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Caconym
Feb 12, 2013

Tirranek posted:

I've got a thing at the moment where all my crap escort fleets keep trying to pick fights with enemies they can absolutely not win against. I like to imagine they're just very eager.

Long range ships (missiles) with "cautious" attack stanse against stronger enemies and retreat at shields 50/armor 20 (or is it the other way around?) can work. Of course, barring overwhelming numbers the best you can hope for is usually to drive the enemy off rather than destroying them, but your ships are more likely to survive as well.

To kill stronger opponents you'll want a lot of short range aggressive attack ships, but you'll take losses and single ships will die for nothing.

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Tirranek
Feb 13, 2014

Caconym posted:

Long range ships (missiles) with "cautious" attack stanse against stronger enemies and retreat at shields 50/armor 20 (or is it the other way around?) can work. Of course, barring overwhelming numbers the best you can hope for is usually to drive the enemy off rather than destroying them, but your ships are more likely to survive as well.

To kill stronger opponents you'll want a lot of short range aggressive attack ships, but you'll take losses and single ships will die for nothing.

Thanks! I haven't messed around with the designer much but I might make some standoff fleets and see how it goes.

Really enjoying the game over all at the moment. For some reason the big discovery moments feel really weighty, even thought it's the same kind of stuff that happens in other games. Starting pre-warp and leaving my home orbit was a great moment.

Ragnar Gunvald
May 13, 2015

Cool and good.
Very surprised by the paradox hate here.

I've recently discovered a love of them over the last couple of years, CK3 being my first CK game etc. I say that, but I've only really played CK and Stellaris at this point I think.

I love the early game in stellaris and the slow down then you hit mid/late game is a bit annoying. Maybe a little more automation with fleets for conquest would be good too.

I do like the tech tree in DW2, I think Stellaris could learn a few things there. Maybe I need to step back to DW2 and give it another chance. I've not got past the first couple of systems yet tbh.

LLSix
Jan 20, 2010

The real power behind countless overlords

I finally got an independent colony to invite me to colonize them. All it took was being nice to them, and sending them the largest possible gift to bootstrap up to the next tier of trading agreement every chance I got. Kind of weird I still need to send a colony ship instead of them just joining up. I'm looking forward to seeing what happens when my colony ship arrives.

On the topic of fleets, is there a way to automate fleets except for picking their home base? I wiped out all the pirates on side of my sector, so I'm only being attacked by pirates on the other side. Despite that, the fleet I have stationed on the dangerous side of the sector keeps changing it's home base back to my home world which is on the safe side and leaving the mining and research bases in the dangerous sector undefended.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Anyone know how to turn off a "salvage ship" order? I keep losing construction ships to a nearby platform.

Caconym
Feb 12, 2013

Splicer posted:

Anyone know how to turn off a "salvage ship" order? I keep losing construction ships to a nearby platform.

You can change the automation for constructors to "build only" instead of full auto.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Caconym posted:

You can change the automation for constructors to "build only" instead of full auto.
Yeah I've done that for them all individually, the problem is I said "yes" on an advisor prompt to recover the ship and now every time a new one gets built they immediately try to suicide themselves into it. Can't seem to find a button for "Never mind actually" on that one order.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Ragnar Gunvald posted:

Very surprised by the paradox hate here.

I've recently discovered a love of them over the last couple of years, CK3 being my first CK game etc. I say that, but I've only really played CK and Stellaris at this point I think.

I love the early game in stellaris and the slow down then you hit mid/late game is a bit annoying. Maybe a little more automation with fleets for conquest would be good too.

I do like the tech tree in DW2, I think Stellaris could learn a few things there. Maybe I need to step back to DW2 and give it another chance. I've not got past the first couple of systems yet tbh.

The problem with Stellaris is literally that they're selling back stuff that should have been in the base game to begin with.

Just look at the newest expansion. It's literally a paid overhaul to the diplomacy mechanics disguised as an expansion. Espionage too is something they've only recently gotten into, being missing from release. Ditto for late game scientific exploration with ships, which is something they still haven't quite figured out yet. People seem to play it for the weird meta in MP, the Star Trek mod (Which is complex and probably the best Star Trek game in the past decade or more.), and the crazy user stuff like Gigastructural Engiineering.

It's exceptionally egregious since there's none of the life in the universe that DW has. Meaning when there's nothing (Due to getting ahead and hitting a wall in research and other unlockables) to do but stare at the screen it becomes apparent that the game world is a sterile and lifeless place. It's CK2's visual design theory extrapolated onto a galaxy. It exposes just how much of a treadmill large parts of the vanilla game are.

And to be clear, it's not a very well designed game either. There's been plenty of people that have gone into how bottlenecked the game can be at times due to bad programming and design. Just running a large galaxy could at one point tank your speed since each civilian is calculated (despite not really doing anything) with little sanity checks on using up system resources. Of course, this means that extensive user efforts to mod the game in (Like the mods that did add civilian economies and life.) usually end up abandoned since getting there to begin with requires an overhaul of the base game itself to free up or enable the resources.

Archonex fucked around with this message at 18:02 on Mar 19, 2022

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

Archonex posted:

The problem with Stellaris is literally that they're selling back stuff that should have been in the base game to begin with.

Just look at the newest expansion. It's literally a paid overhaul to the diplomacy mechanics disguised as an expansion. Espionage too is something they've only recently gotten into, being missing from release. Ditto for late game scientific exploration with ships, which is something they still haven't quite figured out yet.

It's exceptionally egregious since there's none of the life in the universe that DW has. So they should have had some sort of wow factor to begin with. Instead, you had fleet combat that was as dull as CK2's and all sorts of other issues that required extensive modding. People seem to play it for the weird meta in MP, the Star Trek mod (Which is complex and probably the best Star Trek game in the past decade or more.), and the crazy user stuff like Gigastructural Engiineering.

And to be clear, it's not a very well designed game either. There's been plenty of people that have gone into how bottlenecked the game can be at times due to bad programming and design. Just running a large galaxy can tank your speed since each civilian is calculated (Despite not really doing anything.). Of course, this means that extensive user efforts to mod the game in (Like the mods that did add civilian economies and life.) usually end up abandoned since getting there to begin with requires an overhaul of the base game itself to free up or enable the resources

I'm not sure that any 4x design that I've played goes into the nooks and crannies as well as a player dedicated to playing that game, mostly because studios don't think that player is their target market.

On the other hand, Paradox's DLC strategy is tiring and makes you feel as if you are buying an empty box when you buy the base game. They need to move away from this.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Mayveena posted:

I'm not sure that any 4x design that I've played goes into the nooks and crannies as well as a player dedicated to playing that game, mostly because studios don't think that player is their target market.

On the other hand, Paradox's DLC strategy is tiring and makes you feel as if you are buying an empty box when you buy the base game. They need to move away from this.

I mean, DW was popular at the time because of this. They even got a free pass on doing the same DLC release strategy (One expansion was literally about pirates. Another had carriers. Both of which are mainstays of the genre.) simply because of how insanely complex the base game was when compared to your average 4x.

Stellaris by contrast just seemed lazy and by the numbers and it seems like Paradox realized this and is now desperately trying to play catch up with user expectations.

Heck, a good chunk of the DLC they've released is basically a more :effort: version of mods. Gigastructural and other super construction mods existed before the expansion that added more into the base game was even announced. So they're pretty clearly cribbing notes from the mod makers to keep people buying content.

queeb
Jun 10, 2004

m



Archonex posted:

the Star Trek mod (Which is complex and probably the best Star Trek game in the past decade or more.),

wut, is this a thing? holy moly

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

queeb posted:

wut, is this a thing? holy moly

Yeah, it's nuts. Trying to give a run down on it without the post getting long is difficult given the sheer scope of what they've accomplished and how professional the quality of the work is.

Every species ever listed in the show is in game, most with unique mechanics or playstyles, all with complex event trees for the major factions. They also have absurd numbers of ships (and special events for them) alongside transcribing the plot of every TV show in the franchise into events that have branching paths and alternate endings/plots depending on your choices, the captain and crew's ability, and events. Ditto for crises and everything else.

It's basically a 4x game in it's own right. Kind of surprised that the thread didn't mention it before now.

https://steamcommunity.com/sharedfiles/filedetails/?id=688086068



To give an idea of the complexity of it, the Federation has to be formed first via diplomacy and good decision making. You start out in the Enterprise era as one of the factions related to it and have to curry favor while dealing with the Delphic Expanse stuff. This includes literally assigning a captain to the role Archer had and going out into space to make decisions following (or not, it's entirely possible to end up with the Insectoids as a new pop on Earth due to that episoe with the insect baby. That's just one example of how things can go spectacularly off the rails) off of the event system, complete with battles and game world effects.

And if you fail to stop the Xindi weapon? Well, that's accounted for too. You end up in that one bad future episode, where humanity fled to some distant planet and has become militaristic to survive. Ditto for the possibility of a coup with the Terra Nova stuff later on, which can lead to a rebellion with a battle with Mars depending on chance and choices.



Likewise, fleet combat is now meanginful. Since Star Trek was always depicted as having smaller fleets every ship counts and has absurd amounts of customization. Expect to feel the loss of those cruisers and battleships. Unless you're playing as a race like the Borg. Ditto for the expansive gameplay. There's many weapon types according to the show, ditto for equipment too. Some of them are basically capable of triggering crises of their own as well.

And if that's not enough for you? Well, the entire mirror universe is playable with it's own event chains, ships (with their own models. The model work in it is an achievement all it's own. Every era and series is represented. Sometimes almost to actually being fully shown.) and nations. It's an alternate galaxy option.







Basically, it's the Star Trek world simulation 4x we never got coupled with the game Stellaris wishes it was.



Edit: To put it in perspective just how lackluster the paid DLC is: Despite having far bigger forms of content to focus on ST New Horizons had multiple working espionage systems over a year before Stellaris even considered having it in. As in, there are multiple nations with their own forms of espionage. Ditto for Klingons, who have a working civil war system based off of CK2-lite politics. Which is something that even the devs of Stellaris have yet to pull off.

Of course, every minor race is in, and many have their own traits too. Ditto for stuff from other series. Hell, even those races from Voyager are in. The Borg are notably also playing as an assimilatory species complete with their ability to jack ships like in Armada. Only they're even more expansive in design and how they interact. They basically are a unique race not found in the base game that primarily uses increasingly large Unimatrix Zero-esque space complexes as their base of operations, all while assimilated planets (Which is a thing.) are supplements feeding to them.

To add more replayability what's likely to be one of the Borg's first enemies is that one nation from that grimdark future Voyager episode that uses chroniton and time warping weaponry. Every time they fire one of those weapons there's an extremely small chance of the timeline getting hosed up in little or big ways.

Meaning that a chunk of the galaxy might get shifted off onto a separate timeline or some crazy bullshit like that just trying to fight off the Borg all before the nations from the other quadrants can even see what's going on. Meaning there is a mess for someone to clean up when the Federation/whoever gets involved. And god help you if the Borg get their hands on that tech. :stare:

TL;DR: It's the expansive and absurdly replayable sci-fi odyssey that Stellaris wants to be. And it's basically a 4x game in it's own right. One that is still being updated to keep parity with the canon of Star Trek to this day, too. Check out that link above and you'll see what I mean.

Archonex fucked around with this message at 22:35 on Mar 19, 2022

Rob Rockley
Feb 23, 2009



I enjoy Paradox games a lot but I also bounced off Stellaris fairly hard. There's a lot to enjoy with Stellaris, but I think it's telling how the game has undergone several massive redesigns over its lifespan that almost totally change fundamental mechanics of the economy and planetary development in particular. By contrast, Distant Worlds 1 had a bunch of new features tacked on with expansions, but the fundamental core of the game is the public/private sector economy interaction and it is actually simpler and smoother than it seems at first glance.

Distant Worlds is incredibly fiddly and difficult to grasp at first glance but once you understand the systems it is easy to manage and automate and I feel Stellaris is the opposite; it seems straightforward but requires a lot of optimization and micro to accomplish things. For example, in Stellaris, setting up an optimized planet to make alloys to build a fleet is a whole endeavor involving a bunch of planning and micro, whereas DW is more like "I have a huge budget to spare and no serious material shortages, I'm gonna select Destroyer x20 and wait ten minutes." In DW my penalty for neglecting my military is having to spend money and time while getting my outposts slowly dismantled, last time I played Stellaris it was "Oh I forgot to start alloy production entirely, I need to set up a whole colony to do that efficiently, RIP." It just seems to me there's just something about the way DW systems function that just seems like it works more smoothly. I can't quite put my finger on it.

Really enjoying DW2, but I was getting frequent CTDs. Hopefully yesterday's patch solves those, will have to get back to it this weekend. If it is supported as well as DW1 was I will be happy with it and probably lose another thousand hours of my life.

MinorRed
Jul 27, 2011




Splicer posted:

Yeah I've done that for them all individually, the problem is I said "yes" on an advisor prompt to recover the ship and now every time a new one gets built they immediately try to suicide themselves into it. Can't seem to find a button for "Never mind actually" on that one order.

There might be a button on the bottom left of the target/info screen for the wreck to cancel the order. That's where you can start a lot of those types of orders on npcs, but I'm not sure if the cancel button's there too.

PerniciousKnid
Sep 13, 2006

Archonex posted:

One that is still being updated to keep parity with the canon of Star Trek to this day, too.

Well, nothing is perfect!

SIGSEGV
Nov 4, 2010


Wizard and Warlords is pretty interesting, although I'm not sure if I like the game or I like the concept of that game or both. It does have bits that suck, such as the raiding not getting autorepaired and so on, it's really easy to completely miss a group of raiding idiots messing up my farms and so on and fixing them afterwards is busywork. I really wish I could automate that. (So far my best economic policy appears to just build as many cities as possible and enjoy the fact that they generate cash and regenerate garrisons in sites that border them. It's a bit of busywork, but not Stellaris angling towards task saturation levels of busywork. This sort of approach also leaves entire swathes of undeveloped terrain between my core and the few cities I use to expand, which amuses me somewhat.)

Shadows, however, is plenty fine as is and I've had a lot of fun with it already.

SIGSEGV fucked around with this message at 21:03 on Mar 19, 2022

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


I'm struggling to assess what impact I'm having in Shadows, on a macro scale. It still just feels like "things happening" rather than things I do actually having any impact, but I'm sure that'll get better as I learn the game.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

PerniciousKnid posted:

Well, nothing is perfect!

To be fair, it's done in a good way. A lot of it might not even come up. Discovery for instance doesn't even necessarily occur. Instead, if you found Section 31 or a prototype ship development division they start the project and basically throw the plans on your metaphorical desk for this prototype ship with an alternative transit system. Where you take it from there, if anything even occurs, is on you. Also, said ship gets outdated fast, with it's movement method basically being the main appeal to keeping it from being mothballed. So it's not even necessary.

That being said, it feels like a lot of the criticism of Disco ended up persisting due to right wingers throwing a tantrum over their bigoted views not being supported. Especially when you remember that they gesture at season 1 of disco...Even though there's barely ever been a season 1 of any Star Trek series that knocked it out of the park. Even TNG and DS9 were pretty lovely in that regard. Reading into a lot of the complaints i've seen it became apparent that for a not insignificant number of people it was more about culture wars against minorities coupled with the usual lovely first and/or second season issues every Star Trek series seems to have that turned people off of it.

Doesn't help some of the criticism about Disco starting out so edgy and grim dark was an actual plot point that got resolved a long time ago, with the series shifting back into the more optimistic Trek stuff once it was resolved. Turns out when your captain is an impersonator from the mirror universe that the general mood of things gets hosed fast. They even foreshadowed this in season 1, though the outrage was so loud that it got drowned out.

HerpicleOmnicron5 posted:

I'm struggling to assess what impact I'm having in Shadows, on a macro scale. It still just feels like "things happening" rather than things I do actually having any impact, but I'm sure that'll get better as I learn the game.

This is what turned me off of it, originally. Granted, I tried the demo so maybe it's different now.

Well, that and the UI. Which just screamed "this thing is probably shady as gently caress and is installing something on my desktop as I play it" levels of bad design.

Archonex fucked around with this message at 22:40 on Mar 19, 2022

RandomBlue
Dec 30, 2012

hay guys!


Biscuit Hider

Archonex posted:

massive good post

Thanks, going to have to check out that mod.

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
How can you keep a positive cash flow in distant worlds 2? It feels like it's not possible due to how much you need to spend on fleets and troops, and you're limited options to actually increase finances.

Azhais
Feb 5, 2007
Switchblade Switcharoo
My limited experience so far says "research new ship techs so your civilians are forced to pay you to refit constantly"

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Azhais posted:

My limited experience so far says "research new ship techs so your civilians are forced to pay you to refit constantly"

While I haven't played DW2 yet myself if the automation AI is like DW1's then it's also a good idea to keep a close idea on any automation that involves building things. In DW1 there was no sanity check on building ships, troops, and stations without carefully setting the empire wide limits in the policy planner and knowing some of the meta of it. Meaning you'd get a fleet that would bankrupt you or stifle expansion if you left it on.

Aside from that, if luxury resources are still a thing then make sure you have the necessary waystations (A simple station designed to refuel trade ships so they can travel further can help with this.) to ensure that trade can occur for as many ships as possible. You don't want only the larger/more successful ships that have upgraded ferrying economy and happiness (Which can = more taxes) boosting resources.

Don't forget the fuel to support it too. Since if you lack the fuel you'll run into the problem where your economy ships scale down their travel distance and speed accordingly but won't ever indicate it unless you pay close attention.

Aside from that, there's also the dreaded throughput issue. If you have large numbers of ships bottlenecked at a space port then you need either more docking bays or you want to research the techs that let cargo get transferred quicker, assuming they still exist. In fact, researching techs that help with throughput is pretty much essential for an efficient mid game, and absolutely vital in the late game. You can tell this by looking at a planet.

The easy way to tell if there's a throughput issue is to look at your heavily traveled spaceports. If there's no upgrades going on at the spaceport orbiting it and there's a bunch of ships idling around it with cargo/periodically going into the station then you either have a bottlenecking issue restricting trade or you have an issue with your solar collectors not being sufficient. The latter situation meaning you're needlessly eating up fuel (Not likely unless you're customizing ships or running a mod, but it can happen in DW1 so it's possible for it to happen in DW2.) while holding up a free slot to refuel.

Archonex fucked around with this message at 23:06 on Mar 19, 2022

Ardryn
Oct 27, 2007

Rolling around at the speed of sound.


Azhais posted:

My limited experience so far says "research new ship techs so your civilians are forced to pay you to refit constantly"

This is when you want a good cash injection, but as the post above mentions, the other thing is basically turning the automation for building troops and ships to suggest and not execute, colony buildings can also add up fast as each one usually has a 10k mantainance price tag.

Peanut Butler
Jul 25, 2003



Archonex posted:

Aside from that, if resources are still a thing then make sure you have the necessary waystations (A simple station designed to refuel trade ships so they can travel further can help with this.) to ensure that trade can occur for as many ships as possible. You don't want only the larger ships ferrying economy and happiness (Which can = more taxes) boosting resources.

DW1 player here, back in the game after almost a decade away- I remember doing this but can't remember how, exactly, to get a station set to maintain large Caslon stocks. So I've been designing an alternate gas mining station with extra docking bays, and using Caslon sources as waystations

is it as simple as, 'put enough cargo bays in there that it can be full of the kitchen sink but also have enough fuel'?

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Ardryn posted:

This is when you want a good cash injection, but as the post above mentions, the other thing is basically turning the automation for building troops and ships to suggest and not execute, colony buildings can also add up fast as each one usually has a 10k mantainance price tag.

Yeah, if it's like DW1 you always want to have the AI suggest building ships and troops and not fully automate it. It will go hog wild and just gently caress you over, forcing you to waste time decommissioning them to recoup a fraction of the costs. In fact, as your economy increases it will increase the number of ships it wants, meaning it's literally seemingly impossible to satisfy the AI automation that handles constructing ships.

In addition to that, the ship auto build isn't necessarily even that optimized too, since it doesn't necessarily account for things like "I need lots of ships running escort for my merchant ships to avoid them being intercepted and pirated." since the ship auto build is set primarily off of your fleet composition settings rather than the practical needs of what's going on in game.

I'm assuming DW2 still has the menu screen where it shows you your number of ships you have and the number of it suggests? If so there's an easy fix for the lack of automation as well.

If so, you really don't need to have ship automation on at all and just leave it to suggesting since you can just open up that menu and tell your empire to build ____ number of ships. All of the stuff you want is right there and streamlined so the ship automation AI is more useful for situations where you're juggling a dozen things at once and don't want to worry about replacing losses. If you use that menu to commission ship construction then the ships themselves will have their construction spread out across spaceports that can build them in your empire, with them linking up into fleets/doing their jobs otherwise so long as ship AI is toggled on.


Peanut Butler posted:

DW1 player here, back in the game after almost a decade away- I remember doing this but can't remember how, exactly, to get a station set to maintain large Caslon stocks. So I've been designing an alternate gas mining station with extra docking bays, and using Caslon sources as waystations

is it as simple as, 'put enough cargo bays in there that it can be full of the kitchen sink but also have enough fuel'?

Generally speaking, it depends on a few things. If you have enough trade ships supplying fuel you only need the requisite cargo bays. I don't recall if you can ban cargo from going through a certain facility or not (I think you might? You have to click the cargo or something like that in the cargo hold. Though don't consider this true by default. I usually design my empires to be fairly redundant in terms of their supply network, so I never bothered with that. Plus, more cargo space for other resources means more of a reserve for a shortage, which is good from my perspective.), but having an economy that isn't getting pirated basically solves this.

One surefire way around the issue is to set up refueling facilities at places that can mine the gas themselves. Since the gas mining operation is constant the vast majority of cargo will be the fuel itself. As a result, the station is effectively self supplying (and a luxurious target for pirates that want to bolster their own supplies, so some guns on it would be useful too) and can naturally shift it's supply out to other nearby refueling points so long as they can be reached. So long as it isn't a heavily traveled network even low percentage of resources works.

As a bonus, that method also gives you an overstock of a given fuel, meaning that it's next to impossible to gently caress over your movement unless you get throughput issues holding up refueling or piracy/attacks on your space oil rigs supply/refuel stations supplying less fortunately placed ones.

The downside to this is the same downside that upgrading to a new engine type presents. Namely that all those mining stations that double as refueling sites will become obsolete without something else going for them once you unlock more efficient fuels/engines. Meaning unless you've got a big tourist setup you've not only got to have the fuel stockpile set up ahead of time to support a change over without massive stalls/keeping the expenses up, but also the cash reserve to update your fuel network.

Archonex fucked around with this message at 23:30 on Mar 19, 2022

Caconym
Feb 12, 2013

Ardryn posted:

This is when you want a good cash injection, but as the post above mentions, the other thing is basically turning the automation for building troops and ships to suggest and not execute, colony buildings can also add up fast as each one usually has a 10k mantainance price tag.

Yeah, the administration buildings could definitely do with some indication on whether their development bonus and corruption reduction is sufficient to offset their maintenance. It's rather opaque at the moment, so I hope the advisor suggestions means it's worth it.

Also the trade AI seems somewhat better than in 1, but there's still an issue with priorities. One of my colonies, quite close to my homeworld, is lacking a few resources to build its own starbase, I have large stockpiles of the resources available and heaps of fuel, and the planet is demanding them, but it's taking forever to get there. Been stuck on lacking the same three materials for years.

Also also no medium freighters seems to be getting built even though I have an active design for them. But I just got medium starbases, maybe they get ordered based on those existing. :shrug:

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Caconym posted:

Also the trade AI seems somewhat better than in 1, but there's still an issue with priorities. One of my colonies, quite close to my homeworld, is lacking a few resources to build its own starbase, I have large stockpiles of the resources available and heaps of fuel, and the planet is demanding them, but it's taking forever to get there. Been stuck on lacking the same three materials for years.

That's sounds like a supply issue, if it isn't a bug. I had that issue in DW1 and it usually meant all the resources were getting eaten up elsewhere.

quote:

Also also no medium freighters seems to be getting built even though I have an active design for them. But I just got medium starbases, maybe they get ordered based on those existing. :shrug:

That definitely sounds like a bug. How much money does your private economy have though?


Edit: This economy chat also reminds me of the golden standard in the old DW1 thread someone figured out. If you want to roll in money you make sure you only build mining facilities on planets and asteroids (Which have high resource concentrations often, but are harder to notice.) with something like 120%-150%+ total resources on them. Since that's a guaranteed net positive for income. Anything below a certain point effectively acts as a drain on the economy due to maintenance (custom stations might not apply) costs.

What's more, I don't know if anyone else in the thread noticed it but with how it worked in DW1 getting a free trade treaty also effectively meant your massive overstock could straight up parasitize other economies during times of resource shortages on their part. Especially if you were a sneaky shithead and made extra stations with the oodles of wealth that were designed solely as warehouses to store cargo beforehand. Your merchants would, assuming travel was possible, go to the other country and basically use the surplus to steal their private economy money and bring it back to yours. And since you had so much of an excess you wouldn't even notice the loss of resources even occurred without carefully watching the warehouses.

The exception to this trick being the refueling capable mining stations I mentioned above sometimes, since the utility isn't really measured outside of simple maintenance costs. Instead you have to consider if it eases travel difficulties instead.

Archonex fucked around with this message at 23:39 on Mar 19, 2022

MrTargetPractice
Mar 17, 2004

Beefeater1980 posted:

DW2 owns.

I especially like the way the ships move. The roll and turn. I think the art direction must be very good, because something about it just looks way better to me than fights in Stellaris despite the latter generally having very high quality art.

I had my fleet take on a Hive Carrier (big ship) and it gave me a chill to see them advancing on it in echelon with the incoming fire just kind of drifting closer and closer to the lead ship. Also some cool shots like watching the fleet from the side, outlined against the star.

I'm glad you like how things turned out. I'm actually one of the artists on this game. There are things I wish i had more time to work on but even with that I'm really proud of the work we did.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

MrTargetPractice posted:

I'm glad you like how things turned out. I'm actually one of the artists on this game. There are things I wish i had more time to work on but even with that I'm really proud of the work we did.
Oh neat! I also really like the ships, very distinct designs for the two empires I've played. I do have one strongly felt UX suggestion: A nice border or something on the main menu buttons would go a long way, they're the first thing players see on starting the game and the single pixel width bordered rectangles made me a little nervous about what I was letting myself in for. The actual in-game menus and buttons look much nicer! (though the ship designer screen looks a UI iteration behind the rest of the game)

Splicer fucked around with this message at 03:36 on Mar 20, 2022

MrTargetPractice
Mar 17, 2004

Splicer posted:

Oh neat! I also really like the ships, very distinct designs for the two empires I've played. I do have one strongly felt UX suggestion: A nice border or something on the main menu buttons would go a long way, they're the first thing players see on starting the game and the single pixel width bordered rectangles made me a little nervous about what I was letting myself in for. The actual in-game menus and buttons look much nicer! (though the ship designer screen looks a UI iteration behind the rest of the game)

I didn't do any of the UX stuff but we are 100% open to suggestions and feedback. They added the different UI colors at my suggestion. Well at least I mentioned it before it was in the game so I'm not sure it was added because of me or they aren't had it planned. The best place to post them would be the official forums as of right now the main devs are super busy working on post release support stuff so aren't actively looking in other places right now. I did see a post from Elliot a while back in here though.

Hello Elliot!

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Wait the Elliot post was real? Lmfao I just thought it was someone making a crack about the delivery of that statement

E: Also your game looks good in the visual way good job

MrTargetPractice
Mar 17, 2004

Psycho Landlord posted:

Wait the Elliot post was real? Lmfao I just thought it was someone making a crack about the delivery of that statement

E: Also your game looks good in the visual way good job

Well I guess I don't actually know for sure. But Elliot is the name of the lead dev.

Jel Shaker
Apr 19, 2003

i’m really enjoying DW2 so far, admittedly it crashes a fair bit but does load back up quickly even on my old laptop

i know it’s not really fair to denigrate other games but stelaris to me just feels sterile whereas DW2 already has a bit of a personality

Sankis
Mar 8, 2004

But I remember the fella who told me. Big lad. Arms as thick as oak trees, a stunning collection of scars, nice eye patch. A REAL therapist he was. Er wait. Maybe it was rapist?


Stellaris feels like its constantly a patch or expansion away from being good and feeling like a fulfilling experience but then that patch or expansion comes and hmm maybe the next one will make it good.

It's fine, imo, but constantly feels like it's missing something. The early game in particular is pretty enjoyable.

sebmojo
Oct 23, 2010


Legit Cyberpunk









Psycho Landlord posted:

Wait the Elliot post was real? Lmfao I just thought it was someone making a crack about the delivery of that statement

E: Also your game looks good in the visual way good job

Yeah everyone just sailed right past him lol

Jel Shaker
Apr 19, 2003

Sankis posted:

Stellaris feels like its constantly a patch or expansion away from being good and feeling like a fulfilling experience but then that patch or expansion comes and hmm maybe the next one will make it good.

It's fine, imo, but constantly feels like it's missing something. The early game in particular is pretty enjoyable.

yeah the age of discovery is fun and i do enjoy the events but the meat and potatoes of a space opera battle between warring galactic empires just feels lacking

not even finished a game of DW2 though, just starting to find enemy empires so hopefully things will be different

fuf
Sep 12, 2004

haha

Sankis posted:

The early game in particular is pretty enjoyable.

Jel Shaker posted:

yeah the age of discovery is fun and i do enjoy the events

I have swung around to feeling the opposite of this actually

With the anomalies, event chains, research projects, and now archaeological digs and espionage chains, there are just SO MANY popups. You read a few and it's like yeeeah ok that's kind of cool I guess, but after instance #371 of "it looks like an ancient race tried to do something hubristic and it went wrong!" then I'm just clicking through them as fast as I can and it's pretty tedious. Especially when the result is just like "+1 science on [star]".

Maybe it's just me but I think Stellaris has this thing where the density of content and the procedurally generated species makes everything feel homogeneous instead of diverse.



Anyway I'm looking forward to trying another DW2 game with everything initially on manual as suggested by this thread. The one thing I didn't pay any attention to really is planet management. You can change the tax level and pick how many defensive armies to build - is that pretty much it? I guess I'm trying to increase the growth rate and the development rate - is it mostly just about trying to get as many luxury resources to the planet as possible?

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Moonshine Rhyme posted:

How can you keep a positive cash flow in distant worlds 2? It feels like it's not possible due to how much you need to spend on fleets and troops, and you're limited options to actually increase finances.

Always turn off troop automation at the start. AI builds too many troops and it's not like your homeworld is going to get invaded when you haven't even met other empires yet, let alone gotten into a war.

Military ships cost upkeep. Early game military ships have very little to shoot at. Also they suck rear end at shooting at anything and you need a fuckton of them to do anything. So just don't build any and save the upkeep. Pay off any pirates and avoid monsters for now. It's cheaper. Once you've developed ships worth a drat you can genocide all these assholes.

Build mining stations at literally every new luxury product your scouts find (sidenote: build a lot of scouts, like 15 or 20 at least). Your civvies will buy freighters from you and then transport those luxury products to your homeworld causing development and happiness to go up which means your population will bear more taxes. Don't forget to increase taxes.

Fresh colonies on empty planets cost boatloads of money, like 5K upkeep for years. Start with colonizing independent planets. Do this by getting friendly with them by giving them money (always give the biggest possible gift of around 37K), signing better trade treaties. By the time you sign a free trade agreement they probably ask to join you. This is when you send in the colony ship. Maybe send another gift just before it arrives to make sure their chances of joining you stay high. A second planet means your civvies now have double the destinations for every single luxury product they are transporting. They will order so many freighters. Prioritize doing this with the highest population independent planets first, though obviously friendly races take priority over assholes.

Get better civ ships + transport modules so your civvies can order passenger ships to ship dudes between worlds. They will order a good bunch.

Also get resort stations + recreation module and build a couple in high +scenery locations, preferably not too far away from your populated planets. Civvies will buy more passenger ships to move tourists around and tourists will pay you money to be tourists.

Also once trade starts, research commercial module and put it on your stations for a bit extra.

Only once you have a bunch of nice high pop planets from doing this, all of them supplied with all your luxury resources you will have the kind of tax base that can easily absorb fresh colonizations.

If you have left the budget automated, make sure you check in on how much you are spending on colony development and research boosting. Basically those two numbers + your displayed positive cash flow is your actual positive cash flow. In that, you will automatically cut back on those colony development and research boost investments before your cash flow goes negative. With automation this means your actual net positive cash flow is usually x3 the displayed one. So if you are at say, +5000, you can easily colonize a fresh planet and you'll go back to say +3500 instead of 0.

At this point you have a firm economic basis and you can do whatever you want.

Orange Devil fucked around with this message at 12:02 on Mar 20, 2022

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Archonex posted:

I mean, DW was popular at the time because of this. They even got a free pass on doing the same DLC release strategy (One expansion was literally about pirates. Another had carriers. Both of which are mainstays of the genre.) simply because of how insanely complex the base game was when compared to your average 4x.
This is another case of where Stellaris' DLC falls down, because it's not coherent. A self contained "It's Pirates" DLC that adds pirates is very different to [long pause] so I spent a while pulling the weird "wrong DLC" ascension perks, civics, megastructures, and what have you and it's all Megacorp. Megacorp is a goddamned mess and needs to have half of itself dumped into Utopia or the base game and replaced with actual Megacorp things.

fuf posted:

I have swung around to feeling the opposite of this actually

With the anomalies, event chains, research projects, and now archaeological digs and espionage chains, there are just SO MANY popups. You read a few and it's like yeeeah ok that's kind of cool I guess, but after instance #371 of "it looks like an ancient race tried to do something hubristic and it went wrong!" then I'm just clicking through them as fast as I can and it's pretty tedious. Especially when the result is just like "+1 science on [star]".

Maybe it's just me but I think Stellaris has this thing where the density of content and the procedurally generated species makes everything feel homogeneous instead of diverse.
The anomaly system seems to be paced around you running two science ships max and pretty much the entire rest of the game is pushing you to run 4+. Game desperately needs to halve/third/whatever the anomaly find rate and introduce a second and third scanning wave. Also ditch the anomaly find rate chance boosters but that's a whole other kettle of aquatics.

The weirdest thing about the empire generation is the game has a bunch of preset empires and you get a couple more with each DLC, and you can set your own user created species to never spawn (so basically player only), always spawn (so random species only start being generated when you run out of guys), or sometimes spawn (They have a chance to be picked instead of spawning a random empire, and possibly when pulling an "always spawn" I'm not sure).

So logically you'd think either:
A) The default guys are supposed to be a set of familiar faces, so they're initially set to always spawn until you start disabling them because you've built your own roster of familiar faces and/or want to steal their portrait for a custom race.
or
B) The default guys are just some example races for you to grab and dive into the game and the intent is for you to be fighting user-made or randomly generated empires, so they're initially set to never spawn unless you decide you want to fight the guys you played as last time or something.

Except the answer is C) Nobody knows what they're for so they're set to "sometimes spawn" and you cannot change that without modding, so they show up enough that certain portraits feel way more overplayed and overused than others but not enough that you recognise them as that specific empire and form any kind of attachment. Just an absolutely baffling setup that reeks of compromise by committee.

e: Also the game has been out 6 years and there's still no "I liked these guys, save them for me thanks" button.

Splicer fucked around with this message at 12:32 on Mar 20, 2022

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Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Orange Devil posted:


Military ships cost upkeep. Early game military ships have very little to shoot at. Also they suck rear end at shooting at anything and you need a fuckton of them to do anything. So just don't build any and save the upkeep. Pay off any pirates and avoid monsters for now. It's cheaper. Once you've developed ships worth a drat you can genocide all these assholes.



This reminds me, I build some early game escorts, but they're standard designs with plasma torpedos and energy bombs. As the latter are AOE, I foresee a huge military disaster in the future if I don't refit them to something less prone to accidentally blow up the ships they're supposed to protect. :shepface:

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