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Hunt11 posted:So as a materialist with a maniacal scientist in charge of society research do I have a chance or should I just wait for the next game to go full psi? Materialist zeroes out your chances for psi tech with maniacal scientists.
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# ? Dec 21, 2017 16:40 |
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# ? May 14, 2024 06:59 |
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Dev Diary is up: https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-99-ground-combat-army-rework.1061707/
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# ? Dec 21, 2017 16:42 |
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Wow, having army buffing traits is actually going to matter a lot in wars now, this is pretty cool.
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# ? Dec 21, 2017 16:44 |
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https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-99-ground-combat-army-rework.1061707/ Dev diary on ground combat is up. Lots of good changes to reduce MM, but I'm disappointed they haven't eliminated troop transports entirely, a la Endless Space 2. That being said, eliminating bombarding down fortifications is an excellent move that will make conquering much less of a tedious waiting game. Combat width is an excellent change that guarantees invaders with crap troops will suffer attrition. I take it from the dev diary that I'll be able to order new troops from troop templates, like the fleet manager, but I may have misinterpreted it.
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# ? Dec 21, 2017 16:44 |
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Magil Zeal posted:I think there's a misunderstanding in this conversation. Once a single FE wakes up, that's it--that's the awakening for that game. The only other things that can wake up additional FEs are the War in Heaven trigger for the opposite ethos, or the Guardian of the Galaxy trigger for a crisis. In other words, once an awakening has happened, you can conquer still-fallen empire worlds with impunity, no others will wake up. On the other hand, if nobody has woken up yet, conquering a FE world will pretty much guarantee an awakening very quickly. Ah, I never realized that was the case. Always figured they all had a chance of awakening through a game. That would explain a lot. I figured one AE threatening a still fallen empire would trigger it but maybe not always. On another note, This week's dev diary: https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-99-ground-combat-army-rework.1061707/ No more diaries until Jan 11th after this.
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# ? Dec 21, 2017 16:45 |
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Attachments are dead thank god.
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# ? Dec 21, 2017 16:47 |
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Seems like transports still exist...maybe? But more importantly,quote:We also aim to fix the minor but immersion-breaking bug where transport fleets are giving endlessly increasing sequential names whenever they land and embark again. Wiz remembered
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# ? Dec 21, 2017 16:51 |
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Hunt11 posted:So as a materialist with a maniacal scientist in charge of society research do I have a chance or should I just wait for the next game to go full psi? No chance unless you can find a psionicist scientist somehow (take over a planet of already psionic pops?) quote:If Materialist or Fanatic Materialist requires scientist expertise Psionics. Now, if you somehow get a Psionicist, and that's gonna be real tough, the modifiers aren't terrible otherwise. quote:Base: 30 https://stellaris.paradoxwikis.com/Society_research#Psionic_Theory
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# ? Dec 21, 2017 16:58 |
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This all seems cool I guess but the #1 problem with ground combat (and the game in general) is the amount of micro involved in capturing planets. I’m not convinced that these changes will do much to improve that. Transports still being separate units is pretty disappointing. I hope that the combination of not always needing to bombard and the “assault armies always exist in space” thing will bring micro down to manageable levels.
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# ? Dec 21, 2017 16:59 |
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The concept of combat width and fortifying choke-point worlds with fortresses and an FTL inhibitor does make fortresses make a bit more sense.
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# ? Dec 21, 2017 17:00 |
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Benagain posted:Attachments are dead thank god. I really liked the flavor they provided, but yeah, having to actually deal with them was a pain in the rear end. Really sounds like the 2.0 overhaul is going to be a slam dunk, so I've got the hype. Feels like a transition from good to great. I imagine after this they'll be doing an events and diplomacy (maybe espionage?) pass.
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# ? Dec 21, 2017 17:04 |
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Thinking about the new ground combat system and the attrition that comes from not bombing worlds to bejesus, in my first 2.0 game of Xenophile space slugs I'll need to build clone vats on every world so I can continuously spew out identical slimy beasts to drown the worlds of more recalcitrant friends.
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# ? Dec 21, 2017 17:10 |
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Gyrotica posted:I really liked the flavor they provided, but yeah, having to actually deal with them was a pain in the rear end. I'm kind of sad, I liked to use attachments on my titans. Since my machine empires only needed them in tiny numbers to stomp everything flat, giving them attachments wasn't really that much work. I guess in the future, I'll have to build an additional titan each time to make up for the loss in efficiency.
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# ? Dec 21, 2017 17:11 |
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They didn't fix the main issue with bombardment which is that the armies can't shoot back at the bombarding ships. It should cost you some of your fleet to bomb a planet.
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# ? Dec 21, 2017 17:19 |
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Having Titans mounted on tiny alien horses was very funny, I agree.
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# ? Dec 21, 2017 17:19 |
Gyrotica posted:I imagine after this they'll be doing an events and diplomacy (maybe espionage?) pass. Yeah a lot of stuff I'm reading is giving me vibes of "oh man there are going to be neato ways to bypass this" vibes
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# ? Dec 21, 2017 17:20 |
Mortabis posted:They didn't fix the main issue with bombardment which is that the armies can't shoot back at the bombarding ships. It should cost you some of your fleet to bomb a planet. armies, no attaching anti-orbital weapons to fortresses, yes "Stand by, ion control... Fire."
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# ? Dec 21, 2017 17:22 |
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quote:As part of these changes, we've consolidated the Bombardment Stances into the following: Finally https://www.youtube.com/watch?v=ubNqUyf0op0
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# ? Dec 21, 2017 17:31 |
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ChickenWing posted:armies, no How you deal with the fluff isn't important. Armies need to be able to damage bombarding ships somehow.
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# ? Dec 21, 2017 17:33 |
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So is the only way to make materalistic traditions work is to go full AI as soon as possible?
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# ? Dec 21, 2017 17:39 |
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quote:Armageddon: Deals massive damage to armies, buildings and pops. Can turn planets into depopulated Tomb Worlds with enough bombardment. Only available to certain empires such as Purifiers. BURN THE GALAXY
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# ? Dec 21, 2017 17:41 |
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ChickenWing posted:armies, no My only real objection is it's yet another blank tile building.
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# ? Dec 21, 2017 17:43 |
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I want to play as a race with a tomb world preference that goes around glassing planets and then settling them. What a lazy inquisitor.
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# ? Dec 21, 2017 17:44 |
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Benagain posted:Attachments are dead thank god. Those poor commissars.
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# ? Dec 21, 2017 17:48 |
turn off the TV posted:I want to play as a race with a tomb world preference that goes around glassing planets and then settling them. WHAT WAS WILL BE
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# ? Dec 21, 2017 17:56 |
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If I can just glass every planet instead of having to do everything through purges and cleansing wargoals I might actually finish a game for the first time ever.
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# ? Dec 21, 2017 17:57 |
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Bold Robot posted:This all seems cool I guess but the #1 problem with ground combat (and the game in general) is the amount of micro involved in capturing planets. I’m not convinced that these changes will do much to improve that. Transports still being separate units is pretty disappointing. I hope that the combination of not always needing to bombard and the “assault armies always exist in space” thing will bring micro down to manageable levels.
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# ? Dec 21, 2017 18:21 |
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Arven posted:If I can just glass every planet instead of having to do everything through purges and cleansing wargoals I might actually finish a game for the first time ever.
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# ? Dec 21, 2017 18:22 |
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Hunt11 posted:So is the only way to make materalistic traditions work is to go full AI as soon as possible? Eh, gently caress that, I'm not hand-building my pops. If I'm materialist, I go Cybernetic as soon as possible and leave it there.
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# ? Dec 21, 2017 18:32 |
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Sector AI can build robots right?
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# ? Dec 21, 2017 18:47 |
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Artificer posted:Sector AI can build robots right? Depends on how you configure their settings - you can allow or ban robot building.
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# ? Dec 21, 2017 18:52 |
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ChickenWing posted:Yeah a lot of stuff I'm reading is giving me vibes of "oh man there are going to be neato ways to bypass this" vibes Going to be weird when Bob the Omniform gets espionaged.
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# ? Dec 21, 2017 18:57 |
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It's gonna be like that Futurama episode where the lobster wears a wig to get the secret access codes.
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# ? Dec 21, 2017 18:58 |
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It took Bob a decade to understand individuality and now you want to teach it falsehood. Other Beings are jerks.
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# ? Dec 21, 2017 19:09 |
These changes all own. Inhibitor fortress planets with a shitton of troops sound like they will be big pain in the butt obstacles and matter for the purpose of taking time and actually costing resources in the form of lost attackers to capture even after bombardment. I can't just right click a fortress planet wait 14 game days and invade with no casualties so they will actually matter, but non fortified systems should be extremely easy to invade. Having a planet invaded/bombarded will be painful and bad even if you take it back since it's wrecking infrastructure and pops. A large power beset on all sides will take economic damage if they can't defend all fronts at once even if it wins in the end. New armageddon is extremely my poo poo and I want to play another game as exterminators where I tomb world everything. Hopefully there is a method to attach troop ships to normal fleets to cut micro down. If I can just merge the fleets together and issue the invade/bombard orders with a single fleet and have the troops auto rejoin their parent fleet once the ground invasion ends that'd be great.
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# ? Dec 21, 2017 19:33 |
Artificer posted:Sector AI can build robots right? They can but they are very bad at it particularly if you have different custom robos for different resources (unless they fixed that maybe in humans patch?). I always cringe when I hand it off to sector AI and it immediately jumbles all of my specialist robots in dumb ways.
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# ? Dec 21, 2017 19:40 |
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These changes all seem to be good ideas for making ground combat more interesting, but the actual act of invading an empire doesn't sound any better. The only streamlining is that troops auto-embark now? I guess that's good? But no ability to just attach troops to a fleet, no ability to automate anything or more AI that lets you give troops/fleets an "invade" order where they automatically siege/invade every enemy planet in the system. Nothing that eliminates any of the busywork.
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# ? Dec 21, 2017 19:44 |
Baronjutter posted:These changes all seem to be good ideas for making ground combat more interesting, but the actual act of invading an empire doesn't sound any better. The only streamlining is that troops auto-embark now? I guess that's good? Yeah lots of the busywork seems to still be present. If they could let transports+fleets live together in the same group and allow you to issue a "bombard+invade" order to planets or at the system level that would pretty much do it though.
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# ? Dec 21, 2017 19:48 |
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Seriously please let us group transports with fleets if we still have to use them. Also if there isn't an army manager to go along with the fleet manager then kill me now
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# ? Dec 21, 2017 19:51 |
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# ? May 14, 2024 06:59 |
Splicer posted:They said fortress upgrades. Maybe you can upgrade a fortress to shoot back. Be interesting if each fortress can be upgraded to space laser or ftl inhibitor or orbital shield, like science complexes but more murdery. That's basically what I'm expecting wizpls
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# ? Dec 21, 2017 19:53 |