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vyelkin
Jan 2, 2011
I sometimes wish the devs were a little less committed to accuracy and realism. Like it is very annoying that the ISS and Tiangong orbits even exist simply because the ISS and Tiangong don't follow the optimized paths they decided on for LEO-1. Even if you destroy both stations, the orbits stay there forever and alien ships will do annoying stuff like fly into the empty Tiangong orbit, requiring my fleet to leave LEO-1 to go chase them, and by the time I arrive they've flown off on some other trajectory that means my fleet can't intercept them anymore. Just put the ISS and Tiangong in LEO-1 at the start of the game!

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BattleMaster
Aug 14, 2000

vyelkin posted:

I sometimes wish the devs were a little less committed to accuracy and realism. Like it is very annoying that the ISS and Tiangong orbits even exist simply because the ISS and Tiangong don't follow the optimized paths they decided on for LEO-1. Even if you destroy both stations, the orbits stay there forever and alien ships will do annoying stuff like fly into the empty Tiangong orbit, requiring my fleet to leave LEO-1 to go chase them, and by the time I arrive they've flown off on some other trajectory that means my fleet can't intercept them anymore. Just put the ISS and Tiangong in LEO-1 at the start of the game!

Yeah that bugs me too. It costs more delta-v and time to chase down poo poo that goes into the special snowflake orbit!

GreenMarine
Apr 25, 2009

Switchblade Switcharoo
If you build several hospitals, you can get negative boost. Then you can't decommission the hospitals, because the evacuation requires boost...

SettingSun
Aug 10, 2013

Can’t you turn off the power so the hab gets disabled and stops sucking all the boost?

GreenMarine
Apr 25, 2009

Switchblade Switcharoo

SettingSun posted:

Can’t you turn off the power so the hab gets disabled and stops sucking all the boost?

Ah thanks, that works. I didn't see the shutdown button until now. 70 hours of play. That helps!

Warmachine
Jan 30, 2012



New build on validation. Still appreciate that whoever writes these calls out vague and unhelpful developer comments, as someone who deals with vague and unhelpful comments on the daily.

Validation build patch posted:

0.3.28
NOTE: Steam says is a 1.9 GB download.

Gameplay
- you now can't steal projects you don't have the project prereqs for. Was causing too much weirdness
- completing a project will now limit unlock rolls to projects it is a prereq for. this will get noticed
- a nation will restore it's original capital region once that region is liberated. this will also get noticed. Added restoreCapitalOnLiberation flag to TIGlobalConfig to allow people to turn this off and do those wacky ubernations they do so enjoy
- Fleets can abort transfers during the "loiter" phase prior to launch (if they have one). Feature request #2099.
- Fleets can abort all transfers immediately if the game remains paused

AI
- Start work on AI fleet aggressiveness issues. This isn't done yet.
- AI will only build fleets for one invade earth and one transport councilor goal at a time
- AI will generally calculate lower needed strength to transport councilors with their fleets

UI
Combat Control Update
1) Combat controls now use absolute positions rather than relative positions
2) Updated ship waypoint input handling to give finer trajectory control
3) Added a third dimension of waypoint position handling. Players can now adjust waypoints in all three planes (XY, YZ, XZ)
4) Adjusted Combat Burn Input Hotkey to "R" and added Lateral Plane Control (XY plane) Hotkey as "E"
5) Zoom In and Out Default Hotkeys Changed to: Zoom in "T", Zoom out "B"
- Added tooltips explaining ISRU effect on mining events #2811
- Updated animation arrow -- terrible patch note Francois, there's only like 9,000 arrows animating in the game, but I happen to know it's the arrows that highlight an important button new players often miss, like confirm a mission or operation

Bugfixes
- Bugfix #2792. Prevents the CTD after combat that was plaguing everyone. A destroyed fleet wasn't being completely deleted, now it is.
- Bugfix #2103: Fixed NREs when reporting aborted transfers where part of the fleet could complete the original transfer, but the remainder would crash / leave the solar system, so the entire fleet performed an emergency burn. Also fixed a bug reporting the destination of enemy fleets when that destination is the void between the stars or the depths of a gas giant at high velocity.
- Fix for 2794 - Fixed Crash in Fleet screen when fleet is bombarding a destroyed army
- add missing West African Community strings
- Adjust how lagrange points initialize to fix a (strange) reported crash when there are competing gameobject IDs, will use gameobjectlink first if available to find barycenter and secondary object. might even shave a few ms off load times, too.
- Improvements in alien mining technology mean they no longer suffer from Dry Hole events #2811
- Attempted fix for org stars not showing on Linux
- fix CTD when AI is shuffling orgs (TransferOrgsFromPool)
- Bugfix #2809: MasterTransferPlanner.GetTrajectoryModelsForConditions() would sometimes fail if a fleet mid-transfer was trying to intercept another fleet mid-transfer.
- Missile and ASAT test events require nation to be faction-controlled
= bugfix #2821: Fixed a bug in EmergencyBurnPlanner that would report that an abandoned fleet was going to crash instead of leave the solar system -- caused a crash. Also added a safety to protect against fleets destroyed in combat reporting that they need to abort their transfer due to all of their no ships lacking the DV to complete it.
- Bugfix #2824: preventing crash when a transfer has a null destination, which happens when the "destination" is another transfer.
- Save repair for old saves with bad decommissioned modules still in faction queue, removed tooltip destruction logging
- Fix for 2757 - Fixed rare Crash when rename button in fleetscreen UI is somehow clicked when fleetscreen is not open.
- fix crash when alien nation declares war in the same tick it is destroyed
- fix crash when hell I don't know what caused it, it's #2637, one of those bugs that you hit and wonder how the game didn't crash every session because of it
- fix missing prereq for heavy pulsed propulsion
- fix automated kits not satisfying "colony ship" role requirements
- finder list items given more unique names to avoid GameObject.Find errors
- Localization Fix for grave character in Exodus victory quote
- Fix for 2664 - Prevent player from being able to view AI ship designs when trying to refit a stolen ship from another faction. Save repair for this issue.
- TISpaceShipTemplate.CanDeleteDesign : check all shipyards for design, not just designFaction's
- fixed DisbandFleet bugs related to landed fleets getting drawn into combats in orbit
- added logging / save fixing code for fleets not being recorded as belonging to their faction, related to DisbandFleet bug
- moons of asteroids, centaurs, and KBOs will now be recorded in list of objects in those categories
- removed some duplicate bilateral entries, gave Pan Asian Cooperative claim on western siberia
- fix some duplicate councilor appearance entries, should unlock two new councilor appearances
- AIEvaluators.SystemFleetStrengths : ArgumentNullException bugfix. Issue #2841
- Fixed issue with fleetwide AI revoke control button
- fix crash in servants ending #2834 (bug in logging)
- Exodus can't build Deep Space Telescope until related objective is unlocked
- Bugfix #2832. Fixed a bug in ad hoc orbits that could cause a crash when asking it what fleets are in orbit.

Performance
- Enabled Texture Streaming for ships, some planets and geoscape armies. This should reduce VRAM usage and increase stability. Unfortunately this may cause the update to be a large download.

BattleMaster
Aug 14, 2000

Alien holes no longer dry

Is there a formal feature request method? I'd like to request that mods support namelist csvs. I gave it a try and they don't.

Warmachine
Jan 30, 2012



BattleMaster posted:

Alien holes no longer dry

Is there a formal feature request method? I'd like to request that mods support namelist csvs. I gave it a try and they don't.

There's a feature request "forum" on the discord, but I have zero idea what the actual method is.

vyelkin
Jan 2, 2011

Warmachine posted:

- fix crash when hell I don't know what caused it, it's #2637, one of those bugs that you hit and wonder how the game didn't crash every session because of it

this is a good one

Warmachine
Jan 30, 2012



Seems like their change to how tech rolls work broke something. I've got a feeling I won't be seeing T3 hab modules until .29.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

vyelkin posted:

I sometimes wish the devs were a little less committed to accuracy and realism. Like it is very annoying that the ISS and Tiangong orbits even exist simply because the ISS and Tiangong don't follow the optimized paths they decided on for LEO-1. Even if you destroy both stations, the orbits stay there forever and alien ships will do annoying stuff like fly into the empty Tiangong orbit, requiring my fleet to leave LEO-1 to go chase them, and by the time I arrive they've flown off on some other trajectory that means my fleet can't intercept them anymore. Just put the ISS and Tiangong in LEO-1 at the start of the game!

both stations were secret plots by advance waves of alien infiltrators to make Terra vulnerable :tinfoil:

and also in the game

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.

vyelkin posted:

this is a good one

Do they have an issue tracker somewhere because I really want to know what the bug was now because it sounds amazing.

crime weed
Nov 9, 2009

Rynoto posted:

Do they have an issue tracker somewhere because I really want to know what the bug was now because it sounds amazing.
from their discord:


https://cdn.discordapp.com/attachments/1026061908081643541/1026061908584976394/CombatAutosave.gz

Supaflywallace
Jan 3, 2020
I'm never building warships. Every time I think of design, I start researching a new coil gun or laser and want to put that on the ships instead.

Also someone tell the Aliens that space hotels aren't worth sending an armada to destroy. Though the PR for these hotels must be spectacular "come to the 33rd attempt at a Hotel in orbit of earth!"

BattleMaster
Aug 14, 2000

This game I had aliens come to my hotels, take a look, and leave. But the third one I tried to build was destroyed as soon as I started work on it. I was only able to make a third one after purging them from Earth orbit.

SettingSun
Aug 10, 2013

Supaflywallace posted:

I'm never building warships. Every time I think of design, I start researching a new coil gun or laser and want to put that on the ships instead.

Also someone tell the Aliens that space hotels aren't worth sending an armada to destroy. Though the PR for these hotels must be spectacular "come to the 33rd attempt at a Hotel in orbit of earth!"

You can retrofit ships with new parts! Just make 'em. Retrofitting is faster than making them new.

BattleMaster
Aug 14, 2000

Is it just me or does refitting a ship discard the fuel already in the ship?

Bremen
Jul 20, 2006

Our God..... is an awesome God

Supaflywallace posted:

I'm never building warships. Every time I think of design, I start researching a new coil gun or laser and want to put that on the ships instead.

Also someone tell the Aliens that space hotels aren't worth sending an armada to destroy. Though the PR for these hotels must be spectacular "come to the 33rd attempt at a Hotel in orbit of earth!"

My first game I didn't realize you could fly under the alien's radar for so long and ended up in a slow grinding war with them for most of the game.

My second game I was going to lay low and decided to go for fusion drives off the bat. I looked and saw a cheap tech called Inertial Confinement Fission and decided to grab it, then found out that the Inertial confinement fusion reactor and engine are actually super lategame and there's like a billion other prerequisites, the tech called Inertial Confinement Fusion is just really cheap and early in the tree compared to all the other requirements for some reason. So it's 2033, I have taken China, India, the EU, and Eurasian Union, get 6k RP a month, and I have yet to build a ship despite having tons of research done because I have yet to unlock a single engine and I'm all suck cost fallacy on it and refusing to go back and grab NERVAs or something.

Dorstein
Dec 8, 2000
GIP VSO
I want debris clouds and maybe special garbage-man ships for recovering them or cleaning them up. Would also be a fun Kessler syndrome mechanic.

So annoying to have both sides leave a big fight and get no exotic salvage.

vyelkin
Jan 2, 2011

Dorstein posted:

I want debris clouds and maybe special garbage-man ships for recovering them or cleaning them up. Would also be a fun Kessler syndrome mechanic.

So annoying to have both sides leave a big fight and get no exotic salvage.

Destroy an entire alien fleet and station, something like 15 ships all together, but there was one corvette that just ran away so you get no salvage.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Eh, i've been dueling the aliens for years by 3035,

12 missile spam monitors can knock out even a mothership by overwhelming the point defense and chipping through the armor until the ship breaks

SettingSun
Aug 10, 2013

vyelkin posted:

Destroy an entire alien fleet and station, something like 15 ships all together, but there was one corvette that just ran away so you get no salvage.

I hope they change this. It's really annoying!

MagicBoots
Mar 29, 2010

How about we pump the atmosphere full of methane?
You put me on Cargo handling optimization?! I am the premier defense specialist in the entirety of the UN!
Don't you dare pull my funding!
You can't cut back on funding!
You will regret this!

Kitchner posted:

Nope can't declare war because they aren't near a coast lol

By this games logic the war in Afghanistan was impossible.

This is from a few pages ago but..what? You can declare war on anyone who is a rival. Also make sure the allies you want to bring in are at least neutral or they won't join your war. Found this out the hard way when I tired to invade the EU with the Eurasian Union and the US didn't join. Oups.

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.

Cheers and yeah that definitely warrants that patch note.

vyelkin
Jan 2, 2011

MagicBoots posted:

This is from a few pages ago but..what? You can declare war on anyone who is a rival. Also make sure the allies you want to bring in are at least neutral or they won't join your war. Found this out the hard way when I tired to invade the EU with the Eurasian Union and the US didn't join. Oups.

Despite being rivals, I wasn't able to have Australia declare war on the Pacific States because the game told me you can only declare war if your armies can reach the other country, either by land movement or having a navy.

BattleMaster
Aug 14, 2000

Bremen posted:

My first game I didn't realize you could fly under the alien's radar for so long and ended up in a slow grinding war with them for most of the game.

My second game I was going to lay low and decided to go for fusion drives off the bat. I looked and saw a cheap tech called Inertial Confinement Fission and decided to grab it, then found out that the Inertial confinement fusion reactor and engine are actually super lategame and there's like a billion other prerequisites, the tech called Inertial Confinement Fusion is just really cheap and early in the tree compared to all the other requirements for some reason. So it's 2033, I have taken China, India, the EU, and Eurasian Union, get 6k RP a month, and I have yet to build a ship despite having tons of research done because I have yet to unlock a single engine and I'm all suck cost fallacy on it and refusing to go back and grab NERVAs or something.

This current game I'm playing, Resistance on Veteran difficulty, I had Triton Reflex drives by 2037 even though the world was massively hosed by the AI going global thermonuclear warfare. 10 years later I'm still using them because they're such a great deal as far as research cost goes.

Magil Zeal
Nov 24, 2008

vyelkin posted:

I've done this too, it's also a good way to burn the limited dV of mothership fleets because flying around extreme earth orbit isn't cheap. I build mine as a station with a single solar collector and single tourist berth though, and then have fun imagining the marketing campaign that somehow keeps attracting rich tourists to these space stations even after the last 20 were all blown up by aliens.

This definitely works. A mothership just pulled up to dock with one of my EEO stations, then left without even bothering to destroy it because over half of its dV was gone. Either that or my hate burned down in the time it took to get here.

Dorstein
Dec 8, 2000
GIP VSO
Like whale-watching on a raft of fresh meat.

Warmachine
Jan 30, 2012



BattleMaster posted:

This current game I'm playing, Resistance on Veteran difficulty, I had Triton Reflex drives by 2037 even though the world was massively hosed by the AI going global thermonuclear warfare. 10 years later I'm still using them because they're such a great deal as far as research cost goes.

I feel like they're just a bit too heavy and sluggish. Do they get better once you research the higher level Mirror reactors?

BattleMaster
Aug 14, 2000

Warmachine posted:

I feel like they're just a bit too heavy and sluggish. Do they get better once you research the higher level Mirror reactors?

I don't exactly maneuver in combat so I'm not sure if it meets your requirements. The fact that it is an easily-attainable way to get a ton of delta-v was the draw for me.

The Mirror Cell Fusion Reactor II with six Triton Reflex Drives and a Tin Droplet Radiator has a radiator mass of 1.7k tons (costing 172.7 base metal) with acceleration in the 1-2 mg range for larger ships and a turning rate of around 0.5 deg/sec^2. I'm sure that doesn't knock anyone's socks off but it attains a 1k kps delta-v with under 100 tanks of water which is fine by me. But I also defend the Firefly Torch so.

BattleMaster fucked around with this message at 06:11 on Oct 24, 2022

Grognan
Jan 23, 2007

by Fluffdaddy
man it feels like you want way more agility, 5 millgee is slow as hell

Keisari
May 24, 2011

Take into account that you need thrust to do optimal burns, if your thrust is poo poo you will use a LOT more delta v when maneuvering.

Avasculous
Aug 30, 2008

vyelkin posted:

I sometimes wish the devs were a little less committed to accuracy and realism.

On that note: is there any way to prevent an AI country from nuking its own capitol every time you get close to conquering it? I feel like around the second or third time they do that in a year, the citizens who are not ash might start to have a problem with it.

BattleMaster
Aug 14, 2000

Grognan posted:

man it feels like you want way more agility, 5 millgee is slow as hell

Combat acceleration does not matter to me, also the combat acceleration is more like 100 mg

Keisari posted:

Take into account that you need thrust to do optimal burns, if your thrust is poo poo you will use a LOT more delta v when maneuvering.

I don't have trouble with running out of delta-v

edit: like theory craft all you want but this particular configuration is not particularly deficient in practice. Would I want better acceleration? Yes. Am I desperate for better acceleration? No, so I'm spending the research time on more urgent poo poo

BattleMaster fucked around with this message at 07:03 on Oct 24, 2022

Magil Zeal
Nov 24, 2008

Avasculous posted:

On that note: is there any way to prevent an AI country from nuking its own capitol every time you get close to conquering it? I feel like around the second or third time they do that in a year, the citizens who are not ash might start to have a problem with it.

This is generally why you do not want to engage a nation with a nuclear stockpile in conventional warfare. Using nukes does drop public opinion, but you can't really stop it from happening.

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.
Even if you can't hold the nation long term it's a good idea to take control for a bit and disarm nukes just in case servants or HF get ahold of them.

Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.
I've reached a point in the game where the aliens seem to be really passive, I don't know if they are waiting for something or if I actually have them in some sort of deadlock.

If they land armies on earth, me (resistance) and the protectorate, invade immediately and take them out. 3/3 invasions so far. Didn't need nukes... yet.

The aliens mostly seem content to leave my orbital infrastructure alone. If I build *new* bases in earth-luna, they will get blown up, but the aliens are ignoring my existing stations. I have a couple of the "conceal your strength from the aliens" techs and my MC is about 120.

I have one very large but poorly designed fleet in LEO. Badly designed because it doesn't have the dV to actually be effective even in earth orbit. If I have to transfer to one of the *special* orbits like for the ISS (which the aliens love to hide their fleets in) I don't have the dV to get home. Bad design.

But! When I do engage their fleets with my fleets, they run away, even if they have me outnumbered.

Back on earth, I'd estimate that about 30% of the planet is covered in laser arrays. Every month that goes by, the aliens have fewer places to land. Meanwhile, the protectorate is doing me a solid by invading every country the servants control, which at this point is a bunch of sad, overexploited developing nations that have been through the spoils-mill too many times to be useful for anything.

Climate change is... uh, really bad too, cranking past +4C right now and a lot of countries just can't take it. Cuba has no one living there anymore except, presumably, some launch facility crews in air-conditioned bunkers.

I did abuse the layered defense array auto-resolve bug a few times, which I feel kinda guilty about, but even then, the aliens only ever seem to blow up the defense array and leave the rest of the station intact. Like I said, the aliens have been weirdly restrained for the past few years and I'm not sure what's up with them.

Supaflywallace
Jan 3, 2020
Am I wasting resources investing in Space defence grids? Trying to cover the EU to save it from nukes and bombardment.

Horsebanger
Jun 25, 2009

Steering wheel! Hey! Steering wheel! Someone tell him to give it to me!

Supaflywallace posted:

Am I wasting resources investing in Space defence grids? Trying to cover the EU to save it from nukes and bombardment.

No IMO. Especially if the Alien Nation has nukes. When the Alien Motherships are parked in orbit it will shield against bombardment.

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BattleMaster
Aug 14, 2000

Comte de Saint-Germain posted:

I've reached a point in the game where the aliens seem to be really passive, I don't know if they are waiting for something or if I actually have them in some sort of deadlock.

If they land armies on earth, me (resistance) and the protectorate, invade immediately and take them out. 3/3 invasions so far. Didn't need nukes... yet.

The aliens mostly seem content to leave my orbital infrastructure alone. If I build *new* bases in earth-luna, they will get blown up, but the aliens are ignoring my existing stations. I have a couple of the "conceal your strength from the aliens" techs and my MC is about 120.

I have one very large but poorly designed fleet in LEO. Badly designed because it doesn't have the dV to actually be effective even in earth orbit. If I have to transfer to one of the *special* orbits like for the ISS (which the aliens love to hide their fleets in) I don't have the dV to get home. Bad design.

But! When I do engage their fleets with my fleets, they run away, even if they have me outnumbered.

Back on earth, I'd estimate that about 30% of the planet is covered in laser arrays. Every month that goes by, the aliens have fewer places to land. Meanwhile, the protectorate is doing me a solid by invading every country the servants control, which at this point is a bunch of sad, overexploited developing nations that have been through the spoils-mill too many times to be useful for anything.

Climate change is... uh, really bad too, cranking past +4C right now and a lot of countries just can't take it. Cuba has no one living there anymore except, presumably, some launch facility crews in air-conditioned bunkers.

I did abuse the layered defense array auto-resolve bug a few times, which I feel kinda guilty about, but even then, the aliens only ever seem to blow up the defense array and leave the rest of the station intact. Like I said, the aliens have been weirdly restrained for the past few years and I'm not sure what's up with them.

What year is it that climate change is so bad? It took me to the 2090s to win in a massive meatgrinder of a game and I had managed to keep the global temperature anomaly to a peak of +2.1 degrees C before it declined gradually from my Welfare efforts. My current game is in 2050 and it's +1.5 degrees. But both worlds were wracked with massive nuclear war only partially my fault so maybe I just "lucked" out with mass nuclear death. (edit: lol if the bulwark against mass global warming death has been mass nuclear death)

As for the aliens, I'm not sure if you can spook them or if the AI just breaks at a point. In my current game they keep visiting the ISS which had defected to me and was subsequently turned into a hotel, but not harming it. But if enemy ships defect to me and I don't scuttle them immediately, they send a fleet to attack them. They also sent a fleet to attack my Lancers that were orbitally bombarding Earth targets, but chickened out when I had my main fleet join them.

BattleMaster fucked around with this message at 14:59 on Oct 24, 2022

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