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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Oh boy. I should have known there'd be more to this than taking Khiva. Pyotr, you loving idiot, first you murder Daud, now this!? Pointing Russian Man, you should be pointing to yourself as the Worst.

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AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Night10194 posted:

Oh boy. I should have known there'd be more to this than taking Khiva. Pyotr, you loving idiot, first you murder Daud, now this!? Pointing Russian Man, you should be pointing to yourself as the Worst.

Ah the fun part.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Jesus that was basically grim sky russian ace combat. I won on my first try because I was insanely lucky, I think. I couldn't get my fleet to the first missile carrier because of fuel and was despairing for catching him but a volunteer gladiator, fully fueled, took to the sky and punched through the escorts that had survived my strategic strikes and blew away Typhoon 1 all by himself. Then I managed to catch the other one with a Komoran and escorts after strat strikes damaged its engines. Then Varyag survived a couple nuke attacks and brawled down the one surviving Strike Group while Sevastapole fended off carrier strikes. It ruled!

Game of the year, absolutely.

Velius
Feb 27, 2001
Well, I managed my first win. Had a lot of issues with the last part - not sure if this is buggy, but I haven't used the A-100 missiles ever, but sent A-100Ns toward the ballistic missile carriers and they seemed to just disappear after a couple seconds and do nothing. I'm not sure if I need a fire control lock or something - that seems very silly for long range tactical missiles. Even with them in visible range I never saw missiles impact and the indicator just vanished. Kind of frustrating because missiles already are questionable, if I can't even use nuclear missiles against the obvious slow moving threat, what's the point? I guess it's possible it was out of range, but it was well within the slower bomber range...

Ended up getting a win when my 15 bombers managed to kill the carrier on the last triple bomb drop. Thanks for the advice on that, by the way!


Now I need to play again and not gently caress with my morality trying to appease all the tarkhans. I had one bug and let me keep retrying and it tanked my faith, force, and wealth so I had no options in the endgame at all.

Edit: Just started a new game and the 100Ns worked fine. Maybe EMP was an issue or something? There were indicators around. It wasn't messing with the enemy missiles though...

Velius fucked around with this message at 03:55 on Sep 5, 2021

Capntastic
Jan 13, 2005

A dog begins eating a dusty old coil of rope but there's a nail in it.

A100s need a fire control radar lock on the target IIRC

Velius
Feb 27, 2001

Capntastic posted:

A100s need a fire control radar lock on the target IIRC

They don’t seem to - I just started a campaign and shot two at the first two cities and they went in just fine with no radar lock. They’re advertised as active radar missiles…

Capntastic
Jan 13, 2005

A dog begins eating a dusty old coil of rope but there's a nail in it.

Velius posted:

They don’t seem to - I just started a campaign and shot two at the first two cities and they went in just fine with no radar lock. They’re advertised as active radar missiles…

I might have been misinformed then- apologies. So the FCRs are just useful for sprints then?

Roumba
Jun 29, 2005
Buglord
I think A100s use FCR tracking guidance if they are targeted to other missiles/planes? I've never tested it though.

Velius
Feb 27, 2001

Roumba posted:

I think A100s use FCR tracking guidance if they are targeted to other missiles/planes? I've never tested it though.

I might have screwed up by bolting them to my custom carrier during a refit instead of using one with proper fire control, that seems likely now that I think about it.

ThisIsJohnWayne
Feb 23, 2007
Ooo! Look at me! NO DON'T LOOK AT ME!



Velius posted:

I might have screwed up by bolting them to my custom carrier during a refit instead of using one with proper fire control, that seems likely now that I think about it.

Did you see them go active? Ie showing the radar cone after finishing the cold-nose preflight that ends were the mouse clicked X is, where afterwards the missile is armed and flying in attack? Was any target closer than 400km (A-100' max range)? Any FC radar lock =seeing the enemy move on the map bc of fc radar, not visual contact from any ship should make them fly faster in the combat screen (I'm assuming)

TheGreatEvilKing
Mar 28, 2016





Jesus, had to brawl a strike group with a Paladin and a Negev because all my planes were on cooldown and I was out of missiles. Massive damage, apparently I accidentally gave a ramming order and Pyotr was pissed (as was the squadron), and I'm not even sure i can repair (and no, I don't have a hidden city this run).

On the plus side, 3 strike groups down!

EDIT: Also learned the hard way that cruise missiles will, in fact, strike your ships if they pick em up on radar. RIP the Skylark scanners...

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k
Yo this game rules and I only found out about it because of this thread. In lockdown right now so clocked a cool 20h over the weekend, getting to Kiva and then getting absolutely wrecked in nuclear war, 890k dead.

The best tips from the thread were to turn the radar off, park fuel hungry ships in the desert, and have dedicated fast strike groups.

Campaign wise, the way the bonus is calculated is a bit confusing. I was really excited to get a big bonus after my 99% progress run (according to the in game reload thing), but I only got 2k more than my prior 60% progress run (39k to 41k bonus) despite taking more than triple the number of cities and getting much father through the story. Maybe the bonus highly values victories over strike groups? I think I killed one less than my previous bonus.

I'm now going to try just parking my strike group killers between repair bonus cities and focusing on luring and destroying strike groups to see if I can improve the bonus. I'd really like to have more than a 41k bonus to build a fleet that has some end-game preparedness.

I found planes and missiles really underwhelming when experimenting, so I haven't bothered with them at all. I've been treating getting carriers in events as a quick money injection.

I was able to find hidden cities okay just by following roads, but wow it takes a lot of effort and sometimes you just find unmapped cities between mapped ciities that aren't hidden people.


In terms of ships, I found the Intrepid and Lightning to be the most useful combat ships found in the world. My custom strike workhorse was basically a lightning with the intrepid's guns.

Whenever I fielded a Paladin in a real fight it somehow got absolutely cored. The middle of it just somehow disappearing after a relatively short time and it still flying but without most guns or most of the ship really. Not sure what was happening there but I lost all three Paladins this way so I will probably just sell them in the future.

The Sevastopol is usefully fighty and I don't think you should hesitate using it against strike groups after they've been softened up. It can take a fair beating as well.

AP ammo is great, laser guided also feels like a significant damage upgrade over the default ammo. These were my main two though it felt like I could never find enough 130mm to satisfy me. I may need to experiement with more variety of guns in my groups to avoid this problem in the future.

I wish custom designs could be flagged to show at merc cities. I have no real complaints, most stuff that was rough I ended up figuring out in the end (with some help from reading here), this might be my goty.

Phrosphor
Feb 25, 2007

Urbanisation

Chopstick Dystopia posted:


I found planes and missiles really underwhelming when experimenting, so I haven't bothered with them at all. I've been treating getting carriers in events as a quick money injection.

I beg to differ.

https://www.youtube.com/watch?v=TDWNQKwvB74&t=1995s

That's just the end of the latest video, but in this campaign, I am using planes and missiles to soften strike groups before wiping them with Lightnings. That was my second strike group.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

I always kinda felt like the Intrepid was just a worse Gladiator.

In my last campaign victory my entire strike group going for the priority target during the finale got nuked except the Gladiator. Badly wounded, he pressed on and sank the target and three CLs by himself. I suspect part of this is how much experience I've had to get with the Gladiator from using it to strike cities unaware but god I love that ship.

TheGreatEvilKing
Mar 28, 2016





Well I was on my way to wreck Khiva, having destroyed four strike groups, when a lone attack plane made it past the interceptor plane I sent out, the AA missile I launched from the Sevastopol, and all the CIWS fire from assorted fleet ships to hit the Sevastapol and finally kill Mark Sayadi, Airplane Hero, losing me the game instantly.

Time to start a new run!

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

Night10194 posted:

I always kinda felt like the Intrepid was just a worse Gladiator.

I agree with this but I've gotten free Intrepids each run and never got free Gladiators

skaianDestiny
Jan 13, 2017

beep boop
https://www.youtube.com/watch?v=vwhSnMg_Vkw

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back

Chopstick Dystopia posted:

Whenever I fielded a Paladin in a real fight it somehow got absolutely cored. The middle of it just somehow disappearing after a relatively short time and it still flying but without most guns or most of the ship really. Not sure what was happening there but I lost all three Paladins this way so I will probably just sell them in the future.

The Paladin totes a rather heavy gun for its size, which means that it has to carry a lot of ammo loaders. Typically you want your ammo well-protected because it tends to explode violently if disturbed, but even with the ammo all concentrated at the middle of the ship, the Paladin is so small that enemy shots don't have to pierce very far to set it all off in a chain magazine explosion. Especially on the top and bottom of the ship where there's no armor.

The Intrepid is basically the same ship with smaller guns and fewer missiles...which means that it's faster, the gaps in its armor are smaller, and it's got a whole lot less highly explosive ammo at the center.

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

Phrosphor posted:

I beg to differ.

https://www.youtube.com/watch?v=TDWNQKwvB74&t=1995s

That's just the end of the latest video, but in this campaign, I am using planes and missiles to soften strike groups before wiping them with Lightnings. That was my second strike group.

They're not useless, but the cost and having to lug them around never seems better than trading them for more gold. I was going to try them next run but getting a tiny bonus increase means I'll probably wait a bit.



Beautiful, reminds me of this starsector classic https://www.youtube.com/watch?v=-AiI4TnAdWg

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Properly used carriers will utterly anniliate basically any target with minimal risk and render your fleets immune to enemy planes and missiles. The stock ones can be a bit annoying to lug around because they're encased in unecessary armor but its super easy to just strip that off and greatly increase speed & fuel efficiency.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Saros posted:

Properly used carriers will utterly anniliate basically any target with minimal risk and render your fleets immune to enemy planes and missiles. The stock ones can be a bit annoying to lug around because they're encased in unecessary armor but its super easy to just strip that off and greatly increase speed & fuel efficiency.

Unlocking the Wasp is a godsend. My general thought is that the CV Flagship that's in the game files was probably removed because giving the player 15 planes early would let you just clown SGs without risking much like you would with Sevastapole.

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
I've modded the sevastpool into a combined carrier/battleship with good results. It's not "efficient" but it is still good looking and a beast that can gently caress up any fleet plus give you strategic support.

I just replaced all the AA missiles with carrier decks. Placed four more engines to up the speed and modded the weapons into dual 180s and 37mms. With more engines I also created more room at the bottom to fit more ammo and Powerplants... Its uparmored, upgunned with increased speed and has aircraft. Its also got 3 missiles instead of two.

It costs an arm and a leg and its fuel efficiency is maybe half but I love it.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

TheGreatEvilKing posted:

Well I was on my way to wreck Khiva, having destroyed four strike groups, when a lone attack plane made it past the interceptor plane I sent out, the AA missile I launched from the Sevastopol, and all the CIWS fire from assorted fleet ships to hit the Sevastapol and finally kill Mark Sayadi, Airplane Hero, losing me the game instantly.

Time to start a new run!

If you’re doing well don’t feel bad about restarting from the last fleet HQ save point. It’s roguelike progression but it doesn’t force you to start from zero at Ur unless you want to.

M_Gargantua fucked around with this message at 13:23 on Sep 6, 2021

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

M_Gargantua posted:

If you’re doing well don’t feel bad about restarting from the last fleet HQ save point. It’s rogue like progression but it doesn’t force you to start from zero at air unless you want to.

Yeah, it's like restarting in combat, it's a mechanic for a reason.

That said that is how my second run ended and I rolled with it before finishing on my third run, so both are valid.

Mark Sayadi's Summer Vacation is a rough one.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Night10194 posted:

Unlocking the Wasp is a godsend. My general thought is that the CV Flagship that's in the game files was probably removed because giving the player 15 planes early would let you just clown SGs without risking much like you would with Sevastapole.

What's the CV flagship called in the files? You can also make your own and it's just adding one line to a txt file to turn something into a flagship.

TheGreatEvilKing
Mar 28, 2016





M_Gargantua posted:

If you’re doing well don’t feel bad about restarting from the last fleet HQ save point. It’s roguelike progression but it doesn’t force you to start from zero at Ur unless you want to.

I would, but on the new run Omar Khan showed up with a Wasp. Thus the revenge of Mark Sayadi is going to be dumping 250kg bombs on every single strike group until they all blow up.

Got some more cruise missiles too!

Captain Gordon
Jul 22, 2004

:10bux::10bux::10bux::10bux::10bux:

Night10194 posted:

Oh boy. I should have known there'd be more to this than taking Khiva. Pyotr, you loving idiot, first you murder Daud, now this!? Pointing Russian Man, you should be pointing to yourself as the Worst.

I don't think I ever got that event. What are you talking about, exactly? I am curious!

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Captain Gordon posted:

I don't think I ever got that event. What are you talking about, exactly? I am curious!

About how in the end sequence he's like 'oh, gently caress me, they were never going to go for talks, the whole purpose I demanded this campaign for was a huge mistake.'

cock hero flux
Apr 17, 2011



Captain Gordon posted:

I don't think I ever got that event. What are you talking about, exactly? I am curious!

depending on which one you're talking about
1: There's an event which triggers when you're fairly close to Khiva where the Cruiser Diana from the tutorial comes back and reveals that the Emperor survived and is still fighting in the homeland. Pyotr reveals that he actually received a transmission with this information before you ever left Ur, and just decided not to tell anyone because he thought taking Khiva and then suing for peace was the best chance at winning the war and thought that if Daud and the Grand Duke knew that the Emperor was alive they'd insist on going back to help him. If you don't have Pyotr arrested on the spot as soon as he reveals this, he then pulls out a gun and shoots Daud in the face, tells the troops that he died on the way back to his home planet, and then you press on for Khiva. If you do have Pyotr arrested, Daud, who is now aware that Mark isn't the Emperor and thus Daud actually still outranks him, takes most of your fleet and steams off south to help the Emperor. You get left with a couple of ships to try and go for Khiva.

2: After you reach Khiva, you uncover the fact that Khiva is not only where the reactor is, it's also where they assemble and stockpile their entire arsenal of ICBMs. Pyotr realizes that holding Khiva doesn't give you a good bargaining chip, it literally instantly wins the war as soon as you can get those facilities running again. Which means that the enemy isn't going to negotiate a peace treaty to preserve Khiva, they're just going to take the nukes that they have and wipe it off of the map before you can use it on them. His entire plan was based on the idea that the enemy would be willing to end the war rather than lose Khiva, but in reality they're far more afraid of letting you have access to it than they are of losing it, so now you have no choice but to try and fend off a full-scale nuclear attack with whatever battered fleet you have left.

Polyakov
Mar 22, 2012


I'm trying to work out the right approach to this game, I just clowned a strike group with a huge airstrike a little bit out of panic because it was coming for me, am I now going to get aggressively hunted by the others or will they largely return to where they came from once the alarm dies down or when they check out the alerted flags on the map and find I have left?

I guess the question is should I be aggressively trying to take out SGs whenever I think I can something I should be doing because the tutorial says keep clear at all costs and I worry I've aggrevated the enemy too much too early.

Anime Store Adventure
May 6, 2009


Polyakov posted:

I'm trying to work out the right approach to this game, I just clowned a strike group with a huge airstrike a little bit out of panic because it was coming for me, am I now going to get aggressively hunted by the others or will they largely return to where they came from once the alarm dies down or when they check out the alerted flags on the map and find I have left?

I guess the question is should I be aggressively trying to take out SGs whenever I think I can something I should be doing because the tutorial says keep clear at all costs and I worry I've aggrevated the enemy too much too early.

Honestly, you can do either. I’ve messed up an SG and then made scarce and gone quiet to lick my wounds, I’ve also used the opportunity to draw in more SGs to murder.

The tutorial does sort of imply they are to be dodged at all costs but really what it’s telling you is that SGs are the Big Bad you will run into and don’t take them lightly. If you’re fully locked and loaded and have some good cruiser killers (whether ships, planes+bombs, or cruise missiles) then go hog wild.

To answer about how they’ll attack you: SGs respond reasonably predictably. The enemy will go to where the last alarm spotted you and loiter a bit before retreating to their base (I think?) What you do around that is totally situational.

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back

Polyakov posted:

I'm trying to work out the right approach to this game, I just clowned a strike group with a huge airstrike a little bit out of panic because it was coming for me, am I now going to get aggressively hunted by the others or will they largely return to where they came from once the alarm dies down or when they check out the alerted flags on the map and find I have left?

I guess the question is should I be aggressively trying to take out SGs whenever I think I can something I should be doing because the tutorial says keep clear at all costs and I worry I've aggrevated the enemy too much too early.

Taking out SGs is good if you can. The game tells you to avoid them because they're the nastiest foes you'll meet, and also because they like to soften you up with cruise missiles if they know where you are. But things do get a lot easier if you're able to consistently knock them out.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Polyakov posted:

I'm trying to work out the right approach to this game, I just clowned a strike group with a huge airstrike a little bit out of panic because it was coming for me, am I now going to get aggressively hunted by the others or will they largely return to where they came from once the alarm dies down or when they check out the alerted flags on the map and find I have left?

I guess the question is should I be aggressively trying to take out SGs whenever I think I can something I should be doing because the tutorial says keep clear at all costs and I worry I've aggrevated the enemy too much too early.

Each of the types have a pretty fixed behavior pattern. Missile Groups tend to stick to one place unless they're fleeing you. Carrier groups tend to stay within a very small area and move rarely to support strike groups or if they feel threatened. All the Strike Groups will slowly but continually move toward your last known location. So you can send something like a skylark to a captured city on one side to raise the red alert flag, and then make your way stealthily up the opposite side while the strike groups follow the bait.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

The relative lack of coordination between the SGs and the Tactical Groups is one of your biggest assets because by god if they worked together more solidly you'd be in real trouble, the tactical groups can be total bastards.

I'm always a little surprised CV groups tend to be a single Longbow, though.

BrotherJayne
Nov 28, 2019

https://www.youtube.com/watch?v=vwhSnMg_Vkw

Captain Gordon
Jul 22, 2004

:10bux::10bux::10bux::10bux::10bux:

cock hero flux posted:

depending on which one you're talking about
If you do have Pyotr arrested, Daud, who is now aware that Mark isn't the Emperor and thus Daud actually still outranks him, takes most of your fleet and steams off south to help the Emperor. You get left with a couple of ships to try and go for Khiva.


That did not happen to me because I never trusted Daud in the first place, so I was ok with him getting shot

cock hero flux posted:

2: After you reach Khiva, you uncover the fact that Khiva is not only where the reactor is, it's also where they assemble and stockpile their entire arsenal of ICBMs. Pyotr realizes that holding Khiva doesn't give you a good bargaining chip, it literally instantly wins the war as soon as you can get those facilities running again. Which means that the enemy isn't going to negotiate a peace treaty to preserve Khiva, they're just going to take the nukes that they have and wipe it off of the map before you can use it on them. His entire plan was based on the idea that the enemy would be willing to end the war rather than lose Khiva, but in reality they're far more afraid of letting you have access to it than they are of losing it, so now you have no choice but to try and fend off a full-scale nuclear attack with whatever battered fleet you have left.

Wasn't he right though, ultimately? The rest of the world is doomed in the nuclear winter and by taking Khiva you can lead whatever is left of the Elaim and the Romanis as the de-facto prophet. I get a strong feeling that this is why Pyotr lead you to Khiva, because he saw something in the Khivan reactor control room that he truly believed in. Unfortunately, we never find out what that part of the prophecy was.

Honestly, the entire dialogue/event system is pretty busted, and your character stats (Force, Kindness etc) do not matter at all. It's a real shame....

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

We have no idea if the nuclear winter is a thing all over the world or if this is a regional climate effect, especially considering how loving huge Elaat is. For all we know this is only a problem for Gerat. Pyotr even says he made an absolutely terrible mistake, because Pyotr is wrong about everything but especially leaving the engines on to leave the heat on, loving hell Pyotr, do you realize what a nightmare that made the first run that got that far!?

I really wish there was a bit more ending because I actually really liked the story.

Captain Gordon
Jul 22, 2004

:10bux::10bux::10bux::10bux::10bux:

Night10194 posted:

I really wish there was a bit more ending because I actually really liked the story.

Same! I honestly think thats something that was left behind during development, because there is clearly a drama building up of you fulfilling the prophecy and either being truthful about it or bending it to suit your political needs but no climax ever happens from any of the decisions you make.

Also, the dialogue card system is a good idea but since there is no obvious way to influence what cards you get, it just becomes an rng fest unless you have a mountain of gifts stockpiled.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Personally I think it was more in the general theme of People assuming they had no choice/couldn't ask other people anything, like the Governor just assuming Mark would've used the plutonium exactly as he did even as he professes to be a man of peace, or Pyotr assuming he had to deceive everyone, including Mark, to carry out the attack on Khiva. Mark holds knowledge no-one around him does: He can read these qodas, which are from the Book of Isaiah, but the savior they speak of isn't the savior everyone wants or expects, and they all know what it 'should' say already, because clearly the savior will come with a sword as a king. When the sword is what got them all where they are, but none of them will give it up. Not the governor and his ideals, not Pyotr and his strategy, and others want to use the prophecy to do and say what they already believe it should rather than to read what it is..

I very much enjoyed Nuclear Sky Russian Sadness.

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Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
Does the missing detail in the ending change if you beat it on Hard mode?

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