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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Zephro posted:

So the game is 40% off on Steam. In theory I like strategy games, but in practise these days I've become a filthy casual with kids and a commute and I just don't have as much gaming time as I used to :(

Is it worth getting? I think I'm in the market for something with a decent amount of depth, but not to the extent of, say, CK2 or Europa Universalis or anything like that. I quite enjoyed Total War: Warhammer, for what that's worth, though I've only gotten round to finishing a Dwarf and VC campaign (I have an Empire campaign I've basically won but can't really be bothered grinding it out).

If you're going to get it, don't get it on steam. It's much cheaper in the Humble Monthly (12 bucks) and you get a load of mystery games on top of that.

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Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS

Gobblecoque posted:

So what's your idea of a strategy game with a lot of depth?

You know I'm actually not really sure. Paradox games are deep enough to be enjoyable but the strategy involved, even when there's a lot of numbers and stuff going on, is pretty easily reducible to two or three major mechanics and the rest can be totally ignored or it isn't relevant to anything besides playstyle.

But ultra grognard style games are so retarded detailed that its not enjoyable anymore. But anyway I guess I'd say that HoI4 is a lot more interesting as a strategy game because even though its fairly basic, I actually have to think about what I'm doing, unlike in CK2, EU4, and Stellaris where mostly you just maneuver a death stack (or in the first two, maybe 2-3 stacks) into the enemy stack

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
That's a bit unfair to Paradox, I'd say. With the potential exception of CK2, their games are effectively interest rate simulators - you have a limited amount of resource to spend and the task is to identify what offers the best return, be it troops, trade or technology. Accordingly, the impressive number of variables in something like EUIV makes this a quite complex optimisation problem. I would define depth as, 'Once you know the rules, how hard is it to figure out what you should be doing in any given moment?' On this score, Paradox does well.

Jigoku San
Feb 2, 2003

genericnick posted:

I do think the rewards for the Fortress were by far the most powerful rewards there were and I understand that they scaled them back. I'd still be salty if I drew the decoder or encoder though.

Edit: Also in single player you tended to end the game with exactly the same load out each time so that isn't optimal.

The Fortress doesn't show up every game though and even when it does you might not be able to get to it.

Good rewards for a rare event is a good thing. Otherwise they are just blocker for that system. "oh look a ____, guess I'll just go around till I have a 150-200k fleet with giga cannons, then just wipe if of the map and move on."

I burned up most my fleet fighting the fortress twice the first (only) game I saw it.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
There's are several mods to get the fortress techs back should you want them. Also changing the rates for those techs to whatever you want would be very easy, just editing the event in text file.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE
1.6.1 hotfix is up as a beta.

Changelog posted:

* Fixed AI never declaring war
* Fixed egalitarian faction unhappiness wrongly being generated by having robot "slave" Pops
* Fixed issue with AI empires switching ethics far too frequently
* Fixed a bug allowing you to terraform planets you don't own in contested space
* Fixed wrongly stacking "was enslaved" happiness modifiers
* Fixed graphical error with Ringworld skies
* Fixed issue with War in Heaven where total occupation would not equal 100% warscore, leading to neverending war
* Added back a couple of old diplomacy rooms and fixed black background on older ones
* Fixed not being able to construct spaceports around Ringworld sections
* Fixed wrong tooltip text on Armageddon bombardment stance
* Hive Minds can now properly use Full bombardment stance
* Fixed egalitarian faction issues appearing before you have any contact with alien empires and thus no ability to fulfil them
* Devouring Swarms now properly get -1000 opinion penalty due to being, well, Devouring Swarms
* Fixed a rare crash when planetary Pops are destroyed
* Fixed crash when rebels take over a planet and defect to another empire
* Fixed missing isolationist faction issue name
* Fixed numerous missing loc strings in languages other than English and Russian
* Can now properly rename civilian ships again
* Fixed missing animation for Armageddon bombardment
* Fixed event that was endlessly firing in the background, causing a performance hit
* Fixed an issue where Xenophobe fallen empire opinion penalty for frontier outposts was calculated strangely, leading to incorrect war declarations
* Fixed primitive enlightenment failing in the early game
* Fixed AI nonsensically replacing buildings in a wasteful way, disregarding tile resources
https://forum.paradoxplaza.com/forum/index.php?threads/adams-hotfix-1-6-1-opt-in-beta-released-checksum-b38e.1020919/

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Well that about covers all the weird stuff I was seeing in my new game started after 1.6 dropped.

I wonder if I just switch to this now and load the game if all hell would break loose. I don't want to have to keep restarting.

Love how AIs never declaring war was a bug - our Utopia galaxy was a little too Utopian.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Just came here to post that, was most miffed when my shiny new ringworld couldn't build and spaceports last night.

We beat the Unbidden in the end though!

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

quote:

* Fixed AI nonsensically replacing buildings in a wasteful way, disregarding tile resources
I'll believe it when I see it

Part of the reason my last 1.6 game went full lovey dovey was, I think, because everyone immediately rivalled the hivemind, so everyone had the "rival of rival" +mod, and thing snowballed from there.

Hot Dog Day #82
Jul 5, 2003

Soiled Meat
Glad to see that they released a major bug fix patch and let it go live with the AI not being able to declare war. It is like we are back to the good old days of Paradox gaming!

Soup du Journey
Mar 20, 2006

by FactsAreUseless
i dig the new peacocks, but man oh man those are some lazy palette shifts

nessin
Feb 7, 2010

quote:

* Devouring Swarms now properly get -1000 opinion penalty due to being, well, Devouring Swarms

Paradox confirmed as Speciesist.

Luigi Thirty
Apr 30, 2006

Emergency confection port.

nessin posted:

Paradox confirmed as Speciesist.

Aw, I liked having my only buddies be the other Hive Mind in my galaxy. Time to restart again.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Korgan posted:

I don't like this weighting, why can't it be a 25% for all?

16% for the two good ones, 33% for the power-hungry trash nobody bothers with. Legit. Split them 50/50 shield/module or power/module. I don't even remember what those modules even do.

In normal games people are just going to savescum until they get the one they want.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I'm glad they got the hotfix out so fast, I'm also glad Stellaris was "literally unplayable" for the last day because it made me take the plunge to buy Endless Space 2. I'm really digging the hand-made factions that all ooze with character and unique mechanics, the art and vibe of the game is really good. Will take a while to see if it's actually a long-term fun game as I've always loved the art and general feel of endless games but the mechanics never bring me back beyond playing through a couple times to see all the lore and art.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.

PoptartsNinja posted:

16% for the two good ones, 33% for the power-hungry trash nobody bothers with. Legit. Split them 50/50 shield/module or power/module. I don't even remember what those modules even do.

In normal games people are just going to savescum until they get the one they want.

The modules give tracking/tohit and evasion/somethingorother. They would be okayish except that they go in the same slots and use the same amount of power as shield capacitors, and in the current meta that choice is a no-brainer. What I really miss is the Enigmatic Disruption Field, but after auras were removed from all mobile ships I guess they decided it was easier to just remove it than to fix it to actually go on stations?

In non-achievement games people should probably just mod that poo poo though. I recognise that getting all four techs right away (or, realistically, "both good techs") was out of balance with the rest of the leviathan rewards, but I think this change that makes it so you get one and the others go into the tech deck is Cool And Good.

Bloodplay it again
Aug 25, 2003

Oh, Dee, you card. :-*
I was really proud of myself for getting almost 40 years into a game before being wiped out by a neighbor but my survival depended entirely on bugs. Just goes to showcase how awful I am at 4X games I guess. Can't wait to load my save and die in 2 years.

PittTheElder
Feb 13, 2012

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

Bloodplay it again posted:

I was really proud of myself for getting almost 40 years into a game before being wiped out by a neighbor but my survival depended entirely on bugs. Just goes to showcase how awful I am at 4X games I guess. Can't wait to load my save and die in 2 years.

If you're getting attacked, the solution is really to build a bigger fleet. In the early game you want to be sitting at or near your fleet cap, and you want to be upgrading spaceports to push those limits. +Naval Capacity society techs are actually pretty good early on, because even 2-3 ships makes a surprisingly huge difference in small actions. Watch your neighbours like a hawk, if any non-pacifist has a Superior fleet power, you done hosed up, because that actually means they're much, much stronger than you. I think the line is around 33% - 50%.

Xarn
Jun 26, 2015
Well done game, don't place any orbital resources into my home system I like challenge runs :v:

Gobblecoque
Sep 6, 2011
All this enigmatic fortress talk reminds me that I've never gotten to do it. It always spawns deep in some other faraway civ's borders and after whatever amount of time it's just gone. What's weird is that AI civs seem to ignore pretty much every other leviathan thing even if they're strong enough to curbstomp it and I've never found any of its tech on any fleet debris so I guess they're either not getting stuff from it or just not using it.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Yeah I never seem to get lucky with where special systems and monsters spawn, they always end up somewhere out of reach. I've only seen the Enigmatic Fortress once and didn't get to finish the quest so I honestly have no idea what people are talking about...

To Xarn's point this game can give you some really lovely starts though. I'm guilty as hell when it comes to rerolling in the first few minutes if I don't like hoe things are looking. Wish they'd just put a 'restart' option in the menu to save me having to go through all the steps over and over again.

Atsushogob
Oct 7, 2008

Psychotic Weasel posted:

Yeah I never seem to get lucky with where special systems and monsters spawn, they always end up somewhere out of reach. I've only seen the Enigmatic Fortress once and didn't get to finish the quest so I honestly have no idea what people are talking about...

To Xarn's point this game can give you some really lovely starts though. I'm guilty as hell when it comes to rerolling in the first few minutes if I don't like hoe things are looking. Wish they'd just put a 'restart' option in the menu to save me having to go through all the steps over and over again.

At least it saves your settings now, so it's really just new game->select race->start if you're rerolling.

Bloodplay it again
Aug 25, 2003

Oh, Dee, you card. :-*

PittTheElder posted:

If you're getting attacked, the solution is really to build a bigger fleet. In the early game you want to be sitting at or near your fleet cap, and you want to be upgrading spaceports to push those limits. +Naval Capacity society techs are actually pretty good early on, because even 2-3 ships makes a surprisingly huge difference in small actions. Watch your neighbours like a hawk, if any non-pacifist has a Superior fleet power, you done hosed up, because that actually means they're much, much stronger than you. I think the line is around 33% - 50%.

I usually have a tough time building up enough energy credits to maintain a sizable fleet. This is the first game I've finally had more than the first spaceport upgrade show up in the tech tree before my demise, too, so I wasn't able to build anything past a corvette with little-to-no upgrades. I lowered the game size from large to medium and dropped the number of AI by one or two to try and get a feel for tech expansion. Right now, every other species I've made contact with has an equivalent army, but I have minerals and credits hoarded for when I need to make a handful of cruisers.

I've only played for ~24 hours total, but my best two games seem to have gone as well as they have mainly due to the starting scientists I got for research. Recruiting non-surveying scientists seems like a wasteful use of influence early in the game. It doesn't really seem to matter once your researching scientists hit level 3 because they research faster than level 1 specialists. Once I play a few more games I will understand what I need to focus on and more efficient ways to navigate the UI, which will help a lot too.

Bloodplay it again fucked around with this message at 21:36 on May 11, 2017

Nut to Butt
Apr 13, 2009

by FactsAreUseless
Would someone please give me a quick and dirty rundown of the fleet composition meta? Should I never let the computer design my ships?

I've only sort of followed developments since launch, but I seem to recall there were some major balance issues (e.g. missiles were awful, or something).

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Nut to Butt posted:

Would someone please give me a quick and dirty rundown of the fleet composition meta? Should I never let the computer design my ships?

I've only sort of followed developments since launch, but I seem to recall there were some major balance issues (e.g. missiles were awful, or something).

Missiles continue to be awful, as apparently there's something deeply wrong with the way they're coded. Kinetics are the best starting choice by a country mile - they're strong against shields and you don't need to research lasers to get plasma weaponry. The current meta is:

- Energy torpedo corvettes;
- Destroyers with a Kinetic Artillery in the large mount and a flak in the remaining medium;
- Cruisers with all medium plasma plus one flak.

Mix energy & armour depending on what you're fighting. Opinions are divided on whether battleships are worth it; I find giving them exclusively kinetic artillery (all large mounts) works well, but others find that they die too quickly. I go for a 1:2:4:8 ratio of ship types from battleships purely to make designing fleets require no brain power, but others find smaller numbers of destroyers equally viable, and some people think corvettes die too quickly. They do, but that's what they're for.

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM
Played for about 100 years before getting bored. Highlight of the game: being stuck together with a regular hive mind between one advanced devouring hive mind, and one advanced fanatic purifiers

our empire and the regular hive mind were buddies all the way, with an extreme amount of positive bonuses to relations. I guess it's kind of awkward that the hive mind loves us that much, being a single concious entity.

Cease to Hope
Dec 12, 2011

Bloodplay it again posted:

I usually have a tough time building up enough energy credits to maintain a sizable fleet. This is the first game I've finally had more than the first spaceport upgrade show up in the tech tree before my demise, too, so I wasn't able to build anything past a corvette with little-to-no upgrades. I lowered the game size from large to medium and dropped the number of AI by one or two to try and get a feel for tech expansion. Right now, every other species I've made contact with has an equivalent army, but I have minerals and credits hoarded for when I need to make a handful of cruisers.

Corvettes with little to no upgrades are some of the best, most efficient ships in the game. Stellaris is weird in that higher tech isn't necessarily more efficient, so just spamming a bunch of whatever you can make cheaply isn't a bad plan.

As for dealing with energy crunches, remember that you can trade with almost any civ that doesn't hate you for a ton of energy, because the AI always overflows. A pittance of minerals per month for 30 years can get you hundreds or thousands of energy credits. This is so strong it feels like cheating. Also, as long as you keep your fleet orbiting a planet with a spaceport, it drastically reduces the maintenance costs. Always click the little icon that looks like a circular arrow to send your fleets home when you aren't using them.

Nut to Butt posted:

Would someone please give me a quick and dirty rundown of the fleet composition meta? Should I never let the computer design my ships?

I've only sort of followed developments since launch, but I seem to recall there were some major balance issues (e.g. missiles were awful, or something).

Plasma casters and energy torpedoes, especially on on cruisers and corvettes. Kinetic batteries are okay on destroyers and battleships; so are plain old railguns (the best starter weapon) if you don't have k bats yet. Flak is good on cruisers and destroyers, point defense is good on destroyers if you don't luck into the autocannon prereq tech early enough to get flak. Regular old railguns and autocannon are okay filler if that's what the tech deck sticks you with. Lasers are worse than those but workable. Disruptors, all missiles, all strike craft, non-energy torpedos (the ones you research with engineering instead of physics), and XL weapons are all a waste of time.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Nut to Butt posted:

Would someone please give me a quick and dirty rundown of the fleet composition meta? Should I never let the computer design my ships?

I've only sort of followed developments since launch, but I seem to recall there were some major balance issues (e.g. missiles were awful, or something).

The game is supposed to give you this huge assortment of choices for ship design, but generally there's an generally optimal design and specifically optimal designs and it's not always intuitive because there's a ton of "paradox math" that goes on behind the scenes in combat that ends up making a lot of the stats a lie.

I don't know what the spreadsheet nerds come up with, but cruisers with a couple flak and some railguns and plasma protecting a bunch of battleships loaded with kinetic artillery or what ever your best longest range weapon is seem to eat AI fleets. If you're up against a fallen empire or specific end game fleet there's slightly different strategies that can work out better. For instance if your enemy has a ton of armour you'll want more plasma. If your enemy is all shields you'll want more kinetics. If your enemy uses a ton of strike craft you might want to add an extra flak artillery or so on your cruisers and maybe give a couple on your battleships as well.

I know some people say smaller ships are still valid, but the moment I'm able to build cruisers I only build cruisers, and the moment I can build battleships I build about 50/50 cruiser/battleship. I consistently can beat AI fleets of similar power, and can take on smaller fleets without any casualties (which is what you should be going for)

KingLemming
Jan 1, 2013

fuck gregtech

Aethernet posted:

Missiles continue to be awful, as apparently there's something deeply wrong with the way they're coded.

Well, sort of. Honestly it's really more of a fundamental design flaw. But yes, they're a bit of a dumpster fire at the moment.

Missiles are one of those things I'd like to write a mod to fix, but I'm really not *too* big on doing fix mods since ideally Paradox will get around to it at some point.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Might be pure coincidence but I just had no trouble at all doing the Vultaum quest, things spawned regularly to investigate and I found their home system in like 2231. It spawned in my own territory too, I don't know if that's been forced or was just coincidental, but at any rate it was pretty neat. Would be interested to hear other people's experiences.

If only I'd got an actual good Precursor species :p

Also slight bug, Devouring Swarms can still interact like regular empires with enclaves. Which I'm not gonna bitch about because it makes my life a lot easier when I can trade for minerals and stuff.

Now, speaking of that, two things to mention. First, the location of this black hole is fuckin sick-rear end:



Second, for funsies, and apropos with ship design discussion, I'm playing the Xu Hive as pure kinetics/armor. So far it's actually working pretty well, but I suspect Hive/Swarm bonuses are contributing to that a lot. Still, it is nice to be able to poo poo out pretty capable ships at low cost!

PittTheElder
Feb 13, 2012

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

Bloodplay it again posted:

I usually have a tough time building up enough energy credits to maintain a sizable fleet. This is the first game I've finally had more than the first spaceport upgrade show up in the tech tree before my demise, too, so I wasn't able to build anything past a corvette with little-to-no upgrades. I lowered the game size from large to medium and dropped the number of AI by one or two to try and get a feel for tech expansion. Right now, every other species I've made contact with has an equivalent army, but I have minerals and credits hoarded for when I need to make a handful of cruisers.

Don't hoard minerals, what really matters is increasing mineral throughput. If you can spend minerals to do so, that's basically always worth it. Corvettes with little-to-no upgrade are actually all you want in the early game anyway, they are objectively better than even very upgraded corvettes. What you want is more of them. As for energy, that just has to come off your planets. Colonize more planets, build more power plants.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I'm down to 1 relic left for my precusor quest and the game keeps trying to spawn new anomalies but failing. I get the popup telling me "a precursor site has been found on in the system". It's blank, no planet or system is named.

canepazzo
May 29, 2006



Advanced AI starts - are they on top of the number AI empires, or included in them? Say I choose 15 AI empires, 5 advanced starts, do I get 20 AIs or 15 of which 5 are advanced?

Poil
Mar 17, 2007

Mister Adequate posted:

Now, speaking of that, two things to mention. First, the location of this black hole is fuckin sick-rear end:

I thought it was part of the symbol at first. Nice. :D

Nut to Butt
Apr 13, 2009

by FactsAreUseless
Thank you for all the helpful answers!

Wiz
May 16, 2004

Nap Ghost

Baronjutter posted:

I'm down to 1 relic left for my precusor quest and the game keeps trying to spawn new anomalies but failing. I get the popup telling me "a precursor site has been found on in the system". It's blank, no planet or system is named.

Using any mods? If not I'd really appreciate a save. We have some reports of this but no repro cases not caused by mods.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Wiz posted:

Using any mods? If not I'd really appreciate a save. We have some reports of this but no repro cases not caused by mods.

Just a million of those "Tiny X" interface mods and the "ship power plants" mod. So yeah, not a "clean" game, tainted by moddery but I don't know why ship power plants or the tiny interface mods would do that.

I'll get on the beta hotfix patch and turn off the mods and see if it still happens(I was getting the popups fairly regularly as the game really wanted to help me finish), or is the save still useless if the save was ever mod-touched?
Also is there and event I can manually trigger to get the "precursor discovery" event that tries to spawn the anomaly?

\/ Sure I'll throw it on my drive or something and link you when I get home from work in about an hour. If it IS caused by a mod I'd love to know how/why and get in touch with the creator.

Baronjutter fucked around with this message at 22:42 on May 11, 2017

Wiz
May 16, 2004

Nap Ghost

Baronjutter posted:

Just a million of those "Tiny X" interface mods and the "ship power plants" mod. So yeah, not a "clean" game, tainted by moddery but I don't know why ship power plants or the tiny interface mods would do that.

I'll get on the beta hotfix patch and turn off the mods and see if it still happens(I was getting the popups fairly regularly as the game really wanted to help me finish), or is the save still useless if the save was ever mod-touched ?

Upload it and I'll have a look.

Midnightghoul
Oct 1, 2003

COME ON DON'T BE SCURRED
While the last patch was very disappointing, thumbs up on getting the hotfix up and in beta quickly.

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Soup du Journey
Mar 20, 2006

by FactsAreUseless

KingLemming posted:

That'll actually work pretty well. The game is *super* quirky and weird about doing something like this, so essentially I've had to work around the weirdness by having it create a normal pop and then adding a +200% growth speed modifier to it. After it finishes growing, it then has a -25% Research and -50% Unity penalty for 5 years, but they'll make great slaves!

I *wanted* to have something like a clone vat where it was a separate "species" entirely, but Stellaris is oh so helpful and registers that no other species of that type exist on the world, and instantly deletes the Clone. :rolleyes:

The only way to work around that is to make the clones of species class ROBOT, since that's hardcoded in. But then OH WAIT, suddenly your ability to build them depends on a whole host of unrelated things, such as AI policy.

in light of all this, i take it it's not possible to set which species you'd like to clone, right?

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