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Abyssal Squid
Jul 24, 2003

Idk how long the repairs would take, but taking a Lightning and remodeling it into a tanker piece by piece would probably be the most realistic way.

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silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Abyssal Squid posted:

Idk how long the repairs would take, but taking a Lightning and remodeling it into a tanker piece by piece would probably be the most realistic way.

Yeah it's not so bad if you find a city with 500% repair bays.

Also sometimes you'll get one of your brawlers wrecked and end up with ~25% of a ship that can still fly to a shipyard, but would need as much time repairing for its original purpose as it would take to rebuild into something else.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
1.14 is out and there is a bug with escape pods where they can have 70kg/s fuel consumption like an engine. It applies if you remove an escape pod and reinstall it in both shipbuilder and shipworks. It also applies in certain circumstances when installing an escape pod from the "ship's hold" area of the shipworks, or using the shipbuilder, or with pods sold to the store. I haven't been able to figure out exactly what circumstances but it's more like there are specific exceptions where it won't bug. A pre-patch shipworks store inventory seems to always work if installed directly. Sometimes I can get the shipbuilder to work but most of the time I get bad pods.

So if you have to mess with escape pods make sure you don't accidentally cut your ship's range to 1/10, or better yet don't mess with them or just leave them uninstalled, the morale penalties only apply to combat ships.

TheDemon fucked around with this message at 04:57 on Nov 25, 2021

Sanzuo
May 7, 2007

TheDemon posted:

1.14 is out and there is a bug with escape pods where they can have 70kg/s fuel consumption like an engine. It applies if you remove an escape pod and reinstall it in both shipbuilder and shipworks. It also applies in certain circumstances when installing an escape pod from the "ship's hold" area of the shipworks, or using the shipbuilder, or with pods sold to the store. I haven't been able to figure out exactly what circumstances but it's more like there are specific exceptions where it won't bug. A pre-patch shipworks store inventory seems to always work if installed directly. Sometimes I can get the shipbuilder to work but most of the time I get bad pods.

So if you have to mess with escape pods make sure you don't accidentally cut your ship's range to 1/10, or better yet don't mess with them or just leave them uninstalled, the morale penalties only apply to combat ships.

Was coming here to ask about a bug but it sounds like it might be related to this. I'm in the tutorial(?), and i don't have enough fuel for the next town. I am able to purchase more, but it says i'm already at 100% and it won't add more fuel. I'm trapped?

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Sanzuo posted:

Was coming here to ask about a bug but it sounds like it might be related to this. I'm in the tutorial(?), and i don't have enough fuel for the next town. I am able to purchase more, but it says i'm already at 100% and it won't add more fuel. I'm trapped?



You have to unpause and wait, it takes time to load the fuel into your ships.

edit: oh wait, looks like your range is hosed somehow. Are your engines or fuel tanks damaged? Because that reduces your range a lot.

Sanzuo
May 7, 2007

silentsnack posted:

You have to unpause and wait, it takes time to load the fuel into your ships.

Yes I did unpause. No matter how long I wait, it doesn't load anymore fuel. It just sits at "refueling" forever.

edit: I was messing with escape pods like TheDemon mentioned. So that's what I suspect now.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

Sanzuo posted:

Yes I did unpause. No matter how long I wait, it doesn't load anymore fuel. It just sits at "refueling" forever.

edit: I was messing with escape pods like TheDemon mentioned. So that's what I suspect now.

Your only way out at this point is to remove all escape pods you messed with from your ships. Don't worry it won't matter once the tutorial is over.

Flipswitch
Mar 30, 2010


Any tips on a good starting composition when learning the game? Its incredible but I'm having a bunch of false starts.

Is there a way to disable the bullet holes in the combat ui? They're the only hit I dislike.

avoraciopoctules
Oct 22, 2012

What is this kid's DEAL?!

Looks like one of the YouTube channels I follow released a review of Highfleet. Was kinda fun.

https://www.youtube.com/watch?v=7RUrBmXUGuU

I first picked this up when it got mentioned on a podcast a while back. Haven't gotten too far yet, but I love the aesthetic. I was expecting Cortex Command with shootier lego airships, but this is way WAY more than that.

Vizuyos
Jun 17, 2020

Thank U for reading

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

Flipswitch posted:

Any tips on a good starting composition when learning the game? Its incredible but I'm having a bunch of false starts.

Is there a way to disable the bullet holes in the combat ui? They're the only hit I dislike.

If you turn down the effects level in the settings, the bullet hole effects will be one of the first things that stop appearing.

For a starting composition, it's hard to go wrong with mainly Lightnings and tankers. A couple well-piloted Lightnings will make short work of city garrisons, though they don't have the firepower or staying power to go toe-to-toe with strike groups.

Sanzuo
May 7, 2007

Seconding Lightnings as great. Pick up proximity fuse ammo for your 100mms as soon as possible. You can 2-3 shot small ships and shoot down missiles easily. Kit out your leveled-up Lightnings with flares, streak missiles and maybe swap out for some bigger guns later on. They rule.

Does anyone know if the plot events in game are tied to a time limit, or are they progress-based?

I'm not sure the best overall strategy to win. Should I carefully take territory and explore, or should I just haul straight north as fast as possible?

Xenoborg
Mar 10, 2007

The darkness chain is some kind of time limit, my last game it never happened at all. The Qoda chain seems to just be random chance on taking a town. The Governor/Daud/Diana seems to rely on proximity to Khiva.

There is no hard time limit, only the soft limit on money (through fuel and repairs).

Oneiros
Jan 12, 2007



slap a set of the next-biggest guns on a lightning (do it in the ship editor so you can buy them at the start) you can punch waaaaaaaay above your weight with prox/ap rounds while pulling maneuvers that are almost certainly giving the crew spine damage

Alchenar
Apr 9, 2008

Do trade fleets spawn repeatedly? I'm sensing that military groups are limited but traders seem to keep appearing.

Also I managed to kite 2 SG's away from me but now this means they're coming up behind me together :ohdear:


e: 3rd/4thing a couple of Lightning + Skylark pairs as your starting force. In my current game I've added a second skylark to one of those pairs because that creates a task force with ridiculous range and speed that can jump around the opposite side of the map to your main group snapping up cities and triggering alarms to draw SGs away.

Alchenar fucked around with this message at 10:54 on Nov 29, 2021

Bootcha
Nov 13, 2012

Truly, the pinnacle of goaltending
Grimey Drawer

Alchenar posted:

Also I managed to kite 2 SG's away from me but now this means they're coming up behind me together :ohdear:

Sounds like a job for warcrimes.

Xenoborg
Mar 10, 2007

Alchenar posted:

Do trade fleets spawn repeatedly? I'm sensing that military groups are limited but traders seem to keep appearing.
No, there are ~30 generated at the start of the campaign and they don’t respawn.

Xerxes17
Feb 17, 2011

This game owns and I'm having a great time using carriers to make taking towns trivial. Any survivors can be cleaned up easily with a Gladiator with a pair of 37s and a pair of Molots.

However one thing I'm wondering is that I've been keeping my fleet together in the one group, reading through here it seems like that isn't done so much? I've been keeping my radar off on my main group and sub groups but the sub groups seem to always catch missile spam. I've only been seeing use with using a small strike team for hitting towns ahead of the main fleet, and going to towns one by one.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


the big problem with that is that the Sevastopol is the most languid plodding beast in the fleet, and drinks fuel like i drink diet soda

when i played the general advice was to make that thing its own subgroup and park it in the desert somewhere, or set it cutting across the desert to a destination while a couple lightning/tanker subgroups tear up the towns along the way

Xerxes17
Feb 17, 2011

Ciaphas posted:

the big problem with that is that the Sevastopol is the most languid plodding beast in the fleet, and drinks fuel like i drink diet soda

when i played the general advice was to make that thing its own subgroup and park it in the desert somewhere, or set it cutting across the desert to a destination while a couple lightning/tanker subgroups tear up the towns along the way

But what if I run into something big and scary and need to smash it? :ohdear:

I've also lost most my supporting ships by now. I've basically got a Longbow, a janky wanderer-based carrier, the Sevastopol-G (covered over all the offensive missiles with armor), the aforementioned gladiator, and a Kormoran. I've been able to keep my head above the sand, but I am skint for cash (12k) so It'll have to be the next run for trying a new doctrine.

Oh and I do have a sizeable stockpile of 18 nukes at the moment.

Xerxes17 fucked around with this message at 02:38 on Nov 30, 2021

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I spent many runs rebuilding the sevastopol into a murderbeast, its not actually difficult if you understand how to upengine her properly.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Xerxes17 posted:

But what if I run into something big and scary and need to smash it? :ohdear:

ideally, you don't :v: but personally once i learned how to keep quiet I never had a problem with incoming attacks (unless I wanted them to come to me of course :unsmigghh:)

mind, I never even made it to Khiva, so

Xerxes17
Feb 17, 2011

Ciaphas posted:

ideally, you don't :v: but personally once i learned how to keep quiet I never had a problem with incoming attacks (unless I wanted them to come to me of course :unsmigghh:)

mind, I never even made it to Khiva, so

I just made it to Khiva and uh I am not gonna be ready for this lmao. Although I just got a crazy amount of ships, I now know what people meant where it is a good idea to pre-position ships around Khiva.

Edit: A change I hope will come is to allow you to setup fighter behavior for a strike package. It's annoying as poo poo to have to divvy up your planes into individual attack runs so that they will spread their firepower effectively for quite a few targets a single FAB-250 is enough to kill something, so it'd be nice for your fighters to do a spread attack in one go instead of having to sit through N attack runs.

On that point, strategic missiles seem to be a bit clunky compared to air, 1500 gold for a missile that makes a one way trip vs an aircraft that can often make many sorties before going down, I'd rather have more air.

Xerxes17 fucked around with this message at 10:30 on Nov 30, 2021

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

AtomikKrab posted:

I spent many runs rebuilding the sevastopol into a murderbeast, its not actually difficult if you understand how to upengine her properly.

Is there any merit to the Sseth recommendation of turning it into a small box with engines and parking it in the middle of the desert.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Z the IVth posted:

Is there any merit to the Sseth recommendation of turning it into a small box with engines and parking it in the middle of the desert.

Dunno the specifics/context of the recommendation but thinking in abstract terms: if it's the biggest target on the field it is effectively guaranteed to draw incoming missiles/etc and has limited charges of Sprint AAM and zero ability to dodge, so if you don't want to risk a gameover from catching a nuclear explosion at a bad angle and getting your flagship slammed into the ground then the Sevastopol's mission is "stay away from the action and go hide" in which case all of its massive amounts of armor, fuel tanks, guns, and big engines are superfluous and overpriced and uselessly increase fuel consumption for a ship you're trying to keep out of combat.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

Xerxes17 posted:

but I am skint for cash (12k) so It'll have to be the next run for trying a new doctrine.

You do get extra starting cash on the next run based on how far you got, so be sure you finish out your current one (either to the death, by reaching khiva and playing it out, or by hitting the specific 'give up' button).

Just overwriting your save from the main menu won't give you the bonus rubles you've bled for!

Sanzuo
May 7, 2007

The winning strategy for the campaign does seem to be fast strikes, cruise missiles, and aircraft carriers. It's a shame that big ol' honkin death fortresses are less optimal.

This is Destroyo. It doesn't have lots of fuel, radar, cruise missiles, or any real accoutrements. But it has plenty of escape pods.



It's also usually concealed in smoke.

https://i.imgur.com/fF9Estq.mp4

https://i.imgur.com/RBhYYKX.mp4

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

Z the IVth posted:

Is there any merit to the Sseth recommendation of turning it into a small box with engines and parking it in the middle of the desert.

It works but it is supreme cheese.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


TheDemon posted:

It works but it is supreme cheese.

un-shiplike designs are cheating imo (unless they're funny)

Xerxes17
Feb 17, 2011

I'm only just getting started with the shipbuilder, and it's one of the unfortunate side effects of a square grid layout system that the most efficient designs end up just being murderbricks, which might have great stats but are unsatisfying to fly something that is so obtusely min-maxed.

That said, here is my little scout ship "Watchman" that I'm honestly rather proud of, very close to some of the earlier patches with block glitching tricks that I saw in the steam guides. Sub 200km radar detection, ELINT with IRST, and fantastic range, speed and fuel economy.


Which I then thought, hey, this could make for a good chassis for small auxiliary corvettes/frigates, like for air defense. So here is the imaginatively named ZSU-37-2R4. As you can imagine, it would be easy to stick even more Sprint missiles onto it.


But what if we needed even more firepower? The ZSU-23-4R8 is the point where the Watchman chassis taps out I think.


Next I'd like to work on an attack frigate or destroyer, souped up equivalents to the Navarin/Lightning or Gladiator, but the Gladiator with added armor and some weapon swaps is honestly a hard design to beat without going into murderbrick territory.

Saul Kain
Dec 5, 2018

Lately it occurs to me,

what a long, strange trip it's been.


Looking at ship designs is my favorite part of this thread.

Xerxes17
Feb 17, 2011

Saul Kain posted:

Looking at ship designs is my favorite part of this thread.

What if... we didn't need to bother with being able to move?



Once u touch my tip-top, u get the snip-snop

Velius
Feb 27, 2001
On that note, I had a thought - what if you made a bait fleet of an immobile or near immobile gently caress off ship that had sufficient AA to ward off missile strikes and plating/firepower to hold off a strike fleet. Could you just leave it in a city to draw all the fleets south and hit Khiva behind them?

Roumba
Jun 29, 2005
Buglord
I'm not sure how far enemy fleets will travel in response to spotting reports, but I don't think it's the entire map. Maybe 1/3 of the map?

Then detach all your armor, fly to a repair town in the next quadrant or whatever and try again? It might be worth a shot if you have a crew with Ever Ready. until ya get nuked

Roumba fucked around with this message at 03:56 on Dec 3, 2021

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

aircraft carriers and missile fleets won't move that much

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Strike Fleets will in fact travel across the entire map but not all of them will react to each sporting report.

Flipswitch
Mar 30, 2010


Absolutely favourite thing I've seen so far is parked ships listing and rolling down the town. "Yep I will absolutely hire that guy".

Are there any good tanker designs as an alternative to the Skylark or whatever its medium equivalent is called?

Alchenar
Apr 9, 2008

The Negev is a cruel joke being played on the player.

Bootcha
Nov 13, 2012

Truly, the pinnacle of goaltending
Grimey Drawer
Crossposting from the Phrosphor LP, my designs:

Compatible with 1.13 only (You'd need to find someone with the .seria's from 1.13)

Kharak - Flagship



Merchantman - Missile Platform



Barbarian - Heavy Fighter



Dervish - Medium Fighter



Squall - Light Fighter



Gambit - Dive Bomber



Sparrow - Light Tanker



Flea - Courier



Cry Baby - Jammer/Decoy



Compatible with 1.14

Light Fighters

Skull



Squat



Frankie



Toast



Fungi



Heavy Fighters

Shadrack: Anti-Light



Meshach: Anti-Heavy



Large Tankers

Abednego - Fuel Only



Swoleboy - Fuel Only



Dvoret - Fuel/Missiles



Ravnia - Fuel/Carrier



Basegi - Fuel/AA-AM



Basegi E - XtraFuel/AA-AM



Baazar - Missile/AA-AM



Flagship Tenders

Windchime - Passive Sensors



Oracle - Radar/Jammer



Shepard - AA/AM



Decon - Missiles



Herald - Missile Target Guidance



Harvest - Fuel Tanker



Flagships

Keresztes - Brick Carrier



Ihtiman - Style Carrier

Flipswitch
Mar 30, 2010


I need to play around with the Intrepid a little bit. The Navarin seems a bit eh? But I've not tried refitting the other two for light escort and picket duty.

E: might try upgrading the Fenek too to see if it can be optimised, but it seems pretty good stock wise.

Flipswitch fucked around with this message at 09:33 on Dec 6, 2021

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Bootcha
Nov 13, 2012

Truly, the pinnacle of goaltending
Grimey Drawer
Here is your 1.14 SG Killer:



https://www.youtube.com/watch?v=N2BTspmqMI8

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