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Korgan posted:Terraforming doesn't get rid of negative modifiers though. Huh I didn't think that was part of any mod I had, but when I terraform it turns all reds into greens planetary anomaly wise. Now I need to look up whats doing it...
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# ? Apr 25, 2017 14:58 |
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# ? May 13, 2024 09:56 |
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Aethernet posted:Also, and this may be sacrilege against the current meta, but I really don't find battleships to be that bad.
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# ? Apr 25, 2017 15:09 |
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Nordick posted:I have four different classes of battleships in my current fleet.
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# ? Apr 25, 2017 15:14 |
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Was just wondering, what was the mod that added multiple different looks for robot pops? I swear it was a Goon who was working on it!
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# ? Apr 25, 2017 15:17 |
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https://steamcommunity.com/sharedfiles/filedetails/?id=891425376 You probably mean these?
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# ? Apr 25, 2017 15:17 |
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I 100% know it's poo poo tactically but nothing is more fun that stuffing all your ships full of stormfire autocannons and stacking fire rate modifiers. If there's a problem, throw more firepower at it.
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# ? Apr 25, 2017 15:22 |
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Splicer posted:I like having carrier ships loaded with space amoebas. It's probably poo poo tactically but hundreds of space amoebas > tactics on the fun scale But yeah I have carrier BBs plus a class for each of the XL mount weapons. And of course those classes are all different from eachother in other ways too, because by Harry I'm Fanatic Militarist and I need to have ALL THE WEAPONS.
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# ? Apr 25, 2017 15:25 |
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A Tartan Tory posted:I 100% know it's poo poo tactically but nothing is more fun that stuffing all your ships full of stormfire autocannons and stacking fire rate modifiers. Autocannons should totally look like they do in BSG rather than the dashed lines they do now. MY INACCURATE IMMERSION!
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# ? Apr 25, 2017 15:26 |
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Nordick posted:I don't have amoebas, because I haven't seen any all game. Come to think of it, I haven't really seen ANY space critters all game, apart from a single void cloud (which was nice, as cloud lightning seems to be pretty decent now. I did switch it to plasma once I started getting into more serious fights, but goddamn if cruisers that shoot lightning everywhere aren't cool.)
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# ? Apr 25, 2017 15:29 |
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Truga posted:https://steamcommunity.com/sharedfiles/filedetails/?id=891425376 Yes I do. Thank you!
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# ? Apr 25, 2017 15:29 |
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Korgan posted:With the recent update some barren worlds get the Terraforming Candidate modifier if you pass a really easy anomaly check. Mars in the Sol system is always a Terraforming Candidate, for example. Welp, I guess I completely missed this. I haven't seen one pop up in multiple full games of Utopia. If it doesn't even alert you when you first survey or anything then yeah there should be an icon.
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# ? Apr 25, 2017 15:30 |
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Soup du Journey posted:bombers and arc emitters probably arent the worst combo ever, seeing as how they both bypass shields and either half or all armor
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# ? Apr 25, 2017 15:33 |
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You guys should start playing on ring galaxies if you really want to complete precurser quests or get all the space monster techs, all those clumped up systems also make a much faster game too.
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# ? Apr 25, 2017 16:03 |
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Oh my loving god. There is a mod that lets you encase worlds in shields like the Ur-Quan from Stellaris. I'm using it to create a "nature preserve" of various species. Species that I invade and then abduct pops from to preserve for all time due to needing to wipe them out before the crisis eats them.
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# ? Apr 25, 2017 16:40 |
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Splicer posted:I like having carrier ships loaded with space amoebas. It's probably poo poo tactically but hundreds of space amoebas > tactics on the fun scale Space Amoeba Flagella are as good as lvl 3 bombers and you can get them much earlier. Really Paradox did a pretty good job balancing the alien weapons. Even running corvettes with 2 lasers and 1 space cow weapon isn't a bad choice early game.
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# ? Apr 25, 2017 16:51 |
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Archonex posted:Oh my loving god. There is a mod that lets you encase worlds in shields like the Ur-Quan from Stellaris. Please tell me it includes vassalisation as battle thralls or shielding as a war goal.
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# ? Apr 25, 2017 16:54 |
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Nordick posted:At the very least they absolutely ruin the Unbidden. I've just had a game end after absolutely ages because the Unbidden turned up during a war in heaven. My Arc Emitters didn't seem to be doing too much! In fact people seem to recommend those massive cannons instead.
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# ? Apr 25, 2017 17:02 |
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You know, I'm not sure that governing ethics attraction does anything at all on a per-pop level. If you turn on information quarantine, or flip between it and free thought, you can see the attraction value on the faction page change slightly (very slightly, like "this is probably worthless even if it works" levels), but if you go down to an actual pop's ethics chances, it looks identical down to the tenth of a percent level. Also, it looks like I can't give residence citizenship to subspecies created by genetic engineering, so the plan someone mentioned upthread of engineering a ruler subspecies with longevity and skill levels and letting everyone else have residence seems like it isn't going to work. edit: Oh god dammit you can't give subspecies different rights at all. This intended playthrough is really going to pot. PittTheElder posted:Preserve your fleet, wait for them to start colonizing one planet, rush in and bombard it down. Poof swarm gone. Strudel Man fucked around with this message at 18:17 on Apr 25, 2017 |
# ? Apr 25, 2017 17:50 |
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Aethernet posted:Please tell me it includes vassalisation as battle thralls or shielding as a war goal. Not yet. Currently you can create a "nature preserve" megastructure to basically capture races and put them on a habitable planet for economic bonuses. Currently i'm turning a bunch of gaia worlds into the most fabulous prisons ever.
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# ? Apr 25, 2017 18:34 |
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I wonder if the reason why the AI underdevelops their planets is because they seem to spend 99% of their minerals on fleets?
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# ? Apr 25, 2017 18:39 |
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I still don't get how I can be finding AI planets that don't even have a building on every tile in the late game. We're all throwing around 100k fleets and are very much in the end-game but I conquer a planet and find maybe 15/25 tiles have anything on them and tons of unemployed pops, and this was like their 2nd colony or even their homeworld.
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# ? Apr 25, 2017 18:40 |
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How do I build a fleet to kill this fuckin Awakened Empire. We have the same Fleet power but they just wipe the floor with me in a straight up fight every time.
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# ? Apr 25, 2017 19:04 |
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Sandweed posted:How do I build a fleet to kill this fuckin Awakened Empire. We have the same Fleet power but they just wipe the floor with me in a straight up fight every time. You should REALLY take the Unity trait that increases your damages against them by a third. Also after awhile of fighting I think you get a research for another 25% buff. You can't go against a FE/AE pound for pound in most cases, especially not with battleship heavy fleets which their superweapons just delete.
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# ? Apr 25, 2017 19:51 |
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Yeah I started having AE luck by going cruiser heavy. Also you can get them to split up their stuff instead of having like 500k in assorted fleets in one place by real quick grabbing a couple planets. Sometimes this results in their whole fleet parking in one system sadly bombarding though but that's better since you can go steal even more planets
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# ? Apr 25, 2017 19:59 |
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Kimsemus posted:You should REALLY take the Unity trait that increases your damages against them by a third. Also after awhile of fighting I think you get a research for another 25% buff. You can't go against a FE/AE pound for pound in most cases, especially not with battleship heavy fleets which their superweapons just delete. This is actually wrong, only the titans have heavy killers, and I've used all kinetics based Battleships to kill AE fleets twice my size on multiple occasions. The trick is to use all kinetic artillery and giga cannons with heavy shielding. You stack fire rate and weapon range so you do as much damage as possible before the escorts actually join the fight, which they should do about 5 seconds after the retreat button comes up, and retreat out just as they do. If done right you'll take like 4-5 Battleships in losses but cut 15-30k off of them in each engagement. Now you've said before you play spiritualist mainly, which leverages an evasion based style of Cruisers and corvettes far more, but as a militarist fire rate can make long range kinetics extremely strong. I also have used that build to knock out 200k of unbidden vs my 90k with 140k of robes unbidden never even getting to fire their matter disens. Mazz fucked around with this message at 20:04 on Apr 25, 2017 |
# ? Apr 25, 2017 20:00 |
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Mazz posted:This is actually wrong, only the titans have heavy killers, and I've used all kinetics based Battleships to kill AE fleets twice my size on multiple occasions. I hadn't considered that, and it's a point well worth taking into consideration. I evasion tank most of my ships as spiritualist, and I win most of my engagements by using multiple variants of cruisers/corvettes and only use battleships as Large weapon slot artillery, but usually lose them immediately in any fight with a FE/AE.
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# ? Apr 25, 2017 20:02 |
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Kimsemus posted:I hadn't considered that, and it's a point well worth taking into consideration. I evasion tank most of my ships as spiritualist, and I win most of my engagements by using multiple variants of cruisers/corvettes and only use battleships as Large weapon slot artillery, but usually lose them immediately in any fight with a FE/AE. Yep, for spiritualist that build makes far more sense. It takes a lot of fire rate mods and like 60k in Battleships to start working, but it just gets better as you go up. The other strength is that there are repeatable techs for kinetic fire rate and damage, so you can just keep scaling up forever. Mazz fucked around with this message at 20:20 on Apr 25, 2017 |
# ? Apr 25, 2017 20:10 |
Move a few small fleets into their space so they start chasing them and kill the separate groups one at a time. Retreat whenever it looks bad. If you have a big ball of stupid stations where you are retreating to this helps a ton. Dumping them into a warp snare surrounded by -fire rate stations makes them far easier to kill, particularly if you baited them into attacking you and have the harmony defensive bonuses.
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# ? Apr 25, 2017 20:18 |
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Okay so this might count as a bug: I started off as xenophobic mechanists, and eventually shifted my government ethics away from materialist to militarist. My plan was to adopt fanatical purifiers, but apparently I now can't change policies anymore, as I'm blocked because I can't have mechanist while not being materialist. It seems like a pretty arbitrary reason not to let me change policies. And I was planning on purifying the galaxy of biologicals as soon as I ascended.
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# ? Apr 25, 2017 20:26 |
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Confirming. Railguns seem to be prime for most engagements (unless the opposing fleet drops right on top of you or vice versa). The range + accuracy + instant (or close to instant) hit is pretty strong. Disruptors + plasma didn't seem to be nearly as effective; because you usually had to close into the same range as the other ships, and thus you took damage. On another note: Utopia is cool and good. I really appreciate how it has fleshed out the mid and late games from what was there before. Or at least, it doesn't just turn into a slog in the mid-late games, from my experience.
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# ? Apr 25, 2017 20:28 |
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Kimsemus posted:I hadn't considered that, and it's a point well worth taking into consideration. I evasion tank most of my ships as spiritualist, and I win most of my engagements by using multiple variants of cruisers/corvettes and only use battleships as Large weapon slot artillery, but usually lose them immediately in any fight with a FE/AE. The weird thing is that we play more or less the same way (I play primarily spiritualists too, try and use mixed fleets, etc.) but that has never been my experience with FEs or AEs: unless for some reason they have an unusually high number of Titans (I've seen 2 at most in any AE fleet I've faced), it's always the cruiser-and-smaller ships that die like flies and I just have to hope I've killed enough of the AE's ships by the time they do that my battleships can mop up, but usually BBs are going to be my last survivors of a pound-for-pound fight with an AE. I probably need to focus more on evasion tanking items for subcapitals, TBH, but with endgame fleet numbers I'm not sure how much good that will even do - small things are going to take hits and, most likely, enough hits to die. I kinda got tired of rebuilding my subcap screens after every major fight (god, my kingdom for x5 and x10 options in the build queue) so I recently switched to all-Battleship fleets to try that out, and it's been a lot more successful than I was expecting - but I'm at the stage of the game where frankly I should have called it a win and quit a century ago, but I wanted to actually win this War in Heaven because it was the first time I'd actually seen it happen, and then I wanted to win a war of independence against the AE I'd voluntarily joined in order to fight said War in Heaven, and now I could probably kill every remaining fleet in the galaxy at once and should probably start genociding people or otherwise racking up threat in order to test this theory out. To be fair I'm using the Heavy and Arbiter BB variants from KingLemming's Voidcraft mod, so I use Heavies for lots of L and XL slots and Arbiters for auras, PD/flak, and vast clouds of strike craft) and the dynamic there vs. an AE is "lose a BB or two at the outset if they have a Titan, Titan promptly gets focus-fired by 20+ Tachyon Lances and doesn't survive to take a second shot, remainder of fight proceeds as normal" Dallan Invictus fucked around with this message at 20:37 on Apr 25, 2017 |
# ? Apr 25, 2017 20:33 |
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Nuclearmonkee posted:Move a few small fleets into their space so they start chasing them and kill the separate groups one at a time. Retreat whenever it looks bad. If you have a big ball of stupid stations where you are retreating to this helps a ton. Dumping them into a warp snare surrounded by -fire rate stations makes them far easier to kill, particularly if you baited them into attacking you and have the harmony defensive bonuses. Yep, this is the strat I used a few months ago when the last update hit and it brutalizes AEs. If you get good at timing system jumps you can sometimes get it so your fleet jumps in directly behind theirs which is great because they rely a lot on XL-sized forward-facing weapons. Between that and flak for their fighter spam you can mop the floor with them while taking only token losses. On a totally different note, does it seem that the AI vastly overproduces food? I get that there's a growth bonus for excess food production but holy moly whenever I conquer planets or look at my sectors there are just stupid numbers of farms (and of course lots of capitals sitting on Betharian tiles). I'm getting +328 excess every month now because of sectors and conquests.
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# ? Apr 25, 2017 20:39 |
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Nosfereefer posted:Okay so this might count as a bug: Edited away mechanist from the save, I'm not abandoning my dream of destroying all life forms just because of a technicality.
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# ? Apr 25, 2017 20:44 |
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Shugojin posted:Yeah I started having AE luck by going cruiser heavy. This is basically what I'm doing in my game right now. I've lured a 230k fleet into my territory by grabbing a planet and then retreating, and sniped a 120k fleet by landing on top of them, but they're still superior in fleet numbers to me. Probably the toughest match I've played so far, the AE originally spawned on the opposite end of the galaxy from me, woke up and conquered their way to owning half of the galaxy, and I've just about got the other half.
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# ? Apr 25, 2017 20:44 |
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Dallan Invictus posted:To be fair I'm using the Heavy and Arbiter BB variants from KingLemming's Voidcraft mod, so I use Heavies for lots of L and XL slots and Arbiters for auras, PD/flak, and vast clouds of strike craft) and the dynamic there vs. an AE is "lose a BB or two at the outset if they have a Titan, Titan promptly gets focus-fired by 20+ Tachyon Lances and doesn't survive to take a second shot, remainder of fight proceeds as normal" Of course you're going to think battleships are good if you're using a mod that makes them better.
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# ? Apr 25, 2017 20:45 |
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https://twitter.com/Martin_Anward/status/856862182025330689 Looks like the dream of non-militarist Fanatic Purifiers is coming true.
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# ? Apr 25, 2017 20:49 |
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Jabarto posted:Of course you're going to think battleships are good if you're using a mod that makes them better. I play entirely vanilla combat, and Battleships are fine if used the way I highlighted above. Just like Cruisers and corvettes, you gotta play to their strengths.
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# ? Apr 25, 2017 20:58 |
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Does that mean Fanatical Befrienders will have hearts on their wallpaper?
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# ? Apr 25, 2017 20:59 |
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Mazz posted:I play entirely vanilla combat, and Battleships are fine if used the way I highlighted above. Just like Cruisers and corvettes, you gotta play to their strengths. To be fair stacking kinetic artillery has always been my thing with battleships, but I usually go for armor over shields. I also never thought about having them retreat (which sounds like a really annoying thing to always be doing but I can see how it might work).
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# ? Apr 25, 2017 21:00 |
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# ? May 13, 2024 09:56 |
Battleships being good or bad is almost entirely dependent upon what weapons the FE is using. If they can't scratch your armor tank then BBs own of course. They have an enormous amount of EHP if they are armor stacked vs things with bad or no armor pen.
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# ? Apr 25, 2017 21:07 |