|
They can go to someplace other than Siberia when they can actually assassinate that alien they’ve missed 6 times now
|
# ? Nov 20, 2022 06:40 |
|
|
# ? Jun 10, 2024 02:06 |
|
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. 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?
|
# ? Nov 20, 2022 06:44 |
|
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?
|
# ? Nov 20, 2022 06:59 |
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.
|
|
# ? Nov 20, 2022 07:05 |
|
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. 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. 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).
|
# ? Nov 20, 2022 08:06 |
|
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
|
# ? Nov 20, 2022 08:25 |
|
Use steal the orgs from the councilors that use that on you. Or kill them. It's a pretty rare ability.
|
# ? Nov 20, 2022 08:27 |
|
Goa Tse-tung posted:just found there's an action called Control Space Asset, threw my monitor out my window instantly 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.
|
# ? Nov 20, 2022 08:28 |
|
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.
|
# ? Nov 20, 2022 08:50 |
|
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.
|
# ? Nov 20, 2022 15:28 |
|
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 |
# ? Nov 20, 2022 18:07 |
|
I did get a Griffin captive when I had my marines storm a station. I don't recall ever capturing a Salamander alive, though.
|
# ? Nov 20, 2022 19:00 |
|
I've definitely captured a live salamander from taking out an alien army.
|
# ? Nov 20, 2022 19:05 |
|
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.
|
# ? Nov 20, 2022 19:09 |
|
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.
|
# ? Nov 20, 2022 19:42 |
|
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.
|
# ? Nov 20, 2022 22:28 |
|
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. 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.
|
# ? Nov 20, 2022 22:32 |
|
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
|
# ? Nov 21, 2022 05:04 |
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
|
|
# ? Nov 21, 2022 06:26 |
|
Mercury or Ceres, but you’re gonna want Mercury more overall
|
# ? Nov 21, 2022 06:37 |
|
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.
|
# ? Nov 22, 2022 00:45 |
|
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
|
# ? Nov 22, 2022 01:18 |
|
Are surface defenses worth pursuing?
|
# ? Nov 22, 2022 01:23 |
|
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.
|
# ? Nov 22, 2022 01:23 |
|
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.
|
# ? Nov 22, 2022 01:26 |
|
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 |
# ? Nov 22, 2022 01:50 |
|
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. 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!)
|
# ? Nov 22, 2022 06:38 |
|
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.
|
# ? Nov 22, 2022 08:53 |
|
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.
|
# ? Nov 22, 2022 13:31 |
|
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!
|
# ? Nov 22, 2022 18:41 |
Devomission something?
|
|
# ? Nov 22, 2022 18:47 |
|
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.
|
# ? Nov 22, 2022 18:51 |
|
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.
|
# ? Nov 22, 2022 18:54 |
|
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 |
# ? Nov 22, 2022 20:15 |
|
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.
|
# ? Nov 22, 2022 22:32 |
|
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.
|
# ? Nov 22, 2022 22:41 |
|
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)
|
# ? Nov 23, 2022 05:23 |
|
Tom Tucker posted:That sounds like something the tooltip (which gives a much larger number) should be doing for me! This is one of the worst games for restart syndrome since it takes literal dozens of hours to get set up for the midgame.
|
# ? Nov 23, 2022 05:29 |
|
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...???"
|
# ? Nov 23, 2022 05:30 |
|
|
# ? Jun 10, 2024 02:06 |
|
When you are running a deficit you can just turn of habs that are causing the deficit.
|
# ? Nov 23, 2022 08:39 |