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It’s the 2390s and I started a war with a 1-system empire that my Devouring Swarm had eaten everything around. They have 1 federation buddy who exists outside of the space I can reach without going to war with one of the 2 Federations that each comprise a quarter of the galaxy. I have about a third of the galaxy, but don’t want to start something before I know when and where the crisis will be. Will I be nominally at war with these guys forever or will they eventually be willing to white peace before I get around to eating the other Federation?
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# ? Apr 20, 2018 17:47 |
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# ? May 25, 2024 15:17 |
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crazypeltast52 posted:It’s the 2390s and I started a war with a 1-system empire that my Devouring Swarm had eaten everything around. They have 1 federation buddy who exists outside of the space I can reach without going to war with one of the 2 Federations that each comprise a quarter of the galaxy. I have about a third of the galaxy, but don’t want to start something before I know when and where the crisis will be. Ticking WE attrition should eventually force a Status Quo peace. If you're using the Total War CB (and I assume Devouring Swarms have that) that's pretty much total victory for you as far as the parts you care about. Edit: That being said 2400 is just when the end-game actually begins, the crises usually take at least a decade after to trigger. Plenty of time for you to take massive chunks out of all your neighbors in one last hellwar.
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# ? Apr 20, 2018 18:40 |
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GunnerJ posted:I kinda like the idea of missiles and strike craft getting e.g., speed and evasion bonuses with thruster tech or accuracy/tracking bonuses with sensor tech to reflect the fact that they're basically miniature spacecraft. I modded strikecraft so there's interceptors (for PD and anti-bomber mostly), bombers (anti-ship decent sped) and gunships (low evasion, high damage for punishing opponents who skimp on the PD) before the big strikecraft consolidation. Turns out the autocannon FX looks really great when it's used for strikecraft (it was my gunship fx).
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# ? Apr 20, 2018 19:27 |
Tomn posted:Ticking WE attrition should eventually force a Status Quo peace. If you're using the Total War CB (and I assume Devouring Swarms have that) that's pretty much total victory for you as far as the parts you care about. Actually crises can only spawn 50 years after the end game year, so 2450 usually. Plenty of time for one war. FEs can awaken immediately after the end game starts, though.
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# ? Apr 20, 2018 19:33 |
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AAAAA! Real Muenster posted:I've been playing on the beta patches since 2.0 came out and I have experienced zero game breaking bugs and one bug on very rare occasions where I got event options more than once. I dont use any mods though so I dunno if that affects your experience. I run mod free too and it's not really been anything literally game breaking but between AI's performing poorly, planet occupation counting towards war exhaustion but not really and some weird combat behavior among other things is annoying enough imo
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# ? Apr 20, 2018 19:57 |
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Martout posted:I run mod free too and it's not really been anything literally game breaking but between AI's performing poorly, planet occupation counting towards war exhaustion but not really and some weird combat behavior among other things is annoying enough imo Have you tried playing on a Medium or Large 4-arm Spiral galaxy with 1.0 hyperlane density and max (or near-max) AI empires? My current game is on that and equivalent AIs have near-equivalent fleets and the game has been a decent, but fun, challenge thus far. edit: On Admiral difficulty AAAAA! Real Muenster fucked around with this message at 20:57 on Apr 20, 2018 |
# ? Apr 20, 2018 20:01 |
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That's how I play but hyperlanes at 0.75 tho. I'm just gonna take a while off until they polish it up a bit I think.
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# ? Apr 20, 2018 20:13 |
My first attempt at grand admiral ended two decades in getting dog-piled by two of my neighbors in separate but poorly timed wars. Maybe I should play a gov-type that everyone doesn't hate/get containment CB's against for my first few goes at super high difficulty
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# ? Apr 20, 2018 22:39 |
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Arrath posted:My first attempt at grand admiral ended two decades in getting dog-piled by two of my neighbors in separate but poorly timed wars. I've found that if you're playing as an exterminator, and have advanced ai starts on, and encounter one of those empires early, you pretty much lose. You'll be working with a fleet somewhere around 1-2k early on, and they'll come in with a 5k fleet, followed by a few 2k fleets. Overwhelming + they hate you = ouch Not much you can do about that.
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# ? Apr 21, 2018 03:16 |
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Kinda wish you could type in a custom hyperlane density. Large 0.75x is pretty drat constricting. 1x doesn't have enough chokepoints. On a side note, I've (temporarily) abandoned my set of 30+ custom empires populating the galaxy for every run and am doing the polar opposite: random for me and all AIs. It's refreshing!
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# ? Apr 21, 2018 04:30 |
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Hopefully they implement sliders for both cluster density and connections between clusters with the redesigned hyperlane networks for 2.1.
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# ? Apr 21, 2018 06:13 |
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We've had some crazy good bugs in our latest mp game. The great khan settled into an empire, but warring for claims or vassalization against that empire only results in immediate total war, as in systems go immediately to the victor. One of our players is a gestalt consciousness servitor empire that now has psychic robot leaders thanks to one of the religious empires discovering psionics. There've been a couple others but those are the wildest ones.
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# ? Apr 21, 2018 06:52 |
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Psychic robots seem like it might be a teensy bit overpowered
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# ? Apr 21, 2018 07:01 |
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Captain Invictus posted:Psychic robots seem like it might be a teensy bit overpowered I didn't even know that empires could infect each other with psionics. That seems pretty lovely that you spend two Ascension perks to get psychic powers and it just goes to another empire for free somehow. Let alone a robot empire.
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# ? Apr 21, 2018 08:05 |
Gekkoh posted:I've found that if you're playing as an exterminator, and have advanced ai starts on, and encounter one of those empires early, you pretty much lose. You'll be working with a fleet somewhere around 1-2k early on, and they'll come in with a 5k fleet, followed by a few 2k fleets. Hell this was without advanced starts at all just to make it a little easier on me. I was mobilizing for my first war even, maxxed fleet cap with like 3.5k of ships fielded. I was not prepared.
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# ? Apr 21, 2018 08:41 |
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You can, and in some circumstances, *should* go over your fleet cap. This was one of those circumstances.
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# ? Apr 21, 2018 09:38 |
Xenaero posted:Kinda wish you could type in a custom hyperlane density. Large 0.75x is pretty drat constricting. 1x doesn't have enough chokepoints. kiss me Pikachu posted:Hopefully they implement sliders for both cluster density and connections between clusters with the redesigned hyperlane networks for 2.1. Good news, there's a mod for that. https://steamcommunity.com/sharedfiles/filedetails/?id=1309809668
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# ? Apr 21, 2018 10:11 |
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Oh, come on! I have a good game going as determined exterminators, have fought several wars with other empires, just holding my own. I have to watch three borders at once, while trying to build myself up, and keep up with what my neighbors are doing. But then the Great Khan died, and they decided to become the good guys, formed a single nation that likes to form federations, and then declared war on me with this. As a regular empire now, not of unusual size, and with an inferior fleet capacity than me, how can the AI possibly support that many fleets years after the Khan dies? This is the kind of AI cheating that ruins games. I don't mind giving them a bonus, but this is so wildly outside the parameters of the current game it's ridiculous. Edit: So, I switched over to the ex-Khan's empire to see what was going on. All those fleets had zero maintenance costs! And there were a lot more than what I saw on my border. They had over 20 of the 12k fleets, and even more smaller ones. So I spent some time getting rid of them, so that they're still more powerful than I am, but not more powerful than the entire rest of the galaxy combined. Seems like when the khan dies, if it chooses to stay as one empire, then most of that fleet power should be deleted. Gekkoh fucked around with this message at 10:43 on Apr 21, 2018 |
# ? Apr 21, 2018 10:26 |
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Gekkoh posted:
Did they actually move on you with them? Because afaik they don't actually.. do anything.
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# ? Apr 21, 2018 11:11 |
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"I cast off this feeble organic body, now I shall live forever as an immortal machine!" *suffers critical malfunction 30 years later* Synthetic immortality isn't everything it's hyped up to be.
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# ? Apr 21, 2018 13:05 |
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AG3 posted:"I cast off this feeble organic body, now I shall live forever as an immortal machine!" The RNG can sometimes be a bitch. I had (in my current machine run) a couple malfunctions in the early game, but nothing bad at all the following 150+ years. The game before that one, I had five malfunctions one after another, in under 20 years. And before that one, I had not a single one for a full century.
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# ? Apr 21, 2018 14:22 |
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AG3 posted:"I cast off this feeble organic body, now I shall live forever as an immortal machine!"
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# ? Apr 21, 2018 15:01 |
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I'm partial to playing venerable races and going all in on the shroud, with that plus tech leaders can usually push 300, especially if they are resilient too. Also when I play long enough to be able to research repeatable life extension techs, I amuse myself by picturing the researcher desperately trying to extend his life faster than it is expiring
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# ? Apr 21, 2018 16:00 |
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It's pretty easy to get biologics that live forever, which is why it's such a surprise that robots die as often as they do. Maybe they should have a minimum 100 years before they can break down?
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# ? Apr 21, 2018 16:39 |
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AG3 posted:I'm partial to playing venerable races and going all in on the shroud, with that plus tech leaders can usually push 300, especially if they are resilient too. Also when I play long enough to be able to research repeatable life extension techs, I amuse myself by picturing the researcher desperately trying to extend his life faster than it is expiring sup venerable buddy
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# ? Apr 21, 2018 16:43 |
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....So... I lost the game, because the federation I willingly joined, conquered most of the universe. Because it wasn't my founded federation, I didn't win the game. What? How is that so - so counter-intuitive?
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# ? Apr 21, 2018 16:59 |
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First run at life seeded and I have cybrex as precursors I cannot wait to see how hosed I am by something in this galaxy setup though
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# ? Apr 21, 2018 17:13 |
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StrixNebulosa posted:....So... I lost the game, because the federation I willingly joined, conquered most of the universe. Because it wasn't my founded federation, I didn't win the game.
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# ? Apr 21, 2018 17:41 |
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Shugojin posted:First run at life seeded and I have cybrex as precursors Cybrex are so much better than the other precursors it's not even funny.
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# ? Apr 21, 2018 17:50 |
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So far all I have is being real close to Trappist which is more of a middle finger than an actual problem
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# ? Apr 21, 2018 17:55 |
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Sindai posted:Wiz hasn't had time to fix the game-end conditions yet so just ignore them. I'm coming to really like this game, but it's just not done yet, is it?
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# ? Apr 21, 2018 17:58 |
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Basically. I mean, they've basically ripped out half the game and reworked(Starports, Hyperlane Only, Natural Wormhole, Gateways, weapon/armour system rework, mass tradition changes related to all the above). So we've effectively back in beta, yet we're paying for that privilege. Non-functioning AI, horrific bugs that turn up suddenly(See the recent mess with 2.03). It was a big thing to do, I imagine, even from their own side. But I also am....annoyed. I'm not a 'RUINED FOREVER' kind of guy, no matter how I feel about Wormholes. But this isn't great. It probably will be....when it's done. If it's done.
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# ? Apr 21, 2018 18:22 |
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My civic starts are out, updated the mod today (guilli's planet modifiers) :> Death World was much requested! Hope you like it
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# ? Apr 21, 2018 18:22 |
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Bloodly posted:Basically. On the one hand, I'm impressed at how much fun the game is to play - I picked it up a year ago and didn't care for it, ish. Now I've actually finished a game (on a tiny map) and had a good time. On the other hand, it needs an EA stamp, because it's just not done and having the game end like that after 10+ hours was... it's a sour spot. Also next game I'm going to go hardcore war again, now that I've got a better grasp of things, and see if I can't enjoy the tactical game - especially when FTL inhibitors are involved!
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# ? Apr 21, 2018 18:28 |
Rorac posted:You can, and in some circumstances, *should* go over your fleet cap. This was one of those circumstances. Oh yeah don't I know it. That would have required another year or two's worth of minerals before the AI wardec'd me tho, a luxury I didn't have. E: Those new starting civics look awesome! Arrath fucked around with this message at 18:45 on Apr 21, 2018 |
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# ? Apr 21, 2018 18:42 |
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StrixNebulosa posted:
Paradox games used to be, and at least Stellaris seems to have returned to a state of being, in perpetual Early Access. With the easy way of staying at a "stable" build we have now it is less of a problem, but still pretty problematic.
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# ? Apr 21, 2018 18:57 |
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It's playable and fun, and it's still pretty fresh if you didn't burn through the content in the previous versions. I'm also curious to try the Star Trek mod post 2.0 when it gets stable.
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# ? Apr 21, 2018 19:01 |
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So I did my usual "surrender to the great Khan as soon as they get near" thing, and I don't know whether this has always happened and I just didn't notice before but their fleets stormed through my territory and rampaged across my neighbors, and I immediately hoovered up all the now open systems so by the time the khan died my empire was dramatically more powerful and everyone around me was crippled without any diplomatic consequences. Felt good, but unintentional. Anyway, New Ship Classes isn't very good. The most interesting thing it does is add a building slot to the level-0 starbases, so you can add a movement building to them or just a solar array to pay for itself or some such. The new ship classes all seem to be cruisers and battleships, and they aren't very interesting (a tech unlock lets you make all S size sections on your battleship, etc) The other main change is adding a million billion module slots to starbases and makes them tougher nuts to crack in general.
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# ? Apr 21, 2018 19:03 |
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McSpanky posted:Cybrex are so much better than the other precursors it's not even funny. They are. It's gotten to the point where I'll look at the save game to find the closest system with precursor_5, and scan that first to ensure I get Cybrex.
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# ? Apr 21, 2018 19:10 |
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# ? May 25, 2024 15:17 |
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StrixNebulosa posted:On the one hand, I'm impressed at how much fun the game is to play - I picked it up a year ago and didn't care for it, ish. Now I've actually finished a game (on a tiny map) and had a good time. Frankly just ignore that end game screen. It literally means nothing. Is there even a cheevo for "winning" a game? IIRC they threw it in because someone said they had to have one. Most paradox games are basically designed to play until you feel like you did what you wanted to do. If what you want to do is paint the map in your color, go for it. If what you want to do is pull off some bizarre feat chasing one of their harder cheevos, do that. Ham Sandwiches posted:It's playable and fun, and it's still pretty fresh if you didn't burn through the content in the previous versions. I'm also curious to try the Star Trek mod post 2.0 when it gets stable. I'm playing it right now. Feels pretty good hwere it is.
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# ? Apr 21, 2018 19:10 |