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Ring world segments should be sorted into planets, not habitats. Habitats are one and done, you build them, set their tiles, and can forget about them and collapse the category. Ringworlds function exactly like planets, you're constantly upgrading stuff, and most importantly they have spaceports. Please oh please put them into the planet category.
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# ? Oct 6, 2017 19:50 |
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# ? Jun 13, 2024 05:03 |
Man robots are good for going tall. Not caring about what sort of climate the planets are near your capital is super amazing for just making the best of your starting territory.
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# ? Oct 6, 2017 20:15 |
Nitrousoxide posted:Man robots are good for going tall. Not caring about what sort of climate the planets are near your capital is super amazing for just making the best of your starting territory. Robot farm/mine planet is legit
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# ? Oct 6, 2017 20:19 |
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So uh..... the awakened Spiritualists have started building a megastructure labelled 'Ancient Weapon Site'. Apparently it is Ragnarok Heavenly Spear Gungnir. A, should I be worried and B, what happens to it if I conquer the system it is in? King Doom fucked around with this message at 20:31 on Oct 6, 2017 |
# ? Oct 6, 2017 20:23 |
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It's a giant super ship from LEX with like 1m fleet strength on it's own, last time I saw it, so if those guys are assholes then yes, you should be worried. As for what happens when you conquer it, I genuinely don't know. Go find out.
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# ? Oct 6, 2017 20:38 |
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My good guy servitors started with the starfish cuties on an ocean planet, and eventually uplifted / integrated some atomic age alpine plant cuties. By the end of the game I was terraforming drat near everything (using the Stellaris Expansion terraforming mod) and giving all the cold and wet worlds to my lil buddies. All the dry worlds and tomb worlds (worryingly many in my neighborhood) were for the bots. When you integrate an organic vassal they say something like, "Our people cannot see what good can come of integrating with you but I guess we will because them's the rules." Yeah guys in 50 years you're going to go from being pre-spaceflight to being more numerous than most starting empire species, while living a lifestyle of nonstop safe, voluntary hookers and coke. By the end of the game I seemed to have become the #1 tourist spot for refugees of the various wars the xenophobe empire and AE rump state were having. In the course of a couple years like 5 different species showed up to the same desert planet. Hey guys, welcome to space robot burning man, we setup some temp tents with free room service for anything you want. Whatsoever. We have planets for every biome terraforming, but while you wait please check the orgy schedule to see when your anatomically-compatible time is up. Also we got a couple ringworlds for anyone who isn't picky about their climate. Oh, uh, sorry about the apparent extinction for everyone who didn't make it here. Have fun! Basically the Culture. Building megastructures and spreading planets around for my lil buddies because I can. Edit: ulmont posted:I went to Paradox to bring you the answer of "WHAT KIND OF SHIPS DO I BUILD IN 1.8?" I'm sure there's stuff to nitpick, but it looks like as long as you're building Battleships and Cruisers and avoiding Lasers and Autocannons, it matters less than it used to. In particular, Missiles are decent now. From all the refitting trial and error I did to take out the Gravekeeper, I pretty much agree. The pic he posted of the torpedo cruiser is drat near identical to what I settled on. Biggest changes I would make is change the M turret on the back to Whirlwind missiles, and swap some shields for armor. metasynthetic fucked around with this message at 20:51 on Oct 6, 2017 |
# ? Oct 6, 2017 20:41 |
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Ham Sandwiches posted:When it was called Turtling people understood that wanting to have 2 planets or 1 army because it's easier / new player and timid / they are being defensive - it wasn't much of a discussion. This guy gets it. Compare this to something like EU4; playing tall is equally viable in both games, but playing tall well doesn't mean having an ultraconcentrated core and then turtling up in it. Strategic depth is a valuable thing, and it should be.
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# ? Oct 6, 2017 20:54 |
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I mean there is the star ruler tall option whereby you go wide, invent planetary thrusters, and then fly your empire back to your home system.
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# ? Oct 6, 2017 21:11 |
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OwlFancier posted:I mean there is the star ruler tall option whereby you go wide, invent planetary thrusters, and then fly your empire back to your home system. I laughed ridiculously hard when I strapped a planetary thruster and a bunch of surface guns to a planet in that game and got to watch it just chase enemy planets around shooting at them
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# ? Oct 6, 2017 21:18 |
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I mean isn't that what everybody does when they realise they have a thing with ground to space artillery, self propulsion, the ability to fabricate its own ammunition supplies, and billions of hitpoints?
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# ? Oct 6, 2017 21:20 |
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No, only because star ruler also let you make ships larger than solar systems and that's much cooler. It just doesn't look as funny as a planet chasing another one around its orbit.
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# ? Oct 6, 2017 21:24 |
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https://www.youtube.com/watch?v=IJJEMmzKzR4
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# ? Oct 6, 2017 21:27 |
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Mobile war planets when Wiz
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# ? Oct 6, 2017 21:49 |
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ulmont posted:I went to Paradox to bring you the answer of "WHAT KIND OF SHIPS DO I BUILD IN 1.8?" I'm sure there's stuff to nitpick, but it looks like as long as you're building Battleships and Cruisers and avoiding Lasers and Autocannons, it matters less than it used to. In particular, Missiles are decent now.
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# ? Oct 6, 2017 21:53 |
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Improbable Lobster posted:I wouldn't necessarily dismiss Corvettes and Destroyers. While I'm in no way a top tier player I've found that PD Destroyers and Torpedo Boat Corvettes in a second fleet screening the Cruisers and Battleships to be surprisingly resilient and versatile. In testing at the link, torpedo corvettes were not as good as cruisers running medium size kinetic guns. Torpedo cruisers are apparently more fun. Point defense is very important, but you can put it on cruisers. Poil posted:Aren't PD destroyers cheaper than PD cruisers? Since all ships except battleships go full CHAERG it should be the same, right? Cheaper but weaker. Both can dedicate 50% of offensive slots to point defence, but that gets you the problem where a cruiser stays 100% effective after the equivalent number of destroyers has lost ships and become less effective.
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# ? Oct 6, 2017 22:05 |
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ulmont posted:Cheaper but weaker. Both can dedicate 50% of offensive slots to point defence, but that gets you the problem where a cruiser stays 100% effective after the equivalent number of destroyers has lost ships and become less effective.
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# ? Oct 6, 2017 22:08 |
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Poil posted:Aren't PD destroyers cheaper than PD cruisers? Since all ships except battleships go full CHAERG it should be the same, right? Destroyers have the hang-back personality as well.
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# ? Oct 6, 2017 22:18 |
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The mod that lets you set ship behaviors is a godsend and it's mind boggling something like that isn't in the base game. being a mod it of course goes too far where you can exactly specify the range it hangs back at and so on, but 3-4 behaviors to pick would be nice.
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# ? Oct 6, 2017 22:18 |
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PittTheElder posted:Destroyers have the hang-back personality as well. They had, but not anymore. Now they will follow the other ships to "intercept fighters and missiles before they can reach the battleline" or something like that.
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# ? Oct 6, 2017 22:23 |
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PittTheElder posted:Destroyers have the hang-back personality as well. Corvettes: CHAERG!!!!! Destroyers: CHAERG!!!!! Cruisers: CHAERG!!!!! Battleships: It's scary over there!
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# ? Oct 6, 2017 22:26 |
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Mm, functionally there's not a lot of difference between AIs any more except battleships. They're more influenced by craft speed. Which thus makes cruisers more hang back inclined than destroyers.
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# ? Oct 6, 2017 22:28 |
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It might be my imagination but in my Cautious Admiral artillery fleets Destroyers seemed to do their best to buddy up. When I started mixing in some carriers they started to try and race my Bomber squadrons. Whats good for small ship fleets anyway? Psychic shields, psychic admiral, 50/50 kinetics/plasma?
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# ? Oct 6, 2017 22:46 |
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Small ship fleets rule if you can drop on top of the enemy fleet
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# ? Oct 6, 2017 23:04 |
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Improbable Lobster posted:I wouldn't necessarily dismiss Corvettes and Destroyers. While I'm in no way a top tier player I've found that PD Destroyers and Torpedo Boat Corvettes in a second fleet screening the Cruisers and Battleships to be surprisingly resilient and versatile. Of course this is only really true if the enemy has missiles of some type but that's not exactly uncommon right now. My main fleet is almost never hit by strike craft or missiles thanks to the efforts of my light ships. I swear I hate the question of "what is good on ships", "what ship composition is good", "are there any ship pitfalls to avoid" etc. because nobody answers it ever and they just end up saying all the things are fine EXCEPT DON'T HAVE IT AUTO-BUILD SHIP LOADOUTS so I guess all things aren't find because auto-building isn't fine.
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# ? Oct 6, 2017 23:38 |
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Midnight Voyager posted:I swear I hate the question of "what is good on ships", "what ship composition is good", "are there any ship pitfalls to avoid" etc. because nobody answers it ever and they just end up saying all the things are fine EXCEPT DON'T HAVE IT AUTO-BUILD SHIP LOADOUTS so I guess all things aren't find because auto-building isn't fine. No, they're right, everything works okay but don't autobuild your ships because the autobuild will throw on more armor past the reduction cap and poo poo like that.
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# ? Oct 6, 2017 23:45 |
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If the game gave much more intuitive feedback during battle on what's working and what's not we wouldn't need to rely on nerd with spread sheets and experiments to crunch the numbers to say what's good and what's horrible. And if you need that to get feedback then maybe your whole design and combat system isn't very good.
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# ? Oct 6, 2017 23:46 |
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turn off the TV posted:No, they're right, everything works okay but don't autobuild your ships because the autobuild will throw on more armor past the reduction cap and poo poo like that. What is the reduction cap? Does it show that? The screen just gives me a bunch of numbers and it's all just tiny things onscreen in practice, I never have any idea of how anything's doing other than bigger number vs smaller number good.
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# ? Oct 6, 2017 23:49 |
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Midnight Voyager posted:What is the reduction cap? Does it show that? The screen just gives me a bunch of numbers and it's all just tiny things onscreen in practice, I never have any idea of how anything's doing other than bigger number vs smaller number good. You can't go higher than 90% reduction, and it does show that, but what I was never sure about is whether armour penetration reduces the number or the reduction bonus. Because if it's the former then putting armour on past the bonus cap should be worthwhile because it will leave you with a higher bonus against armour piercing weapons.
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# ? Oct 6, 2017 23:52 |
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Honestly, auto complete is fine as long as you: 1) clear fittings first 2) then auto fit 3) then swap out whatever stupid gun or two they include with artillery/gigas or missiles/torps Combat is still not at a point where it really matters unless you just are way outgunned. Or are still using all missiles against enemies with assloads of PD. When in doubt, just put kinetic artillery/cannons on your cruisers and battleships, then hit auto fit. As you play more, you'll try out some new comps and maybe like them or maybe just stick to the usual artillery spam.
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# ? Oct 6, 2017 23:55 |
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Midnight Voyager posted:I swear I hate the question of "what is good on ships", "what ship composition is good", "are there any ship pitfalls to avoid" etc. because nobody answers it ever and they just end up saying all the things are fine EXCEPT DON'T HAVE IT AUTO-BUILD SHIP LOADOUTS so I guess all things aren't find because auto-building isn't fine. Everything except lasers and autocannons are good. Corvettes and Destroyers aren't as good as they used to be but they're still fine. Autobuild ships tend to have bad layouts that over-prioritize weapons like Disruptors and do stuff like stack armour past the max limit (ex: battleships can have a max of 90% armour but the AI will sometimes keep putting on armour past that). Whether you need armour, shields or a mix of both will depend on what's shooting at you. The ship designer makes things look much more complicated than they actually are.
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# ? Oct 6, 2017 23:56 |
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Collective Consciousness from the MGR soundtrack is A++ for driven assimilator games.
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# ? Oct 7, 2017 00:04 |
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Where's this talk about lasers being garbage coming from? 1.8 buffed the poo poo out of lasers and the increased fire rate means that in raw numbers they out damage plasma in pretty much any calc, plus they have better tracking which is huge. Plasma has better armor pen, yes, and as a result is still pretty much the best generalist weapon for medium slots once yous start seeing more battleships, but lasers are a strong contender in the small and large slots cases. You really only need kinetic artillery on your Battleships and Cruisers if you're running a mixed fleet, and the large laser destroyers I've thrown in with them are wrecking poo poo.
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# ? Oct 7, 2017 00:11 |
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I find them bad, to the point that I switch to kinetics generally as soon as I can, but I can't figure out why, they should by rights be quite good, but somehow they seem to just not perform well. In the new version especially I would rather take missiles for armour piercing. I don't know perhaps if it's some odd interaction with shielding that causes it.
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# ? Oct 7, 2017 00:19 |
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Psycho Landlord posted:Where's this talk about lasers being garbage coming from? 1.8 buffed the poo poo out of lasers and the increased fire rate means that in raw numbers they out damage plasma in pretty much any calc, plus they have better tracking which is huge. Plasma has better armor pen, yes, and as a result is still pretty much the best generalist weapon for medium slots once yous start seeing more battleships, but lasers are a strong contender in the small and large slots cases. You really only need kinetic artillery on your Battleships and Cruisers if you're running a mixed fleet, and the large laser destroyers I've thrown in with them are wrecking poo poo. According to the quoted thread: the real question is why put a large laser in there over kinetic artillery? Yes, a large laser outperforms large plasma but the point is moot because KA outperforms both in general (except against the scourge, where plasma is the winner).
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# ? Oct 7, 2017 00:29 |
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So, does this mean never use missiles because they're garbage?
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# ? Oct 7, 2017 00:36 |
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No missiles are quite good now since the buff, they have strong damage and damage bonuses, and once you're within the retargeting range you lose very few of them due to target loss, they have perfect accuracy and gain better tracking the more you tech them up, so they are also very reliable. They give you alpha strike much of the time due to their range even if their effectiveness drops off due to target loss, and they synergise well with fighters/bombers because they both compete for the same amount of enemy PD fire. The downside is they are hard countered by PD, though this also means if the enemy isn't bringing much PD you will do well, and if they are bringing a lot of PD they'e not bringing as much firepower otherwise which you may be able to exploit.
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# ? Oct 7, 2017 00:46 |
No one can actually give you decent weapon advice because, ignoring that it changes around ever update, combat is kind of a black box and the results aren't entirely obvious.
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# ? Oct 7, 2017 00:58 |
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How do refugees work if all your planet tiles are full? Had some refugees arrive in a sector system. 99% sure the planet had full tiles ages ago, but suddenly three of them were refugees. Did they destroy/replace some of my robots/natives?
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# ? Oct 7, 2017 01:13 |
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Since when can I not make a fleet bigger than 500 ships
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# ? Oct 7, 2017 01:19 |
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# ? Jun 13, 2024 05:03 |
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Shugojin posted:Since when can I not make a fleet bigger than 500 ships Split your fleet
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# ? Oct 7, 2017 01:20 |