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Splicer posted:The Xenophile FE asked my hive mind for some pops. This made my remaining pops "sad". Also they don't know how to take care of them and they're going to die. It bugs me more than it should that an Egalitarian civ can't say "Hey it's up to them, we won't stop people moving to your digs, but we ain't forcing them neither." and give a chance for a pop to migrate or something.
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# ? Mar 11, 2018 21:22 |
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# ? May 26, 2024 03:19 |
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There is specifically an Egalitarian response that's basically "That's not for us to decide," but it's the same as saying no. I'm pretty sure you're unlikely to scrounge up a pop's worth of citizens to voluntarily go live on a farm upspace.
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# ? Mar 11, 2018 21:28 |
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Zulily Zoetrope posted:There is specifically an Egalitarian response that's basically "That's not for us to decide," but it's the same as saying no. I'm pretty sure you're unlikely to scrounge up a pop's worth of citizens to voluntarily go live on a farm upspace. I bet you could easily find a bunch of people who would willingly move to a hyper-advanced civilisation's alien preserve, seems like a pretty cushy life
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# ? Mar 11, 2018 21:30 |
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Shadowlyger posted:I'm not seeing this, where is it? AAAAA! Real Muenster posted:
(Was just a bit higher up on the same page )
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# ? Mar 11, 2018 21:30 |
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I'm fairly late in a custom game as a machine empire. I've already won by this point, but I still haven't had a crisis pop. My energy and minerals were totally shored up and in a sustainable position, I had a bunch of fleets that could handle basically anything, but no sign of a crisis. The remaining 10 empires or so had formed two federations of about 5 empires apiece. I had knocked one of those two on its rear end several times and vassalized one of its members, but despite always kicking their asses up and down the galaxy I was always only taking one small chunk of territory at a time. So I decided to just claim everything they owned and roll them with overwhelming force. I finally manage to occupy the last planet and...the game freezes and then crashes to desktop on victory because I claimed too many planets and systems at once. Nothing in error or debug logs, but there's a separate assert log that shows an access violation error on every crash. I've got an i7-7900X with 16GB of RAM, so I doubt it actually is a memory issue. Oh well. I switched to the borg ray after initially having a deathstar, and while the deathstar is definitely more fun to use the borg ray is more practical for a machine empire. Guess I should have been deathstar-ing fools instead of conquering and assimilating them.
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# ? Mar 11, 2018 21:52 |
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Sedisp posted:Well he did say you were either lying or didn't click on the big ol button that says defenses. I did. Well okay, I hit x since that's the hotkey. It was 70k worth of federation fleet, no starbase was stopping that. Mind it was my first game of 2.0, I was playing Exterminators and had gotten boxed in pretty early on, so I'm pretty sure I was hosed either way. The point is you can't say starbases will make good chokepoints when A: the hyperlanes rarely align well enough to have proper chokepoints, and B: most endgame fleets will mulch any starbase, no matter how many defense platforms you put on them. Libluini posted:(Was just a bit higher up on the same page ) (Yeah I noticed that after I quoted a post two-three pages before that. Whoops! )
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# ? Mar 11, 2018 21:53 |
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DatonKallandor posted:Yeah I think I found the problem. If you get rid of your free fleet you'll get destroyed by spaceships. That's kind of how it works. The only time I've had problems with pirates that weren't directly from me doing something glaringly wrong was when their base showed up in a system that already had poo poo in it so I couldn't get to the station to destroy it. They'll keep making larger fleets so eventually I got overwhelmed. So maybe the people with pirate troubles just aren't going to blow up the pirate station?
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# ? Mar 11, 2018 21:58 |
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Shadowlyger posted:I did. Well okay, I hit x since that's the hotkey. Except they DO make good choke points and in every game I've played thus far I've been able to set up a choke point and hold off a front or stall it heavily. Yes they will not go toe to toe with a end game doomstack but they will gently caress it up and slow it down or easily turn the tide when you pop your fleet in. Their entire purpose is giving an enemy the choice of avoiding the tar pit (FTL inhibitors make fighting the station a requirement.) or to have to take a jaunt around your empire in order to attack important worlds/shipyards. This makes it easier for you to move fleets into position cut them off or back cap their worlds. They are fortresses not walls.
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# ? Mar 11, 2018 22:02 |
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ZypherIM posted:The only time I've had problems with pirates that weren't directly from me doing something glaringly wrong was when their base showed up in a system that already had poo poo in it so I couldn't get to the station to destroy it. They'll keep making larger fleets so eventually I got overwhelmed. So maybe the people with pirate troubles just aren't going to blow up the pirate station? But the pirate station is a loot pinata full of minerals and energy! And it's only got a <100 combat power.
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# ? Mar 11, 2018 22:02 |
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I didn't try to figure out WHY they wouldn't kill it, it is just the only way I can see it actually turning into a problem. Taking a break from initial expansion to build 2 corvettes and hire an admiral lets you kill the starter pirate attack, then you can tell it to heal to full and kill the station, and you should lose 0 ships.
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# ? Mar 11, 2018 22:07 |
ZypherIM posted:I didn't try to figure out WHY they wouldn't kill it, it is just the only way I can see it actually turning into a problem. pirates are also kinetic-heavy, and refitting to all-armor makes your corvettes extremely effective against them. just send your initial 3 corvettes with all-armor and an admiral to attack the pirates while they're fighting an outpost, for the first pirate attack - you probably won't lose any corvettes even though pirates usually start with 4. for every pirate attack after the first, you should be able to just outmatch them with a normal fleet by itself. if you can't, that's the game telling you to build more ships so that your neighbors don't start sizing you up.
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# ? Mar 11, 2018 22:12 |
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All I know about pirates in my most recent game is that my piracy risk is apparently so high the game needs to warn me about it every time I load it.Magil Zeal posted:So maybe someone can explain to me what game mechanic I'm misunderstanding or what design goal I'm misinterpreting here. I think this is the straw that broke the camel's back for me, it's a tiny and insignificant and stupid thing but I have no desire to play that game to completion any longer. All that was left in that game was building sandcastles really, the Khan woke up in the 2370s after I had five 200/200 fleets and was on repeatable techs for a while and was very cute but only existed because I allowed it (somewhat disappointing after moving the midgame crisis up 25 years so it would hopefully happen earlier). But the game apparently has seen fit to even deny me the pleasure of building my sandcastles the way I want them (for reasons that are opaque to me), so I think I'm done. If anyone knows what I'm doing wrong here though, I'd love to hear it. As best as I can tell, these were probably self-modified pops from another empire that I accepted as refugees. Because they're "self-modified" they must have some tag that makes it such that they cannot be resettled because that'd gently caress with their events. Okay, fair enough. Annoying and almost certainly an oversight, but I can at least understand it. But now when I try to set them to undesirables so they'll move off my planets, it changes my default species rights and the rights of a bunch of other species to also be undesirables and starts them migrating away immediately. I tried reloading a few times to make certain I wasn't clicking the wrong thing, I specifically selected this species only to modify the rights of this species only. But it still changes my default rights instead of the rights for this species alone every time I try. Magil Zeal fucked around with this message at 22:18 on Mar 11, 2018 |
# ? Mar 11, 2018 22:13 |
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Sedisp posted:Except they DO make good choke points and in every game I've played thus far I've been able to set up a choke point and hold off a front or stall it heavily. Yes they will not go toe to toe with a end game doomstack but they will gently caress it up and slow it down or easily turn the tide when you pop your fleet in. Their entire purpose is giving an enemy the choice of avoiding the tar pit (FTL inhibitors make fighting the station a requirement.) or to have to take a jaunt around your empire in order to attack important worlds/shipyards. This makes it easier for you to move fleets into position cut them off or back cap their worlds. They are fortresses not walls. This would be a very good point if it didn't take your fleets a century to go anywhere. Mind that's what 2x wormholes and gateways are for.
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# ? Mar 11, 2018 22:13 |
I really wanted my Bugzapper BB's with a ton of Cloud Lightning's to be awesome snipers, sitting back there annihilating things left and right with lances of bright lightning. But usually they just decide to stall out, maybe beyond weapon range and do sweet gently caress-all. Tried with all versions of the combat computers since I read about the bug with range increases. Still no dice. Now they are fitted with 5xL Plasma Cannons and they love salvoing blobs of hot plasma death at whatever is too stupid to keep away. It works for me!
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# ? Mar 11, 2018 22:13 |
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My main beef with pirates is that if you free up a system from mining drones or leviathans or whatever, they'll often pop up faster than the time it takes to survey/outpost that system. Unless they'd been hanging out in their wretched hive of scum and villainy while that star eater was munching on Betelgeuse, there should be a longer grace period.
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# ? Mar 11, 2018 22:17 |
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Jazerus posted:pirates are also kinetic-heavy, and refitting to all-armor makes your corvettes extremely effective against them. just send your initial 3 corvettes with all-armor and an admiral to attack the pirates while they're fighting an outpost, for the first pirate attack - you probably won't lose any corvettes even though pirates usually start with 4. Hell just let your outpost help and you can kill pirates easily with your starting corvettes for years. Do bring armor or numbers to the station fight though, because despite having pretty crappy weapons, it has a lot of hull and it will disenagage some corvettes if the numbers aren't high enough.
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# ? Mar 11, 2018 22:20 |
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Shadowlyger posted:This would be a very good point if it didn't take your fleets a century to go anywhere. Except that it also takes their fleets the same amount of time to go anywhere except now they have to path around a station or fight a station.
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# ? Mar 11, 2018 22:23 |
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Shadowlyger posted:This would be a very good point if it didn't take your fleets a century to go anywhere.
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# ? Mar 11, 2018 22:30 |
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On my recent victory I basically built gateways every 4 or so system hops because anything beyond that felt like hell if I needed to cut off an enemy fleet. Actually, thinking about it, I’m fine with fleet speed since during non combat it feels about right. I think the problem that the fleet speed compared to battle length is just way off. If it took longer for an enemy fleet to knock down a starbase, than it takes a corvette fleet to move 3-4 jumps then those fortresses would actually have a use. Not sure how you could rework this without messing up the general flow of the game. Space battles should probably not take years per engagement. Maybe you could change it so once the ships are in hyperspace they have to follow the node pattern, but not drop back into realspace and slowboat across each system. You could add a speed per node setting per hyperdrive level, and even maybe make the station hyperspace register make the jump to the next node instant so you could build a super highway through your core area instead of just building a gateway in every single core system like I did last game.
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# ? Mar 11, 2018 22:36 |
My main issue with the speed of travel now is for civilian ships. They're just so drat slow that at times I've dismantled science or construction ships and rebuilt them closer to their intended destinations.
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# ? Mar 11, 2018 22:41 |
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Has anyone completed the Enigmatic Fortress in the 2.0.2 beta? I read that it was fixed in the patch notes but after I disabeled it and sent a team in the event chain appears to have stalled. It's not the end of the world but I wanted to see the Enigmatic tech in 2.0 I'm playing without mods.
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# ? Mar 11, 2018 22:48 |
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Zulily Zoetrope posted:My main beef with pirates is that if you free up a system from mining drones or leviathans or whatever, they'll often pop up faster than the time it takes to survey/outpost that system. Unless they'd been hanging out in their wretched hive of scum and villainy while that star eater was munching on Betelgeuse, there should be a longer grace period. I just had a pirate base appear within seconds of destroying some crystal entities, my fleet hadn't even left the system yet even though I hit the repair button right after killing the pirates. I even brought a science ship and a construction ship because I knew I wanted the system, they both freaked out and left. Not a big deal, but I can't believe that's the way it's supposed to work.
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# ? Mar 11, 2018 22:50 |
Fleets in-system should be like armies and unrest in EU4. Or just straight make them spawn somewhere else. What bunch of numbskull pirates is gonna set up shop under the guns of a looming fleet?
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# ? Mar 11, 2018 22:51 |
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I really like the new jump mechanics, but really hate that I now have to manually plot every jump when moving them across an empire to get them to where they're going quickly. It wouldn't be so bad if building gates wasn't locked behind Mega-Engineering for some sadistic reason.
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# ? Mar 11, 2018 22:52 |
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Aethernet posted:I really like the new jump mechanics, but really hate that I now have to manually plot every jump when moving them across an empire to get them to where they're going quickly. It wouldn't be so bad if building gates wasn't locked behind Mega-Engineering for some sadistic reason. It does make the Master Builders perk more attractive at least. If only that wasn't locked behind Zero-Point Power.
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# ? Mar 11, 2018 22:55 |
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Ok let's try playing a Devouring Swarm, beat up my neighbor, take their planet, time for the food to roll on in, lemme just crank up my food stockpile, make sure they're set to processing, and onto the next plane -*is suddenly at -14 food income, captured planet is producing hella negative food because the population is at 100 unrest because they're supposed to be turning into food*- So do I basically have to pay a 100 income patrol drones edict tax per planet if I actually, you know, want to have one of the main features of this particular racial setup?
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# ? Mar 11, 2018 22:57 |
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Archenteron posted:So do I basically have to pay a 100 income patrol drones edict tax per planet if I actually, you know, want to have one of the main features of this particular racial setup? Yes.
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# ? Mar 11, 2018 22:58 |
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There are some other things that mitigate it, but consider that you're not paying any influence to claim systems for wars, and you're coming out ahead anyways.
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# ? Mar 11, 2018 23:01 |
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Magil Zeal posted:It does make the Master Builders perk more attractive at least. If only that wasn't locked behind Zero-Point Power. And Voidbourne. I don't want to pick up a perk best used for smaller empires to get a benefit best used by larger empires. I'd be happy if gatebuilding showed up after citadels and jump drive, both of which are much easier to get than ME.
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# ? Mar 11, 2018 23:05 |
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Aethernet posted:And Voidbourne. I don't want to pick up a perk best used for smaller empires to get a benefit best used by larger empires. I'd be happy if gatebuilding showed up after citadels and jump drive, both of which are much easier to get than ME. Yeah, that's fair. I took Voidborne in my robots game and never build a single habitat just because the Influence was better used elsewhere, just so I could get Master Builders. It's not a very good situation. I probably could've done better, but I really like building things and also wanted Galactic Wonders.
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# ? Mar 11, 2018 23:07 |
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Archenteron posted:Ok let's try playing a Devouring Swarm, beat up my neighbor, take their planet, time for the food to roll on in, lemme just crank up my food stockpile, make sure they're set to processing, and onto the next plane -*is suddenly at -14 food income, captured planet is producing hella negative food because the population is at 100 unrest because they're supposed to be turning into food*- Turns out people don't like being eaten
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# ? Mar 11, 2018 23:13 |
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Improbable Lobster posted:Turns out people don't like being eaten This seems like a problem that solves itself, given time.
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# ? Mar 11, 2018 23:18 |
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Archenteron posted:Ok let's try playing a Devouring Swarm, beat up my neighbor, take their planet, time for the food to roll on in, lemme just crank up my food stockpile, make sure they're set to processing, and onto the next plane -*is suddenly at -14 food income, captured planet is producing hella negative food because the population is at 100 unrest because they're supposed to be turning into food*- Well my man it's like how you're supposed to kill cattle quickly and painlessly if the beef is to taste good, by letting them resist and be fearful they are producing terrible food
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# ? Mar 11, 2018 23:25 |
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Martout posted:Sooo when starting a Determined Exterminators game, after about 1 month my Planetary Administration building disappears (prob because it's not the robots one?) and I have to spend 2 years and 350 minerals to build and upgrade the proper building to even be at where I should start Thank you! I was wondering why there wasn't an admin building.
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# ? Mar 11, 2018 23:26 |
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Anyone had any luck fighting the contingency in the latest patch? My fleets keep getting ripped to shreds. Last fight I lost 9/98 corvettes, 16/29 battleships and a titan. They lost 10/20 seekers and 5/9 warforms.
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# ? Mar 11, 2018 23:31 |
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Okay, which is a higher priority to get up and running first if you had to pick between them: Ringworlds or Galactic Wonders?
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# ? Mar 11, 2018 23:37 |
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Is there an easy type of space rear end in a top hat to play? I’ve normally played as non-xenophobic nice guys, but I think that it’s time to dip my toe into the conquest pond. Are drive assimilators more forgiving than, say, hiveminds? Or is it better to just be a xenophobic space racist so I can at least pretend to engage in diplomacy.
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# ? Mar 11, 2018 23:43 |
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Hot Dog Day #82 posted:Is there an easy type of space rear end in a top hat to play? I’ve normally played as non-xenophobic nice guys, but I think that it’s time to dip my toe into the conquest pond. Are drive assimilators more forgiving than, say, hiveminds? Or is it better to just be a xenophobic space racist so I can at least pretend to engage in diplomacy. Do you want to have vassals/tributaries or not?
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# ? Mar 11, 2018 23:44 |
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Archenteron posted:Ok let's try playing a Devouring Swarm, beat up my neighbor, take their planet, time for the food to roll on in, lemme just crank up my food stockpile, make sure they're set to processing, and onto the next plane -*is suddenly at -14 food income, captured planet is producing hella negative food because the population is at 100 unrest because they're supposed to be turning into food*- You can move their pops to your worlds' empty spaces and/or farms, or swap them with existing pops if their planet doesn't suck, which balances out the unrest. This is less viable early on due to energy costs, but later on I've had enough of a surplus that it didn't really matter.
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# ? Mar 11, 2018 23:56 |
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# ? May 26, 2024 03:19 |
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Tributaries kinda own with the latest changes to Domination. They give you money and fleet cap and don't gently caress around in your wars like crappy allies.
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# ? Mar 11, 2018 23:57 |