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Oh cool, I didn't realize they added new civics. I'll definitely be trying out a barbarian despoiler run.
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# ? Mar 1, 2018 22:58 |
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# ? May 25, 2024 13:41 |
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Ugh, I opted into the 2.0.2 beta and the loving Enigmatic Fortress is STILL resurrecting every ten days while the Situation Log refuses to let me actually begin the special projects. Is it just absolutely hosed for pre-beta saves or am I missing something here?
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# ? Mar 1, 2018 23:02 |
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Baronjutter posted:Intended is for wormholes to be open to anyone while gates are restricted under normal movement rules but people you're at war with can't use them. Wormholes were explicitly supposed to be usable in war. Ah, cool. Though, I'm not certain if I want gates to be restricted like that? I quite like the idea that building a gate network is something of double-edged sword. And it's not like it would be totally unworkable- anywhere the enemy could instantly teleport to is somewhere you could instantly teleport to to fight them off.
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# ? Mar 1, 2018 23:03 |
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ConfusedUs posted:Fixed in the beta patch, according to the notes. metasynthetic posted:Thank god. It's actually not fixed, at least it's not for me. So be careful trying it next time you load your save if you're on ironman.
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# ? Mar 1, 2018 23:07 |
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Bah, I can't be spiritualist robot angels. Is there a mod that lets me?
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# ? Mar 1, 2018 23:08 |
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Nice to see that the sector AI is slightly less retarded since last time i had a good look at it. Reacting appropriately to unrest and building sane poo poo.
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# ? Mar 1, 2018 23:08 |
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Autonomous Monster posted:Ah, cool. If they control the system they control the gate, and can then use their own gates to move to the newly captured gate. Or at least that's how it was explained in their intended mechanics.
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# ? Mar 1, 2018 23:09 |
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Some mutants burst out of a vault on a Tomb World and took my planet. They're killing the pops but if I try and land it tells me "this planet isn't colonised". oh no
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# ? Mar 1, 2018 23:10 |
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Taear posted:Some mutants burst out of a vault on a Tomb World and took my planet. They're killing the pops but if I try and land it tells me "this planet isn't colonised". Fixed in the beta patch apparently!
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# ? Mar 1, 2018 23:10 |
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Dongattack posted:Nice to see that the sector AI is slightly less retarded since last time i had a good look at it. Reacting appropriately to unrest and building sane poo poo. I think they just plop down a few fortresses on each world now rather than reacting to unrest. I'm not certain it's better. I went ascended synthetic and my governor still builds farms.
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# ? Mar 1, 2018 23:11 |
Baronjutter posted:If they control the system they control the gate, and can then use their own gates to move to the newly captured gate. Or at least that's how it was explained in their intended mechanics. Basically gateways are totally safe during a war and potentially a good way to retake occupied territory, rather than being any sort of liability in any circumstance. Wormholes are just freakishly long hyperlanes, and that's really cool and good. Though it didn't register I was a neighbor through one the one time that happened for me.
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# ? Mar 1, 2018 23:16 |
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The game needs to stop the AI declaring unwinnable wars. My federation is in one and it's -1000 to do what they want to do which is "end threat". Why let the poor things do it?
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# ? Mar 1, 2018 23:21 |
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Taear posted:The game needs to stop the AI declaring unwinnable wars. End Threat isn't a real War Goal, which is why they're -1000 to use it. It's an exterminator type war, which means they're gaining - losing systems as the war progresses instead of transferring the held claims at the end. Eventually the war will end because the winning side hits 100% war exhaustion and they sign a peace, but the borders stay where the front lines ended up. Of course, if you mean they started an unwinnable war because they're getting destroyed, that's federations for you.
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# ? Mar 1, 2018 23:24 |
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Blorange posted:End Threat isn't a real War Goal, which is why they're -1000 to use it. It's an exterminator type war, which means they're gaining - losing systems as the war progresses instead of transferring the held claims at the end. Oh no they're not. They're not really doing anything. But the other side has been at -100% war exhaustion for ages and nothing is happening.
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# ? Mar 1, 2018 23:27 |
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How has the ship combat meta changed with 2.0? Are missiles still worthless?
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# ? Mar 1, 2018 23:28 |
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Magil Zeal posted:I think they just plop down a few fortresses on each world now rather than reacting to unrest. Ah yeah, that's what i meant by reacting to it, it's probably still idiotic when given a harder challenge. I really like to play murderous machine empires, so unrest to me is "pacify until melted down". Magil Zeal posted:I'm not certain it's better. I went ascended synthetic and my governor still builds farms. So, unrelated to the above, how does the evasion stat work and how good is it? My corvettes are at 92% evasion now, but they still get hit a fair bit so i guess there's more to it.
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# ? Mar 1, 2018 23:29 |
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Taear posted:Oh no they're not. They're not really doing anything. But the other side has been at -100% war exhaustion for ages and nothing is happening. That's intentional. 100% exhaustion forces you (until the beta patch) to accept a peace treaty. It doesn't require the other side to send one. They're probably up against a wall of star bases and don't think they can push further.
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# ? Mar 1, 2018 23:29 |
Thesaurasaurus posted:Ugh, I opted into the 2.0.2 beta and the loving Enigmatic Fortress is STILL resurrecting every ten days while the Situation Log refuses to let me actually begin the special projects. Is it just absolutely hosed for pre-beta saves or am I missing something here? I had the same thing. I just chose the various options as they popped up, the only choice you need the situation log for is the initial step (blow up the airlock or power surge); it will repower every 10 days but you will get the next stage (if you choose the options right) every 30-60, so just park a fleet on top of it, with a science ship orbiting, and the reborn fortress gets instagibbed every time. Your situation log will also fill with the first step, just ignore it. Also, it will stop repowering once you finish the chain and claim the system.
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# ? Mar 1, 2018 23:30 |
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Dongattack posted:Ah yeah, that's what i meant by reacting to it, it's probably still idiotic when given a harder challenge. I really like to play murderous machine empires, so unrest to me is "pacify until melted down". Ah, I more meant they throw down fortresses on worlds regardless as to whether or not there's unrest there. My empire's pretty much completely unrest-free but the governor still likes to build 1-3 fortresses per world depending on how big they are.
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# ? Mar 1, 2018 23:31 |
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Blorange posted:That's intentional. 100% exhaustion forces you (until the beta patch) to accept a peace treaty. It doesn't require the other side to send one. They're probably up against a wall of star bases and don't think they can push further. Look I know how it works, I know what 100% does! But the enemy is at 100% and has been for years and it's only going to end when both sides hit 100%. So it's going to stay like this until I decide to join in, which feels totally pointless because I can't really work out what the point of this war is. There are no stations. They're just not moving. See: here and the enemy fleets have scores of less than 1000, my allies are at 10,000! I really don't enjoy the new war system, I think the old one was much more reasonable. I'm entirely down with geography of space and point taking and etc but I prefer a set score like it was before and like every other paradox game instead of exhaustion. If they show 100% they should just surrender thanks. Taear fucked around with this message at 23:43 on Mar 1, 2018 |
# ? Mar 1, 2018 23:40 |
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canepazzo posted:I had the same thing. I just chose the various options as they popped up, the only choice you need the situation log for is the initial step (blow up the airlock or power surge); it will repower every 10 days but you will get the next stage (if you choose the options right) every 30-60, so just park a fleet on top of it, with a science ship orbiting, and the reborn fortress gets instagibbed every time. Your situation log will also fill with the first step, just ignore it. Wait, I need a science ship? The popup made it sound like the survey team had already been dispatched!
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# ? Mar 1, 2018 23:45 |
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Gort posted:Bah, I can't be spiritualist robot angels. Is there a mod that lets me? I believe some of the perks added in Expanded Ascension Perks add the ability to follow more than one Ascension path at once.
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# ? Mar 1, 2018 23:53 |
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Javes posted:How has the ship combat meta changed with 2.0? Are missiles still worthless? All weapon types are pretty good, missiles are especially good against anyone using shields
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# ? Mar 1, 2018 23:56 |
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Thesaurasaurus posted:Ugh, I opted into the 2.0.2 beta and the loving Enigmatic Fortress is STILL resurrecting every ten days while the Situation Log refuses to let me actually begin the special projects. Is it just absolutely hosed for pre-beta saves or am I missing something here? Yeah mine is still hosed too.
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# ? Mar 1, 2018 23:58 |
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canepazzo posted:I had the same thing. I just chose the various options as they popped up, the only choice you need the situation log for is the initial step (blow up the airlock or power surge); it will repower every 10 days but you will get the next stage (if you choose the options right) every 30-60, so just park a fleet on top of it, with a science ship orbiting, and the reborn fortress gets instagibbed every time. Your situation log will also fill with the first step, just ignore it. This doesn't sound like its the same problem exactly. There are no options popping up (apart from the very first one which is 'yes start the event chain' / 'no do nothing end of story'), and my situation log just has the one entry for the fortress without any projects to go with it.
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# ? Mar 2, 2018 00:00 |
I think the only bad weapons this patch are fighters and PD/Flak. I have a fleet of torpedo corvettes and double afterburner cruisers that really works well for occupation, zipping around flipping outposts and catching reinforcements/damaged fleets, while the 2 other "standard" fleets take care of the battles and planets.
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# ? Mar 2, 2018 00:00 |
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Javes posted:How has the ship combat meta changed with 2.0? Are missiles still worthless? It seems they hit that balance they wanted with ships and weapons, everything is a little bit viable in it's own way. On top of the fact you can be a little more riskier with underpowered fleets now with the disengagement mechanic. Corvettes are the current meta due to their high evasiveness which makes them hard to hit, but they can be counter if you set-up for them. However, corvettes have low hull strength, which means if they take any big hits they tend to die, unlike bigger ships which have much higher hull strength to give them a chance to escape. It's a nice risk vs. reward situation. E: ^^^^^ I don't know what you about you, but I find the bombers to be pretty awesome at what they do. Back Hack fucked around with this message at 00:03 on Mar 2, 2018 |
# ? Mar 2, 2018 00:00 |
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Magil Zeal posted:Ah, I more meant they throw down fortresses on worlds regardless as to whether or not there's unrest there. My empire's pretty much completely unrest-free but the governor still likes to build 1-3 fortresses per world depending on how big they are. Maybe it's trying to do something with unity? Fortresses give 3 unity in my game.
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# ? Mar 2, 2018 00:02 |
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Turns out that if you run out of food your population will start to starve to death and while starving they get really unhappy which utterly tanks all production, especially food, so you can't dig yourself out. Oops. You'd think it would make better farm tech more likely to come up in the science lottery, but nope. Poil fucked around with this message at 00:07 on Mar 2, 2018 |
# ? Mar 2, 2018 00:04 |
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It makes sense, though logically at some point starvation should begin to kill pops so at least eventually you'll get out of it if you can't turn the situation around. Especially since it happens to the AI sometimes and they get stuck.
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# ? Mar 2, 2018 00:08 |
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Remember that you can trade food with other civs. Unless you're completely out of energy or minerals you should be able to get out of the hole with that.
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# ? Mar 2, 2018 00:13 |
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Gobblecoque posted:Remember that you can trade food with other civs. Unless you're completely out of energy or minerals you should be able to get out of the hole with that. Lol if you have friends.
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# ? Mar 2, 2018 00:15 |
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It's really satisfying to be able to pull off a surprise attack in your war for independence Definitely camped my dudes out where I realized my awakened overlord's main fleet was going and brutally smashed it on the first strike, getting 50 war weariness on them from the overwhelming victory Heck yes (This war against the Contingency is gonna go a lot better now that I have all my minerals and energy)
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# ? Mar 2, 2018 00:18 |
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e: shameful double post
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# ? Mar 2, 2018 00:18 |
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OwlFancier posted:Lol if you have friends. eat the primitives
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# ? Mar 2, 2018 00:20 |
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Westminster System posted:It makes sense, though logically at some point starvation should begin to kill pops so at least eventually you'll get out of it if you can't turn the situation around. Especially since it happens to the AI sometimes and they get stuck. This happens to every vassal I spinoff So I have to remember to send them food
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# ? Mar 2, 2018 00:20 |
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Gobblecoque posted:Remember that you can trade food with other civs. Unless you're completely out of energy or minerals you should be able to get out of the hole with that.
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# ? Mar 2, 2018 00:21 |
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Do I remember seeing someone post that you can edit the starlane slider somewhere in the files to something other than 100 or 75? I would like to give that a try but I cant find it, probably in part because I am not exactly sure what I am looking for. edit: Good grief yeah I would love to be able to try like 90 rather than 75 because 75 seems just way too low but 100 is just a hair too high. cripes AAAAA! Real Muenster fucked around with this message at 00:28 on Mar 2, 2018 |
# ? Mar 2, 2018 00:23 |
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Is there a mod out there that fixes the weird cursor behavior in the Biography section during species creation? It's maddening.
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# ? Mar 2, 2018 00:33 |
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# ? May 25, 2024 13:41 |
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Well the update allowed me to fill out every single tradition tree and run 4 simultaneous unity ambitions in my current game, to make clear just how badly the bug was loving anyone who liked to expand
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# ? Mar 2, 2018 00:37 |