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Kinetica
Aug 16, 2011
They can go to someplace other than Siberia when they can actually assassinate that alien they’ve missed 6 times now :colbert:

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Warmachine
Jan 30, 2012



Tom Tucker posted:

OK - I'm in this super weird situation where I pissed the aliens off when I had green lasers and apparently cannons for my defense arrays. An alien attacked and launched a poo poo ton of missiles which I defended, then I could end the combat. The alien ship now attacks my station every day or so. It charges, nothing happens, and then it goes away. I was able to upgrade to railguns and now those shoot at the ship but it's too fast so it just dodges everything, gets close, and then my railguns run out of ammo. It says I have green lasers for defense too but they don't seem to fire.

So it's just attacking every 1 in-game day and I engage and fire wildly at it with the railgun and then it offers to end the combat and so on. I was hoping I could upgrade something so my station would actually damage the drat thing and / or shoo it away. This is maddening. I may just de-com the whole drat station.

edit: also does anyone else have their operatives go to ground in nice locations? I like to send mine to the Azores or Ireland. Get some rest guys!

It has to be pretty close to get fired on by and damaged by the laser. Your defense platforms have three weapons: 1 projectile, 1 directed energy, and 1 PD.

Actually, one of the things I wanted to ask is "which weapon techs actually go on the stations?" Does it just slap on the biggest coilgun and laser you unlocked, or are you limited in some way?

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

That’s exactly what I want to know. I had cannons on the thing even after researching rail guns until I researched batteries or something similar.

Now if only I could tell the guys manning the guns after 20 battles to WAIT until the super maneuverable alien apacecraft GETS CLOSE before firing dear god. How are they employed?

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Tom Tucker posted:

That’s exactly what I want to know. I had cannons on the thing even after researching rail guns until I researched batteries or something similar.

Now if only I could tell the guys manning the guns after 20 battles to WAIT until the super maneuverable alien apacecraft GETS CLOSE before firing dear god. How are they employed?
https://www.youtube.com/watch?v=5D6Lg7Q1pws

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.

Warmachine posted:

It has to be pretty close to get fired on by and damaged by the laser. Your defense platforms have three weapons: 1 projectile, 1 directed energy, and 1 PD.

Actually, one of the things I wanted to ask is "which weapon techs actually go on the stations?" Does it just slap on the biggest coilgun and laser you unlocked, or are you limited in some way?


Tom Tucker posted:

That’s exactly what I want to know. I had cannons on the thing even after researching rail guns until I researched batteries or something similar.

Now if only I could tell the guys manning the guns after 20 battles to WAIT until the super maneuverable alien apacecraft GETS CLOSE before firing dear god. How are they employed?

LDAs use medium weapons, it has PD, your best medium kinetic, and your best medium laser. That's why it stuck with cannons until you had batteries (the med sized one).

Goa Tse-tung
Feb 11, 2008

;3

Yams Fan
just found there's an action called Control Space Asset, threw my monitor out my window instantly


someone played Cultist Simulator and learned all the wrong lessons, thank god for mods

SettingSun
Aug 10, 2013

Use steal the orgs from the councilors that use that on you. Or kill them. It's a pretty rare ability.

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.

Goa Tse-tung posted:

just found there's an action called Control Space Asset, threw my monitor out my window instantly


someone played Cultist Simulator and learned all the wrong lessons, thank god for mods

It's a very hard mission to run as very few jobs have it and of those only Spy usually has undercover which is also required.

It also scales difficulty off council loyalty so a full 25 stack is very hard for the AI to take space stuff from you.

SettingSun
Aug 10, 2013

Servants playthrough update: it wish it were easier to hand over countries to the AA. I am 15% short of ending the game on world pop after giving them India, China, and the US. I have to either wait for their now myriad armies to march over the world or do the abduct -> facility -> hand over chain which takes like months per country. Really fun playthrough though and I really did better than my last one. I had 5k science income by 2028 which is what I had in 2050 last game.

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.
Do we ever see what the salamanders or griffins look like in the game art? Trying to figure out which alien species I specifically want blowing out my back walls as a Servant.

BattleMaster
Aug 14, 2000

habeasdorkus posted:

Do we ever see what the salamanders or griffins look like in the game art? Trying to figure out which alien species I specifically want blowing out my back walls as a Servant.

Yes, there is art for the captured dead/captured live events for both species. Salamanders can be found dead or alive when you defeat armies and assault bases. Griffins seem to always be found dead the first time you blow up an alien ship (at least in my small sample size of several games) and can be live captured if you assault an alien hab with marines.

edit: Griffins being found dead when you destroy alien ships is contrary to the flavor text when the first alien ship is destroyed, which states that no bodies were found because the crew size must be small and concentrated in key areas that are targeted in combat. So I don't know if that's intended or not.

BattleMaster fucked around with this message at 18:15 on Nov 20, 2022

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.
I did get a Griffin captive when I had my marines storm a station. I don't recall ever capturing a Salamander alive, though.

SettingSun
Aug 10, 2013

I've definitely captured a live salamander from taking out an alien army.

BattleMaster
Aug 14, 2000

It seems like there's a high chance of dead salamanders and a low chance of live ones. In one game I lucked out and got both in my first army defeat and in another I didn't see a live one until much later.

Vengarr
Jun 17, 2010

Smashed before noon

habeasdorkus posted:

I did get a Griffin captive when I had my marines storm a station. I don't recall ever capturing a Salamander alive, though.

Critical Success on Destroy Alien Structure or Assassinate/Detain Alien can produce live subordinate aliens.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

A salamander was sent to a hab I had and wound up destroying the entire base by hiding in the vents and picking the crew off one by one while every attempt I made to stop them failed. It was awesome.

Also I finally got the buddy cop event it was super fun.

Warmachine
Jan 30, 2012



BattleMaster posted:

Yes, there is art for the captured dead/captured live events for both species. Salamanders can be found dead or alive when you defeat armies and assault bases. Griffins seem to always be found dead the first time you blow up an alien ship (at least in my small sample size of several games) and can be live captured if you assault an alien hab with marines.

edit: Griffins being found dead when you destroy alien ships is contrary to the flavor text when the first alien ship is destroyed, which states that no bodies were found because the crew size must be small and concentrated in key areas that are targeted in combat. So I don't know if that's intended or not.

The flavor text in general is a bit wonky in places, especially with the final missions generally liking to talk about how there are still aliens to kill elsewhere in the solar system.

No, not really. I clean swept them from belt to belt.

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

habeasdorkus posted:

Do we ever see what the salamanders or griffins look like in the game art? Trying to figure out which alien species I specifically want blowing out my back walls as a Servant.

no horny

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



The Mars base was completed and my water income is now in the tons per day. Nearly all of my boost income has been refunded since I no longer need to ship poo poo from Earth.

I suppose the sleeper has awakened. what should i mine next

Kinetica
Aug 16, 2011
Mercury or Ceres, but you’re gonna want Mercury more overall

SettingSun
Aug 10, 2013

Annoyingly, if the AA conquers nations too quickly it tips them into insurrection and there isn't much that I can do about it. Really annoying setback to finishing this Servants game.

Alctel
Jan 16, 2004

I love snails


SettingSun posted:

Annoyingly, if the AA conquers nations too quickly it tips them into insurrection and there isn't much that I can do about it. Really annoying setback to finishing this Servants game.

Yeah it's super annoying

I found the best way was just take over poo poo and go full unity to try to beat down the government score as quickly as possible

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Are surface defenses worth pursuing?

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.
Mostly put the game down for now while waiting for updates. Hopefully the AI gets a nice overhaul at some point as right now it's pretty easy even on the hardest difficulties to walk all over them, especially in space.

SettingSun
Aug 10, 2013

Tom Tucker posted:

Are surface defenses worth pursuing?

Like earth space defense? Generally yes, as regions can't be nuked, bombarded, or have aliens land where they are.

Saros
Dec 29, 2009

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

I set sail for the Planet of Lab Requisitions!!

Tom Tucker posted:

Are surface defenses worth pursuing?

Generally by the time you have them available Earth is in the bag and you should have captured or disarmed all the major nuke powers. They'd be really useful if they could be built from the first few years but are not really that useful in their current implementation.

The stopping alien landings is almost a bad thing as you want them landing somewhere accessible to your armies, it's much more inconvenient when they set up shop in like central Asia or Africa.

Saros fucked around with this message at 01:53 on Nov 22, 2022

Warmachine
Jan 30, 2012



Saros posted:

Generally by the time you have them available Earth is in the bag and you should have captured or disarmed all the major nuke powers. They'd be really useful if they could be built from the first few years but are not really that useful in their current implementation.

The stopping alien landings is almost a bad thing as you want them landing somewhere accessible to your armies, it's much more inconvenient when they set up shop in like central Asia or Africa.

Pro-strat: Direct invest Space Defenses in non-coastal territory to force the aliens into naval range.

(Remember: You can direct invest in nations you don't control!)

Keisari
May 24, 2011

SettingSun posted:

Annoyingly, if the AA conquers nations too quickly it tips them into insurrection and there isn't much that I can do about it. Really annoying setback to finishing this Servants game.

Yeah the problem, at least a few patches ago, was that they got a flat unrest amount per country invade. So an AA holding all of asia would still get 2-3 unrest for taking little Bolivia. Made me ragequit my servants game.

Basically, if you are really bad at defending Earth, the aliens will go so fast they trip over themselves.

That being said, I hope that after they improve the human ai by a lot, that playing servants could be fun. Needless to say the aliens should receive much bigger penalties or something if the player is playing as the servants.

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.

Tom Tucker posted:

Are surface defenses worth pursuing?

They're useful to keep the aliens out of capitol regions and you can invest them in backwaters with no ocean access to keep them from landing in the Amazon or the steppes or what have you. Otherwise you want them to land in friendly territory on the coast.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

I may have torpedoed my game. I was running a HUGE volatiles deficit for some reason and it really didn't make sense. I had 75% of Mars and a good income from those locations and was building farms / agri complexes on all of my stations, but managed to somehow get into -300 volatiles. Is there any reason why a ring hab would have negative volatiles income even with an agricultural complex? Seemed weird. I had negative values on a few places, do Agri complexes not offset the need for volatiles for things like Nano factories or research stations?

I wound up trying to build a few asteroid stations as aliens were bombarding a couple of my sites and without thinking I spam bought some stuff and then it wouldn't let me - whoops out of Volatiles, but luckily I was able to get just into the positive.

Unfortunately a month or so later I realized as I spam-bought everything I was not only out of volatiles but also I erased my ENTIRE boost reservoir making any further expansion next to impossible... And I was beyond my autosaves to go back.

May just move on to a new game!

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Devomission something?

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.

Tom Tucker posted:

May just move on to a new game!

As a stopgap you can trade for volatiles (and boost) from the AI - or directly purchase a volatiles producing station from them. You can also decommission individual modules in the meantime while working on stabilizing.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Rynoto posted:

As a stopgap you can trade for volatiles (and boost) from the AI - or directly purchase a volatiles producing station from them. You can also decommission individual modules in the meantime while working on stabilizing.

Yeah I may do that, but having lost my entire Boost bank is rough especially as I was hoping to build something around Jupiter in the next year.

Saros
Dec 29, 2009

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

I set sail for the Planet of Lab Requisitions!!

If your habs are volatile negative they need more agri complex, the tooltip saying how much they reduce usage by is wrong you generally need two per tier3 hab at least. They do reduce all usage not just usage from crew.

Volatile is the limiting resource in the mid-late game in most situations. I've found to have a positive flow you need all your habs as self sufficient as possible, if they have any negative volatile income slap on more agriculture.

For Jupiter you really really do not want to use boost, make a colony ship and escort fleet and send that.

Saros fucked around with this message at 00:39 on Nov 23, 2022

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

Ah that may explain it - I had an agri complex that was supposed to provide like -800 volatiles and my hab was using something like 2-300 so I was super confused.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Tom Tucker posted:

Ah that may explain it - I had an agri complex that was supposed to provide like -800 volatiles and my hab was using something like 2-300 so I was super confused.

Agri complexes reduce volatile (and water) upkeep by a static number, I think it's 27 or something? You can find out by turning it off and on and watching the hab maintenance cost.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

That sounds like something the tooltip (which gives a much larger number) should be doing for me!

(but seriously I get it's early access it's just hard taking the L on this one - I really want to win a game but this drat game gives me more restart syndrome than Civ 5)

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.

Tom Tucker posted:

That sounds like something the tooltip (which gives a much larger number) should be doing for me!

(but seriously I get it's early access it's just hard taking the L on this one - I really want to win a game but this drat game gives me more restart syndrome than Civ 5)

This is one of the worst games for restart syndrome since it takes literal dozens of hours to get set up for the midgame.

Tom Tucker
Jul 19, 2003

I want to warn you fellers
And tell you one by one
What makes a gallows rope to swing
A woman and a gun

TheDemon posted:

This is one of the worst games for restart syndrome since it takes literal dozens of hours to get set up for the midgame.

Yup yet I have done it several times now!

But there's also "starting councilor restart syndrome" where you're scratching the side of your neck like "got any more of them Striver Media Darlings...???"

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Sandweed
Sep 7, 2006

All your friends are me.

When you are running a deficit you can just turn of habs that are causing the deficit.

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