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Speedball posted:I'm a little fuzzy on what manpower actually does. Is it something I need to have my ships regenerate health? Available soldiers, basically. Whenever you build a ship or gain a colony, it gets filled to capacity from your global manpower. If that's insufficient, it gets distributed out to them in drips. Riftborn have to manually build manpower, I think everyone else gets it based on population/techs/buildings. Ships can only replenish manpower (after invading) in your own systems.
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# ? May 22, 2017 04:24 |
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# ? May 10, 2024 10:45 |
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Onean posted:There's two types of damage and two types of weapons for each, so four different types of weapons. The range effectiveness determines a weapon's accuracy. Each weapon interacts with defenses a little differently as well. Awesome. Thank you. I had almost thought the difference between the sub-classes in projectile and energy weapons were only for flavor.
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# ? May 22, 2017 05:00 |
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Jesus the riftborn are so slow. GOtta put on all the goddamn engines
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# ? May 22, 2017 05:10 |
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I so wish Stellaris would do ground combat like this. A global manpower pool and ships being able to bring X manpower to bear in an invasion. No loving around with individual troop transports which need like 8 clicks to go from planet to enemy planet. It's funny because "manpower" as a military resource is such a Paradox thing.
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# ? May 22, 2017 05:10 |
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Ramadu posted:Jesus the riftborn are so slow. GOtta put on all the goddamn engines I really don't care much for the engine progression in this game. You have the starting engine with a speed of 2 and can almost immediately get the next engine (warp) with a speed of 3, and then you're basically stuck with that for most of the game (the hyperium engine only grants extra evasion) until getting anti-matter with a grand speed of 4. Yawn. I feel like they needed a couple more steps and some more significant speed increases between them. I mean, I understand you can slap on extra engines if you gotta go fast, but I would've preferred some greater variety there.
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# ? May 22, 2017 05:50 |
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For anyone who's having slowdown issues in later turns, try switching to Windowed mode. It makes it way smoother/faster for me. Am I missing something, or is Tower of Temporal Paradox utter garbage? It's a tier 4 tech, Riftborn exclusive, and the Tower is the only thing the tech gives you: Once per empire building: +1 Dust, bonus increases by +1 every turn Compare that to Cube of the Viceroy, a Riftborn exclusive, tier 2 tech: Once per empire building: +25 Dust per System Level +5 Dust per Original Empire Population And the tech also unlocks Production Buyout. Did they forget to multiply Tower by 10 or something?
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# ? May 22, 2017 05:52 |
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Onean posted:Now, a little in depth look for combat. This is based off the Unfallen tech tree and the Unfallen starter hero's ship (Fedez-class named Drop) with all modules removed. The majority of the techs are the same, but other factions may have specialties or replacements I'm not addressing. It's nice to see they revamped the combat triangle from ES, it was annoying stripping flak from ship designs as missiles became obsolete faster than kinetic or lasers. Without crits, missiles will fall behind to the kinetics and lasers against a properly outfitted fleet. Heroes can't boost crit and fleet weapon to insane ES levels. Perhaps they toned down the AI's behaviour because the AI previously changed their fleets to counter yours all the time. If you had sensor range into their empire you could see ships of a higher Mk with completely different loadouts within 2-3 turns (as fast as they could produce them). Maybe it's tied to difficulty?
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# ? May 22, 2017 06:03 |
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Jastiger posted:Is there any use for luxuries outside upgrading star systems? Seems silly to have tons of luxuries and only ever use 6 or so. Besides dumping them on the market, you use them to bribe systems that are about to revolt. Vodyani can also trade them with brainwashed minor civs to convert the minor civs' pops to useful bonuses. Avasculous posted:For anyone who's having slowdown issues in later turns, try switching to Windowed mode. It makes it way smoother/faster for me. you aren't missing anything, it's terrible and you'll never bother to build it
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# ? May 22, 2017 06:07 |
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Avasculous posted:For anyone who's having slowdown issues in later turns, try switching to Windowed mode. It makes it way smoother/faster for me. Erm, the tower is REALLY good. The base value looks like it's terrible. But think about it 50 turns in the future. It'll be spitting 51 dust every turn. And 100 turns from then, 101 dust. It just keeps going up every turn. If it was +10 dust, bonus increases by +10 every turn that would be hilariously broken. The cube is worth less in the long term. Keep in mind that I don't know how much it costs and I haven't played Riftborn yet. Just by looking at the description it doesn't look like garbage. What else does the tech give you that unlocks that building?
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# ? May 22, 2017 06:09 |
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IAmTheRad posted:Erm, the tower is REALLY good. The base value looks like it's terrible. But think about it 50 turns in the future. It'll be spitting 51 dust every turn. And 100 turns from then, 101 dust. It just keeps going up every turn. If it was +10 dust, bonus increases by +10 every turn that would be hilariously broken. The cube is worth less in the long term. it's a tier 4 tech that takes a ton of industry to build. you're not going to be playing 100 turns after building it. empires are going to be pushing economy or score wins probably less than 50 turns after you unlock it.
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# ? May 22, 2017 06:11 |
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Its tier 4 though, a trade HQ easily gives you that much and more.
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# ? May 22, 2017 06:15 |
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I've been derping around in this over the weekend and I'm enjoying it. As the World's Worst 4X Player* Amplitudes games have always been tantalizing to me. I absolutely adore the Endless setting and aesthetics and Amplitude is a really cool studio that from day 1 has been incredibly communicative and attempts to integrate the community into development (for better and for worse). Still, I've bounced off every game pretty hard (aside from Dungeon of the Endless which I loved to pieces) but I determined to sit down and give ES2 the ole college try. I watched several youtubers explaining their thought processes and starts and I've come into the game with a better understanding of aiming for a win condition and reacting to the environment you find yourself in. (I am definitely interested in any good youtuber/streamer recommendations by the way) It's been working pretty well and I had a very satisfying win as Unfallen over the weekend. The restrictions and unique mechanics that the Unfallen start with have helped keep me focused and even though I ended up vacillating a bit at the end I managed a pretty respectable Economic win. I've tried a couple United Empire starts and have aborted them all because I still don't have the discipline to play a more open ended and flexible faction like that. I also don't understand offensive military actions well enough yet, turtling up with the Unfallen was one thing but with UE I feel like a purely defensive playstyle is non-optimal (although probably very doable). I'm going to try a couple Voydani and Craver starts next to try and force myself to learn early aggression. One thing that I haven't seen mentioned much here is the music, it is extremely dope. You can find the whole thing here: (https://soundcloud.com/flybyno/sets/endless-space-2-soundtrack) if you didn't get the digital soundtrack. The Riftborn theme is my personal favorite. The Ground Battle Theme is also insanely catchy despite being very simplistic. Great background studying/work music. * I lack the patience to learn to play them well and always end up building these sprawling monstrosities that fail to be tall or wide and just end up...fat. And being fat they lack any meaningful progress towards a win condition and just kind of sweatily roll along until the game mercifully ends. That's all assuming I don't get mauled early on by an aggressive enemy or just roving barbarians/pirates since I was so busy trying to optimize production and research that I completely neglected my military...again. It's very weird how pacifistic I am in these games given the fact that I am insanely over-aggressive in every other genre of game I play.
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# ? May 22, 2017 06:18 |
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Cease to Hope posted:it's a tier 4 tech that takes a ton of industry to build. you're not going to be playing 100 turns after building it. empires are going to be pushing economy or score wins probably less than 50 turns after you unlock it. Okay, in that case it's garbage. Could probably spend the industry on more ships instead. If it was an early game building, it would be really worth it.
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# ? May 22, 2017 06:20 |
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AttackBacon posted:And being fat they lack any meaningful progress towards a win condition and just kind of sweatily roll along until the game mercifully ends. you're in luck, this describes both economy and score win conditions
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# ? May 22, 2017 06:21 |
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Delacroix posted:Perhaps they toned down the AI's behaviour because the AI previously changed their fleets to counter yours all the time. If you had sensor range into their empire you could see ships of a higher Mk with completely different loadouts within 2-3 turns (as fast as they could produce them). Maybe it's tied to difficulty? I don't know. During my first game I was up against the Cravers. The first battle we had the were heavily energy focused, while I was heavily projectile. The next combat I had refit my defenses to counter them. The third combat had them refit to counter my weapons and defenses. This was over the course of about 10 turns while I was holding a choke point against them. I've been kind of floundering in the early turns as I explore the tech tree and other mechanics, so I haven't had another game where I've had more than a couple battles against the AI. Maybe that was a fluke, I don't know.
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# ? May 22, 2017 06:25 |
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Onean posted:I don't know. During my first game I was up against the Cravers. The first battle we had the were heavily energy focused, while I was heavily projectile. The next combat I had refit my defenses to counter them. The third combat had them refit to counter my weapons and defenses. This was over the course of about 10 turns while I was holding a choke point against them. the AI will definitely flipflop back and forth between kinetic and energy weapons based on your defenses. it's not as fiddly as it was in ES1, but it's just as stupid and unfun to counter and no more interesting than it was in ES1
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# ? May 22, 2017 06:29 |
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Baronjutter posted:I so wish Stellaris would do ground combat like this. A global manpower pool and ships being able to bring X manpower to bear in an invasion. No loving around with individual troop transports which need like 8 clicks to go from planet to enemy planet. It's funny because "manpower" as a military resource is such a Paradox thing. I'm pretty annoyed at ground combat right now. The enemy treant-people are just spamming a system I'm invading with 1 ship each turn. The ship is a troop transport ship so it completely refills the system's manpower through a blockade. I have been invading with 5 Siege/Invasion cruisers on top of my Doom Stack(s) for 50 turns is at a stand still because I can't make any progress.
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# ? May 22, 2017 06:42 |
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Can you go back a system and cut off the ship there?
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# ? May 22, 2017 07:07 |
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Cease to Hope posted:the AI will definitely flipflop back and forth between kinetic and energy weapons based on your defenses. it's not as fiddly as it was in ES1, but it's just as stupid and unfun to counter and no more interesting than it was in ES1 Just build half and half. The AI never splits its defenses at all so it always works out. If you're constantly refitting all your ships then you're probably doing something wrong, imo. I mean, not that that makes it interesting either, but I don't find it stupid or unfun. Now, the newly revamped ground combat on the other hand... It wasn't like this in Early Access, I can tell you that much.
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# ? May 22, 2017 08:12 |
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everyone has the same units and even the most extreme builds aren't very differentiated from each other. it's almost everything bad about ES1 combat and nothing good about EL combat. it's 100% backslide.
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# ? May 22, 2017 08:23 |
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Technically the ships have have fundamentally different designs between Factions, in terms of how many slots they have for what. In practice, it doesn't matter that much. Design-wise, my guess is that they don't really care for the war aspect all that much and made it fairly basic on purpose, so it's just another facet of your empire-building instead of its own mini-game that takes up most of your attention.
Clarste fucked around with this message at 08:52 on May 22, 2017 |
# ? May 22, 2017 08:29 |
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All involved/tactical combat in 4X games is bad anyway so I'm fine with it being slightly above Stellaris' "build bigger and better blobs and slam them into each other" method.
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# ? May 22, 2017 08:35 |
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Maybe I missed it but the game doesn't seem to have a lot of feedback on how defenses and weapon systems interact. For most games I'll just go with the piddly starting weapons and grab a quest reward for an upgrade while I go full economy. The UE start off with a pretty decent all-ranges laser gun that does a lot of work through most of the game for me. I have no idea how laser and kinetic defense works though. They're just stat points but I haven't actually had a hard game yet, I think I need to bump the difficulty up another notch because the AI always rolls over in a war.
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# ? May 22, 2017 08:39 |
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Demiurge4 posted:Maybe I missed it but the game doesn't seem to have a lot of feedback on how defenses and weapon systems interact. For most games I'll just go with the piddly starting weapons and grab a quest reward for an upgrade while I go full economy. The UE start off with a pretty decent all-ranges laser gun that does a lot of work through most of the game for me. Projectiles and lasers are basically just physical and magical defense from an RPG. You equip heavier armor to stop physical attacks, and energy shields to stop energy attacks.
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# ? May 22, 2017 08:54 |
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Cease to Hope posted:everyone has the same units and even the most extreme builds aren't very differentiated from each other. it's almost everything bad about ES1 combat and nothing good about EL combat. it's 100% backslide. The combat has been delineated into numbers so autoresolve is on par with manual combat. For MP or just getting the most out of your units in autoresolve, this is preferable to each unit having a special ability and acting like clueless idiot e.g 3/4 of support units in EL. They can and should add more varied ship modules like weapon and fleet-wide/individual bonuses but EL combat was asking for desyncs every turn.
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# ? May 22, 2017 08:58 |
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Demiurge4 posted:Maybe I missed it but the game doesn't seem to have a lot of feedback on how defenses and weapon systems interact. For most games I'll just go with the piddly starting weapons and grab a quest reward for an upgrade while I go full economy. The UE start off with a pretty decent all-ranges laser gun that does a lot of work through most of the game for me. I mean, you missed my post on the last page. It's all information available in-game in the ship design screen once you turn on detailed stats. Also, after combat resolves take a look at the Advanced option in the results screen. It will tell you damage done, shots missed and crit, Edit: Actually, scratch the damage mitigated, I'm not sure if it shows that or not. The rest it absolutely does. Onean fucked around with this message at 09:55 on May 22, 2017 |
# ? May 22, 2017 09:42 |
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The Craver exclusive building at the the left seems sweet. It's a huge space hive for ships and fleets which gives +1 happiness per ship you have.
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# ? May 22, 2017 10:16 |
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Onean posted:Edit: Actually, scratch the damage mitigated, I'm not sure if it shows that or not. The rest it absolutely does. Sometimes it shows it and sometimes it doesn't, same with other data like the damage 'repartition,' which usually only shows the damage you've done but will occasionally show the enemy fleet's damage in the different phases as well. The after-battle report seems pretty buggy, tbh.
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# ? May 22, 2017 11:10 |
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Flipswitch posted:The Craver exclusive building at the the left seems sweet. It's a huge space hive for ships and fleets which gives +1 happiness per ship you have. For one planet. It sucks. Or at least I wasn't able to build another one, even though it doesn't say "once per empire". Much better is the Craver-exclusive final fleet-size upgrade: passively gives every single colony +50 Production for each opponent you're at war with. If you make sure to let your enemies survive with a single dinky outpost (which you should be doing anyway, for the Militarist happiness bonuses), this is amazing for the final 15 turns of the game. Clarste fucked around with this message at 12:41 on May 22, 2017 |
# ? May 22, 2017 12:28 |
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Has anyone posted a really clear explanation of trading corporations and how to get the most out of them yet? This is a particular system in ES2 that's baffling me more than others.
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# ? May 22, 2017 12:52 |
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For economic victories, is it only dust generated per turn that counts towards your cap, or any dust you make? Late game I find myself capping 999 on lux and strat resources so I just bulk sell them. Does that money earned from sale count towards the victory condition?
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# ? May 22, 2017 13:20 |
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Clarste posted:For one planet. It sucks. Or at least I wasn't able to build another one, even though it doesn't say "once per empire".
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# ? May 22, 2017 13:43 |
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Onean posted:Can you go back a system and cut off the ship there? There is no hyperlane so the ships are streaming in from 4-5 different systems. The war is at a stalemate until I can park a stack over all of them.
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# ? May 22, 2017 13:49 |
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The Bramble posted:Has anyone posted a really clear explanation of trading corporations and how to get the most out of them yet? This is a particular system in ES2 that's baffling me more than others.
Trade companies are the primary reason why Economic victories are currently so unbalanced. I love the concept, but they do need to be toned down just a little bit.
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# ? May 22, 2017 13:52 |
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The Bramble posted:Has anyone posted a really clear explanation of trading corporations and how to get the most out of them yet? This is a particular system in ES2 that's baffling me more than others. Well, I wouldn't say I know how to optimize them, but:
Clarste fucked around with this message at 14:00 on May 22, 2017 |
# ? May 22, 2017 13:53 |
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I really like the Vodyani design, but I can't get a handle on their early game at all. It seems like, more-so than other races, they really can get hosed with a bad starting position. So far, in three games, I've had one where the nearest minor civ was 8 turns away, another where I had two minor civs right next to my homeworld. Even then though, I was struggling with getting enough industry and manpower to get early warships up and running. The only good start I've had with them so far came when in my first election, the environmentalist faction took over (shockingly, since they were polling at near 0%) and suddenly my two-ark/three-planet empire became two-ark/eight-planet.
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# ? May 22, 2017 13:53 |
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My problem with the Vodyani is that their plot quest spawns a bunch of pirates at the beginning and that's incredibly annoying.
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# ? May 22, 2017 13:59 |
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Clarste posted:My problem with the Vodyani is that their plot quest spawns a bunch of pirates at the beginning and that's incredibly annoying. This actually made me restart that game I mentioned where the closest Minor civ was 8 turns away. That quest spawned pirates right over the minor civ, completely blocking my expansion until I got more scouts out.
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# ? May 22, 2017 14:11 |
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Clarste posted:My problem with the Vodyani is that their plot quest spawns a bunch of pirates at the beginning and that's incredibly insurmountable. Fixed
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# ? May 22, 2017 14:18 |
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# ? May 10, 2024 10:45 |
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IAmTheRad posted:Erm, the tower is REALLY good. The base value looks like it's terrible. But think about it 50 turns in the future. It'll be spitting 51 dust every turn. And 100 turns from then, 101 dust. It just keeps going up every turn. If it was +10 dust, bonus increases by +10 every turn that would be hilariously broken. The cube is worth less in the long term. That's pretty minimal dust for a T4 dust tech. Tons of earlier stuff nets you far more much quicker. E. is it a bug when you only harvest one strategic resource on a planet that has two? Seems to only happen with titanium/hyperium. Finding a world that has both really early on is great, but the titanium is the only one that deposits, and this has happened to me every time i find a world like it (Yes, i have had the tech for harvesting) Sloober fucked around with this message at 14:32 on May 22, 2017 |
# ? May 22, 2017 14:22 |