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Sedisp posted:Location of the tube maybe. Second or two of extra time it takes the bottom design to hit the top might just do it. You've picked up on the launcher position. It was actually aligned with a hit coming left and downwards with the front of the ship. If you moved it away from danger I wouldn't be surprised if that's as important as the direction the missile shoots out at. I'd also move the frontmost crew compartment back because a frontal hit with a missile could also destroy that.
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# ? May 2, 2016 09:54 |
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# ? May 30, 2024 14:10 |
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I just don't get it sometimes. No matter how I turn the tube, it looks like the missles are coming out the back of the ship and then turning towards the enemy. For instance, why is this happening: With this: And if the tubes are pointed in the wrong direction... I've tried the opposite direction, does the same thing. This design now beats the default pretty handily, but still, the missles fire out backwards.
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# ? May 2, 2016 18:26 |
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Garfu posted:I just don't get it sometimes. No matter how I turn the tube, it looks like the missles are coming out the back of the ship and then turning towards the enemy. What if you move the missile launcher to the first gap in the front? Or the second? Also just a small nitpick that is probably just preference, but for support missile boats I like to have only a single launcher for the single big punch since they are primarily for taking down flagships. (I set them as artillery). ate shit on live tv fucked around with this message at 18:39 on May 2, 2016 |
# ? May 2, 2016 18:33 |
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Powercrazy posted:What if you move the missile launcher to the first gap in the front? Or the second? Same thing edit: helps a little bit. But why having them on those little winglet things, with nothing in front obstructing them, make them arc out backward.
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# ? May 2, 2016 18:37 |
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I have a suspicion that with missiles, the game simply draws a line between the center of the ship and the turret, and launches them on that vector, there's no actual turret arc for missiles.
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# ? May 2, 2016 18:41 |
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Garfu posted:Same thing What I'm thinking is that based on the position on the model, that is where it actually generates the missiles from. OwlFancier posted:I have a suspicion that with missiles, the game simply draws a line between the center of the ship and the turret, and launches them on that vector, there's no actual turret arc for missiles. Yea.
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# ? May 2, 2016 18:42 |
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Yeah, I moved them around all over and finally found some spots where it fires with only a slight arc outwards. I've spent 4 hours in the ship designer and haven't even really played the game yet so I think I'm done with this design for now... Heh.
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# ? May 2, 2016 18:44 |
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Garfu posted:Yeah, I moved them around all over and finally found some spots where it fires with only a slight arc outwards. I've spent 4 hours in the ship designer and haven't even really played the game yet so I think I'm done with this design for now... Heh. Well show off the final design, or upload it to the community page. I'm always interested in more efficient support ships.
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# ? May 2, 2016 18:45 |
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Powercrazy posted:Well show off the final design, or upload it to the community page. I'm always interested in more efficient support ships. Sure: That ends up winning a 100v100 with about 85 remaining against the default missile boat at size 10. For some reason the little wings with no obstruction shoot out backwards, yet this design with the missile right up against some armor and other missile hexes shoots mostly straight. Cost over the default missile boat is like 10% more $/labor so that's pretty good. Also I figure the lower speed isn't that big of deal since the missiles range will make up for it but I don't really know about that yet. This beam design completely obliterates the default, 90 remaining in a 100v100: Could probably add more armor to it Garfu fucked around with this message at 19:07 on May 2, 2016 |
# ? May 2, 2016 18:53 |
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Wait are you not matching the sizes?
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# ? May 2, 2016 19:21 |
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Powercrazy posted:Wait are you not matching the sizes? Sizes match This is what I have so far: Top set, is default carrier vs one I created. 1v1 the right one obviously wins. 1v1 with 10 of each of the same support ships, right wins handily. Middle set is the default missile boat, right ships win with 85 remaining. Bottom set is the default beam ship, right ship wins with 90 remaining. I just uses a test dummy carrier like in that guys video to test the support ships. Haven't even really gotten to the game yet but the ship designer is pretty fun in itself lol. Garfu fucked around with this message at 19:35 on May 2, 2016 |
# ? May 2, 2016 19:29 |
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Flagships slow down to keep pace with their support ships, so speed is definitely a consideration. Though less so if you make heavy use of ftl for strategic movement.
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# ? May 2, 2016 19:36 |
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Yeah I evened everything out around at around 3.4 so that should work.
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# ? May 2, 2016 19:43 |
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Remember, when your command ships get in the 5 and 6k sizes, big supports really help kick serious rear end. Of course I like have 2k 10sized fighter swarming my ships.
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# ? May 2, 2016 20:15 |
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I try to follow a rough proportion of Flagship Size compared to support options, that I'm sure changes non-linearly as you increase in size. Basically my "shield" ships are about 1/10th the size of the flag ship. These are the ones that have the high damage close range weapons on them. Their purpose is to target all the "gnats" and other enemy support ships that get close to the flag ship. About 1/8th of my support fleet in "size" are these guys. The next size are the beam ships. They are about 1/2 the size of the shield supports. They are set to cannon, and are equipped with lasers. I assume the cannon behavior has them engage with the other fleet, and flag ships. 1/4th or so of the support fleet are these. After that the Missile boats. Again they are about 1/2 the size of the beam ships. These are the primary dps of the fleet. They are set to Artillery and make up around 1/3 to 1/2 of the fleet. Finally my raiders. These are the "gnats" they are the smallest ships about 1/100th the size of the flag ship, equipped with burst weapons and supply stores. They are set to "Brawler" and they swarm around in the system which is pretty cool looking. Run into a Homeworld system and they will get 12x stacks of blockade on those planets in no time flat.
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# ? May 2, 2016 20:50 |
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I feel like I'm leaving a lot of money per budget cycle on the table. Is that bad? Once I get a couple level 3 planets up it always seems like I have a huge budget and I don't know what to spend it on. I just started playing so I'm probably doing something wrong.
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# ? May 2, 2016 22:57 |
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Bremen posted:You just export a planet's resource to the beacon. q_k posted:If you hover over the different projects you can see they require ore, defense support, tech support, or power support. Those are generated by a resource which produces that pressure type except for ore. You transfer it over to the gate by either dragging and dropping it from the planet producing it, or click on the planet, and right click on the gate and it should give you the option to export to the gate. What about fleet management? Is there a way to see all your fleets on one screen like there is with planets? Also, being able to remove/collapse all of the inputs and outputs of planets on the planet tab would be very nice. So would being able to scroll left and right on that tab, as would being able to set up a default/global setting for planets and ships to autobuy support.
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# ? May 2, 2016 23:49 |
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If you cool and good goons put up your ship designs on the community thing I'd be thankful. Ship design is where my brain turns to sludge, peering over other designs in the simulator might help me actually crack this one.
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# ? May 3, 2016 01:45 |
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I just uploaded this one: The only exotic part of it is the destroyer hull and the super computer. Muon Cannons are what really make it shine though. 4 Laser turrets and 2 torpedo's allow it to cut through fleets and after a few promotions it's able to take on remnant fleets that are much larger. A bit low on supplies, but I usually redesign my ships once I get the Quantum Compressor. Lots of redundant systems and a shielded hyper/jump drive allow you to escape reliably if you get in too deep. A tough ship and pretty efficient imo.
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# ? May 3, 2016 02:15 |
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Garfu posted:I feel like I'm leaving a lot of money per budget cycle on the table. Is that bad? Once I get a couple level 3 planets up it always seems like I have a huge budget and I don't know what to spend it on. I just started playing so I'm probably doing something wrong. The only things you can spend money on are colonization (because that eats pop for a while and costs you income) imperial buildings (which are useful but generally inefficient compared to finding more resources) and ships. Oh and maybe some unlocks in diplomacy research and affinities, but generally you're spending money to colonise or build stuff. If you don't need to build stuff or colonise, you can't do much other than let your money tick over and make sure it's being spent on a useful welfare option. If you're doing it a lot, consider taking the affinity that doubles welfare expenditure effectiveness. The game is kind of weird in that it's actually designed to not allow you to stockpile resources, you are building productive capacity, not a giant dragon hoard of money that you can turn into armies at will. When you are on a war footing you're expected to churn out ships and use them steadily, when you're not on a war footing you're building your economy and inefficiently pumping money into research, diplomacy, or energy. If you want a big army you're going to have to build it up over time, you can't build it all at once with a stockpile. The game plays out a bit like WW2 sometimes. Having a big standing army is great, it lets you make lots of initial gains with blitzkrieg style warfare, but eventually, economic capacity will trump it, because if your enemy is like the USA and can churn out ten ships to every one of your overengineered bulkhead filled, high initial cost monsters, they'll still win. OwlFancier fucked around with this message at 02:28 on May 3, 2016 |
# ? May 3, 2016 02:22 |
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That said perusing the community tab, someone made a "two-sided destroyer" and it is extremely effective because it has the engines in the front, weapons in the back, in addition to nothing in the middle of the ship. This confuses the AI targeting meaning that it's very difficult to actually damage. It beat's my destroyer design as well as a carrier with a full fleet. AI exploits aside, I like it.
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# ? May 3, 2016 02:56 |
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Last stupid question, what's the unit scale on the galaxy map? Are the thick lines 1000 units? I want to see the range of my defense station but I can't really tell. Nevermind figured it out, it's 500u per thick grid line, or 50u per grid square. VVV mehhhhhhhhhhhhhhh Garfu fucked around with this message at 05:31 on May 3, 2016 |
# ? May 3, 2016 03:19 |
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If you hold alt it displays weapon range and arcs.
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# ? May 3, 2016 04:12 |
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I too, like Mistborn. Also I adore the vassal option. Holy poo poo this is so nice. I ended up the senate ruler before I got my teeth kicked in by the Hoonan's and now im just scheming politically to leverage more and more power to my master.
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# ? May 3, 2016 13:38 |
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Dang this game gets hard. Playing against 3 normal AI and I guess mid-game you can't just up the size on your stuff anymore. I had a 4k Carrier with 250 size support ships and i got poo poo on by a 2k and 1-512 size support ship fleet. I guess my Carrier doesn't scale well. Also what speeds up getting support ships? I had like 250 labor on my main planet and on 2x it was still so slow to fill up my support. Should I be filling fleets on other planets and not focus labor on one but many?
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# ? May 3, 2016 20:43 |
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Fire Storm posted:Found it because of these posts, thanks! Click planet -> right-click bacon. On the right side of the galaxy screen is a list of stuff (by default, it's things like planets with exportable resources). If you look under it, there's a button that lets you customize what shows up there; there's options for things like military flagships, civilian flagships, or Planets/Orbitals with labor, which are all godsends for minimizing micromanagement.
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# ? May 3, 2016 20:49 |
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Garfu posted:Dang this game gets hard. Playing against 3 normal AI and I guess mid-game you can't just up the size on your stuff anymore. I had a 4k Carrier with 250 size support ships and i got poo poo on by a 2k and 1-512 size support ship fleet. I guess my Carrier doesn't scale well. I don't know this for sure, but I think you're limited to one per second. I had a similar planet with stupidly high labour output and seemed to be producing cheap size 1 supports at about that rate. I think there's just a cap on how many ships can be produced in a given timeframe. If you're having trouble winning fights, use more missiles, along with maybe a torpedo on a flagship.
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# ? May 3, 2016 20:59 |
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Speaking of Supports, please either make the global reserve bigger or give us the option of putting it on auto-cast (on planets and/or systems). It fills up incredibly quickly and it's wasted if you don't constantly empty it.
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# ? May 3, 2016 22:07 |
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Garfu posted:Dang this game gets hard. Playing against 3 normal AI and I guess mid-game you can't just up the size on your stuff anymore. I had a 4k Carrier with 250 size support ships and i got poo poo on by a 2k and 1-512 size support ship fleet. I guess my Carrier doesn't scale well. Space Elevator and Iron both speed up support build speed. I might change the space elevator modifier and see if I can improve it, because yea it's pretty much impossible to field a large number of support ships no matter how much labor you have.
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# ? May 4, 2016 00:52 |
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What's ore good for besides a few techs? Mining asteroids is cumbersome micro and i'm bad at ship design
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# ? May 4, 2016 07:40 |
Demiurge4 posted:What's ore good for besides a few techs? Mining asteroids is cumbersome micro and i'm bad at ship design Ring worlds and other large orbitals. Heralds need it to upgrade and build some of their things. I find the easiest way to do it is just have a tractor ship haul ore asteroids to where your drop off point is and have a few miners at that point. You can check in on the tractor beam ship every few minutes.
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# ? May 4, 2016 07:53 |
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So I used to do okay at this game against Easy AI (ok I'm poo poo at the game) but ever since Heralds came out, their new and improved AI has been utterly destroying me mostly on the back of them having decent ships and keeping them grouped up. Whenever people post on here about getting 2.5k scale ships and supports that are size 250 I'm just thinking wtf because I never even get close to that level of economy. I've never gotten up to Ringworlds or anything and the maps I'm playing on simply don't seem to have enough planets to support that amount of warfare. Is everyone playing on giant, multi-galactic maps or something? What's the general flow of gameplay that people are using? At the moment, I'm trying to scout the galaxy early on, pick a decent scaling modifier planet or a level 3 resource that looks good, grab that and then backfill all of the lower level planets needed to level that up. Once that's done, find another high level planet to do the same on. I have real trouble getting lots of Labour in my empires, and I don't think my ship designs are good enough to make up for the lack of numbers.
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# ? May 4, 2016 13:12 |
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I'm in the same boat where mostly I have no idea what I'm doing. What I've been focusing on trying to learn is managing pressure and building the upgraded cities to increase the cap. Mostly though I'm terribly short on everything but especially energy which makes using artifacts properly tough. An early game outline on what to focus on would be great.
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# ? May 4, 2016 13:19 |
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This helped me a bunch.Conot posted:First of all, remember that you can right click a planet without any planet selected -> select colonize this, and the game will automatically pick planets to send people from without dipping below 1 bill.
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# ? May 4, 2016 13:34 |
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Can that go in the OP?
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# ? May 4, 2016 16:35 |
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This ship has been owning everything: My eye has opened to non-carrier ships. I thought carriers with lot of support ships were the way to go. But I put out 5 of these guys against 2k+ sized carrier fleets and they rip through everything with barely any damage taken. I pretty much just rush all of the stuff needed to make them at the start of every game at this point. edit: search "battlecruiser" and "battlecarrier", this guy makes nice ships. Garfu fucked around with this message at 20:01 on May 4, 2016 |
# ? May 4, 2016 19:54 |
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I've been having fun with the invasion map type just solo play. It's a fun way to experiment with the big toys that don't come up much in normal games. I gave hard mode a good run, but in the end my huge fleets of missile bases and muon cannon supports couldn't hold the line. The last wave was a size 50,000 ship with 4k supports, totaling over 300 million strength :x
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# ? May 5, 2016 05:25 |
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Best thing I've ever done in a 4x and one of the coolest things I've done in a video game in general: Annex Planet vote on hydrocarbons planet deep in enemy territory Spend all of my influence Build outposts all the way to planet across the galaxy Win vote Build fling beacon Within seconds fling planet across galaxy to safety That was amazing. I just literally stole an entire planet from my enemy and not it resides safely near my homeworld. This game is so good. I don't think I can play another game without fling beacons. Garfu fucked around with this message at 16:10 on May 5, 2016 |
# ? May 5, 2016 16:07 |
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Garfu posted:Best thing I've ever done in a 4x and one of the coolest things I've done in a video game in general: I always remember my first time seeing a checkbox to allow my lasers to damage, and given enough time/damage, blow up stars. "Here go design this awesome ship and would you like it able to blow up entire planets? Just check this box."
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# ? May 5, 2016 18:03 |
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# ? May 30, 2024 14:10 |
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I've now flung every tier 3 resource in the entire galaxy back to my territory. And wait wtf there's a checkbox to allow planet damage? I've just been using Graviton beams Garfu fucked around with this message at 19:28 on May 5, 2016 |
# ? May 5, 2016 19:24 |