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MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Omi no Kami posted:

I've been stuck in an infinite loop on X4 for like a year, where I go "This is incredibly overwhelming," spend 45 minutes on the controls tutorial, go "That was a lot, I wanna take a break before I start a campaign," then like six months later I go "...gently caress, I forgot everything I learned in the tutorial and also to start a game."

Canon event, this is how I somehow have logged 20 hours in the game

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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

Jabor posted:

Of course, sometimes you get self-sabotaging players that just turn off the alternate victory conditions...

(Similar to the players that always choose the largest allowed map size and number of opponents, even when the game is better with a smaller scale)

I see someone is reading my Master of Orion III Let's Play :v:

Complications
Jun 19, 2014

Jabor posted:

Of course, sometimes you get self-sabotaging players that just turn off the alternate victory conditions...

(Similar to the players that always choose the largest allowed map size and number of opponents, even when the game is better with a smaller scale)

I do both of these things but I also don't get mad when the game goes on and becomes micro-heavy or otherwise breaks because I understand that my brain worms are my problem. I do appreciate devs allowing me to feed them though.

ThatBasqueGuy
Feb 14, 2013

someone introduce jojo to lazyb


you'll take my gigantic civ4 maps that literally break down from memory allocation failure before the end from my cold, dead hands. I'd rather play in a wide open world of whimsey and exploration than some tiny 200 tile rear end knifefight where one decent stack just wins you the game

uber_stoat
Jan 21, 2001



Pillbug
4x games end when you want them to end. "i'm out, laterzzzzz"

Mokotow
Apr 16, 2012

ThatBasqueGuy posted:

you'll take my gigantic civ4 maps that literally break down from memory allocation failure before the end from my cold, dead hands. I'd rather play in a wide open world of whimsey and exploration than some tiny 200 tile rear end knifefight where one decent stack just wins you the game

:hmmyes:

my dad
Oct 17, 2012

this shall be humorous
I play max size maps without alternate victory conditions fairly often, but my actual victory condition is "having fun reaching the point where I get bored of it"

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

Same. I usually roleplay these things, often taking a suboptimal path if it fits my roleplay better.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

Jabor posted:

(Similar to the players that always choose the largest allowed map size and number of opponents,

Mokotow
Apr 16, 2012


I would like there to be a 4x game where you can play on something like this. Of course I’d be a completely different game from what we’ve got in our MOOiverse. I imagine playing something like a Foundation-themed 4x spanning millennia:okpos:

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

Mokotow posted:

I would like there to be a 4x game where you can play on something like this. Of course I’d be a completely different game from what we’ve got in our MOOiverse. I imagine playing something like a Foundation-themed 4x spanning millennia:okpos:

Free Orion allows up to 5000 systems, Distant Worlds 2 and Stellaris also go up to multiple k worth of stars. (DW2 takes the cake, because if you start a game of DW2, the starting system is already overwhelming you with tons of poo poo -there can be dozens of planets and moons waiting to be explored in any system in DW2)

The true crown of course, is Star Ruler I. Star Ruler allowed you to take as many systems as your system could take. One time I tried something like 999999 systems but sadly, my ancient computer back at the time couldn't take it. It ran overnight for 8+ hours and then crashed.

Some more experimenting showed I could get a maximum of approximately 5k systems before my old PC crashed. My newish rig could probably take ten times as much without crashing at start. Too bad the old game files didn't make the transition, and the service I downloaded the game from is now defunct.

If I ever have some additional time, I'll probably drop some bucks on Steam just to test what my PC can handle.

Knightsoul
Dec 19, 2008
Star Ruler 2 is even better: its diplomatic system is brilliant. It's a shame that such talented devs didn't find big financiers to develop more games. :smith:

RandomBlue
Dec 30, 2012

hay guys!


Biscuit Hider
I really liked Star Ruler 2, shame it didn't sell better.

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface

RandomBlue posted:

I really liked Star Ruler 2, shame it didn't sell better.

It was an abrupt change in game design from the first one, IMO, which probably caused issues in that regard.

habituallyred
Feb 6, 2015
90% of Star Ruler 2 is great. The planetary resource pyramid, the diplomacy, the different types of FTL. But the games core feature, the ship designer, always frustrates me. The hex based thing just doesn't do it for me. And it is real important for making decent ships. At the base tech level you might get away with the autodesign. But once things like antimatter cores get introduced you can forget about it.

RandomBlue
Dec 30, 2012

hay guys!


Biscuit Hider

habituallyred posted:

90% of Star Ruler 2 is great. The planetary resource pyramid, the diplomacy, the different types of FTL. But the games core feature, the ship designer, always frustrates me. The hex based thing just doesn't do it for me. And it is real important for making decent ships. At the base tech level you might get away with the autodesign. But once things like antimatter cores get introduced you can forget about it.

Yeah, that was the one part I didn't like. Ship designers look cool in screenshots or whatever but I don't like spending hours designing every ship.

MoO2 or SMAC style designers are as complicated as I want to get in a 4X.

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction
Tell me more about these alternative FTL systems. Stellaris killing theirs for the shittiest one wounded me deeply.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT

RandomBlue posted:

Yeah, that was the one part I didn't like. Ship designers look cool in screenshots or whatever but I don't like spending hours designing every ship.

MoO2 or SMAC style designers are as complicated as I want to get in a 4X.

Sword of the Stars had a decent ship design system, I think that's my upper bound of complexity. Don't make me place every chunk of armor and subsystem

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

Tarezax posted:

Sword of the Stars had a decent ship design system, I think that's my upper bound of complexity. Don't make me place every chunk of armor and subsystem

For me, ship designers can't be complex enough. I can spend endless amounts of times designing weird drone carriers in SEV and then see how well they fare in the real world.

Makes me wish there were more free-form systems like in Star Ruler I or Aurora, where you can be the maniac you always wanted to be and design ships launching smaller ships launching missiles launching other missiles

Too bad that's such a small niche inside a small niche. Hell, Aurora isn't even sold because there aren't enough people around who would buy it. :v:

Edit:

I recently bought Rule the Waves 3 on a sale, and already had some fun designing bad ships for the Kaiser. On my first run, I made it through barely one year before the Kaiser fired me. Something about being constantly over budget and making us look like dumbasses worldwide. I dunno, history taught me that's how German naval ministers should work. :smugbird:

RTW3 is another game with a good, despite being complex, ship designer.

Libluini fucked around with this message at 21:29 on Oct 30, 2023

Tuna-Fish
Sep 13, 2017

RandomBlue posted:

Yeah, that was the one part I didn't like. Ship designers look cool in screenshots or whatever but I don't like spending hours designing every ship.

MoO2 or SMAC style designers are as complicated as I want to get in a 4X.

Ship design gameplay can be very interesting, but that then has to be part of the core, not just bolted on to the side because a 4x is supposed to have one. I'd happily play a space version of RTW, but I don't see much point having a "drag components onto a hull" style ship builder.

UCS Hellmaker
Mar 29, 2008
Toilet Rascal

Veryslightlymad posted:

Tell me more about these alternative FTL systems. Stellaris killing theirs for the shittiest one wounded me deeply.

Standard warp drives which are all known (hyperdrives) nothing major but fairly fast.

Standard ship drives (not slow honestly the game doesn't make things take forever between systems)

Gates which are much more fun then you think because you can put engines on planets and move them through gates to a core system and steal everything to make mega systems. Tractor beams make this even easier. Only barrier is your ftl generation and enemies can't use them


And the best

The fling beacon

Have an enemy you can't seem to get past? Fling your fleet behind them and attack the rear planets. Want to say gently caress you with a massive fortress dropped square into an enemies shipyard? Fling your fortress at them. Want that planet? Fling it to your core systems. Enemy pissing you off near your beacon? Fling them. Sky's the limit and your only limited by your imagination and ftl inventory. It's literally insane what you can do once you start thinking outside the box and decide that your gonna say gently caress it to conventional warfare.

There are also skip drives which are basically teleport drives you can add to your ship.

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
you forgot hyper relays, which are like the Autobahn, but in space

or that putting engines on planets only works if you have one specific mod, if you don't want to use that one, no planetary engines

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER
Did anyone ever make anything out of the Star Ruler 2 code they made open source?

Splicer
Oct 16, 2006

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

Libluini posted:

For me, ship designers can't be complex enough. I can spend endless amounts of times designing weird drone carriers in SEV and then see how well they fare in the real world.
I love complex ship designers in games where I can really experience the results. I prefer simple ship building in games where the end result is just a vomit of light and numbers.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


UCS Hellmaker posted:

And the best

The fling beacon

Have an enemy you can't seem to get past? Fling your fleet behind them and attack the rear planets. Want to say gently caress you with a massive fortress dropped square into an enemies shipyard? Fling your fortress at them. Want that planet? Fling it to your core systems. Enemy pissing you off near your beacon? Fling them. Sky's the limit and your only limited by your imagination and ftl inventory. It's literally insane what you can do once you start thinking outside the box and decide that your gonna say gently caress it to conventional warfare.

There are also skip drives which are basically teleport drives you can add to your ship.

The fling beacon is especially funny when you start flinging fling beacons

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
The other issue with 4x ship designers is that you tend to unlock new tech fairly frequently, which then means that you want to update your ships fairly frequently, but then that means that playing optimally is a pain in the rear end.

As usual, MoO had an interesting way of dealing with this, though it was admittedly much more a memory constraint. You could only have a handful of ship designs at any time, colony ships included. If you wanted to replace a ship design, you had to destroy all active ships of that type. It made the decision of when to upgrade more impactful, as you ran the risk of needing to delete existing ships if you upgraded too frequently.

LordSloth
Mar 7, 2008

Disgruntled (IT) Employee
The other thing MoO (2+?) did was ‘miniaturization’, which iirc gave a reduction in cost and size as you exceeded the tech level of the ship part. Aside from the limited design count, the cost reduction gave an incentive not to update your design, while the size reduction gave you an incentive to do smaller overhauls instead of a total redesign every time a new tech came in.

habituallyred
Feb 6, 2015

Dirk the Average posted:

The other issue with 4x ship designers is that you tend to unlock new tech fairly frequently, which then means that you want to update your ships fairly frequently, but then that means that playing optimally is a pain in the rear end.

As usual, MoO had an interesting way of dealing with this, though it was admittedly much more a memory constraint. You could only have a handful of ship designs at any time, colony ships included. If you wanted to replace a ship design, you had to destroy all active ships of that type. It made the decision of when to upgrade more impactful, as you ran the risk of needing to delete existing ships if you upgraded too frequently.

Unironically this was the secret sauce in MOO1. I'll admit its a lot of fun to have custom ships tailored to your ship leaders in MOO2. But the tradeoffs between having ships now and better ships was much more strategic.

I'll also go to bat for the troops=pops decision. It made the ground combat bonus of the Bulrathi relevant, especially in combination with the fact that unescorted troop transports had a chance of landing.

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

I'm a fan of the auto-build button in ship designers.

Splicer
Oct 16, 2006

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

Dirk the Average posted:

The other issue with 4x ship designers is that you tend to unlock new tech fairly frequently, which then means that you want to update your ships fairly frequently, but then that means that playing optimally is a pain in the rear end.

As usual, MoO had an interesting way of dealing with this, though it was admittedly much more a memory constraint. You could only have a handful of ship designs at any time, colony ships included. If you wanted to replace a ship design, you had to destroy all active ships of that type. It made the decision of when to upgrade more impactful, as you ran the risk of needing to delete existing ships if you upgraded too frequently.
SotS1 made this part of the gameplay. You can't upgrade but you have a plethora of situations where you want to leave a bunch of old junkers around for event fodder or whatever, and you can also trash them for bonus production. The neatest thing was that hivers were the slowest travel time to new planets but also the heaviest on missiles, which were the sole exceptions to the upgrade mechanic in that speed and damage upgrades to missiles always applied automatically.

Jarvisi
Apr 17, 2001

Green is still best.

Splicer posted:

SotS1 made this part of the gameplay. You can't upgrade but you have a plethora of situations where you want to leave a bunch of old junkers around for event fodder or whatever, and you can also trash them for bonus production. The neatest thing was that hivers were the slowest travel time to new planets but also the heaviest on missiles, which were the sole exceptions to the upgrade mechanic in that speed and damage upgrades to missiles always applied automatically.

Cannons also upgraded with adamantine rounds I thought!

Splicer
Oct 16, 2006

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

Jarvisi posted:

Cannons also upgraded with adamantine rounds I thought!
You are correct! I forgot they were a passive boost rather than a new gun type.

Guess what else apart from missiles Hivers went HAM on?

E: it's weird how good SotS1 was.

Splicer fucked around with this message at 11:00 on Oct 31, 2023

Entorwellian
Jun 30, 2006

Northern Flicker
Anna's Hummingbird

Sorry, but the people have spoken.



Lum_ posted:

I'm not sure whether it was either GalCiv 2 or 3 that had the completely broken economy because Wardell decided to make higher tax rates give you less money because lol libertarianism.

It was all of them, but particularly 1 was the worst for it. The guy who had to write the manual couldn't figure out how the economy worked and had to make a best guess at it.

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

How is Age of History II? Not sure if it's an actual 4x, maybe it's more of a wargame. But it seems interesting.

I may just buy it up when I get home from work as it's only 5 bucks.

Polikarpov
Jun 1, 2013

Keep it between the buoys
Following the historical pattern of upgrading your second or third generation dreadnoughts in the 1930s works really well in Rule The Waves. You can usually save enough tonnage from installing new machinery to do the whole package - modern fire control, improved main gun elevation, better torpedo protection and an actual AAA suite.

Sometimes if you build the original design with generous enough armor and some excess displacement you can keep an old 1920s battlewagon in service into the missile age.

Splicer
Oct 16, 2006

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

Polikarpov posted:

Following the historical pattern of upgrading your second or third generation dreadnoughts in the 1930s works really well in Rule The Waves. You can usually save enough tonnage from installing new machinery to do the whole package - modern fire control, improved main gun elevation, better torpedo protection and an actual AAA suite.

Sometimes if you build the original design with generous enough armor and some excess displacement you can keep an old 1920s battlewagon in service into the missile age.
I haven't played this game but yeah most games tend to go the route of either no retrofitting or almost unlimited retrofitting. I wish more were kind of half and half where retrofits are possible but within intuitive limits.

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

Splicer posted:

I haven't played this game but yeah most games tend to go the route of either no retrofitting or almost unlimited retrofitting. I wish more were kind of half and half where retrofits are possible but within intuitive limits.

Retrofitting in Space Empires V works a little bit like this. If the parts you're replacing go over a certain threshold, the game will tell you that it's not worth it to upgrade. So this leads to a situation where you can go full Ship-of-Theseus when doing small retrofits over time, but if a new class is too obviously different from an earlier one, you'll have to scrap the older ships and build the new class by yourself.

chaosapiant
Oct 10, 2012

White Line Fever

John F Bennett posted:

I'm a fan of the auto-build button in ship designers.

I always feel that a ship designer can/should be as complex as you can make it, but not be required to win a game. At least not until the higher difficulty levels.

I’m a big fan of the one in Distant Worlds Universe and DW2. I’m also a big fan of the fact that in both games you can craft and save templates that can be imported into future games.

Azhais
Feb 5, 2007
Switchblade Switcharoo
There's always Aurora 4X if you want to play with ship designers all day

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Polikarpov
Jun 1, 2013

Keep it between the buoys

Splicer posted:

I haven't played this game but yeah most games tend to go the route of either no retrofitting or almost unlimited retrofitting. I wish more were kind of half and half where retrofits are possible but within intuitive limits.

RTW mostly stays within historical limits, IMO. You can always change propulsion machinery out but it's expensive and takes a long time. Fire Control can be replaced relatively quickly, only a couple months is usually required.

Turrets are limited by the size of their original barbettes so you can usually only replace guns with the same size but higher quality or go up one size if you go from a triple to a double turret.

You can also convert old battleships and battle cruisers to carriers, which is fun.

Naval technology moves so quickly from the 1910s on that there's a real pressure to always have some of your ships in refit to keep up and always keep building new and improved designs to stay ahead. When it starts to take 30 months to build a super dreadnought that'll slightly behind the technological cutting edge by the time it's keel hits the water a 6 month refit to refresh your older ships with the exact same model of fire control starts to look like a bargain.

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