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ConfusedUs posted:Executive Vigor is stupid good. Yeah it really is. I'd expect it to get nerfed to 50% duration increase and it'd still be amazing. Libluini posted:Now do the Beast next! Endgame Crisis. I don't think you currently can do a proper Beast as a normal empire. At best you'd probably get a Driven Assimilator that has somehow taken the Biological Ascension path. DatonKallandor fucked around with this message at 18:26 on Mar 3, 2018 |
# ? Mar 3, 2018 18:24 |
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# ? May 26, 2024 07:26 |
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Whipped up a quick mod to fix a problem I'd run into. Vassals, however loyal they are, get opinion penalties when you crack a planet. This seems kind of weird when even federation associates couldn't care less about it. So: Loyal Subjects Have Nothing to Fear (From the Colossus)
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# ? Mar 3, 2018 18:52 |
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DatonKallandor posted:Yeah it really is. I'd expect it to get nerfed to 50% duration increase and it'd still be amazing. Oh! You could include a warning event, like the Ghost Signal for the Contingency: Some warning about how randomly ships have started to disappear, and if you research it, a general space alarm is send throughout the empire, to make everyone careful. This could then reduce the damage from when the Beast finally shows up and mounts its first assault. Bonus points if you include a chain about the Somtaaw, ending with you escorting their big ship to strike the final blow to the Beast
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# ? Mar 3, 2018 18:55 |
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Any thoughts on what weapons to put on your defense stations and the little defense platforms they poop out? I tried to use hangar bays on the station and missiles/torpedos on the platforms to see if i could drown out the PD systems of the enemy and it didn't seem super good. So i'm just using guns and platforms with kinetic artillery now.
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# ? Mar 3, 2018 19:18 |
Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45. I also made a spreadsheet showing all the Ethics combinations that aren't included yet. Feel free to make whatever species you want but if you're stuck on Ethics, pick a combo that hasn't been done already. I hope to someday have at least one of each, even if they're a lovely combo! Spreadsheet of missing ethics is here.
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# ? Mar 3, 2018 19:19 |
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Crazyeyes24 posted:Well poo poo then, maybe I should have gotten executive Vigor first instead of Tech Ascendancy... eh. Too late now. Splicer posted:Please Wiz, PLEASE let me not murder space amoeba.
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# ? Mar 3, 2018 19:26 |
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So I guess a world cracker doesn't quite disable the contingency
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# ? Mar 3, 2018 19:38 |
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so the Enigmatic Fortress doesn't feel very well, does it
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# ? Mar 3, 2018 19:38 |
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I like how War exhaustion increases more slowly, but on the other hand blowing up the capital planet of the enemy empire should probably give more than 1% war exhaustion...
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# ? Mar 3, 2018 19:42 |
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What's so good about Executive Vigor? It looks thoroughly unremarkable to me.
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# ? Mar 3, 2018 19:44 |
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it lets you keep the good edicts up pretty much permanently, which is difficult if you're using influence for literally anything else.
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# ? Mar 3, 2018 19:46 |
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Will namelist mods disable achievements?
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# ? Mar 3, 2018 19:46 |
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Jabarto posted:What's so good about Executive Vigor? It looks thoroughly unremarkable to me. Edicts are incredibly good in 2.0.
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# ? Mar 3, 2018 19:55 |
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I tried to step outside my comfort zone playing some slaving, conquering despots. The war system is still, actually, pretty bad. I went to war against a neighbor to subjugate them, playing to my Authoritarian ethics, Feudal system civic, and Domination tradition. Well, all of that stuff doesn't mean squat when it comes to actually subjugating because I can occupy all of their planets, all of their starbases, and it doesn't matter if they have a federation ally, that's not enough to force a victory. So I have to go across the galaxy to find their one other federation member and occupy some of their worlds to finally force it, naturally by this time war exhaustion has been maxed for a while. And of course the entire galaxy hates me afterward. I guess I don't understand why I can't force subjugation by conquering every world and every starbase an enemy controls. That would seem reasonable. Or at the very least I should be able to "time out" subjugation at that point, if their allies can't retake them in a reasonable amount of time. Having to deal with their federation ally that was way too far away to be relevant doesn't seem right.
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# ? Mar 3, 2018 19:55 |
TheDeadlyShoe posted:it lets you keep the good edicts up pretty much permanently, which is difficult if you're using influence for literally anything else. I assume it also applies to the Unity Edicts? With enough incoming Unity, you could probably keep all those going at the same time with Executive Vigor.
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# ? Mar 3, 2018 19:55 |
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Admiral Joeslop posted:Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45. Looks like you're missing a bunch of triple ethics empires. I've got these two jerks I guess. The Great Sylva Empire rear end in a top hat Space Elves; probably not the most interesting empire. Ever bickering Space Platipi. E: Looking at it now, maybe they should have been resilient instead of Nomadic, oh well. And a pastebin with the relevant stuff. MShadowy fucked around with this message at 20:08 on Mar 3, 2018 |
# ? Mar 3, 2018 20:02 |
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Admiral Joeslop posted:Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45. Oh, I've actually got a few that you don't have. Serene Waters Union: Fanatic Egalitarian, Pacifist [anarchist squid fish people] Sanctified Council Resting Upon The Sands: Egalitarian, Militarist, Spiritualist [nomad grasshoppers] Republic of Kelonax: Fanatic Egalitarian, Militarist [freedom fighting turtles] TGLT fucked around with this message at 20:09 on Mar 3, 2018 |
# ? Mar 3, 2018 20:03 |
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Axetrain posted:Edicts are incredibly good in 2.0. Hm, I've never really used them much before. Maybe I should pay more attention to them, especially with how much influence Fanatic Egalitarians can crap out after 2.02
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# ? Mar 3, 2018 20:05 |
Crazyeyes24 posted:Well poo poo then, maybe I should have gotten executive Vigor first instead of Tech Ascendancy... eh. Too late now. Executive Vigor, it saves you huge amounts of influence. Are the planets that would need hefty terraforming investment below 20% habitability so you absolutely cannot colonize them, and are you egalitarian? If no to both questions, resettle people in from your high habitability planets. That lets you get around the growth time penalty. The happiness and resource production penalties are acceptable. Magil Zeal posted:I tried to step outside my comfort zone playing some slaving, conquering despots. The war system is still, actually, pretty bad. I went to war against a neighbor to subjugate them, playing to my Authoritarian ethics, Feudal system civic, and Domination tradition. Well, all of that stuff doesn't mean squat when it comes to actually subjugating because I can occupy all of their planets, all of their starbases, and it doesn't matter if they have a federation ally, that's not enough to force a victory. So I have to go across the galaxy to find their one other federation member and occupy some of their worlds to finally force it, naturally by this time war exhaustion has been maxed for a while. And of course the entire galaxy hates me afterward. The war target really needs to be given significantly more weight when calculating the occupation modifier to surrender acceptance, at least. But ticking "warscore" (a modifier to their surrender acceptance) would be best, I think. Also, tributary war goal is just -75 acceptance now, which is way easier to get than -100 assuming you can get the enemy to 100 war exhaustion and +50 relative navy strength. Might be better off just going for that, then changing them to vassals after trust maxes out and they go loyal. Can't be sure they won't get enough threat or something else to keep them disloyal forever, though. Admiral Joeslop posted:I assume it also applies to the Unity Edicts? With enough incoming Unity, you could probably keep all those going at the same time with Executive Vigor. Other edict cost and length modifiers definitely do, so I assume so. And in the beta patch with the bugged tradition costs you don't even need Executive Vigor to keep them all running.
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# ? Mar 3, 2018 20:07 |
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Staltran posted:The war target really needs to be given significantly more weight when calculating the occupation modifier to surrender acceptance, at least. But ticking "warscore" (a modifier to their surrender acceptance) would be best, I think. I did want them as a vassal to increase my naval capacity, but I guess I'll go for tributaries in the future. Might be better off conquering worlds and then releasing them as vassals to get naval capacity, I hear that's horribly busted because the vassal gets all of your +30 naval capacity techs and you get half of that, even if they just have one planet.
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# ? Mar 3, 2018 20:11 |
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Admiral Joeslop posted:Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45. I see you're missing Fanatical Egalitarian/Militarist as well as Egalitarian/Militarist/Spiritualist, so you're welcome to the ones I've made. https://pastebin.com/UCsPTN4L
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# ? Mar 3, 2018 20:15 |
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Is there a good summary of how to build combat ships?
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# ? Mar 3, 2018 20:17 |
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Is there any way to see your allies / enemies claims in a war? Right now I've got a -500 surrender modifier from unconquered demanded claims. In previous one-on-one wars it's always only been -100 until I grabbed everything I wanted, so I assume the other claims are from my allies. I've taken all of my claimed territory but the penalty didn't change, I figured it would at least got down some to reflect that one war participant had control over all their wargoals.
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# ? Mar 3, 2018 20:20 |
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StashAugustine posted:Is there a good summary of how to build combat ships? Corvettes with your best torpedo and best autocannon or disruptor. Add anything that increases evasion. That's really all you need. If you want more pretty lights you can add some destroyers or battleships with giant lasers, but that's really more for visual aesthetics. Bedurndurn fucked around with this message at 20:23 on Mar 3, 2018 |
# ? Mar 3, 2018 20:21 |
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Admiral Joeslop posted:Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45. Oh, also saw you don't have a lot of robots, so here's my reluctant driven exterminators.
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# ? Mar 3, 2018 20:29 |
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You'd think the Militarist faction in my Fanatic Purifiers game would approve of me bombing every enemy planet to dust and then settling it, but apparently they really like murdering the xeno scum up close and personal. Fine, I guess I'll build some armies then.
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# ? Mar 3, 2018 20:45 |
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StashAugustine posted:Is there a good summary of how to build combat ships? 1. Pick the best main components (right side of the screen) since they are all straight upgrades and only marginally more expensive. Pick a combat computer that matches the role of the ship: Swarm: very fast, dodgy, short range - good for soaking up enemy fire that will miss 3/4 of the time. Picket: High accuracy, short range - good for dedicated anti - fighter/missile/corvette swarm ships. Line: Medium range, high damage - good for ships which don't fall into the other categories. Artillery: Long range - good for kinetic batteries / X class weapons / missiles / carriers 2. Choose ship sections based on the combat role. All sections have the same shield / armor / aux slots so only bother looking at the weapons slots. L slot weapons tend to be farther ranged, S slot weapons tend to do more damage since you get more of them. G slot weapons (missiles) are high damage & range, but have a hard counter so they're risky. 3. Fill up your sections with weapons. Try to pick weapons with similar ranges, they might be very different between weapon slots & types. For example M sized kinetics have about the same range as L size plasma so they make for a good mix on a ship with both slots. 4. Fill up your armor / shield slots. Shields cost power & regenerate on their own, otherwise they give the ship the same health as similar tech armor, so I usually put on as many shields as I can until I hit 3/4 of the slots or run out of power, then fill the rest with armor. 5. Fill your Aux slots. Pick these based on the ship's role: afterburners for swarm ships, shield capacitors for line ships, etc. Note that unless all your weapons are 100% accuracy you can't go wrong with the targetting computer, and regenerative hull is really useful for constant attacks or hit & run tactics since you don't have to park it at a starbase for a month after every battle. After midgame I tend to run a mix of plasma + autocannon swarm corvettes (mostly as ablative armor) and X slot + carrier midsection artillery battleships, with some picket destroyers thrown in if I'm running into missile / fighter enemies. It's been my experience that cruisers end up dying too often and are too expensive to be disposable.
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# ? Mar 3, 2018 20:47 |
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Aux slots should be afterburners on literally everything, because sublight speed is the only way to really increase strategic speed and your fleet moves at the speed of your slowest ship.
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# ? Mar 3, 2018 20:59 |
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My first slot is always Regenerative tissue since the slowest ship is the one that needs to sit still and repair at a starbase.
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# ? Mar 3, 2018 21:06 |
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Now I'm getting spammed with messages about being the target of the "Stop Colossus" CB. Every single day. And I'm in the early game. Also, two fleets called event_target:raiding_marauder spawned in. There didn't seem to be an accompanying marauder empire. And they aren't moving at all. And one of them is neutral. There seem to be a few bugs in the beta build, is what I'm saying.
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# ? Mar 3, 2018 21:09 |
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Nion posted:Now I'm getting spammed with messages about being the target of the "Stop Colossus" CB. Every single day. And I'm in the early game. I have about 5 huge raider fleets belonging to the same "country" that have been just chilling in a star system i the corner of the galaxy for decades. Yeah there's a lot of oddities in this beta patch and version 2 in general. It's going to be months before 2.X is running polished and smooth.
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# ? Mar 3, 2018 21:12 |
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Magil Zeal posted:I tried to step outside my comfort zone playing some slaving, conquering despots. The war system is still, actually, pretty bad. I went to war against a neighbor to subjugate them, playing to my Authoritarian ethics, Feudal system civic, and Domination tradition. Well, all of that stuff doesn't mean squat when it comes to actually subjugating because I can occupy all of their planets, all of their starbases, and it doesn't matter if they have a federation ally, that's not enough to force a victory. So I have to go across the galaxy to find their one other federation member and occupy some of their worlds to finally force it, naturally by this time war exhaustion has been maxed for a while. And of course the entire galaxy hates me afterward. In theory, that federation ally is an active ally who retake those occupied worlds until you cripple their ability to do so. In practice that doesn't happen, but I get why you can't just take the three planets or whatever from a sad small empire. Admiral Joeslop posted:Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45. Ooh, I do have a bunch of those: It's got the whole spectrum of goon quality, from space elves all the way to babby's first Stellaris playthrough. Pastebin.
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# ? Mar 3, 2018 21:12 |
Nice Pratchett quote for your Lords and Ladies there.
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# ? Mar 3, 2018 21:17 |
Strobe posted:Aux slots should be afterburners on literally everything, because sublight speed is the only way to really increase strategic speed and your fleet moves at the speed of your slowest ship. I did this, then switched to reactors on the faster ships as I needed more power for shields. Swarms and other up close ships should definitely have afterburners but the ships that stay back can make do without as long as they don't go slower than the slowest ship with them.
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# ? Mar 3, 2018 21:18 |
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So the great khan has just vanished from his fleet and I have no idea where he went.
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# ? Mar 3, 2018 21:19 |
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Admiral Joeslop posted:Awful Apocalypse: Friends Like These has been updated with 4 new empires, bringing the total to 45. I made a Tomato-based Multi Level Marketing scam empire https://pastebin.com/5MUhEH6s Improbable Lobster fucked around with this message at 21:26 on Mar 3, 2018 |
# ? Mar 3, 2018 21:23 |
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I'm sad that in this current game the Riggan Spice Exchange was destroyed by a wraith. Wish they'd sent a distress signal or something, I didn't even know about it until I got the message that they were destroyed (not that I could've gotten there in time).
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# ? Mar 3, 2018 21:24 |
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Nevets posted:Artillery: Long range - good for kinetic batteries / X class weapons / missiles / carriers There's an energy equivalent of kinetic batteries now- neutron blasters. Same range, much higher alpha, hoses armour instead of shield. Sweet as gently caress. My current end game fleet is mostly autocannon swarm corvettes backed by sniper battleships and destroyers armed with neutrons/lances. I can't see much of a use for cruisers at the minute; they're too easy to hit, too thin to take a beating and can't be sniper fit. Maybe as pocket carriers? Those command points are much better spent on battleships. Titans seem a bit underwhelming, too. They're tough enough, and the perdition beam's pretty solid, but just six L slots? Six X shots sounds more like it. There's not even a carrier config, which is nuts. I mean, they're good, but they're not "you can only have three" good. They don't wow me. They're just bigger battleships. Aux slots, the 'vettes get ABs and the rest I've been slamming full of the accuracy boosters. Seemed like the closest thing to a straight DPS boost there. I haven't felt particularly power constrained unless I'm going for all-shield loadouts- and unless you can guarantee your enemy is heavily energy-biased, that seems like a dumb choice.
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# ? Mar 3, 2018 21:27 |
Improbable Lobster posted:I made a Tomato-based Multi Level Marketing scam empire Okay this is literally the best thing.
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# ? Mar 3, 2018 21:30 |
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# ? May 26, 2024 07:26 |
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Nevets posted:Artillery: Long range - good for kinetic batteries / X class weapons / missiles / carriers FYI the word is that Artillery computers--and in fact, everything in the game that increases combat range--don't actually work. You're probably better off equipping artillery ships with picket/line computers.
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# ? Mar 3, 2018 21:31 |