defense fleets and now 5 colonies. I have a defense fleet defending each colony and the other 5 set to defend anything around them yet the fleets loving bunch up and leave their colonies undefended and for some goddamn reason their taking forever to build simple loving small space ports!

At this rate i'll have to tell each system defense fleet to STAY INSIDE THEIR loving SYSTEM and the roving defense fleets will just forever be loving idiots.

The fleets are automated yes? You can just order them to move back, but they generally won't jump back to home base unless there's some reason for them to do so. Your bases, private and state, should really have enough defensive strength to last until the fleet can come bail them out.

And the reason it's taking forever to build spaceports is almost certainly because the planets are short the resources to build them. Select the colony to see if there's any resource shortages gumming up the works.

PittTheElder fucked around with this message at 18:03 on Jul 15, 2014

Gwyrgyn Blood
Dec 17, 2002

Arghy posted:

At this rate i'll have to tell each system defense fleet to STAY INSIDE THEIR loving SYSTEM and the roving defense fleets will just forever be loving idiots.

Yeah that's what I usually end up doing, just have defensive fleets restricted to their own system, and then a couple of large defensive fleets that I manually control when the system fleets can't cover stuff. I'm still messing with different methods of getting automated regional fleets to help cover stuff, but the distance at which they can actually respond efficiently is very short.

You can help protect your mining stations and other remote things by slapping enough armor/shields/missiles/etc on them to keep them safe from stray pirates. You may have to watch your private sector numbers though since they pay the upkeep on Mining Stations.


Anyone have any experience on getting a balance of Armor and Shields and such for offensive fleets and bases and such? Like say for example if I have a 400 size ship, how much space do you allocate to armor, shields, and so forth? I'm assuming that Damage Control modules are always a must? Point Defenses too maybe? Any other things that help survivability a lot?

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

I go real heavy on shields, light on armor. So on a size 400 ship I'm using running at least 10 units of shielding, and probably 5-10 of armor. I've been sticking to really long range weapons lately, all Phaser Lances and Velocity Shards, so Rail Guns aren't really a concern. But my ship design leaves something to be desired, feature creep is bringing my destroyers up to much larger than the probably should be, and I'm not even building frigates any more.

The only thing that pisses me off is when my ships try to close in on a weak opponent, they'll occasionally get a few components damaged by Gravitic Weapons, and then any time they take fire they'll try and retreat, even though the have >20% shields that's set as their trigger to flee in the design screen. I'm just now getting the repair bots and I'm very excited about it.

PittTheElder fucked around with this message at 20:31 on Jul 15, 2014

ProfessorGroove
Jun 10, 2006

by Ion Helmet

Gwyrgyn Blood posted:

Anyone have any experience on getting a balance of Armor and Shields and such for offensive fleets and bases and such? Like say for example if I have a 400 size ship, how much space do you allocate to armor, shields, and so forth? I'm assuming that Damage Control modules are always a must? Point Defenses too maybe? Any other things that help survivability a lot?

Point defense is anti fighter and bomber so it's a good idea to have some on at least the larger ships because AI bases tend to use those as the game goes on. I do a 3:1 ratio of armor to shields, I never put too much thought into it really but I guess once the shields are down they'll try to jump to safety and that armor should prevent most component damage, letting them go in for repairs less. Damage control also prevents component damage. Size 350-400 is usually where my destroyers are and I tend to put 4 shields and 12 armor on them. That's just the way I do it, there are a ton of other valid strategies I'm sure.

I'm not sure of the exact formula but I know speed and size affects the chance the enemy has to hit so shields aren't always the only solution to defense either. I like really fast ships.

ProfessorGroove fucked around with this message at 20:49 on Jul 15, 2014

Omniblivion
Oct 17, 2012
I tend to just use fleets of escorts as local defense. My Stomp Club fleet usually consists of repaired carriers or other large ships (or if I have to build them myself!) for roaming attacks. Each escort fleet is on "Nearby systems" defense at a planet, on automated. From my experience, they usually do a good job, although sometimes fleets will get caught up chasing an enemy down outside of their designated zone. I find I only have to make manual adjustments every few hours of play time.

I usually put 5 units of armor and 3-5 units of shields on my Escorts, and load them up with weapons. They're pretty cheap and quick to build, so I just want them killing things and not weighing me down in maintenance costs. They're usually supported by the local defense base (or the mining station itself, that has a few weapons on it). I make them fast and use long range/fast firing torpedoes. A fleet of 10 escorts can easily take down a solo pirate carrier, or at least make them bone out.

My "attack" fleets are slow and have a big tank- 10-20 armor units, 10-20 shield units, depending on who I'm facing. If you're going up against rail guns, you want more armor. I use the same torpedoes on these ships as well because torpedoes are the most powerful weapons, in my opinion. I generally bee-line fast energy propulsion ASAP in the weapons tree.



VVVVVVVVVVVV Edit VVVVVVVVVVVVV
Theoretically, armor should take the damage first. But then again, spies should theoretically have a chance to succeed, which I hardly see them do (even at 90%). So until one of us actually tests it, who knows :)

Omniblivion fucked around with this message at 23:21 on Jul 15, 2014

DarkAvenger211
Jun 29, 2011

Damnit Steve, you know I'm a sucker for Back to the Future references.
So, how does damaging components work? After getting through the shield, do armor components take damage first? Or does everything get hit now?

Less Fat Luke
May 23, 2003

Exciting Lemon
I'm not sure what a good way is to put newly constructed ships into fleets. Say I build 25 new destroyers - right now I have to go into the ship list, choose Military Ships, sort by type and find destroyer. Then I highlight the non-fleeted ones and choose their fleet. Surely there has to be an easier way?

It'd be just awesome if I could assign the fleet while creating the build order.

bobtheconqueror
May 10, 2005

Omniblivion posted:

Theoretically, armor should take the damage first. But then again, spies should theoretically have a chance to succeed, which I hardly see them do (even at 90%). So until one of us actually tests it, who knows :)

I actually haven't played in a while. Is this from the latest patch? Last time I played, I was able to reliably do espionage above 90%. Didn't they boost counter espionage with the last patch? They might have just pushed too hard in the opposite direction. Still an issue, but yeah, they probably introduced a bug trying to fix that stuff.

Gwyrgyn Blood
Dec 17, 2002

Less Fat Luke posted:

I'm not sure what a good way is to put newly constructed ships into fleets. Say I build 25 new destroyers - right now I have to go into the ship list, choose Military Ships, sort by type and find destroyer. Then I highlight the non-fleeted ones and choose their fleet. Surely there has to be an easier way?

It'd be just awesome if I could assign the fleet while creating the build order.

Just go into the ship list, Military Ships, and all your newest ships will be at the bottom. Yes, you should really be able to assign them to a fleet on creation.

Less Fat Luke
May 23, 2003

Exciting Lemon

Gwyrgyn Blood posted:

Just go into the ship list, Military Ships, and all your newest ships will be at the bottom. Yes, you should really be able to assign them to a fleet on creation.
Oh okay, thanks. I'll try that! I think I was just knee-jerk sorting by type first.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
I think I might have hosed up my game again. I decided to deal with my resource shortages by ordering mining stations everywhere, especially since I now have huge amounts of income to finance them. Well my existing few construction ships weren't enough, so I ordered a few more, along with the tons of military ships the advisor recommended. Those new ships are coming off the assembly line extremely slowly, but fast enough to overtax my caslon production. Now the majority of ships are moving around at minimum speed to various gas mining stations, which is slowing everything else down. And as far as I can tell, I can't fix this situation without getting those extra mining stations up, which I can't do without the construction ships and fuel, which I can't acquire without the mining stations, and so forth.

edit: Fantastic, while all this was going on, the lizards colonized the system I found with loros fruit and zentabia fluid.

Eschatos fucked around with this message at 03:03 on Jul 16, 2014

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Less Fat Luke posted:

I'm not sure what a good way is to put newly constructed ships into fleets. Say I build 25 new destroyers - right now I have to go into the ship list, choose Military Ships, sort by type and find destroyer. Then I highlight the non-fleeted ones and choose their fleet. Surely there has to be an easier way?

It'd be just awesome if I could assign the fleet while creating the build order.

Or sort by Fleet.

Less Fat Luke
May 23, 2003

Exciting Lemon

PittTheElder posted:

Or sort by Fleet.
Yeah but then the ship types are all out of order :)

Edit: Okay filtering by military and then just scrolling to the bottom is way easier, good trick!

Less Fat Luke fucked around with this message at 03:42 on Jul 16, 2014

Trogdos!
Jul 11, 2009

A DRAGON POKEMAN
well technically a water/flying type

uber_stoat posted:

I was mostly thinking about how the pirates kicked the crap out of him in the early game. Outlook is a rosier now, but who knows what may happen yet...

Link here: http://forums.somethingawful.com/showthread.php?threadid=3573513&pagenumber=110#post430684686

you may have missed it because it is posed as the continuation of a Paradox game campaign that started as the nation of Ghana in Crusader Kings 2.

Oh, thanks. I stopped reading it in the EUIV phase, didn't expect it to go to space v:v:v

Caconym
Feb 12, 2013

Less Fat Luke posted:

Yeah but then the ship types are all out of order :)

Edit: Okay filtering by military and then just scrolling to the bottom is way easier, good trick!

Go to the ship list as soon as you order them. Ships under construction show up in orange and with their current stats, not their nominal stats. Filter military, Order by firepower ascending. All your new ships will be at the top since they have just begun construction and thus have 0 firepower, and they'll be in orange to distinguish them from completed ships if you actually have a military class with 0 firepower (like troop transports).

Kilroy
Oct 1, 2000

bobtheconqueror posted:

I actually haven't played in a while. Is this from the latest patch? Last time I played, I was able to reliably do espionage above 90%. Didn't they boost counter espionage with the last patch? They might have just pushed too hard in the opposite direction. Still an issue, but yeah, they probably introduced a bug trying to fix that stuff.

I wonder if Omniblivion is somehow still using the beta of 1.9.5.5 (it doesn't help that they don't seem to get how version numbering is supposed to work over there...). The spy issue was definitely a problem with the beta patch, and I observed it too. However it's fixed in 1.9.5.5 proper, as far as I can tell.

Omniblivion
Oct 17, 2012

Kilroy posted:

I wonder if Omniblivion is somehow still using the beta of 1.9.5.5 (it doesn't help that they don't seem to get how version numbering is supposed to work over there...). The spy issue was definitely a problem with the beta patch, and I observed it too. However it's fixed in 1.9.5.5 proper, as far as I can tell.

I'm on the steam 1.9.5.5, so unless steam doesn't automatically update then I'm on the latest version.

I do get some missions succeed, but the rates still seem to be off. It's pointless to have a 91% quoted chance and send a 30%+ extra bonus agent into a steal territory map and have them be captured. I can only remember one instance of an agent escaping detection since I started paying attention to this a week or two ago (like 10+ games).

Less Fat Luke
May 23, 2003

Exciting Lemon
What do you guys generally play with regarding victory conditions? I really like the different racial victories but wow, 20 years seems really short in some games. Thinking of bumping it to 50.

Dryb
Jul 30, 2007

What did I do?
sandbox.

Omniblivion
Oct 17, 2012
Try 30 year with difficulty scaling. Helps you get a good foothold and keeps a solid challenge throughout.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Omniblivion posted:

Try 30 year with difficulty scaling. Helps you get a good foothold and keeps a solid challenge throughout.

This is what I do, but I keep winding up so horrendously ahead that I'm basically just spending my time beating the pirates into dust. Still haven't seen the Shakturi show up ever.

Omniblivion
Oct 17, 2012

PittTheElder posted:

This is what I do, but I keep winding up so horrendously ahead that I'm basically just spending my time beating the pirates into dust. Still haven't seen the Shakturi show up ever.

Have you enabled the storyline? It's in one of the options. I really wish you could set the AI "difficulty" on a per-race basis. That way, you could set 2-3 AI on Hard/Very Hard to give them an advantage, and make the other AI normal (or Hard). That way you at least end up with a couple real powers to contend with. I've been playing on Very Hard, and all it does is force you to micro better (and if you get less than a good start, you're dead anyways).

I agree that the "late game" sucks for the AI- once you get an advantage, there isn't really a mechanic to take that advantage away. Empires just become afraid of you and don't properly band up together against you or anything. I actually got so far ahead one game (I think I showed some screen shots from the ridiculous start I had) that I went around with three fleets of cap ships and just made every entity my subjugated dominion.

While the vanilla game can be lacking, a lot of the guys on the Matrix forums are working on some mods that work on balance/additional features/etc. Which is awesome.

Agean90
Jun 28, 2008


Dryb posted:

sandbox.

I have literally never played with objectives on and never regretted it.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Omniblivion posted:

Have you enabled the storyline? It's in one of the options. I really wish you could set the AI "difficulty" on a per-race basis. That way, you could set 2-3 AI on Hard/Very Hard to give them an advantage, and make the other AI normal (or Hard). That way you at least end up with a couple real powers to contend with. I've been playing on Very Hard, and all it does is force you to micro better (and if you get less than a good start, you're dead anyways).

I agree that the "late game" sucks for the AI- once you get an advantage, there isn't really a mechanic to take that advantage away. Empires just become afraid of you and don't properly band up together against you or anything. I actually got so far ahead one game (I think I showed some screen shots from the ridiculous start I had) that I went around with three fleets of cap ships and just made every entity my subjugated dominion.

While the vanilla game can be lacking, a lot of the guys on the Matrix forums are working on some mods that work on balance/additional features/etc. Which is awesome.

Yeah, I have the box checked, the Guardians are there, and gave me the initial warning about dark monuments or whatever, but no Shakturi or their alter ego. I think someone said in Grey Hunter's thread that it's dependent on total development level for the galaxy? I'm way, way ahead of all the AI in tech.

Omniblivion
Oct 17, 2012

PittTheElder posted:

Yeah, I have the box checked, the Guardians are there, and gave me the initial warning about dark monuments or whatever, but no Shakturi or their alter ego. I think someone said in Grey Hunter's thread that it's dependent on total development level for the galaxy? I'm way, way ahead of all the AI in tech.

Not sure, then, sorry!

For those people that like sandbox, try setting required victory: 90-100% with a sliding difficulty scale as you approach victory. Basically the same effect except that the game scales a bit if you get into domination mode (which is nice, because it's boring just stomping one neighbor after another).

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador
How do I encourage mass migration to new colonies? Waiting for them to grow takes forever.

Also I tried an age of shadows game with manual ship designing, and I'm already enjoying the game a lot more(more from the ship designing than the shadows). After reading Grey Hunter's LP, I am a little disappointed that the pirates are being so friendly.

Gwyrgyn Blood
Dec 17, 2002

Set your taxes to 0%. Do this for any planet that isn't maxed out on population, unless you really need the money. Up to about 10-15% taxes you should still have pretty decent growth, but obviously it's a feedback loop so you do best keeping it as low as possible for as long as possible.

Also just make sure every colony has sufficient resources for growth, so make sure you have decent sources for all essential ones.

And build a Small Space Port with Commerce, Recreation, and Medical facilities at each planet as soon as is plausible. Or, IIRC, you can also use Defensive Bases with these facilities as well if you need defense but not another Space Port.

Gwyrgyn Blood fucked around with this message at 23:11 on Jul 17, 2014

Caconym
Feb 12, 2013

Eschatos posted:

How do I encourage mass migration to new colonies? Waiting for them to grow takes forever.

Also I tried an age of shadows game with manual ship designing, and I'm already enjoying the game a lot more(more from the ship designing than the shadows). After reading Grey Hunter's LP, I am a little disappointed that the pirates are being so friendly.

What Gwyrgyn said, and also make sure you have a passenger ship design with as many passenger bays as size-limits allow.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Is that how I'm supposed to be designing them? I really have no idea what to do with them. How much capacity should resort bases have?

Omniblivion
Oct 17, 2012

PittTheElder posted:

Is that how I'm supposed to be designing them? I really have no idea what to do with them. How much capacity should resort bases have?

As much as you can possibly fit. For both.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

Gwyrgyn Blood posted:

Set your taxes to 0%. Do this for any planet that isn't maxed out on population, unless you really need the money. Up to about 10-15% taxes you should still have pretty decent growth, but obviously it's a feedback loop so you do best keeping it as low as possible for as long as possible.

Also just make sure every colony has sufficient resources for growth, so make sure you have decent sources for all essential ones.

And build a Small Space Port with Commerce, Recreation, and Medical facilities at each planet as soon as is plausible. Or, IIRC, you can also use Defensive Bases with these facilities as well if you need defense but not another Space Port.

Thanks. I was already doing 0% taxes, but space ports and optimizing passenger ship design had slipped my mind.

edit: To not waste posts on a new question: If I have ship design set to manual, do I need to worry about manually retrofitting star bases, mining bases, or civilian ships?

And also, is having hidden pirate bases on most of my colonies a dire emergency? I'm paying off practically all of the pirates, so I would expect not.

Eschatos fucked around with this message at 05:09 on Jul 18, 2014

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Hell, if you do it right, you end up with planets of races you didnt expect. Its how I got planets of 1 Billion Zoidbergs on my worlds originally colonized by dragons. You can draw migrants from other empires and that is awesome.

Omniblivion
Oct 17, 2012

Eschatos posted:

If I have ship design set to manual, do I need to worry about manually retrofitting star bases, mining bases, or civilian ships?

And also, is having hidden pirate bases on most of my colonies a dire emergency? I'm paying off practically all of the pirates, so I would expect not.

You need to manually refit star bases and mining bases, but civilian ships will retrofit themselves (once you upgrade the design). I steer clear of automating base retrofitting.

Also- yes, you want to kill those ASAP. The longer you wait, the harder it is to remove them. If they complete the 3rd pirate base building, then they take over your colony. If I see one of those on my planets, I usually just build 10 troops on that planet. When the troops are ready, attack the base from the Planet -> Facilities screen. If that doesn't work, just use some troop transports to drop some friendly troops on the planet to blow up the base.

The bases also provide income to the pirates, which enables them to build bigger fleets and get more money out of you, etc.

Agean90
Jun 28, 2008


winterwerefox posted:

Hell, if you do it right, you end up with planets of races you didnt expect. Its how I got planets of 1 Billion Zoidbergs on my worlds originally colonized by dragons. You can draw migrants from other empires and that is awesome.

It really is. Nothing like having your population boom because 2 empires next to yours are at war.

I have no clue if that actually makes people migrate more, but it feels like it should.

Caconym
Feb 12, 2013

Agean90 posted:

It really is. Nothing like having your population boom because 2 empires next to yours are at war.

I have no clue if that actually makes people migrate more, but it feels like it should.

War weariness reduces happiness and happiness difference is a driver for migration, so yes.

DarkAvenger211
Jun 29, 2011

Damnit Steve, you know I'm a sucker for Back to the Future references.
If I hit auto upgrade selected ship design on ships in the list of schematics, will it automatically upgrade all parts to the newer better parts without me needing to manually go in and replace them?

Adbot
ADBOT LOVES YOU

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

DarkAvenger211 posted:

If I hit auto upgrade selected ship design on ships in the list of schematics, will it automatically upgrade all parts to the newer better parts without me needing to manually go in and replace them?

Yes. However, it will not add anything new. So say you just researched Steel Armor. Any designs you hit auto upgrade on will not add steel to them. Upgrading to the 2nd tier armor, when you already have say 5 Steel Armor in the design, replaces things in a 1 to 1 ratio. So 5 Advanced Armor from 5 Steel. It also adds a Mk2 to your original name. Just hit edit after hitting auto-upgade to add components to the new design afterwords.

  • Locked thread