Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Duodecimal
Dec 28, 2012

Still stupid
The fleet design pattern I was using, I think might be outdated. Was a small ship fleet design, with a 1 : 3 : 9 ratio between cruisers, destroyers, and corvettes. The destroyers were 2:1 artillery:point defense, and corvettes were 2:1 interceptor:torpedo, with the cruisers being artillery with carrier middles. Nearly all ships kinetic + plasma cannons.

I am using a mod that lets me set combat computers for each ship, so the PD destroyers are set to Escort, corvettes set to hit and run at their weapons range, etc.

It's working ... ok. But now I'm reading battleships are worthwhile? To the point of massing these things?

I'm going to be guessing that Range is King, and kinetics are the only worthwhile weaponry. I just can't help thinking that throwing a battleship fleet up against anything major will result in the BBs getting melted while the tiny remainder buzzes around ineffectually.

Main reason I'm asking is because i saw the future. Well, I'm back on an older save 10 years ago after loving myself with rushing synth supremacy.

I started assimilating my empire, just went whole hog. I spent most of my mineral stockpile on a ringworld repair when my energy and mineral income went to triple-digit negative. While I was scrambling around moving pops and trading energy for minerals and hoping the assimilation will finish up fast, the Contingency showed up with four machine worlds almost entirely within my federation (which is about half the size of the main federation). This followed on the heels of two simultaneous wars, one won and one lost, against the dumb member in my federation.

After letting that shitshow run its course for a couple years, I went back to my Ancient Dreadnaught pre-attack save about ten years prior.

Adbot
ADBOT LOVES YOU

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
The AI contingency runs 200k+ fleets in their core machine worlds with 5500 shields and arc emitters. Small ships don't do poo poo against that, arc emitters have 100% tracking and do not miss.

My build since forever has been 2:1 ratio of 2 different BB designs:

2 pure kinetics battleship with mostly armor instead of shields. Giga cannon + Kinetic artillery. Enimatic encoder to boost hit rate if you get it, since it actually helps against smaller ships.

1 carrier battleship: arc emitters on X slot, hangar bay in middle with PD, 2 bombers and missiles in the small slot since they have 100 range. Last deck is whatever you want, usually another kinetic artillery.

That setup will murder anything at max range, can be swapped to fighters to murder small craft fleets, and can use the retreat function to do hit and run tactics, jumping out of battles where your opponent is much stronger at closer ranges.

I just beat the contigency with a 200k fleet of that makeup less than 2 days ago.

Other ship designs also probably work, like psyker evasion fleets, but If you don't have the fleet capacity/capability to meet them in equal quantity they are the hardest crisis since their fleets are awakened empire-esque but tailored to fight everything with energy weapons.

Mazz fucked around with this message at 14:17 on Sep 25, 2017

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

Splicer posted:

Never turn off respect tile resources.

Counterpoint: turn it off if you're a Servitor, otherwise you'll be drowning in food. Source: drowned in food.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Honestly as a robot, between the B hot key for buildings and the ability to queue up multiple robots with that checkbox, just queue up the entire planet surface real fast and put it in a sector after, less than a minute and saves you the hassle of watching your sector AI do nothing.

ProZocK
Apr 22, 2013
Here, to make up for dicing you, multiple times, have some nice, calm text.
Im having some issues with megastructure repairs. Its an unmodded game and I have the Mega Engineering tech, but when I try to repair a damaged science nexus it says "you can only have one of this tructure". I am not building any other megastructures and have no other on my territory. Anyone else having the same issue?

King Doom
Dec 1, 2004
I am on the Internet.
Yeah, for whatever reason ruined megastructures count as complete working ones. You need to wander into the game files and delete the is_megastructure_type = think_tank_ruined or whatever from the files to fix it.

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

Mazz posted:

Honestly as a robot, between the B hot key for buildings and the ability to queue up multiple robots with that checkbox, just queue up the entire planet surface real fast and put it in a sector after, less than a minute and saves you the hassle of watching your sector AI do nothing.

This is exactly what I ended up doing once I hit the midgame. Being able to dip into sectors at will makes this sort of thing much more palatable.

Absum
May 28, 2013

So does no one know what is causing my sectors to ignore the respect tile resources checkbox?


I'm thinking it's either the planet modifier or the fact the it had negative energy income before I merged it with another sector.

ConfusedUs
Feb 24, 2004

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





Splicer posted:

Hover over the red X by "invite to federation" and it will list the modifiers. Distance tends to be a biggy, as are personality conflicts.

Yes, I see that.

How do I overcome it?

King Doom
Dec 1, 2004
I am on the Internet.
Aaaaaaaaand the bug where AI will not loving well take no for an answer is back, and I'm getting spammed with the same 'declare war Y/N?' message over and over and over. Joy.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Main Paineframe posted:

It shows up when you mouseover the resource income amounts on the top screen. In the hover popup that gives a brief rundown of what's affecting your income, there'll be a line that says "Tributaries:" and shows how much you're getting from them.

Nope, nothing shows up. Must be bugged or I'm missing something else.

The Bramble
Mar 16, 2004

I would like to see some tweaks to alien migration as a xenophile.

1. Probable bug: As fanatic egalitarian, any new species that immigrates to my empire starts with "migration controls enabled" in the species rights screen. This causes the progressive faction to poo poo a brick and cost me all my influence. I spent a long time last night wondering why the faction was made that I was restricting free movement when all my policies appeared to allow it until I figured it out.

2. Slaves don't escape often enough. I'm surrounded by slave societies and in 100 years, only a single slave pop has come to me. I have the Free Haven Civic, and tourist centers on all my colonies that are otherwise populated only with a couple droids. I feel like playing as a ragtag melting pot empire of former slaves and economic migrants is a great idea but not really doable in the game mechanics. Lots of opportunities for fun events or diplomatic incidents as you set up underground railroad and deal with the diplomatic consequences.

3. In general, domestic migration could use a rework. Planets fill up, and only when full does a single pop decide to move elsewhere, only to have their slot immediately filled by a new growing pop the next month. As a result, your core world's will basically lack diversity, which doesn't feel right for a xenophile. Pops had ought to be able to swap locations with each other based on some factor or even just at random.

4. Putting a lot of effort into a multi cultural empire is really just faffing off. It would be nice if there were civics, traditions, leader perks, ethics, or buildings that benefitted from diverse populations on a single planet or empire or something. While a 10% bonus here or there towards resource production is nice, I think most of us hate that kind of min-maxing. A high level bonus to putting in effort towards attracting a diverse population would be great and encourage a unique playstyle the same way hive minds, purifiers, and machine empires currently do.

Basically, all my Stellaris empires are Star Trek ripoffs of the Federation, and I want to recreate those scenes from the shows and movies that show a space station or even earth itself with like a dozen different aliens walking around living normal lives, and I don't feel like the current mechanics really allow for that.

Splicer
Oct 16, 2006

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

ConfusedUs posted:

Yes, I see that.

How do I overcome it?
If there's something like "allows wars of aggression -10", go into your policies and set to defensive wars only. Or vice versa.

Splicer
Oct 16, 2006

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

The Bramble posted:

I would like to see some tweaks to alien migration as a xenophile.

1. Probable bug: As fanatic egalitarian, any new species that immigrates to my empire starts with "migration controls enabled" in the species rights screen. This causes the progressive faction to poo poo a brick and cost me all my influence. I spent a long time last night wondering why the faction was made that I was restricting free movement when all my policies appeared to allow it until I figured it out.
Check your default species rights in the species screen.

Main Paineframe
Oct 27, 2010

ConfusedUs posted:

Yes, I see that.

How do I overcome it?

Simple - realize you got completely screwed out of your diplomacy-focused game by random chance setting up other empires with the wrong governments or in the wrong locations, give up on it completely, and start conquering or vassalizing your neighbors until you dominate half the galaxy and everyone that's left is begging for your friendship (or at least your mercy).

Splicer
Oct 16, 2006

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

Main Paineframe posted:

Simple - realize you got completely screwed out of your diplomacy-focused game by random chance setting up other empires with the wrong governments or in the wrong locations, give up on it completely, and start conquering or vassalizing your neighbors until you dominate half the galaxy and everyone that's left is begging for your friendship (or at least your mercy).
Then your borders will be closer and the distance penalty will go down.

Baronjutter
Dec 31, 2007

"Tiny Trains"

So the idea of robot templates is cool, but I can't seem to apply the template on a case by case basis. For example I have a planet loaded with generic robots working farms and mines. I'd love to specialize the species into minebots and farmbots, but I can only apply the template planet-wide.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Baronjutter posted:

So the idea of robot templates is cool, but I can't seem to apply the template on a case by case basis. For example I have a planet loaded with generic robots working farms and mines. I'd love to specialize the species into minebots and farmbots, but I can only apply the template planet-wide.

This is correct. You can only "apply template" to a planets worth of a distinctive type of robot at a time, or choose to build (not "convert to", build) that template on a pop-by-pop basis. Once they've been differentiated from each other then you'll be able to apply later templates to your drillbots and farmbots or whatever you end up calling them.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Applying templates to your robots is crazy expensive, even with the ascension perk. Don't really want to shut down my engineering research for a decade.

Kinda wish it was just a mineral upgrade cost that could be done on an individual or per planet basis. Like, I right click on my robo-pop, choose MINER TEMPLATE, pay 40/60/80 minerals or whatever, and it upgrades.

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

Fintilgin posted:

Applying templates to your robots is crazy expensive, even with the ascension perk. Don't really want to shut down my engineering research for a decade.

Kinda wish it was just a mineral upgrade cost that could be done on an individual or per planet basis. Like, I right click on my robo-pop, choose MINER TEMPLATE, pay 40/60/80 minerals or whatever, and it upgrades.

Eh, organics lose their society research for a decade. I think this is a fair solution. Minerals are already important enough, no need to make them even more important. Besides, logically you would have to change the organic equivalent of gene modding to eat up food instead or something, which sounds really dumb.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Genetic and robot specialization would be so nice if it was a cheap flexible thing and you could set your pops to auto. Make a +10% energy credit mod, a +10% minerals robot, a +10% farming guy and so on. Robot placed on a mine? Automatically gets modded to a minebot.
Or even more simply put, get rid of the whole process and just let us stack mods or templates for free and get rid of the micro management. Building 4 farm-bots and 4 mine-bots is just as expensive as building 8 generic robots that automatically use either the +10% farming or +10% minerals. Have a small retooling cost or retooling time, sure, but just make it automatic. Let us make a bunch of templates for robots and species and just have them auto-apply the best template for the tile/planet the pop is on. Bio-pop moves from a continental world to a jungle world? Oh you got a jungle template set up, after a couple months of automatic bio-engineering the pop is adapted to jungle. Oh hey that pop is working a power plant now on the jungle planet? He's upgraded to the template you set up for a jungle-human with an energy bonus after a quick re-tooling time. No more micro, no more worrying you've got the wrong bonus pops/bots on the wrong tiles, and simple enough that the AI can handle it.

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES

Darkrenown posted:

I really wanted Machine empires to have a Flesh ascension path where they could become organic. Sadly the team was too busy with "real work" and "fixing bugs". :sad:

This needs to happen. I will pay money for that DLC in a heartbeat. The idea of a race of sentient robots unhappy with their lot who pursue genetic engineering and vat-growing meatbag forms for themselves so they can be like everyone else is absolutely magnificent. Especially if you have to first get an organic species into your empire so you can copy their forms for your vessels.

"We will be assimilated into your forms. Lower your shields and surrender your ships. We will add our technological distinctiveness to your biology. Our culture will adapt to resemble yours. Please. Resistance is cruel."

Guildencrantz fucked around with this message at 17:09 on Sep 25, 2017

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
I may or may have not timed my first war to take over 3 planets with the development of Machine Template System so I had three planets with 1 robot each.

OwlFancier
Aug 22, 2013

Absum posted:

So does no one know what is causing my sectors to ignore the respect tile resources checkbox?


I'm thinking it's either the planet modifier or the fact the it had negative energy income before I merged it with another sector.

I find that mine will just build shitloads of power stations to get their energy in the black if they don't generate enough, it's a bit annoying because they don't even bother with putting them on energy resources.

Fintilgin posted:

Applying templates to your robots is crazy expensive, even with the ascension perk. Don't really want to shut down my engineering research for a decade.

Kinda wish it was just a mineral upgrade cost that could be done on an individual or per planet basis. Like, I right click on my robo-pop, choose MINER TEMPLATE, pay 40/60/80 minerals or whatever, and it upgrades.

I mean technically you can disassemble and rebuild but yeah a button to streamline it would be nice.

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo

King Doom posted:

Aaaaaaaaand the bug where AI will not loving well take no for an answer is back, and I'm getting spammed with the same 'declare war Y/N?' message over and over and over. Joy.

Even better when they spam you with a war offer where you get absolutely nothing and they get a 90+ point vassalization :thumbsup:

OwlFancier
Aug 22, 2013

I am enjoying that the authoritarian advisor sounds exactly like the romulans from star trek armada 2 :v:

hobbesmaster
Jan 28, 2008

Fewd posted:

Even better when they spam you with a war offer where you get absolutely nothing and they get a 90+ point vassalization :thumbsup:

It's just like playing against another player!

Relevant Tangent
Nov 18, 2016

Tangentially Relevant

Fewd posted:

Even better when they spam you with a war offer where you get absolutely nothing and they get a 90+ point vassalization :thumbsup:

I always side with the other dudes when that happens.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

OwlFancier posted:

I mean technically you can disassemble and rebuild but yeah a button to streamline it would be nice.

Oh, can I disassemble individual robots without penalty/diplo hit for 'purging' (as they're considered part of the hive mind)?

Hrmmmmm....

Wiz
May 16, 2004

Nap Ghost

Fintilgin posted:

Oh, can I disassemble individual robots without penalty/diplo hit for 'purging' (as they're considered part of the hive mind)?

Hrmmmmm....

Yes.

Individual modification was discussed as something we wanted but there wasn't time for it. Might come in later.

OwlFancier
Aug 22, 2013

Fintilgin posted:

Oh, can I disassemble individual robots without penalty/diplo hit for 'purging' (as they're considered part of the hive mind)?

Hrmmmmm....

Yeah they're not sapient, they're drones under the direction of part of the gestalt AI.

It's a bit expensive though and it takes a long time to replace them during which you lose the tile output too. Ideally we would just be able to replace them like buildings.

Splicer
Oct 16, 2006

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

Jesus

I dumped a planet in a sector because it was in a weird place and I was over the core world limit. I finished the expansion tree and took it back and

1) It was a +15% mineral planet, so of course it built energy plants on all the mineral tiles beside the planetary processor.
2) The only unbuilt tile was a blank tile also located beside the planetary processor
3) It covered the entire planet with Sciencebots.

Governor Unit U3 you are so loving fired.

Splicer fucked around with this message at 19:22 on Sep 25, 2017

Baronjutter
Dec 31, 2007

"Tiny Trains"

So I built some default robots, I later got my first robo-modding tech and I created two templates, a farmbot and a minebot. I only had a couple robots on farms so I went with the horribly expensive engineering point based upgrade system and upgraded all robots to minebots. At the same time I disassembled the couple robots on farms and ordered up 2 farmbots.

After everything was said and done I seem to have lost the ability to make NEW templates from scratch, only mod existing templates since the standard default robot is no longer in my species list, so if I wanted to create a 3rd line of robot I'm out of luck?

The whole gene/robo modding system still feels really janky and tacked on. I hope Paradox comes up with a nice elegant easy to manage system some day because the concept is great, but the system feels extremely arbitrary and a chore to deal with

Wiz
May 16, 2004

Nap Ghost

Baronjutter posted:

So I built some default robots, I later got my first robo-modding tech and I created two templates, a farmbot and a minebot. I only had a couple robots on farms so I went with the horribly expensive engineering point based upgrade system and upgraded all robots to minebots. At the same time I disassembled the couple robots on farms and ordered up 2 farmbots.

After everything was said and done I seem to have lost the ability to make NEW templates from scratch, only mod existing templates since the standard default robot is no longer in my species list, so if I wanted to create a 3rd line of robot I'm out of luck?

The whole gene/robo modding system still feels really janky and tacked on. I hope Paradox comes up with a nice elegant easy to manage system some day because the concept is great, but the system feels extremely arbitrary and a chore to deal with

You can create new templates from modded templates.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Wiz posted:

You can create new templates from modded templates.

Now all we need is the ability to upgrade per-robot instead of disassembling and rebuilding.

Also I figured out why my tributaries aren't paying tribute, there's a bug where you can't actually get tributaries in a war it just results in a white peace :(

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Baronjutter posted:

So I built some default robots, I later got my first robo-modding tech and I created two templates, a farmbot and a minebot. I only had a couple robots on farms so I went with the horribly expensive engineering point based upgrade system and upgraded all robots to minebots. At the same time I disassembled the couple robots on farms and ordered up 2 farmbots.

After everything was said and done I seem to have lost the ability to make NEW templates from scratch, only mod existing templates since the standard default robot is no longer in my species list, so if I wanted to create a 3rd line of robot I'm out of luck?

The whole gene/robo modding system still feels really janky and tacked on. I hope Paradox comes up with a nice elegant easy to manage system some day because the concept is great, but the system feels extremely arbitrary and a chore to deal with

Pretty harsh assumption to make from one game where you didn't understand what the buttons do. Modded pops can be modified, built and applied in exactly the same way the founder species can, there is literally no difference besides what the UI button has written in it.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Mazz posted:

Pretty harsh assumption to make from one game where you didn't understand what the buttons do. Modded pops can be modified, built and applied in exactly the same way the founder species can, there is literally no difference besides what the UI button has written in it.

The onus of understanding is always, always on the shoulders of the UI maker. The robomodding interface is clunky, and so is the planet building interface.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Mazz posted:

Pretty harsh assumption to make from one game where you didn't understand what the buttons do. Modded pops can be modified, built and applied in exactly the same way the founder species can, there is literally no difference besides what the UI button has written in it.

I usually use UI's by reading the buttons not blindly trial and error clicking to see if they do something different from what is written on them. Now I know, but I stand by the interface being bad and non-intuitive, which is the point of an interface. Heck I spent more time with a planet window open trying to upgrade the robot there. I mean I made a farmbot and a minebot, surely I can click on the robot on a farm and upgrade it to a farmbot, and click on the robots on mines and upgrade them to minebots? Nope?? Weird per-planet system that costs engineering research instead of minerals/energy like building robots in the first place? Ok, now I know, but super unintuitive and unwieldy.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
Where those menus are accessed from could use some work but the actual menus themselves are pretty straightforward. Everything you mouseover has a tooltip and slowly but surely everything seems to be getting a keybind. On my list of complaints those are pretty low.

Did you know the screen your on is saved between planets, and clicking on the little planet icons on the sector outliner scrolls through them all? That clicking B brings up the build window? That robots have a checkbox in the build window to place multiple at a time?

This game has a lot of functionality people don't know about, which I think is the bigger problem than the UI elements themselves.

Baronjutter posted:

I usually use UI's by reading the buttons not blindly trial and error clicking to see if they do something different from what is written on them. Now I know, but I stand by the interface being bad and non-intuitive, which is the point of an interface. Heck I spent more time with a planet window open trying to upgrade the robot there. I mean I made a farmbot and a minebot, surely I can click on the robot on a farm and upgrade it to a farmbot, and click on the robots on mines and upgrade them to minebots? Nope?? Weird per-planet system that costs engineering research instead of minerals/energy like building robots in the first place? Ok, now I know, but super unintuitive and unwieldy.

But if it was a buildable upgrade and didn't use the existing species window you're asking for a bunch of developer time to accomplish the same thing. If you can upgrade them from build menu, is there a prompt like unlocking a new tier of mines? Does that prompt ever go away if you have multiple sub species? How does it know which to use? Theorycrafting a solution is the easy part, I can do that with you all day. The problem is finding time to implement it well.

Sorry if it's coming off as harsh but this is clearly a game where dev time is really limited and they have to push things out of their releases with some regularity. I'd rather they leave the 95% functional systems as is with that in mind and move on to the real stuff like war/diplomacy/etc.

Mazz fucked around with this message at 20:00 on Sep 25, 2017

Adbot
ADBOT LOVES YOU

OwlFancier
Aug 22, 2013

Baronjutter posted:

Now all we need is the ability to upgrade per-robot instead of disassembling and rebuilding.

Also I figured out why my tributaries aren't paying tribute, there's a bug where you can't actually get tributaries in a war it just results in a white peace :(

I encountered that, fought a war for a 90 point tributary and an 8 point cede, and I only got the cede :/

Very irritated.

  • Locked thread