|
3 DONG HORSE posted:I'm in a losing fight against the Scourge and I'm just praying the Shroud sends me a solution... This is my first spiritualist run through and it has been a wild ride. Beware monkey paws bearing gifts.
|
# ? Oct 29, 2017 02:46 |
|
|
# ? Jun 12, 2024 10:39 |
|
3 DONG HORSE posted:I'm in a losing fight against the Scourge and I'm just praying the Shroud sends me a solution... This is my first spiritualist run through and it has been a wild ride. Scourge is insanely difficult now with planets having 8k hit points. It's nearly impossible to bomb planets and escape before 3 120k fleets warp in and murder you.
|
# ? Oct 29, 2017 03:04 |
|
Nevets posted:You get a 25% discount for docking ships, 35% if you have Crew Quarters on the starport. I think 50% total through a combination of tech/modules would make more of a difference, mostly to help with overbuilding a defensive fleet for pacifist empires. I would probably make it more like 40% default, upgradeable to 70% via specializing the spaceport as a fleet base (assuming dedicating all the slots to it on the new spaceport mechanics) and increase fleet upkeep costs, particularly energy, to make the actual docked cost about what it is now, cheaper for a specialized port and a bit more expensive otherwise. Then add a scaling modifier like you get with FTL times based on how far away from friendly space you are, up to about +30% cost. So based, a fleet is fine, but on deployment it's really expensive and will drain your coffers so you have to think about when you go to war. It makes throwing huge fleets around difficult but easier for defensive wars, especially if the enemy is trying to take targets well behind your lines. It also would mean with the new starbases you would have identifiable fleet bases that fleets have to stay near when not at war, meaning you can predict more easily where the enemy will have to come from in the event of an attack, and also making you decide where you want to base your fleets.
|
# ? Oct 29, 2017 03:22 |
|
Artificer posted:Energy torpedoes like the Neutron torpedoes are quite good, since they're immune to PD. None of the other empires in the two games I've played had particularly stellar success with the other types of missiles though. What is their actual role in the combat metagame?
|
# ? Oct 29, 2017 03:36 |
|
I've never thought about it before, but assuming the AI doesn't get free ship upkeep (which wouldn't be out of character for a strategy game), you could really screw over an opponent by trading him 30 years of some extra strategic resources & some minerals in exchange for all his stockpiled energy right before you war dec him. Suddenly can't afford to take his ships out of drydock, would work even better if he was small enough to annex so any deals got cancelled. Or do diplomatic trades get cancelled when at war anyway? I always assumed they were just suspended to prevent players abusing the AI by getting a 'loan' right before attacking the bank.
|
# ? Oct 29, 2017 03:42 |
|
Baron Porkface posted:What is their actual role in the combat metagame? Dunno. Don't they have decent stat and damage boosts for any situation? Probably a jack of all trades sort of thing. Extra distraction for bomber/fighter wings. They also don't miss I think if they aren't shot by PD. Nevets posted:I've never thought about it before, but assuming the AI doesn't get free ship upkeep (which wouldn't be out of character for a strategy game), you could really screw over an opponent by trading him 30 years of some extra strategic resources & some minerals in exchange for all his stockpiled energy right before you war dec him. Suddenly can't afford to take his ships out of drydock, would work even better if he was small enough to annex so any deals got cancelled. Or do diplomatic trades get cancelled when at war anyway? I always assumed they were just suspended to prevent players abusing the AI by getting a 'loan' right before attacking the bank. Once the money is in your bank, it doesn't just get up and leave. Trades continue when at war, even long term ones.
|
# ? Oct 29, 2017 04:59 |
|
what is the significance of "doesn't miss" in the long run of things?
|
# ? Oct 29, 2017 05:20 |
|
Energy torpedoes aren't really torpedoes, they're just really slow anti shield guns. They can miss quite easily as they have no tracking though they are accurate otherwise. Missiles are just generally quite versatile. Normal torpedoes bypass shields
|
# ? Oct 29, 2017 05:41 |
|
Baron Porkface posted:what is the significance of "doesn't miss" in the long run of things? Mouse over the accuracy in your next fleet fight. 30 or 50% accuracy is pretty common. So "doesn't miss" can mean the weapon punches well above its listed DPS.
|
# ? Oct 29, 2017 05:50 |
|
Doesn't DPS take into account accuracy? Cos that'd be real easy to program in.
|
# ? Oct 29, 2017 05:53 |
|
Augh, somehow despite me being 153/102 on my fleet cap, the nearest empire is OVERWHEMING compared to me and has turned me into his vassal. There's no option to rebel, how does this work? Do I need to insult them?
|
# ? Oct 29, 2017 06:18 |
|
gowb posted:Augh, somehow despite me being 153/102 on my fleet cap, the nearest empire is OVERWHEMING compared to me and has turned me into his vassal. There's no option to rebel, how does this work? Do I need to insult them? if they war declared you to force you into a vassal you have to wait a few years before you can wage another war against them.
|
# ? Oct 29, 2017 07:37 |
|
Playing rogue servitors for the first time, I took the unity perk which converts organic sanctuaries to organic paradises. Then I invaded a primitive world, but all their pops were shoved into sanctuaries instead of paradises? Is this a bug? EDIT: Turns out if you move the pops they switch to paradises Reveilled fucked around with this message at 09:14 on Oct 29, 2017 |
# ? Oct 29, 2017 08:33 |
|
Theme for next dev diary is "FTL" https://twitter.com/StellarisGame/status/924598287944077312 eta: Oh, whoops, this was announced at the end of the last dev diary.
|
# ? Oct 29, 2017 12:37 |
|
GunnerJ posted:Theme for next dev diary is "FTL" This guess is probably as accurate as anything I or anyone else have posted so far.
|
# ? Oct 29, 2017 13:19 |
|
There is a lot of angst in that thread. Moving the game away from having multiple FTL types at the beginning is a good thing. I can't go back from hyperlanes only after trying it. Hopefully this can be paired with constructable wormholes so moving a fleet within an empire is less of an arse.
|
# ? Oct 29, 2017 13:34 |
|
OwlFancier posted:Doesn't DPS take into account accuracy? It varies by what you're shooting at, so it's less "easy" and more "impossible" to summarise in one number. Artificer posted:Energy torpedoes like the Neutron torpedoes are quite good, since they're immune to PD. None of the other empires in the two games I've played had particularly stellar success with the other types of missiles though. I just got through a war with a FE where all its demands on my planets... were to people who were no longer vassals so in the war demands screen there was a lot of ??? for the icons.
|
# ? Oct 29, 2017 13:44 |
|
Aethernet posted:Moving the game away from having multiple FTL types at the beginning is a good thing. No, it's not.
|
# ? Oct 29, 2017 15:00 |
|
This Hyperlane-only bullshit makes me think the world would have been better if the Master of Orion series had never existed. And I say this as someone who is playing a Hyperlane-only playthrough right now. It's like people are addicted to lanes.
|
# ? Oct 29, 2017 15:28 |
|
Shadowlyger posted:No, it's not. Have you considered.... that you might be wrong??!?!? Anyway, Fanatic Xenophile is surprisingly fun. The bonuses it provides mean that, rather than you loving everyone else, everyone else loves you. This makes it great for higher difficulties, as you can nearly guarantee a sugardaddy to look after you until you've leveraged whatever gimick you're using for that run. It also makes Pacifist play quite easy, as liberated empires will love you right back and jump at being in your mega-federation.
|
# ? Oct 29, 2017 15:31 |
|
Libluini posted:This Hyperlane-only bullshit makes me think the world would have been better if the Master of Orion series had never existed. And I say this as someone who is playing a Hyperlane-only playthrough right now. Neither MOO1 or 2 had lanes? No one played 3. They were all 'warp' all the time. Wait... no... you could eventually build instant travel gates, I think.
|
# ? Oct 29, 2017 15:33 |
|
It's been like ten years and I'm still a vassal, still can't declare war. Does my overlord have to be at peace? Do I need to swap out of pacifist?
|
# ? Oct 29, 2017 15:34 |
|
Fintilgin posted:Neither MOO1 or 2 had lanes? No one played 3. Yes, you could build stargates, and MOO2 had wormholes that connected distant parts of the map as though they had gates, but only a few at most in the entire map. But yes, hyperlanes was not a thing in MOO (can't remember MOO3, think I only put a few hours into that one). Ascendancy was the first space game I played that used star lanes exclusively.
|
# ? Oct 29, 2017 15:41 |
|
gowb posted:It's been like ten years and I'm still a vassal, still can't declare war. Does my overlord have to be at peace? Do I need to swap out of pacifist? Are you a fanatic pacifist? If so, yeah you can never declare war, get ethos shifting.
|
# ? Oct 29, 2017 16:40 |
|
PittTheElder posted:Are you a fanatic pacifist? If so, yeah you can never declare war, get ethos shifting. Regular, swapped out of it and no dice. Apparently I can't declare independence since I'm in a defensive war on his side against another empire. Now I've got to politely wait until he's done. So dumb.
|
# ? Oct 29, 2017 17:21 |
|
Duodecimal posted:Yes, you could build stargates, and MOO2 had wormholes that connected distant parts of the map as though they had gates, but only a few at most in the entire map. MOO3 had Starlanes as the main FTL method. There were wormholes, but they were basically longer and faster starlanes. It was technically possible to 'go offroad' - ignoring starlane paths by travelling to another system at sublight speed, but that took dozens of turns, rather than only a couple. There was little reason to do it unless you got hemmed into a single spiral arm Lanes apparently make things much easier for the AI by limiting the choices available to it, and the player. I think its a price worth playing to avoid making game much easier/crippling the AI
|
# ? Oct 29, 2017 17:33 |
|
Splicer posted:They're replacing the entire game with FTL Advanced Edition. My guess is every time you have ship to ship combat, you resolve it with a battle using FTL (for every single ship)
|
# ? Oct 29, 2017 18:11 |
|
3 DONG HORSE posted:My guess is every time you have ship to ship combat, you resolve it with a battle using FTL (for every single ship) Just set all of your KAs and Tach lances to autofire on weapons. Easy money.
|
# ? Oct 29, 2017 18:19 |
|
Fintilgin posted:Neither MOO1 or 2 had lanes? No one played 3. Ah gently caress, I keep forgetting the older games were different from the third one. Of course, this makes it even weirder, what other games besides MO3 used the star lane system then? I remember Sword of the Stars having some races use a star lane system, and I think that's it? Are MO3 and SotS the only two games fueling this nostalgia for lanes? Tigey posted:MOO3 had Starlanes as the main FTL method. There were wormholes, but they were basically longer and faster starlanes. Technically, "offroad" doesn't exist in MO3, it's just that not all star lanes are visible at the beginning of the game -there's an event that's supposed to fire during gameplay to occasionally make one of them "visible", which in gameplay-terms means "visible to the player" and "faster". A mod that I'm using restored that function so you sometimes get a "new" star lane. So even though the player may think that there are wormholes, star lanes and warp-like travel, under the hood it's all star lanes, all the way down. The only differences are player-visibility and travel speed.
|
# ? Oct 29, 2017 18:53 |
|
Libluini posted:Ah gently caress, I keep forgetting the older games were different from the third one. The idea that people only like hyperlanes for nostalgia reasons is your hypothesis. Perhaps you should revise it, especially given that people are arguing for hyperlanes for gameplay reasons and not because they're cool or whatever Libluini posted:Technically, "offroad" doesn't exist in MO3, it's just that not all star lanes are visible at the beginning of the game -there's an event that's supposed to fire during gameplay to occasionally make one of them "visible", which in gameplay-terms means "visible to the player" and "faster". A mod that I'm using restored that function so you sometimes get a "new" star lane. Why does it matter what they are under the hood? People care about gameplay, not some kind of programmatical purity MrL_JaKiri fucked around with this message at 19:01 on Oct 29, 2017 |
# ? Oct 29, 2017 18:59 |
|
MrL_JaKiri posted:The idea that people only like hyperlanes for nostalgia reasons is your hypothesis. Perhaps you should revise it, especially given that people are arguing for hyperlanes for gameplay reasons and not because they're cool or whatever I've read those reasons many times and they don't make sense to me, so what is left after that? After I've discarded all logical reasons, nostalgia or other emotional poo poo is the only stuff left, after all. MrL_JaKiri posted:Why does it matter what they are under the hood? People care about gameplay, not some kind of programmatical purity It matters because it's fascinating to see how those old games were programmed. And what the hell is programmatical purity? Is that really a thing, or did you made it up?
|
# ? Oct 29, 2017 19:02 |
|
I hope Wiz is actually deleting only hyperlanes, since I think that's the only one people seem to want to force on everyone else.
|
# ? Oct 29, 2017 19:07 |
|
Libluini posted:I've read those reasons many times and they don't make sense to me, so what is left after that? What was your problem with "I can never catch an enemy fleet if they can be heading for 6 different systems, and hyper lane helps me know where an enemy fleet has to go," again?
|
# ? Oct 29, 2017 19:07 |
|
I really hope wiz stands strong and makes the drastic movement/fleet changes needed to mesh with their long term improved vision for the game regardless of how people complain. I'm also sure paradox has metrics for what types of maps people play and probably see like 50%+ of people play hyperlane only and of the ones who don't only 10% think the lackluster implemented unbalanced 3-mode system is some core creative feature of the game. I mean hell there's people who don't want a ground combat gut and replace because they LOVE the current attachment system. "I love spending 30 min giving every defending army an attachment, it's role playing!!!"
|
# ? Oct 29, 2017 19:08 |
|
ulmont posted:What was your problem with "I can never catch an enemy fleet if they can be heading for 6 different systems, and hyper lane helps me know where an enemy fleet has to go," again? Or that hyperlanes are the only type that allow any sort of strategic depth?
|
# ? Oct 29, 2017 19:11 |
|
The majority of players like the same lame niche I do, and not the more interesting default setting. Yes, this is how it is.
|
# ? Oct 29, 2017 19:13 |
|
Wooper posted:The majority of players like the same lame niche I do, and not the more interesting default setting. Yes, this is how it is. The default is very lame
|
# ? Oct 29, 2017 19:16 |
I imagine some of what Wiz is trying to do with this stuff is make it so that there are strategic depths in the game for reason other than the Alderson Point geography. Personally I think the game should be set up to have zero habitable planets; this will assist both play speed and provide an interestingly concise set of choices for the player and the AI. By giving zero resources and spawns, a truly fair start and even game will be created.
|
|
# ? Oct 29, 2017 19:16 |
|
Libluini posted:I've read those reasons many times and they don't make sense to me, so what is left after that? The possibility that other people like something you don't makes less sense than nostalgia for at most two games, one of which is supposedly not very popular and the other of which is actually not a hyperlanes-only game?
|
# ? Oct 29, 2017 19:18 |
|
|
# ? Jun 12, 2024 10:39 |
|
I'm sure something is getting fixed/changed but here's something I think is super weird in the game and has always been this way. Fleet Intelligence. I can click on an enemy fleet and get its exact orders. "Attacking 4th fleet" "Entering Orbit of Buttbowl Prime" and use that information to actually head-off and catch fleets. In fact this information is absolutely critical to know what's going on in a war because its not like ships need to drive over to the correct lane/warp point to travel, there's nothing on the map that gives any indication on where things are moving to. Usually this works, but sometimes you get fleets with orders like "following 2nd combat husk" or "merging with fartfleet" and then you have to search the map and find those fleets, then see what they are doing, which can also sometimes be following something or merging with something. Often at critical moments where you know a fleet only has 2 options on where it can go, it's charging up its FTL, but you have no clue where it's going because its publicly stated orders are not clear. First of all its crazy we have such good military intel we know the exact orders of enemy fleets, even if their destination is 20 jumps away, we can see exactly what they plan to do. Yet at the same time there's often situations where we can't tell what a fleet is doing right this moment, we can't tell which direction the fleet is about to go. When a fleet has a general movement order you'll get the "entering hyperlane to blogs bane" under the order, showing both the long term final order and what the fleet is doing this moment. But with merge, attack, and follow orders you don't get the sub-order information. This goes for your own fleets too. The game really needs to make it more clear at a glance, hopefully from the galactic map, where a fleet is going. If a fleet is just chilling in the system it would have a normal icon, if a fleet is charging it's hyperdrives give it a little FTL icon above it AND a direction arrow showing it's immediate destination. That should be information observable by the enemy. But at the same time take away our ability to see exactly what the enemy is doing. If I know the fleet is locked onto chasing my "1st Distraction fleet" it means I can game the AI and send the fleet its chasing off somewhere else while my real fleet does something else. It means we know exactly where the enemy is going to attack when we see orders like "entering orbit of Earth", we know that fleet is heading to earth to try to bombard/invade it and can try to pump out a ton of defense troops or even build a station or two in time.
|
# ? Oct 29, 2017 19:24 |