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Yesterday I saw an ice planet with volcanic rifts or something like that and sure enough there were long, thin cracks of lava on the surface and it looked p. dope on the night side.
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# ? Jun 8, 2017 01:10 |
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# ? May 11, 2024 12:30 |
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Ash1138 posted:Yesterday I saw an ice planet with volcanic rifts or something like that and sure enough there were long, thin cracks of lava on the surface and it looked p. dope on the night side. That might have been the Vodyani home planet, which always looks exactly like that.
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# ? Jun 8, 2017 01:23 |
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Kalko posted:
A good custom ship idea is a support ship with that "adds +1 movement to the fleet" module in it. Some support chassis can have 2 or 3 of them and if you just add one of those ships to each fleet all your poo poo will move around much faster.
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# ? Jun 8, 2017 11:28 |
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Dense & Dust Atmospheres both show up as sort of fog effect on the planet surface. As does the one with multiple wormholes on a planets surface as these sort of colorful red-blue tumors.
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# ? Jun 8, 2017 11:43 |
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Kalko posted:
Curiousities can net some good poo poo so i usually end up making 3x explorer ship fleets w/ titanium probes for maximum explorage. Like no poo poo early on you can get a triple-laser white module that does 80/100/100% damage at base of 21 damage, and it's better than even 2nd tier research lasers
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# ? Jun 8, 2017 12:28 |
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Do AI factions ever change up their projectile/laser mix? Making ships customized against that particular faction is pretty OP (whereas if you do it the wrong way, you'll get your destroyed).
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# ? Jun 8, 2017 18:55 |
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totalnewbie posted:Do AI factions ever change up their projectile/laser mix? Making ships customized against that particular faction is pretty OP (whereas if you do it the wrong way, you'll get your destroyed). Yes, if they see a glaring weaknesses in your offenses or defenses they switch all their designs to make use of that. It might take a while for you to see the effects of it though, since they don't refit their older ships. It's most noticeable if you fight them until a truce, and then fight them again years later.
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# ? Jun 8, 2017 19:16 |
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AI doesn't seem very good at that in practice in my experience, although TBF I haven't played more than like one and a half games. I fought a real long war against an enemy that used all missiles so I went heavy into armor and guns (helped that I found a sweet gun tech in an anomaly) and they never ever switched up their weapons. Wasn't a matter of refitting either because they had some crazy production going on so they were constantly sending new fleets against me to be mulched.
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# ? Jun 9, 2017 00:38 |
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Gobblecoque posted:AI doesn't seem very good at that in practice in my experience, although TBF I haven't played more than like one and a half games. I fought a real long war against an enemy that used all missiles so I went heavy into armor and guns (helped that I found a sweet gun tech in an anomaly) and they never ever switched up their weapons. Wasn't a matter of refitting either because they had some crazy production going on so they were constantly sending new fleets against me to be mulched. It seems like the AI cares more about countering the weapon ranges you have than trying to match up well for defenses.
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# ? Jun 9, 2017 00:41 |
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I've been having fun with the Riftborn and the UE, but just tried my first game with the Unfallen and good lord they're amazing. Their early game growth just rockets them ahead; fastest & easiest 4x win I've ever had.
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# ? Jun 9, 2017 03:56 |
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They really rely on star clustering. The vines are literally like tree branches, if you've got a limb that gets cut off at the shoulder, the whole thing collapses
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# ? Jun 9, 2017 04:22 |
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I think I might go back to Endless Legend until ES2 gets an expansion or two. It's a nice game, but combat is extremely boring so the bulk of the game is just upgrading your planets which gets old pretty fast. I haven't had any issues stomping the ai so far so I just get bored after the exploration/settling part of the game.
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# ? Jun 9, 2017 04:34 |
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The Endless Games are starting to follow the same routine for me. Horrible Balance / Gameplay Balance. Unique Ideas Wondrous Art / Music Dust EVERYWHERE Still like them Malek fucked around with this message at 05:28 on Jun 9, 2017 |
# ? Jun 9, 2017 05:24 |
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Blisster posted:I think I might go back to Endless Legend until ES2 gets an expansion or two. It's a nice game, but combat is extremely boring so the bulk of the game is just upgrading your planets which gets old pretty fast. I haven't had any issues stomping the ai so far so I just get bored after the exploration/settling part of the game. I have been trying harder difficulty settings and different factions and yeah, I just can't get into warfare or combat.
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# ? Jun 9, 2017 05:45 |
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I'm still waiting for something to like about Stellaris or Galciv. I haven't liked any of Stardock's recent strategy games so I'm much more hopeful for the former than the latter. The latest dev post says they're making progress ironing out MP desyncs and improving late game performance. A beta patch is already out. AI performance has allegedly been improved up to eight fold in certain areas, whether that means less turn lag, harder AI or both is a mystery.
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# ? Jun 9, 2017 05:56 |
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Delacroix posted:I'm still waiting for something to like about Stellaris or Galciv. I haven't liked any of Stardock's recent strategy games so I'm much more hopeful for the former than the latter. Yeah I will say I definitely like this game a lot more than Stellaris. That game needs even more work.
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# ? Jun 9, 2017 06:47 |
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Delacroix posted:I'm still waiting for something to like about Stellaris or Galciv. I haven't liked any of Stardock's recent strategy games so I'm much more hopeful for the former than the latter. That makes me want to revisit Sins of a Solar Empire, which was actually pretty good RTS game. Not nearly the same as ES2 or EL or w/e, but it's a diff genre and scratches a semi-similar itch.
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# ? Jun 9, 2017 13:00 |
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Stellaris is going to be awesome in a couple of years. GalCiv is insultingly bad. I don't think I've ever given up completely on a 4x game in one day before I met Galactic Civilizations 3.
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# ? Jun 9, 2017 19:38 |
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The Human Crouton posted:Stellaris is going to be awesome in a couple of years. I had some friends get actually angry at me because I said I'm not interested in the Galciv series because the owner of the company is a sexual harassing hard right libertarian piece of poo poo. "What!? How can you let politics influence what games you want!! You think game devs should lose their jobs because you don't like their politics or the politics of their boss?!?!!" and then the game turned out to be poo poo anyways.
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# ? Jun 9, 2017 21:17 |
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Baronjutter posted:I had some friends get actually angry at me because I said I'm not interested in the Galciv series because the owner of the company is a sexual harassing hard right libertarian piece of poo poo. "What!? How can you let politics influence what games you want!! You think game devs should lose their jobs because you don't like their politics or the politics of their boss?!?!!" and then the game turned out to be poo poo anyways. I made fun of Wardell on Twitter a few years ago and he retweeted it to his followers. I got piled on for about three days over that. I think the highlight was someone saying they wanted to cut my head off. I've been putting more time into the UE and I gotta say their special trait is pretty baller. I think Influence buyouts don't scale up like dust buyouts do, so if you start getting colonies in the late game you can get them up and running super quick. Also being able to generate tons of Influence lets you pass shitloads of laws.
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# ? Jun 9, 2017 23:02 |
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Nice, the new preview patch for Endless Space 2 fixed the bug that made vines invisible! Now I can actually see where my treepeople are spreading!
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# ? Jun 10, 2017 02:19 |
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Blisster posted:I think I might go back to Endless Legend until ES2 gets an expansion or two. It's a nice game, but combat is extremely boring so the bulk of the game is just upgrading your planets which gets old pretty fast. I haven't had any issues stomping the ai so far so I just get bored after the exploration/settling part of the game. I have no idea how they tuned this game but I've found Endless is probably the best difficulty, funnily enough. It certainly isn't as brutal Endless in EL, but I feel part of that stems from ES2's diplomacy system being so easy to game: as long as you're producing enough Dust/resources you can sell for Dust, you can indefinitely stave off your greedy dickish neighbors until you're ready to stomp their unoptimized, under-teched fleets.
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# ? Jun 10, 2017 04:05 |
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Are we giving Multiplayer another run tonight?
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# ? Jun 11, 2017 01:58 |
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Avasculous posted:Are we giving Multiplayer another run tonight? Yes, 50m.
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# ? Jun 11, 2017 03:10 |
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I'm still not sure if a Depleted planet actually produces less FIDS than a regular one in the current ruleset. I need to sit down and measure it. By which I mean, I know that CRAVER population units definitely produce less FIDSI on a depleted planet since their population function is they just produce 150% of everything on Undepleted, but don't produce any bonus FIDSI (like Haroshems and their +3 food etc) beyond that, so when everything is eaten they go down to the planet's baseline. I guess what I'm trying to ask is, if I had a bunch of non-craver pops on a Depleted planet, would it be as productive as an Undepleted one?
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# ? Jun 11, 2017 07:25 |
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Speedball posted:I'm still not sure if a Depleted planet actually produces less FIDS than a regular one in the current ruleset. I need to sit down and measure it. By which I mean, I know that CRAVER population units definitely produce less FIDSI on a depleted planet since their population function is they just produce 150% of everything on Undepleted, but don't produce any bonus FIDSI (like Haroshems and their +3 food etc) beyond that, so when everything is eaten they go down to the planet's baseline. Nope. That's why you stick a single Craver on there to slave-drive the little shits.
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# ? Jun 11, 2017 08:07 |
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Speedball posted:I'm still not sure if a Depleted planet actually produces less FIDS than a regular one in the current ruleset. I need to sit down and measure it. By which I mean, I know that CRAVER population units definitely produce less FIDSI on a depleted planet since their population function is they just produce 150% of everything on Undepleted, but don't produce any bonus FIDSI (like Haroshems and their +3 food etc) beyond that, so when everything is eaten they go down to the planet's baseline. Depleted is a status that affects the planet and causes it to produce less FIDSI regardless of who's sitting on it. I was rather annoyed to conquer the Vodyani homeworld only to find out that somehow the whole system was full of depleted worlds, even though the Cravers were a galactic arm away and hadn't to my knowledge unseated them--I would have thought that was a feature, what with their fluff in all, but playing as Vodyani I never ran into that.
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# ? Jun 11, 2017 08:47 |
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If you zoom out one step from the System screen where you can build improvements to the screen that you use probes, you can hover your cursor over planets and get a tooltip which, at the bottom, will show a planet's total bonuses/penalties without improvements. That's where you can check for things like unique planet bonuses and I believe depleted penalties as well.
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# ? Jun 11, 2017 11:04 |
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Autism Sneaks posted:Depleted is a status that affects the planet and causes it to produce less FIDSI regardless of who's sitting on it. I was rather annoyed to conquer the Vodyani homeworld only to find out that somehow the whole system was full of depleted worlds, even though the Cravers were a galactic arm away and hadn't to my knowledge unseated them--I would have thought that was a feature, what with their fluff in all, but playing as Vodyani I never ran into that. Craver heroes have a skill that boosts planet output but adds Depletion points. If it was late-game enough that's probably what happened.
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# ? Jun 11, 2017 16:17 |
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Glidergun posted:Craver heroes have a skill that boosts planet output but adds Depletion points. If it was late-game enough that's probably what happened. Is that skill ever worth it if you're not playing as a Craver? Like are there any synergy bonuses to be had for depleting a planet if you have any pop other than Craver?
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# ? Jun 11, 2017 16:49 |
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Fhqwhgads posted:Is that skill ever worth it if you're not playing as a Craver? Like are there any synergy bonuses to be had for depleting a planet if you have any pop other than Craver? Well, the skill itself gives a pretty significant output boost. Also workers on undepleted planets have no penalty, no matter how close to depleted the planet is, and you can just reassign the hero - the points themselves will stick around but you'll no longer be making any more. It's probably even better on non-Craver empires, since it lets you get a burst of super-production out of all of your colonies if you're willing to move your guy around instead of fire-and-forgetting him.
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# ? Jun 11, 2017 18:04 |
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The skill also partially mitigates the penalties of depleted planets, iirc. So if you conquer an already-depleted Craver system you can stick him on there and forget about him.
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# ? Jun 11, 2017 18:20 |
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Having a lot of fun with this despite all the big glaring bugs and issues all across the game, but I'm at a point in the Riftborn quest where you need to pump 4 systems to 30% Ecology support and I'm scratching my head just trying to figure out how all the political stuff really works. If I'm following correctly ... - The graph in the system view shows you the system's leanings, which is effected by the Population types in the system in relation to what events have happened to it (and your empire)? - The Representatives (and voting for senate/etc) are influenced by those system graphs, but you can essentially "buy out" elections using the options provide for Dust/Influence. So, your representatives may not really follow what your system views are. So anyway, is there any tricks to really giving a huge boost to a system's leanings? I tried for about 30-40 turns to just do nothing but research Eco techs, build eco buildings, massively dump out Colony ships (and just sell them, if that even does anything), and so on. Net effect over that entire time period was pushing from like 3% support to ~15% support. And then very shortly after that someone declared war on me, I defended a couple of systems from them, and my Militarist support skyrocketed up to like 60%+ in every system again, even in ones that have pops entirely made of Eco influence based races. So am I missing something or are these mechanics just really badly designed/balanced? I can't believe that having war declared on you and defending yourself in your own territory would bump it up so much. And I mean what other options do you have, building enough military ships to defend yourself will also boost Militarist? Are there other repeatable construction projects that boost other factions like how military ships boost Militarist?
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# ? Jun 12, 2017 20:18 |
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Yeah, the influence system is kind of wonky and vulnerable to getting messed up by wars or even pirate skirmishes. Horatio (or maybe all dictatorships?) have a tech that allows you to convert industry into Ecologist support. Would be handy to have everywhere.
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# ? Jun 12, 2017 21:40 |
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I seem to be missing how to do ship customization. I've been doing auto upgrade and so far my strategy has been throwing endless waves of ships at them until their considerably over powered ships go down.
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# ? Jun 12, 2017 21:43 |
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Malek posted:I seem to be missing how to do ship customization. I've been doing auto upgrade and so far my strategy has been throwing endless waves of ships at them until their considerably over powered ships go down. Click on the little spaceship icon on your toolbar and edit your designs? Same screen you buy upgrades for your troops and set your troops to be 100% tanks the moment you can. If you're asking what designs are good, it sort of suffers like stellaris where it's a rock paper scissors sort of thing except the enemy is really bad at optimizing their ships. Personally I like to make my ships 100% one weapon type then add the module that buffs that type. So have an all energy design with the +20% energy damage module. But then have your support ship all kinetic, so your fleet has both bases covered.
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# ? Jun 12, 2017 21:47 |
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Pedestrian Xing posted:Yeah, the influence system is kind of wonky and vulnerable to getting messed up by wars or even pirate skirmishes. Horatio (or maybe all dictatorships?) have a tech that allows you to convert industry into Ecologist support. Would be handy to have everywhere. Oh yeah that was the other one, even attacking pirates seemed to bump up Militarist?? I hope they take a good look at how all of those influence effects work at some point. For now it just really sucks that I basically can't continue the main quest because I basically just doesn't seem to be able to push those values past 30% any practical way. Also feeling based on starting with the default game size settings (I think Large was the default?), that I should really be playing on something like a Small or XS size instead.
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# ? Jun 12, 2017 21:49 |
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Gwyrgyn Blood posted:Having a lot of fun with this despite all the big glaring bugs and issues all across the game, but I'm at a point in the Riftborn quest where you need to pump 4 systems to 30% Ecology support and I'm scratching my head just trying to figure out how all the political stuff really works. Something you might have missed is that each race, major and minor, puts different weights on each of the six types of influence. You can see this in the population screen. Riftborn get half the normal influence from Ecology acts, making that quest absurdly hard in its current form. That said, Militarism is grossly overweighted for everyone right now for exactly the reasons you described, to the point where I wouldn't be surprised if it's a decimal error or something. Hopefully it will be toned down.
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# ? Jun 12, 2017 23:04 |
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Avasculous posted:Something you might have missed is that each race, major and minor, puts different weights on each of the six types of influence. You can see this in the population screen. Yeah I did notice that, so I started making some systems with no Riftborn at all and stuffing them with Horatio and others. I think it might work if I can dig up a few more systems to shuffle pops around in, but even still just a few battles and I'm seeing barcharts full of red.
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# ? Jun 12, 2017 23:23 |
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# ? May 11, 2024 12:30 |
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Gwyrgyn Blood posted:Having a lot of fun with this despite all the big glaring bugs and issues all across the game, but I'm at a point in the Riftborn quest where you need to pump 4 systems to 30% Ecology support and I'm scratching my head just trying to figure out how all the political stuff really works. Fortunately, the patch changes this quest objective to "pass 3 Ecologist laws", which only requires keeping the Ecologists as one of the parties in power for a couple cycles. Hilariously, citing that it was "too difficult" in its current form, they changed the objectives of the penultimate Vodyani quest from destroying three planets to destroying two planets. No, it's not difficult, Death Stars are incredibly easy to make by the point in the game you've researched both techs, it's just that it's mind-numbingly stupid to go out of your way to research the Planet Cracker, and engage in the slow and wasteful business of deleting planets. Though, just for flavor as Vodyani that reconciled with the Heretic, if only doctrinally and not literally with Mr. Cutscene, I destroyed Tor and the Hissho homeworld. e: and the Unfallen homeworld, and Vanguard, and every planet within two systems of the UE capital... Autism Sneaks fucked around with this message at 23:35 on Jun 12, 2017 |
# ? Jun 12, 2017 23:27 |