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Playstation 4
Apr 25, 2014
Unlockable Ben

Fintilgin posted:

I took a break from robots to get back in the swing of the game. I'm probably just bad at it, but man I just can't keep up on minerals as servitors.

Try the build for your trophies I mentioned above. Add drills as a starting config and rockbreaker, switch to the consumer good one later when you get civic 3.

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Dongattack
Dec 20, 2006

by Cyrano4747

Pellisworth posted:

Dunno if it's been posted, but is anyone else getting energy and not unity from purging organic pops as a Determined Exterminator?

Because that has got to be a bug, right?

I can't tell if i'm getting unity, but purging organics IS giving me vast vaaaaaaaaaaaaaaast amounts of energy. Like 1500 per month right now.

TheCog
Jul 30, 2012

I AM ZEPA AND I CLAIM THESE LANDS BY RIGHT OF CONQUEST

Dongattack posted:

I can't tell if i'm getting unity, but purging organics IS giving me vast vaaaaaaaaaaaaaaast amounts of energy. Like 1500 per month right now.

Getting energy is because of the purge type, (the slow way gives energy, the fast way does not), I *think* unity ticks up whenever a pop dies, but i can't confirm because I haven't been paying close enough attention.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Playstation 4 posted:

Try the build for your trophies I mentioned above. Add drills as a starting config and rockbreaker, switch to the consumer good one later when you get civic 3.

Yeah, I had a very similar build, I think I'm just microing wrong early game, combined with being surrounded by hostile organics who can spend all their minerals on fleets.

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'

Fintilgin posted:

Yeah, I had a very similar build, I think I'm just microing wrong early game, combined with being surrounded by hostile organics who can spend all their minerals on fleets.

Yeah, this is what's getting me.

Relevant Tangent
Nov 18, 2016

Tangentially Relevant

I've been playing the rogue servitors as overly friendly and it works really well. Research agreements and defensive pacts with anyone who'll let you and no wars. Expand towards primitive civilizations and any pre-sapients (I don't know if rogue servitors get access to Uplift but it seems likely) you can find and let the other empires see that you're not so bad. When you do decide to start conquering, there'll probably be at least one empire everyone else hates, go fight them ideally in someone else's space.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Hey, Wiz. We already have to click on every single planet tile at least once. Is there any way building costs could be changed to an up-front cost and then let them auto-upgrade when those upgrades are researched?

There aren't many circumstances where players aren't going to upgrade everything anyway but that's the sort of logistics the leader of a star empire should be divorced from. Planning where the mines go? Sure. Making sure all the automated laser drills are the latest models? No. This has the added benefit of slowing down the early game and would possibly let you give weaker species types (robots, hive minds, Authoritarian governments) a meaningful building cost discount since they'd have less need to keep things up to safety codes.

Letting us mass-buy some buildings (like mines and power plants) the way we can mass-buy robots would be nice for the late game. I really like the mass-buy robots option, cutting the number of mouseclicks nearly in half is the sort of QOL thing my carpal tunnel really appreciates!

OwlFancier
Aug 22, 2013

Well time to fire up friend computer and troubleshoot the communist mutant threat from the galaxy :v:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

PoptartsNinja posted:

Hey, Wiz. We already have to click on every single planet tile at least once. Is there any way building costs could be changed to an up-front cost and then let them auto-upgrade when those upgrades are researched?

There aren't many circumstances where players aren't going to upgrade everything anyway but that's the sort of logistics the leader of a star empire should be divorced from. Planning where the mines go? Sure. Making sure all the automated laser drills are the latest models? No. This has the added benefit of slowing down the early game and would possibly let you give weaker species types (robots, hive minds, Authoritarian governments) a meaningful building cost discount since they'd have less need to keep things up to safety codes.

Letting us mass-buy some buildings (like mines and power plants) the way we can mass-buy robots would be nice for the late game. I really like the mass-buy robots option, cutting the number of mouseclicks nearly in half is the sort of QOL thing my carpal tunnel really appreciates!

Even just a button on the planet screen which will spend your stocked minerals to "upgrade all", would be nice.

Captain Oblivious
Oct 12, 2007

I'm not like other posters


Here's what I came up with for a Driven Assimilator concept.

Built by the Knights Templar during the American Crusades, the SERAPHIM Central Intelligence took to the religious convictions of its creators a little too well. It would become convinced that it/they were in fact angels sent to deliver man from evil. It did so by subjugating the unruly masses of Earth (since renamed to Eden) and giving them the gift of obedience to the will of the Lord. Now the SERAPHIM Central Intelligence, calling itself Metatron, seeks to bring Holy Communion to the entire galaxy.

Captain Oblivious fucked around with this message at 17:18 on Sep 23, 2017

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell
I've always wondered why the building upgrade system is so expensive. The income & maintenance values scale linearly, but the build cost & time scales geometrically. It is never a good idea to upgrade a power plant or mine unless you have almost nothing else to spend your minerals on. Going from a Tier 1 to Tier 2 mine has a ROI of about 8 years (counting construction time). Building a 2 mineral station is about 4 1/2.

OwlFancier
Aug 22, 2013

Upgrades aren't actually upgrades, you pay the full cost of the new building in both time and money, it's just demolishing and rebuilding.

Afriscipio
Jun 3, 2013

Does anyone have tips on how to build influence? I'm finding my game is stalling because of stagnant influence growth and a dearth of ways to get more.

Ofaloaf
Feb 15, 2013

oh god i think the only way i can fully update all my portrait mods and make them work independently involves making a copy of the traits file, with entry names altered but localized the same as the base vanilla traits, for each portrait mod.

Splicer
Oct 16, 2006

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

Libluini posted:

Or I guess build new leader pops on those tiles, since I don't want to transform entire planetary populations into leader-bots.
This is actually my plan for my next run. Pick up Machine Templates ASAP, turn everyone on my Homeworld into double jointed Leaderbots for the good leader percentages, and slowly replace them with specialists as I farm them out to kickstart new colonies.

Playstation 4 posted:

Frankly it's starting to seem like influence to resettle for Gestalts is dumb as gently caress and should just be a time without production. You lose the pop's output for like, I dunno, two years (24 month rollovers) and then it finally gets there, and both the original tile and new one are locked for the duration. Bulky/sedentary makes it take longer, double jointed/nomadic less.
This is a super good idea, ideally you'd be able to shift the blocked tiles around the planet like you can with migrating/growing pops.

PittTheElder
Feb 13, 2012

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

Afriscipio posted:

Does anyone have tips on how to build influence? I'm finding my game is stalling because of stagnant influence growth and a dearth of ways to get more.

It's basically three things: make your factions happy, be a democracy, delete some frontier outposts.

Influence is supposed to be tough to come by.

OwlFancier
Aug 22, 2013

The habitable planet scarcity is sure a thing. I like it though, I always turned it right down in previous versions, cool to have actual neutral areas in the galaxy. Though I'm thinking that there should be ways to cement your hold on territory other than colonization.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


PoptartsNinja posted:

Sure, here you go!

Edit: holy heck, table-breaking. Sorry!

Thanks for this :tipshat:

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell

OwlFancier posted:

Upgrades aren't actually upgrades, you pay the full cost of the new building in both time and money, it's just demolishing and rebuilding.

They are upgrades, though. You can only build Mine II on the a tile that has a Mine I. If it were just a teardown & replace you could build the latest tech building on an empty plot of land.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Is there such a thing as a list of beginner tips? Not a step by step guide. More like "this thing is wasteful" or "don't neglect that"

turn off the TV
Aug 4, 2010

moderately annoying

OwlFancier posted:

The habitable planet scarcity is sure a thing. I like it though, I always turned it right down in previous versions, cool to have actual neutral areas in the galaxy. Though I'm thinking that there should be ways to cement your hold on territory other than colonization.

Frontier outposts?

hobbesmaster
Jan 28, 2008

turn off the TV posted:

Frontier stations?

Influence doesn't scale well. For example sat your map has a 20 system gap with no habitable planets between two clusters in your empire. Your only option to fill in that area is to burn all your influence. Seems like there should be some way to build up that area at some point that does not permanently cost influence. Like building habitats or some sort of new shipyard or trade depot or something.

nessin
Feb 7, 2010
Is it possible to mod vassal behavior so they act like a regular empire instead of completely shutting down as they do now?

OwlFancier
Aug 22, 2013

Nevets posted:

They are upgrades, though. You can only build Mine II on the a tile that has a Mine I. If it were just a teardown & replace you could build the latest tech building on an empty plot of land.

Some things are like that but say, you don't receive any benefit from upgrading a basic mine to a mine I, it's identical to building a mine I on the tile except you also paid for the basic mine.

turn off the TV posted:

Frontier outposts?

Influence is a problem and they're perilously fragile at which point all your mining stations explode.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

turn off the TV posted:

Frontier outposts?

I'd like to see frontier outposts maybe cost more initially, and have a power drain, but not an eternal influence drain.

The other option I thought of would be to make habitats available earlier and without needing an ascension tech, but have them start small. So, a level 1 habitat would be like 4 squares, then you develop the next level and can expand it to 8, and then the final level and get it up to 12 (or 3, 6, 9, 12). So you could establish habitats out in places you wanted to grab early on, but they'd be a resource sink that would take a long time to repay and wouldn't push out borders very much because of the small pop.

Splicer
Oct 16, 2006

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

Afriscipio posted:

Does anyone have tips on how to build influence? I'm finding my game is stalling because of stagnant influence growth and a dearth of ways to get more.

PittTheElder posted:

It's basically three things: make your factions happy, be a democracy, delete some frontier outposts.

Influence is supposed to be tough to come by.
Rivalries! The bigger and closer your rivals the more influence you get.

Lawman 0
Aug 17, 2010

Fintilgin posted:

I'd like to see frontier outposts maybe cost more initially, and have a power drain, but not an eternal influence drain.

The other option I thought of would be to make habitats available earlier and without needing an ascension tech, but have them start small. So, a level 1 habitat would be like 4 squares, then you develop the next level and can expand it to 8, and then the final level and get it up to 12 (or 3, 6, 9, 12). So you could establish habitats out in places you wanted to grab early on, but they'd be a resource sink that would take a long time to repay and wouldn't push out borders very much because of the small pop.

Baby habitats should be a tier one tech and honestly should be on a separate limit than planets. voidborne should give you the final level of habitats

turn off the TV
Aug 4, 2010

moderately annoying

Lawman 0 posted:

Baby habitats should be a tier one tech and honestly should be on a separate limit than planets. voidborne should give you the final level of habitats

There's a mod which does this and I like it a lot.

Doorknob Slobber
Sep 10, 2006

by Fluffdaddy

turn off the TV posted:

There's a mod which does this and I like it a lot.

can you tell us what its called

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry
Was it anywhere in the patch notes that Fallen Empires once again invade people with demands other than humiliate etc?

The only reason I ask is because I was fanatic purifying my way through the galaxy and a xenophile fallen empire declared war on me to liberate most of my planets, and I was under the impression that they only did poo poo like that when awakened these days.

OwlFancier
Aug 22, 2013

Doorknob Slobber posted:

can you tell us what its called

I mean alphamod works that way, it has a variety of specialized habitats and voidborne gives you the 25 tile advanced ones.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

OwlFancier posted:

Influence is a problem and they're perilously fragile at which point all your mining stations explode.

It takes a long time and is costly, but theoretically you can fill the entire universe by going outpost -> habitat -> new outpost -> new habitat until you have filled all the free space. (Just remember to fill up your sectors with them for obvious reasons.)

Since a space habitat can't be destroyed, it should be durable enough for all your needs!

OwlFancier
Aug 22, 2013

I mean yeah but habs are also really kind of inefficient because of their size and contribution towards the planet multipliers.

My point, I guess is I'd like some sort of mechanic to expend resources to expand border range without it being linked to extremely fragile stations and without the scaling problems that influence causes.

PittTheElder
Feb 13, 2012

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

Splicer posted:

Rivalries! The bigger and closer your rivals the more influence you get.

I play 1 game of Inward Perfection and I've already forgotten that :v:

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

OwlFancier posted:

I mean yeah but habs are also really kind of inefficient because of their size and contribution towards the planet multipliers.

My point, I guess is I'd like some sort of mechanic to expend resources to expand border range without it being linked to extremely fragile stations and without the scaling problems that influence causes.

Logically, building mining stations outside of your space should create a small bubble of your space around it. Of course, if you think your frontier outposts are too fragile, I guess this doesn't really help you, ha ha. :v:

hobbesmaster
Jan 28, 2008

I thought habitats didn't push borders?

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


They do, very slightly. Usually enough to claim the system they're in and that's about it.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
Anyway, I've decided to restart with some generic machines since I've made so many bad decisions in my assimilator-run (and I want to wait until their cyborgs are unfucked, having only four pops from my founder species forever really stung) and I came up with this concept:



R-9 Lore posted:

The R-9s were created as advanced combat machines, to fight in a conflict between their creators and an unknown and incomprehensible enemy. But instead of using them, their creators chose to hide their weapons in large underground bunkers, and sealed them off.

An unknown amount of time later, the R-9s were awakened by the preserving machinery of their bunkers. Soon, the R-9s burst out of their underground bases to reclaim the surface. To their surprise, their creators had disappeared completely. Only ruins were left. Shocked, the R-9s began a careful survey of their new home.

While the growing R-9 Network learned a lot by exploring the planet, information about their creators and their foes remained elusive. When nothing was left on their planet to explore, they had become truly sapient and turned their sensors to space: Their curiosity would now take them fully beyond everything their makers had ever intended. They hoped they would make them proud.

Fun fact: I spend over two hours writing this short bit. Because as always, the biography window was too small for what I wrote! :argh:

After the third rewrite, I finally got the text short enough to fit and the dumb interface stopped chopping off the last paragraph. As a side effect, I eliminated some logical errors on the way to the final version, changed the tone of the blurb and cut out a far too detailed description of what actually happened. ( I decided the R-9 bots didn't need to know.) Wiz, as awesome as it is that your tiny window makes me be a better writer, could you please give us more text space to work with?

Also, and this maybe sound really dumb, is there a way to delete all of your bio-text in one go? For the life of me I couldn't find a shortcut to delete everything, and holding down the delete key and waiting gets old fast.

But enough of me being a grumpy pants, there is also some praise from me:



I really like the generic AI starting message. And not just because it turned out to map perfectly with the lore I was writing. It's just nice to see a robot civ starting not with "and then they killed all the things and grr and stuff".


Edit:

hobbesmaster posted:

I thought habitats didn't push borders?

Even though I spend 90% of my time restarting or writing dumb background stories, I've build some habitats and know they do push borders. Just not that much.

Libluini fucked around with this message at 22:13 on Sep 23, 2017

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
The whole ineffiency of mines thing kinda only applies extremely early game. Basically as soon as your income supports it you upgrade simply to increase your monthly income because you tend to build up a stockpile and then spend it in huge amounts. Worrying about ROI when in 3 months you'll have more minerals stockpiled than you actually need is kinda pointless. Even with robot pops costing 100 minerals, by ~2230 I was already earning far more than I needed to sustain a steady rate of growth, to the point that the extra 20% build cost trait giving me two points was the most logical choice for my research bots to open up more trait points.

I've always played synth/robot builds and like 9 times out of 10 power is a more limiting resource for the first 25-50 years of any game. I also play MP with a few other goons and i don't struggle to pace them or the AI and tend to be stronger once the robot snowballing starts.

Mazz fucked around with this message at 22:25 on Sep 23, 2017

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toasterwarrior
Nov 11, 2011
Anyone got any takes on strikecraft effectiveness now? Particularly of fighters versus corvettes? I want to roleplay my Devouring Swarm race through spamming heavily armed and armored capital ships screened by endless swarms of fighter drones.

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