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Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

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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Fellblade
Apr 28, 2009
Dev Diary is up:

https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-99-ground-combat-army-rework.1061707/

ProZocK
Apr 22, 2013
Here, to make up for dicing you, multiple times, have some nice, calm text.
Wow, having army buffing traits is actually going to matter a lot in wars now, this is pretty cool.

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
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.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

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.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
Attachments are dead thank god.

3 DONG HORSE
May 22, 2008

I'd like to thank Satan for everything he's done for this organization

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 :allears:

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

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
Modifiers
5x if scientist trait is Leader trait maniacal.
2x if fanatic spiritualist.
2x if scientist expertise is psionics and level is >4.
1.5x if scientist expertise is psionics and level is >3.
1.1x if scientist expertise is psionics and level is >2.
0.5x If not spiritualist or fanatic spiritualist.

https://stellaris.paradoxwikis.com/Society_research#Psionic_Theory

Bold Robot
Jan 6, 2009

Be brave.



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.

Magil Zeal
Nov 24, 2008

The concept of combat width and fortifying choke-point worlds with fortresses and an FTL inhibitor does make fortresses make a bit more sense.

Gyrotica
Nov 26, 2012

Grafted to machines your builders did not understand.

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.

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
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.

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

Gyrotica posted:

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.

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.

Mortabis
Jul 8, 2010

I am stupid
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.

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
Having Titans mounted on tiny alien horses was very funny, I agree.

ChickenWing
Jul 22, 2010

:v:

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

ChickenWing
Jul 22, 2010

:v:

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."

hobbesmaster
Jan 28, 2008

quote:

As part of these changes, we've consolidated the Bombardment Stances into the following:
Selective: Deals normal damage to armies/buildings and light damage to pops. Cannot kill the last 10 pops.
Indiscriminate: Deals heavy damage to armies, buildings and pops. Cannot kill the last 5 pops.
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.

Finally
https://www.youtube.com/watch?v=ubNqUyf0op0

Mortabis
Jul 8, 2010

I am stupid

ChickenWing posted:

armies, no


attaching anti-orbital weapons to fortresses, yes


"Stand by, ion control... Fire."

How you deal with the fluff isn't important. Armies need to be able to damage bombarding ships somehow.

Hunt11
Jul 24, 2013

Grimey Drawer
So is the only way to make materalistic traditions work is to go full AI as soon as possible?

kujeger
Feb 19, 2004

OH YES HA HA

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.
loving YES

BURN THE GALAXY

Splicer
Oct 16, 2006

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

ChickenWing posted:

armies, no


attaching anti-orbital weapons to fortresses, yes


"Stand by, ion control... Fire."
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.

My only real objection is it's yet another blank tile building.

turn off the TV
Aug 4, 2010

moderately annoying

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.

Rincewinds
Jul 30, 2014

MEAT IS MEAT

Benagain posted:

Attachments are dead thank god.

Those poor commissars. :(

ConfusedUs
Feb 24, 2004

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





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

Arven
Sep 23, 2007
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.

Splicer
Oct 16, 2006

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

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.
It sounds promising. The big ugh about transports being separate is having to manage two fleets per invasion, but the new fleet vs transport roles look actually meaningfully distinct.

Splicer
Oct 16, 2006

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

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.
Or decant 50 xenomorphs from orbit and move on.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

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.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
Sector AI can build robots right?

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Artificer posted:

Sector AI can build robots right?

Depends on how you configure their settings - you can allow or ban robot building.

Relevant Tangent
Nov 18, 2016

Tangentially Relevant

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.

3 DONG HORSE
May 22, 2008

I'd like to thank Satan for everything he's done for this organization

It's gonna be like that Futurama episode where the lobster wears a wig to get the secret access codes.

Relevant Tangent
Nov 18, 2016

Tangentially Relevant

It took Bob a decade to understand individuality and now you want to teach it falsehood. Other Beings are jerks.

Nuclearmonkee
Jun 10, 2009


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.

Nuclearmonkee
Jun 10, 2009


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.

Baronjutter
Dec 31, 2007

"Tiny Trains"

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.

Nuclearmonkee
Jun 10, 2009


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?

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.

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.

3 DONG HORSE
May 22, 2008

I'd like to thank Satan for everything he's done for this organization

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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ChickenWing
Jul 22, 2010

:v:

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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