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Krinkle posted:If I have my scout forces on top, with probes, and shields, and guns, and a hero, but a precious irreplaceable leecher ship underneath, I fire out my probes in every direction, and, having run out, tell them to fly into the pirates. Sending out all your probes removes all your movement points so the game switches to the next ship to move Dunno why the second thing happened though
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# ? Dec 8, 2017 10:27 |
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# ? May 17, 2024 17:11 |
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Endless Space 2 has a really frustrating government system. My major expansion routes are totally blocked by pirate systems, and constructing a single 7/7 fleet to clear them out rocketed me to majority Militarist elections. But how are you meant to play a space 4X game without building at least a few defensive fleets? It wouldn't be such a problem, but I'm playing as the Empire and foolishly picked the questline that requires you to enact 3 Scientist laws.
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# ? Dec 8, 2017 15:09 |
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It's times like this I remember that ES2 came from a French studio. I think it might be some weird gallic humour thing. All the building and resource-related quests are super easy; the real challenge lies in getting the idiot government you nominally control to do what you actually want.... Regardless, setting pirates to "weak" on the starting menu made this game twice as enjoyable.
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# ? Dec 8, 2017 22:49 |
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Prop Wash posted:Endless Space 2 has a really frustrating government system. My major expansion routes are totally blocked by pirate systems, and constructing a single 7/7 fleet to clear them out rocketed me to majority Militarist elections. But how are you meant to play a space 4X game without building at least a few defensive fleets? It wouldn't be such a problem, but I'm playing as the Empire and foolishly picked the questline that requires you to enact 3 Scientist laws. yeah it's dumb and it feels like the what-increases-what choices for the political factions were made by someone who never played the game or really any 4x at all
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# ? Dec 8, 2017 22:53 |
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Prop Wash posted:Endless Space 2 has a really frustrating government system. My major expansion routes are totally blocked by pirate systems, and constructing a single 7/7 fleet to clear them out rocketed me to majority Militarist elections. But how are you meant to play a space 4X game without building at least a few defensive fleets? It wouldn't be such a problem, but I'm playing as the Empire and foolishly picked the questline that requires you to enact 3 Scientist laws. If you've researched Xeno Anthropology, you can switch your government type to Democracy which should have four law slots - one for the mandatory Militarist law and then three for Scientist laws. If not, then you'll need to wait until you can go back to a peacetime posture and start making lots of scientific system improvements. Jeb Bush 2012 posted:yeah it's dumb and it feels like the what-increases-what choices for the political factions were made by someone who never played the game or really any 4x at all I like the fact that it gives your choices a sense of inertia - you can't pivot everything on a dime in the span of one term, especially in terms of your war footing. Letting the militarists stay in charge for a long time can unlock some very useful laws, which can help make up for being an underdog in other respects. kaynorr fucked around with this message at 23:02 on Dec 8, 2017 |
# ? Dec 8, 2017 22:56 |
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I feel that the issue with governments is that playing the game normally does not let you influence your governmnent in the way the devs intend. You build almost every building everywhere. So there's no option to start spamming science buildings when you need scientists in charge - you just build each building is it is drip fed via tech unlocks, or else you fall behind in developing your empire.
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# ? Dec 8, 2017 23:19 |
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imo the "convert production into dust/science/whatever" buildings should influence party takeup want a system to be more sciencey? well, sure, but it'll mean it can't make anything really useful for a number of turns
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# ? Dec 8, 2017 23:30 |
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kaynorr posted:I like the fact that it gives your choices a sense of inertia - you can't pivot everything on a dime in the span of one term, especially in terms of your war footing. Letting the militarists stay in charge for a long time can unlock some very useful laws, which can help make up for being an underdog in other respects. that's nice in the abstract, the problem is with what things give what political support (and really, which political parties exist in the first place) going out and stomping on some fool is a standard part of most (if not all) 4x playstyles, so it's not much fun when doing so locks you into one particular dominant party
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# ? Dec 8, 2017 23:34 |
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So apparently the Riftborn can drop a fleet on a system and trigger a "Dilation Singularity" on it before I get a chance to click 'fight'? Who designed this poo poo? Is this actually an RTS? edit: How long does this Dilation Singularity garbage last anyway? The game, of course, gives the player zero feedback so I'm sitting with some bizarro unexplained bullshit happening with no explanation what-so-ever.
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# ? Dec 9, 2017 01:03 |
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everything to do with the riftborn is an exercise in tedium if you're playing them - hell yeah time to micromanage population and manpower. why would it be different playing against them that dilation singularity will probably reduce your FIDS by 50% for 20 turns, iirc
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# ? Dec 9, 2017 01:09 |
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Inexplicable Humblebrag posted:everything to do with the riftborn is an exercise in tedium if you're playing them - hell yeah time to micromanage population and manpower. why would it be different playing against them
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# ? Dec 9, 2017 01:12 |
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you are micromanaging way too much, just ignore all that crap
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# ? Dec 9, 2017 01:21 |
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I like the riftborn, their construct pop and time wizardry flavor/gimmick is cool. I haven't played since pre-weapon revamp, but their mid-game ships also aren't particularly strong either, so you have to be careful. If they drop a dilation field on you, then, depending on circumstances, they probably just wasted a bunch of resources to make that happen. Every use permanently increases the cost of the following uses, this means realistically, you only have so many uses of the fields per game unless you're far out in front. As a player, I found it's better to use them to buff a system, rather then poo poo on someone else.
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# ? Dec 9, 2017 05:27 |
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I am really confused - the AI Riftborn is invading a system of mine even though every time they send a fleet there I nuke it. Is this because they have one of these bullshit Dilation Singularity things on the system? How does any of this stuff even work? How do they have tanks?
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# ? Dec 9, 2017 06:45 |
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It only takes one turn to land an army, then that same ground battle can potentially last for multiple turns. To effectively defend a system you need to build up your own ground forces, in addition you can build military buildings to increase defense and local manpower. There are also army improvements that unlock with tech, the most obvious/visible being tanks and air craft. Once unlocked, you actually need to spend resources to upgrade them and use manpower to adjust the ratio of soldiers/tanks/air craft. It's sort of rock paper scissors in the sense that they are all effective against, and are hard countered by one of the others. Or keep a fleet in the system at all times to defend. If you have systems on the "front line" or in choke points then this is what you need to do, you can't just leave systems/planets unguarded because an enemy can immediately land an army. Under normal circumstances this approach is not very effective/wasteful and it's best to hammer down defenses with a fleet before landing your ground troops. If the system has low manpower or low ground tech then it's trivial to take the system in one turn. Once you get the hang of ground forces, they are an extremely effective tool. My first "introduction" to the importance of defending systems was one of my first games where I left multiple systems/chokepoints completely undefended and the AI just came in and snapped them all up in a couple of turns before my fleets could get there. The opposite is also true, you can take them back while they are undefended and take enormous amounts of space in very little time if you prepare for it. I usually have at least one support type design which is just full of +manpower modules which I can either built a max fleet of, or supplement a "real" fleet to make taking systems take way less time.
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# ? Dec 9, 2017 07:14 |
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Oh an apparently if I close my borders it doesnt kick out the Unfallen ships that are building their vines to a nebula of mine, but when someone else closes their borders to me it immediately kicks my fleet out? This game is loving horseshit with its complete and utter lack of explanation of things and dumbass arbitrary timing, like an invasion triggering in the middle of me clicking a button to form a fleet of ships at that star, ooohhh but now the game told me that a land battle is happening, so no fleet for me, it goes poof when I lose the system for no discernible reason! Is there any way for me to fix four unfallen vines linking to a nebula of mine? Is there explanation anywhere on how they work?
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# ? Dec 9, 2017 07:16 |
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Xik posted:It only takes one turn to land an army, then that same ground battle can potentially last for multiple turns.
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# ? Dec 9, 2017 14:57 |
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AAAAA! Real Muenster posted:This game is loving horseshit with its complete and utter lack of explanation of things and dumbass arbitrary timing yes it's not ideal i think to loose the vines you'd need to remove unfallen ownership of any systems linking to the nebula
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# ? Dec 9, 2017 15:15 |
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Xik posted:I like the riftborn, their construct pop and time wizardry flavor/gimmick is cool. I haven't played since pre-weapon revamp, but their mid-game ships also aren't particularly strong either, so you have to be careful. AAAAA! Real Muenster posted:This game is loving horseshit with its complete and utter lack of explanation of things
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# ? Dec 10, 2017 11:55 |
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Serephina posted:That's not true anymore, or at least not true of the +25% fids basic bubble. Which is basically the only bubble worth using almost, gods what a waste. The -fids bubble is just warmongering, might as well use a fleet and blockade the system. The other two 'midgame' ones arrive waaaaay too late, and look to be incredibly niche. Stasis bubbles look useful, but are teir5. And they all have to be researched instead of being free tier unlocks. Terrible design. I could go on but there really is no point because I imagine most of you dont care to read more of my bad posts about ES2. I also bought EL in the same sale - does that have the same problem with things not being explained either at all or well enough? AAAAA! Real Muenster fucked around with this message at 18:23 on Dec 10, 2017 |
# ? Dec 10, 2017 18:18 |
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es2 is way worse than EL in terms of that, but yes, there are some puzzling elements that need experience to counteract and movement happens simultaenously as well!!!
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# ? Dec 10, 2017 18:21 |
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Inexplicable Humblebrag posted:es2 is way worse than EL in terms of that, but yes, there are some puzzling elements that need experience to counteract I dont hate ES2 but its problems kill any replayability
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# ? Dec 10, 2017 18:25 |
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EL is a much, much better game. It still has the simultaneous turns, but I think there is an option for non simultaneous in a menu somewhere
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# ? Dec 10, 2017 19:17 |
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yeah EL is way better, and it's also had the benefits of a bunch of expansions to add more mechanics and smooth off rough edges es2 has been in early access for ages though so i'm a bit puzzled as to why it's so nonsensical
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# ? Dec 10, 2017 20:26 |
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Serephina posted:That's not true anymore, or at least not true of the +25% fids basic bubble. Which is basically the only bubble worth using almost, gods what a waste. The -fids bubble is just warmongering, might as well use a fleet and blockade the system. The other two 'midgame' ones arrive waaaaay too late, and look to be incredibly niche. Stasis bubbles look useful, but are teir5. And they all have to be researched instead of being free tier unlocks. Terrible design. I haven't played in a couple patches so I guess that was a recent change. While I'll enjoy having 3 +fids up constantly when I play them, seems like it would be terrible to play vs them. I might have to spin up another game and see how it actually plays. Maybe they've found some other way to balance then? (Increased cost)? Also agree that EL is a superior game, both in terms of mechanis and "flavour"/lore, but it always comes down to prefering the sci fi setting to fantasy for me...
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# ? Dec 10, 2017 20:48 |
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Speaking of EL, it's $5.99 at fanatical for 24 hours. https://www.fanatical.com/en/game/endless-legend-emperor-edition Pretty good deal. Its either this or wait for the base game + all DLC to go on deep discount together on steam I guess.
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# ? Dec 10, 2017 22:47 |
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Xik posted:Speaking of EL, it's $5.99 at fanatical for 24 hours. Steam winter sale is coming, but still $5.99 for emperor edition is a bargain
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# ? Dec 10, 2017 23:48 |
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I goofed real bad. I took so many tries to get the vodyani quest done that I forgot to, you know, read the flavor text? the mission log? the story? I got up to the final chapter and I"m like nice, I'm finally gonna be able to do it, and then I read those two but there's no way to go back and read the ones I missed. Is there a wiki or something where I can just read about her bad brother or whatever?
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# ? Dec 16, 2017 21:33 |
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There's someone currently in the process of updating the wiki (the one at http://endless-space-2.wikia.com/, I think, not the official one) to include the faction quests, although they haven't gotten to the Vodyani yet. If you're willing to wait a week or two, it may very well be up by then. Also, there's an option to view completed quests on the quests screen. I'm not sure if you checked it already and don't remember if it even has all the flavor text and more than the most recent chapter of the faction quest, but it's worth a try if you haven't looked at it. Edit: Actually, it looks like they're just adding the quest rewards and skipping most of the flavor text. Short of digging around in the XML, you may be out of luck. HundredBears fucked around with this message at 22:37 on Dec 16, 2017 |
# ? Dec 16, 2017 22:33 |
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Well I have a save from just before I started blowing up planets so I guess I can catch up that way. Thank you. e: ah, well that explains why I had to stop being religious in the senate. Krinkle fucked around with this message at 00:19 on Dec 17, 2017 |
# ? Dec 16, 2017 23:50 |
Is there a goon-recommended beginner's guide for Endless Space 2? Just picked up this game and I'm totally lost.
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# ? Dec 18, 2017 05:26 |
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I liked the 4x alchemist youtube videos. That very very very nervous man explaining every single step of the way. His strategies do not work, you cannot min-max like that after the last six months of patches, but you get some tips about using probes and then rebuilding the ship so you get more probes, to find the best system to expand to faster, and he explains the point of FIDSI and what worlds are easy or hard to expand to. anyway, my question, I'm starting horatio and my first quest gives me a reward that is a building I can only build once that gives +4 on original empire population. Does that only apply to that system or does having that building make that happen everywhere? I just want it to be clear and say "+4 industry on original empire population in system" so I don't wonder.
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# ? Dec 18, 2017 21:18 |
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Pretty clearly applies to local system only. edit: Wow that description is totally misleading then Serephina fucked around with this message at 11:36 on Dec 19, 2017 |
# ? Dec 19, 2017 00:55 |
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Krinkle posted:I liked the 4x alchemist youtube videos. That very very very nervous man explaining every single step of the way. His strategies do not work, you cannot min-max like that after the last six months of patches, but you get some tips about using probes and then rebuilding the ship so you get more probes, to find the best system to expand to faster, and he explains the point of FIDSI and what worlds are easy or hard to expand to. I tested and completed that questline. Yeah, all your horatio pops everywgere get +4 food. Its a pain to fit in, but it really helps you expand. That wonder and cash money buying a sustainable farm explodes your pop gen.
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# ? Dec 19, 2017 06:32 |
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lol holy gently caress i never bothered building it because i thought it was just local does Intensive Cultivation do the same thing?
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# ? Dec 19, 2017 15:24 |
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Inexplicable Humblebrag posted:lol holy gently caress i never bothered building it because i thought it was just local Been a while since I built it, but that one is system only. Quest rewards are really a cut above regular national wonders in this game.
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# ? Dec 19, 2017 18:04 |
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Is there a point to using armor and ballistic weapons? I'm honestly wondering why they're in the game at all? Either you use shields, which regenerate to full every turn, and missiles/lasers, which let you attack from the longest range, and survive every single battle at full health, or use ballistics and armor and die, now or later. I'm just wondering if there's some module I never found that mitigates Definitely Losing Health to chip damage from an infinite pile of pirates worth losing your fleets over. Like, is there a reason to ever not stack shield heroes on shield ships and using the card "power to shields" because everything else wipes my fleet sooner or later and shuffling up my deck baffles me because one hundred percent of these cards look awful. I would never use the "I'm planning on dying here so i'm going to get extra XP after its over for the survivors" strategy. I'm not going to risk my fleet taking damage to get twenty extra dust. The only one that looks even usable in a niche case is diplomatic immunity but I'd rather just pile on more shields and babysit them with a vodyani admiral.
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# ? Dec 19, 2017 22:31 |
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There are some special material modules that restore health during battle and after the battle but the generic nanobots module only restores health after the battle. It's worth trying out the Get Lucky and Barrage cards since they both increase damage on long range weapons. The former is useful for weapons with critical chances and the latter just adds percentage to long range damage for every CP in the fleet. And yeah, there's no point to any other defense module types than shields at the moment because it absorbs both kinetic and energy damage.
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# ? Dec 19, 2017 23:02 |
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Danann posted:And yeah, there's no point to any other defense module types than shields at the moment because it absorbs both kinetic and energy damage. Danann posted:There are some special material modules that restore health during battle and after the battle but the generic nanobots module only restores health after the battle.
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# ? Dec 19, 2017 23:13 |
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# ? May 17, 2024 17:11 |
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Danann posted:There are some special material modules that restore health during battle and after the battle but the generic nanobots module only restores health after the battle. lol why is this loving game so opaque
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# ? Dec 19, 2017 23:44 |