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Eiba posted:So we all know getting into a federation with the AI is a... risky proposition. I didn't realize how hard you could be hosed over by a defensive pact though. What are the FE's claims like? It looks like you're pretty much gonna have to just wait it out and hope that most of their claims are on the other guy. It's weird that they're materialists, they're usually pretty tough to piss off. edit: yeah you should totally be able to go "what defensive pact? Oh that? Nobody actually reads those, I mean what do you expect from me?" edit: Just set it so that if you refuse to honor a defensive pact, the trust you've built up just flips negative or something. THE FUCKING MOON fucked around with this message at 18:27 on Apr 9, 2019 |
# ? Apr 9, 2019 18:20 |
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# ? May 25, 2024 10:51 |
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Warmachine posted:Another member of the "End this or I'm Out" lobby.
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# ? Apr 9, 2019 18:25 |
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THE loving MOON posted:
FE's don't use claims the last I checked. They just insta-flip whatever the conquer, and you do the same to them. Which does have the "free real estate!" effect if you are stronger than they are but everyone they're picking on is weaker. Wait for them to roll over some poor bastard, then you roll in and take the territory claim-free.
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# ? Apr 9, 2019 18:33 |
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Warmachine posted:FE's don't use claims the last I checked. They just insta-flip whatever the conquer, and you do the same to them. Which does have the "free real estate!" effect if you are stronger than they are but everyone they're picking on is weaker. Wait for them to roll over some poor bastard, then you roll in and take the territory claim-free.
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# ? Apr 9, 2019 18:35 |
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AAAAA! Real Muenster posted:They can also do Humiliate wars, I believe, where they would not take any space but just do their best to dunk on you then teabag you while you're down, but let you live. This is the usual reason they will declare on your defensive pact buddy - they hosed up and colonized a holy world or too close to an isolationist etc.
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# ? Apr 9, 2019 18:38 |
I federate all the time with the AI and don't have that many issues with it as long as I don't do something stupid and federate with some idiot pacifists. idk if glavius makes them behave less stupidly w/ diplomacy though (probably). +1 on ability to peace out as a secondary belligerent though
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# ? Apr 9, 2019 18:44 |
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ulmont posted:This is the usual reason they will declare on your defensive pact buddy - they hosed up and colonized a holy world or too close to an isolationist etc. Looking at the wiki, it looks like materialist FEs can get pissy if you refuse to give them a lv.5+ scientist that they asked for. Also their default wargoal is humiliation. edit: so yeah, buckle up buckeroo
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# ? Apr 9, 2019 18:46 |
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Also democratic crusaders are sort of the "good guy space assholes", bringing democracy through superior firepower. They tend dislike everyone who isn't really close to them on the ethos axis and are pretty warmongery. Warmachine posted:FE's don't use claims the last I checked. They just insta-flip whatever the conquer, and you do the same to them. Which does have the "free real estate!" effect if you are stronger than they are but everyone they're picking on is weaker. Wait for them to roll over some poor bastard, then you roll in and take the territory claim-free. This is only during war in heaven or awakened FEs. If you piss one off otherwise they'll roll in a demolish your face and then go back home. Usually there is a humiliate and an 'enforce goal' thing (stuff like abandoning holy worlds or adjacent systems and such).
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# ? Apr 9, 2019 19:06 |
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Fixing a Colossus is just like the Covenant in Halo repairing a Forerunner Dreadnought. edit: I'd also like it if Ringworld's were Halo sized, that would make much more sense given their limited space. If they were just like an artificial planet you built in orbit that would make more sense to me. And/Or a project for the Ark to make Halo rings en mass that are also Cossossi.
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# ? Apr 9, 2019 19:20 |
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It's cool but I worry it might be too much of a retread of the "get your own special titan" Leviathans like the Dreadnaught, the Dragon and the Planet baby thing Edit: Also a variant of Symbiosis that gave you something like Farscape's Leviathan ships instead of slaves (I'm not sure at all how it would work besides maybe an inherent regen bonus or the ability to get T2 versions of spaceborn life tech - all that stuff might be more fitting for bioascension though) or the Ancient One feels like it would be somewhat cool especially if origin perks eveer become a thing. Agnosticnixie fucked around with this message at 20:04 on Apr 9, 2019 |
# ? Apr 9, 2019 19:49 |
THE loving MOON posted:Looking at the wiki, it looks like materialist FEs can get pissy if you refuse to give them a lv.5+ scientist that they asked for. Also their default wargoal is humiliation. I cheated and switched over to the democratic crusaders and made them surrender. At least only their rear end in a top hat leader got executed and their population is miserable. I got out of it with only modest devastation on a half of my planets.
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# ? Apr 9, 2019 20:21 |
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This crash when saving bug is pretty much ground my game to a halt. It's happening every single time now.
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# ? Apr 9, 2019 20:26 |
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Eiba posted:Turns out the democratic crusaders were claiming the Fallen Empire's systems. Ha, that's dumb. Just had to touch the stove I guess.
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# ? Apr 9, 2019 20:28 |
Eiba posted:Turns out the democratic crusaders were claiming the Fallen Empire's systems. You broke the defensive pact right? I don't think those claims are going anywhere.
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# ? Apr 9, 2019 20:42 |
Staltran posted:You broke the defensive pact right? I don't think those claims are going anywhere.
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# ? Apr 9, 2019 21:41 |
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I've had a mostly positive experience with my federation in my most recent game, with me (pacifist xenophile egalitarians ) joining up with the rest of the free galaxy to oppose the massive slaver empire and its ruthless capitalist minions My only complaint is just how badly being in a federation fucks with your fleet manager plus did they remove the ability to change the designs of federation ships so that I can get something other than a constant flood of early-game corvettes delivered from the other side of the galaxy?
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# ? Apr 9, 2019 23:53 |
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Also, Impose Ideology doesn't seem to actually be forcing the losers of the war to adopt the victor's ethos, although they are still forced to leave federations/get a massive opinion modifier.
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# ? Apr 10, 2019 01:14 |
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So...are endgame crisis factions hostile to each other? I started lapping the competition as a tall mega Corp with an amazing seed and went a little nuts with the console. My only hope is that the Unbidden and Prethoreans eat my two federation allies before their End of Cycle times come due.
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# ? Apr 10, 2019 01:23 |
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Fojar38 posted:did they remove the ability to change the designs of federation ships so that I can get something other than a constant flood of early-game corvettes delivered from the other side of the galaxy? No - you have to get there through the federation screen though. ...federations are awful but man a stack of 500 ships is always a nice fleet to have.
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# ? Apr 10, 2019 01:34 |
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Fojar38 posted:I've had a mostly positive experience with my federation in my most recent game, with me (pacifist xenophile egalitarians ) joining up with the rest of the free galaxy to oppose the massive slaver empire and its ruthless capitalist minions Change the design of the corvette to be a missile boat. You'll still have to deal with a constant stream of them from the other side of the galaxy, but then you can shove 400 of them into a single fight and watch the game wig out drawing all the missile plumes.
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# ? Apr 10, 2019 01:46 |
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Fojar38 posted:Also, Impose Ideology doesn't seem to actually be forcing the losers of the war to adopt the victor's ethos, although they are still forced to leave federations/get a massive opinion modifier. It works sometimes. It's a bug added when they removed civic changes from liberation wars. If the new ethics are not compatible with the civilization's civics requirements, liberation wars will not change the ethics. You will, however, get the other benefits.
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# ? Apr 10, 2019 06:23 |
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Raenir Salazar posted:Fixing a Colossus is just like the Covenant in Halo repairing a Forerunner Dreadnought. The habitats occupy the same niche that Halo/Culture satellite-sized ringworlds do, even if none of them really convey it with their designs. I mean, nothing in game is to scale, but even being generous to the Niven Ringworlds they stand out only giving 6.25 Earth's worth of building room when they should give millions of Earth's of space. Of course there's no way to sanely implement anything close to that but four size-25 planets has never made them feel really worth building, especially now that Ecumenopolises are in and so much easier to use.
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# ? Apr 10, 2019 08:38 |
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I mean, define sanely. In the new planet interface city districts condense to numbers when they get high enough, assuming energy and food districts can do the same (haven't checked) then representing infinite district space is pretty trivial. Do something similar for the repeatable buildings, or have building jobs scale with population, or just assume that at some point you're just going to run out and be building nothing but farms and power and housing, or have a third district that adds one alloy producer and one consumer goods producer and one artist. Gameplaywise it just means you have more planet than sense which is... fine? You won't really end up with more pops than you would by just colonising everything since pop growth is per planet, you just have somewhere to put all those unemployed people. You know what I'm doing this when I get home.
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# ? Apr 10, 2019 09:07 |
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I assume it's a balance thing? The actual growth rate that you're boosting doesn't scale with number of people either.
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# ? Apr 10, 2019 09:10 |
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Look at you, answering a question I definitely didn't ask and then realise the very obvious answer to and then ninja edit out to hide my shame!
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# ? Apr 10, 2019 09:19 |
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Autism Sneaks posted:The habitats occupy the same niche that Halo/Culture satellite-sized ringworlds do, even if none of them really convey it with their designs. I mean, nothing in game is to scale, but even being generous to the Niven Ringworlds they stand out only giving 6.25 Earth's worth of building room when they should give millions of Earth's of space. Of course there's no way to sanely implement anything close to that but four size-25 planets has never made them feel really worth building, especially now that Ecumenopolises are in and so much easier to use. Ringworld sections are size 50 now. Shadowlyger fucked around with this message at 09:31 on Apr 10, 2019 |
# ? Apr 10, 2019 09:28 |
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Tbh size 50 sections are drat close to infinite given the time you'll actually get a ringworld and the number of pops you'd get to fill it. Could bump it up to 100 just to emphasise that, of course.
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# ? Apr 10, 2019 10:10 |
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I think I just want Ringworlds to have special districts and buildings instead of just being "uhhh you can build city, energy, and ag districts and the same number of buildings lol" Like yeah something the size of millions of Earths like a Niven ringworld is going to be a bitch to put in - even one scaled down for the fact that the art only has something like a third of it actually habitable and the rest is structural - but if they have special and good things you can't have on regular planets like ecumenopoli that would go a long way to making them usable.
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# ? Apr 10, 2019 11:15 |
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Aethernet posted:given the time you'll actually get a ringworld
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# ? Apr 10, 2019 11:51 |
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The strangest thing with ringworlds for me is that despite the 50 districts per section, they still only get 16 building slots unmodded.
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# ? Apr 10, 2019 12:35 |
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AG3 posted:The strangest thing with ringworlds for me is that despite the 50 districts per section, they still only get 16 building slots unmodded.
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# ? Apr 10, 2019 12:52 |
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Building slots should be stackable, change my mind.
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# ? Apr 10, 2019 12:57 |
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Splicer posted:They really need to switch building slots away from the just pop numbers thing. If they went up with things other than pops then they could add back in more pops = more jobs and have the building represent more of a percentage of infrastructure than a fixed installation. I mean the building slot limit made sense when most buildings scaled with infrastructure, so you're not putting in a fixed quantity of alloy production but you're dedicating a section of your production capacity to produce alloys which goes up as your population and infrastructure increases.
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# ? Apr 10, 2019 13:02 |
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DatonKallandor posted:I mean the building slot limit made sense when most buildings scaled with infrastructure, so you're not putting in a fixed quantity of alloy production but you're dedicating a section of your production capacity to produce alloys which goes up as your population and infrastructure increases. num buildings = { unlocked_buildings = pop/5 modifier = { } } somewhere for more direct fiddling. Splicer fucked around with this message at 14:01 on Apr 10, 2019 |
# ? Apr 10, 2019 13:58 |
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Make building slots a function of the number of city districts. Linking it to Pop size is dumb; if I can afford to maintain empty buildings
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# ? Apr 10, 2019 14:20 |
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It's too late now, but I really wish the planet overhaul had leaned even more into the MoO3 direction, with a smaller number of districts per planet (MoO3 went with 1-12, with 6 being a good sized planet and 12 being crazy big gas giants) and many buildings being upgrades slotted into districts themselves (mining upgrade buildings being things that are built into mining districts not the global pool, while stuff like orbital elevators are built outside the districts on a global scale) instead of a seperate block of limited building slots. Also made it easier to automate, which seems to have been one of the top priorities in the design of that game. It really was trying to be a grand strategy game instead of a 4x, before that was a thing. DatonKallandor fucked around with this message at 14:29 on Apr 10, 2019 |
# ? Apr 10, 2019 14:26 |
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Beer4TheBeerGod posted:Make building slots a function of the number of city districts. Linking it to Pop size is dumb; if I can afford to maintain empty buildings e: ringworlds and habitats get special rules.
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# ? Apr 10, 2019 14:33 |
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Just tie it to numbers of City Districts rather than districts per se, to force you to specialise your worlds more than you do now. Right now, my worlds are frequently initially given over to mining and a couple of city districts before gradually becoming megaforges as they pop up - which means I don't need to worry too much about actually picking a speciality.
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# ? Apr 10, 2019 15:30 |
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Aethernet posted:Just tie it to numbers of City Districts rather than districts per se, to force you to specialise your worlds more than you do now. Right now, my worlds are frequently initially given over to mining and a couple of city districts before gradually becoming megaforges as they pop up - which means I don't need to worry too much about actually picking a speciality. Exactly.
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# ? Apr 10, 2019 15:34 |
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# ? May 25, 2024 10:51 |
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Aethernet posted:Just tie it to numbers of City Districts rather than districts per se, to force you to specialise your worlds more than you do now. Right now, my worlds are frequently initially given over to mining and a couple of city districts before gradually becoming megaforges as they pop up - which means I don't need to worry too much about actually picking a speciality. Yeah this sounds sensible.
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# ? Apr 10, 2019 15:39 |