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Firgof posted:Yes. Just don't give your fleets a change of movement orders if they're going long distances once they're significantly underway. We also have directional thrust this time around - which means a ship can't start thrusting until it turns to face its target vector - which means it can hilariously overshoot stuff if you give it an order when it's already got a lot of momentum built up. And you can FTL to cancel your momentum if you need to stop in a hurry. If I remember it right I used to use skip drives for basically jumping on the spot for minimal energy cost as a hard stop.
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# ? Mar 29, 2016 20:40 |
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# ? Jun 5, 2024 04:36 |
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Firgof posted:
I thought it might be something like this but I couldn't figure out any good reason our carnivore-eyes would somehow turn into side mounted herbivore eyes. It sure as hell wouldn't happen naturally at least.
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# ? Mar 29, 2016 22:04 |
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I just wish I could build farms and hydrogenerators that can actually export said resources, I need farm worlds that are supporting countless Coruscants
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# ? Mar 30, 2016 21:45 |
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Sedisp posted:So anyone got some general tips for building verdant ships? They seem like they'd be fun to make. I love playing as Verdant races, and I find their ships pretty resilient and fun to build. I think Fling Beacon is an interesting way to play, and it allows you to pack more weapons/support into a ship. I know there are more optimized designs out there, but these are mine. The general ideas are: 1) Keep acceleration roughly even for the different ship classes. Support ships should have a bit more thrust than the flagship, to help keep the big blob together. 2) Use diagonal angles where possible, and put armor at the angles most likely to be hit. There are some good theorycrafting tutorials on Steam about this but my understanding is that a hexagon is one of the most efficient designs for keeping armor on the outside and vitals on the inside. 3) Perhaps counter-intuitively, engines should be in the front of your flagship, and weapons in the rear. When you want to engage in a fight, engines should take the pain first so your weapon/support hexes can stay healthy long into the fight. Conversely, if you need to beat a hasty retreat under impulse power, let your weapons tank the damage as the enemy blasts the rear of your ship as you accelerate away, engines staying safe up front. I tend to favor lasers since they don't take any supplies, especially on the flagship. I've read that torpedoes are pretty devastating against large clumps of little ships, I should try that out a bit more. In general a big fleet of 1/12th flagship size beamships tends to kick a lot of rear end and can stay supply-neutral for quite a long time. Add missile ships and railguns to taste. Verdant Heavy Carrier Verdant Beamship Verdant Missle Boat Pro Tip: If you don't consider it cheating, you can customize your starting Heavy Carrier or other flagship (depending on starting traits/hyperspace type) by exporting your ship as a .design file and overwriting the default file. For example a Verdant Not_Hyperdrive Flagship goes here: \Steam\steamapps\common\Star Ruler 2\data\designs\verdant\not_hyperdrive Star Ruler 1 and 2 both own, and I'm looking forward to the expansion. As said before, even if the studio closes, Blind Mind had a great run and made something unique and interesting. Asimov fucked around with this message at 23:05 on Apr 4, 2016 |
# ? Apr 4, 2016 23:02 |
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How do those first two ships even work? They're both shooting through verdant hexes and the heavy carrier's gun is pointed sideways so can't engage anything in front of the ship.
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# ? Apr 7, 2016 14:12 |
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You can shoot through verdant hexes just fine. The other part is confusing though.
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# ? Apr 7, 2016 16:06 |
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I didn't realize the discussion had moved here from the official forums (which seem to be one massive spambomb at this point). Any more tidbits to share? How much do I need to have ready in my Steam wallet?
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# ? Apr 7, 2016 17:31 |
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Price will be shown when we announce the release date of the expansion; only thing I can say right now is that it's reasonably priced. Only new thing I'm prepared to show off is the art for one of the new races.
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# ? Apr 7, 2016 18:49 |
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Take my money already.
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# ? Apr 7, 2016 20:04 |
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I think Fling Beacon is an interesting way to play, and it allows you to launch heavily armed assault stations around your opponents homeworld [/quote] ftfy
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# ? Apr 7, 2016 21:08 |
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Gonna chuck money at you as soon as you give me a store page. It's a good game and you're good people.
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# ? Apr 7, 2016 21:19 |
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Side-laser Heavy Carrier seems to do fine, it just turns to fire as if the laser were the front of the ship once it acquires a target. I'm just a scrub though, there are definitely more optimized designs out there. Basically the idea is you can take some hits on the chin as you are thrusting straight towards the enemy, then expose a fresh meaty side-laser when you're in range to engage. The real point is to have a big support fleet and long-lived carrier, and this sacrifices weapons for support capacity. Or the comedy alternate explanation is that you should be constantly circle-strafing counter-clockwise so you can juke enemy projectiles and take advantage your hit-scan laser fleet.
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# ? Apr 8, 2016 02:40 |
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All projectiles all the time
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# ? Apr 9, 2016 05:45 |
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I've just got to say. Fling beacons + level 5 planet with FTL crystals is hilarious. Fling level 5 FTL crystal planet to any system for 0 FTL. Fling everything in that system to wherever it's convenient in your empire for 0 FTL (while the level 5 FTL crystal planet is present), including planets. For giggles, just fling everything to your home system for 0 FTL. Then, fling all 50 some planets from your home system to another for 0 FTL at the same time. Watch as they make orderly groves of planets that don't even fit in the destination system. Build a ringworld around the sun in your home system. Fling the ringworld away from the sun to another system for 0 FTL. Where is the ringworld getting its power anymore since it leaves behind the sun? Who knows! Who cares!
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# ? Apr 9, 2016 18:56 |
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Also you can fling planets to outside of system boundaries, in which case they can't trade with anyone. Fling your enemies highly developed worlds into the void and they'll turn into level 0 planets in short order.
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# ? Apr 9, 2016 19:21 |
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Soon.
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# ? Apr 10, 2016 16:23 |
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Space Dragons?!
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# ? Apr 10, 2016 21:25 |
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Firgof posted:
If this means "tomorrow" that would make for a good way to start the week. Good luck on the expansion.
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# ? Apr 11, 2016 02:39 |
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It has been a while since I played. I was pleasantly surprised to find people hanging around in chat and that there are a bunch of new and awesome mods. The shipsets in particular are amazing.
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# ? Apr 11, 2016 16:28 |
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Deadmeat5150 posted:It has been a while since I played. I was pleasantly surprised to find people hanging around in chat and that there are a bunch of new and awesome mods. The shipsets in particular are amazing. I'm a fan of the Sins of a solar empire ship sets myself.
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# ? Apr 11, 2016 19:56 |
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Keep your eyeballs on the thread. Soon is about to become very soon.
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# ? Apr 11, 2016 21:08 |
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Firgof posted:Keep your eyeballs on the thread. Soon is about to become very soon. Unless it's right now, it's not soon enough!
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# ? Apr 11, 2016 21:24 |
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Firgof posted:Keep your eyeballs on the thread. Soon is about to become very soon. You're killing us. Well, me at least.
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# ? Apr 11, 2016 23:30 |
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Firgof posted:Keep your eyeballs on the thread. Soon is about to become very soon. St... Wa... Star Wars, ha, nailed it. They're releasing a licensed Star Wars expansion.
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# ? Apr 11, 2016 23:35 |
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More sneak peaks! Edit: For serious though, we will be pushing out a large amount of information about the expansion very soon, including its target launch date. We're kinda/sorta waiting on Valve right now to do some stuff before we put that information out. So hang tight! Firgof fucked around with this message at 00:32 on Apr 12, 2016 |
# ? Apr 12, 2016 00:27 |
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Firgof posted:More sneak peaks! Rude.
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# ? Apr 12, 2016 05:59 |
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Firgof posted:More sneak peaks! I can see the benefits of the new UI already, hard mode: are you building a scout ship or a war ship? Turns out it was a mining ship, congratulations.
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# ? Apr 12, 2016 12:59 |
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Firgof posted:More sneak peaks! Wake of the Star Elders?
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# ? Apr 12, 2016 15:11 |
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Hoping our storepage for the DLC will get approved in another hour or two. In the meanwhile, have some timelapse footage of me painting up one of the races! https://www.youtube.com/watch?v=_ihvL5mw-j8&t=17s Firgof fucked around with this message at 17:23 on Apr 12, 2016 |
# ? Apr 12, 2016 17:19 |
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Firgof posted:Hoping our storepage for the DLC will get approved in another hour or two. Any info for DLC on GOG platform?
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# ? Apr 12, 2016 22:54 |
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The expansion will be purchasable and downloadable through GOG. Edit: By the way, we've got some graphical upgrades in store for y'all's viewing pleasure. Please enjoy a complementary sample. Firgof fucked around with this message at 23:22 on Apr 12, 2016 |
# ? Apr 12, 2016 23:09 |
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How long does a game in SR2 typically last?
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# ? Apr 12, 2016 23:52 |
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Firgof posted:The expansion will be purchasable and downloadable through GOG. What are "Attitudes"?
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# ? Apr 13, 2016 00:31 |
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Ciaphas posted:How long does a game in SR2 typically last? As long as you'd like it to last though, typically. You can accelerate the game's end by surrendering to the most powerful Empire, become their vassal state, and help them conquer the galaxy. (Surrender doesn't end the game in SR2; you stay in it but can no longer declare war/request peace; instead, you inherit your master's allies and enemies) Ynglaur posted:What are "Attitudes"?
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# ? Apr 13, 2016 00:40 |
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What happened to your store page update? 40 minutes to 2 hours seems a bit on the short side for a first game, it takes a while to get used to all the features because they're quite different from the standard 4X design.
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# ? Apr 13, 2016 07:01 |
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What sort of PC do you need for the game? from the sheer scope of things it seems like it veers towards the multiple supercomputers end of the scale.
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# ? Apr 13, 2016 08:53 |
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King Doom posted:What sort of PC do you need for the game? from the sheer scope of things it seems like it veers towards the multiple supercomputers end of the scale. It's scale-able, so you don't need anything too beefy. Only if you start pumping up the number of stars and galaxies and Empires do things start to slow down.
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# ? Apr 13, 2016 08:59 |
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Vodos posted:40 minutes to 2 hours seems a bit on the short side for a first game, it takes a while to get used to all the features because they're quite different from the standard 4X design. quote:What happened to your store page update?
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# ? Apr 13, 2016 15:39 |
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I think my SR1 games used to take about 10 hours with galactic armory, SR2 tends to be shorter but that's because it doesn't facilitate building very far outside your income capacity while SR1 had the whole resource banking thing that let you save up easier.
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# ? Apr 13, 2016 15:45 |
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# ? Jun 5, 2024 04:36 |
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For those of us who did not play the base game, does the expansion update the tutorials, etc. to incorporate the expansion changes as well? I hate tutorials that are for the base game, and then 30% of the game is changed and not reflected in the tutorials.
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# ? Apr 13, 2016 15:45 |