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Soup du Jour posted:https://twitter.com/martin_anward/status/944269351179440128 turn off the TV posted:I want to play as a race with a tomb world preference that goes around glassing planets and then settling them.
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# ? Dec 22, 2017 19:47 |
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# ? May 30, 2024 00:55 |
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Oh yeah?? Well he fixed mine first!!3 DONG HORSE posted:Wiz pplease fix transport names it's killing me
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# ? Dec 22, 2017 19:57 |
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Soup du Jour posted:https://twitter.com/martin_anward/status/944269351179440128 I wonder if crazy planet starts is going to be the theme of whatever DLC drops alongside Cherryh? Like, it'd be cool if that was just included in the base patch, but that seems like the kinda thing they've dropped dedicated DLC for in the past. If I'm right about that, here's hoping we get things like aquatics and stuff too.
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# ? Dec 22, 2017 22:24 |
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I just researched synthetics and yet my droid population has not upgraded. Edit: Nevermind. It just took some for it to actually process. Hunt11 fucked around with this message at 22:59 on Dec 22, 2017 |
# ? Dec 22, 2017 22:45 |
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Soup du Jour posted:https://twitter.com/martin_anward/status/944269351179440128 I know it's been suggested by others before, but I wish there was a seperate category from civics called something like "origins" to contain the civics which are unchangeable, with everyone getting one.
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# ? Dec 22, 2017 22:51 |
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Psycho Landlord posted:Why do you always assume incompetence from paradox, shadowlyger? Did the jump nerf really hurt you so? Well I'm not going to assume competence from a company that makes basic movement in their game feel like total garbage. Like, every other change is great, but if moving in your game is poo poo, then the rest of your game is poo poo.
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# ? Dec 23, 2017 00:19 |
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Nevets posted:Armies don't need to impact the space fight: the whole point of fighting in space is to make ground invasions possible, not the other way around. Ground invasions are the way to capture planets, and capturing planets is the reason you go to war most of the time anyway. If that's true then armies should be removed from the game, because you've already won the battle at the point where you're invading the planet. Ships can bombard armies and armies can only sit helplessly, so if you dominate in space you must also dominate on the ground. In theory your opponent could put up a defense but it's not going to be worth it. That is the situation in the current game where invading is just a mandatory chore. Either orbital bombardment should go, armies should go, or armies should be able to shoot at ships shooting at them. e: I suppose they influence the fight through war weariness but that's tenuous. Mortabis fucked around with this message at 00:41 on Dec 23, 2017 |
# ? Dec 23, 2017 00:35 |
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GunnerJ posted:I forget all of what's been implied by past dev diaries, but an interesting possibility is if there's a strategic difference between just taking a system's outpost and fully capturing the system plus all inhabited bodies. You could ignore ground combat but it might for various reasons make the overall war effort harder or mean forgoing opportunities in the peace. Just sticking FTL inhibitors on planets seems like a very blunt way of providing such a distinction. There is a strategic difference. If you only capture the outpost, you only get the outpost (it's not clear whether you get control of it or just deny use of it to the enemy) and inflict some war exhaustion. If you capture the outpost and all the planets, then the entire system and all the stations in it temporarily flip to your control (not sure about the planets), and you inflict more war exhaustion. Thing is, knocking out the outpost is what's important there. The planet's not going anywhere and it's not really doing anything. It can't spit out more ships - that's the outpost's job. It can't build anti-fleet defenses - that's the outpost's job. As long as you have space supremacy, it's a helpless target that you can come back and hit at any time, and the attacker can build assault armies faster than the planet can build defenses. It's the same problem that exists now - the planet doesn't really play a role in war, you just plant your flag in the dirt there to confirm a victory you've already won in the skies. Cherryh will improve this in a lot of ways, in that it'll be harder to attain total and global space supremacy, but the fundamental issue is still there.
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# ? Dec 23, 2017 00:45 |
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The devlog itself states that the resource consumed by a naval bombardment is time - reducing a fortified planet will require a lengthy commitment of naval assets that will limit your resources if the rest of the war is contested (and, remembering that several other mechanics are being changed such that wars are no longer decided entirely by the first meeting of the doomstacks, it will be less likely that you can afford to park a fleet in orbit over a fortress world for a full year).
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# ? Dec 23, 2017 00:47 |
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With disengagement wars will be more holistic. Unless you totally overpower them in space, racking up war exhaustion in ground battles will be pretty important, as their fleet will keep turning back up to challenge yours. It also means an attacking empire will need to spend a lot of minerals on high quality attack armies, but the same is not the case for an empire fighting defensively. Although that probably tops out, since one stack of high quality brahs should dominate even fortress worlds.
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# ? Dec 23, 2017 00:51 |
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imagine being able to contact primitive civilisations through your science ships, imagine that like star trek your science ship crews gets to meet the various leaders of the primitive civilization, how do you go from there? do you follow something like the prime directive and just talk to them, but do little to change their trajectory as a species, even if they're now aware of your species? or if you're spiritual you try to proselytize to them and convert them to your religion, or make them think you're gods or something. i'd like to see the events we can get just out of contacting primitive species, just this one thing would add so much context and flavour to the game. our science ship leaders can have little star trek like adventures with these primitive species, and just loving around on primitive worlds learning about their alien culture and influencing them (or not) however you want. that means primitive cultures should be a lot more fleshed out, there should be like nations within the pop screen showing that these civilizations are divided, so like if you go to primitive earth there'll be pops with different citizenships and different armies on the army screen belonging to different primitive world nations, kingdoms etc. maybe the different armies can fight each other, giving you scope for backing one nation against all others by giving them some of your tech or whatever and poo poo like that. a primitive species dlc would be very interesting to me just because i'd love the little star trek like stories you can generate just from interacting with them.
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# ? Dec 23, 2017 01:23 |
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I want to like that idea. I'm imagining two empires each backing a different nation or power bloc on a primitive world. But it's hard to see it as compatible with the fact-of-life that only one empire owns the system that a primitive world is in.
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# ? Dec 23, 2017 01:33 |
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Main Paineframe posted:There is a strategic difference. If you only capture the outpost, you only get the outpost (it's not clear whether you get control of it or just deny use of it to the enemy) and inflict some war exhaustion. If you capture the outpost and all the planets, then the entire system and all the stations in it temporarily flip to your control (not sure about the planets), and you inflict more war exhaustion. Except for the part where there's an FTL inhibitor on the planet and you can't get past the system until you take it. So now you either have to commit a lot of war effort in armies to take that planet, or sit your fleet there for ages bombing it down - either one is significant gain for the defender (for a long term economic loss). Armies will (if everything works properly) be war-winning pieces, for both sides of the fight, instead of busywork you throw at things when you've already won in the place that matters (space) or at planets that don't like you (unrest). Of course that depends on you getting good chokepoints - hopefully the AI will properly recognise those, because they look to be incredibly important in 2.0. DatonKallandor fucked around with this message at 02:49 on Dec 23, 2017 |
# ? Dec 23, 2017 02:42 |
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Main Paineframe posted:the planet doesn't really play a role in war, you just plant your flag in the dirt there to confirm a victory you've already won in the skies. Cherryh will improve this in a lot of ways, in that it'll be harder to attain total and global space supremacy, but the fundamental issue is still there. DatonKallandor posted:Except for the part where there's an FTL inhibitor on the planet and you can't get past the system until you take it. Seriously. You don't seem to be wrapping your head around "Cannot move past heavily fortified planet without taking it with armies or spending years leveling it because it has an FTL inhibitor on it." That is why Armies are important. That is why taking a fortified system is a two-step process that cannot be handled solely by your fleet without a massive investment of time and ships as they bombard it. Fortified worlds buy time for defenders and cost resources for attackers. They play a giant role in warfare if you get an effective chokepoint, just like a starbase. You can't claim starbases are effective bulwarks and then turn around and say planets are not. Psycho Landlord fucked around with this message at 03:59 on Dec 23, 2017 |
# ? Dec 23, 2017 02:50 |
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I mean yeah sure if the numbers are all wrong (if bombarding is too fast for example) then nothing will change. But that's a strange thing to assume and certainly not a reason to say the system doesn't work on a design level.
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# ? Dec 23, 2017 04:08 |
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Fututor Magnus posted:a primitive species dlc would be very interesting to me just because i'd love the little star trek like stories you can generate just from interacting with them. I imagine that update will probably be titled Roddenberry or Brin.
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# ? Dec 23, 2017 06:53 |
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MilkmanLuke posted:I imagine that update will probably be titled Roddenberry or Brin. Butler.
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# ? Dec 23, 2017 08:22 |
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Reveilled posted:I know it's been suggested by others before, but I wish there was a seperate category from civics called something like "origins" to contain the civics which are unchangeable, with everyone getting one. I would be totally down for that. It would really help for adding flavour while allowing you to keep the robotics/two species/whatever starts.
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# ? Dec 23, 2017 08:29 |
In addition to having to take a planet with a FTL inhibitor on it, you'll actually get its resource output in Cherryh if you occupy all planets in the system, right? That's a decent incentive to take well-developed planets.
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# ? Dec 23, 2017 11:03 |
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One of the other coolnesses to FTL Inhibitor fortress worlds is the Defense In Depth fleet retreat policy, you know, the one that makes your ships warp out if the hull paint gets scratched. Send your fleet in to fight a superior enemy fleet that's sieging down your fortress world. They're on No Retreat so their fleet is brutal in combat but your fleet is now able to effectively raid and skirmish against it. You kill a few ships and then automatically warp back to a drydock to repair. They continue the bombardment. You warp back in and skirmish again. I think that's a really awesome new defensive strategy that just became viable.
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# ? Dec 23, 2017 11:35 |
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I'm sure this has been asked tons of times before but what are some absolutely basic newbie tips and tricks that I'm missing? I'm not a stranger to paradox mapgames, it's just quite different from previous ones I've played. I started as Space UN, because why not? 1. I've been boxed in by two rivals and can't expand any more. They have mutual defence agreements, although I beat one of them before on their own, the other is superior to me. Can I make them have a bust-up? I think if that was the case, I could solo the weaker empire. But at the same time, this isn't playing to my strengths as an egalitarian federalist or whatever? 2. I have a single fleet, mostly destroyers, at ~50 years in. Is this too little? Is combat just a question of more = better than? 3. Due to the boxing in, I've run out of even mediocre planets to colonise. Is going "tall" viable? 4. Sectors, which the tutorial says are Cool and Good, are in fact poo poo and bad IMO. My "managed" planets are far behind other contemporary colonies, just because the AI doesn't seem to do much with them. Had to manually build spaceports etc to bring them up to scratch. What gives?
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# ? Dec 23, 2017 11:54 |
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Anita Dickinme posted:gently caress transport ships. Lemme ferry my troops on my battleships. Imperium Galactia 2 did it right (never played the first game). All ships could carry troops (bigger ships could carry more) and you could add modules instead of something better for extra space if you wanted but as far as I could tell it was pointless when you could just add another good ship instead.
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# ? Dec 23, 2017 13:19 |
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Vlex posted:I'm sure this has been asked tons of times before but what are some absolutely basic newbie tips and tricks that I'm missing? I'm not a stranger to paradox mapgames, it's just quite different from previous ones I've played. 1. You can't make other empires hate each other, but you *can* buddy up to one of the empires by doing things like guaranteeing their independence and no longer rivalling them. If you do this intensively enough, eventually their view will change. This works best if you have Diplomacy traditions for the boost to trust cap. 2. Aim for cruisers asap. Combat is largely more=better, but there's lots of subtlety around design that can trip you up. Make sure you've got point defence on your destroyers and that you're running kinetics for preference. 3. Going tall is totally viable - see the one planet strategy guides out there. However, if you've already got pretty wide (i.e beyond around 5 planets), then your options are limited to going Voidbourne and spamming habitats. 4. Have you been giving your sectors enough minerals to build things?
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# ? Dec 23, 2017 13:31 |
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Apparently this is a thing: https://twitter.com/Martin_Anward/status/944523747956051969
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# ? Dec 23, 2017 18:15 |
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yes, sectors work fine, but they only have the mineral and energy pool they have access to. AI in fact loves building spaceports, although not spaceport modules for some reason. They'll also build a defense station next to the starport if they have enough minerals.
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# ? Dec 23, 2017 18:43 |
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Vlex posted:4. Sectors, which the tutorial says are Cool and Good, are in fact poo poo and bad IMO. My "managed" planets are far behind other contemporary colonies, just because the AI doesn't seem to do much with them. Had to manually build spaceports etc to bring them up to scratch. They probably don't have enough resources to build anything. Sectors have internal stockpiles of resources that they use to construct and maintain their buildings, you can see how much they're generating from the sector overview menu. Also, even if they have enough resources they'll still only build up to three or so items at a time. You're probably better off putting your already built up planets into sectors first, as counterintuitive as that may seem.
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# ? Dec 23, 2017 21:37 |
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GunnerJ posted:Apparently this is a thing: This is cute, but given the scale of the game the last thing I'm looking for is more greebly little statistics to keep track of. At least it sounds like this one will mostly be negligible except maybe for a handful of elite armies you actually care about.
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# ? Dec 23, 2017 21:57 |
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Any chance they're going to add zoom bindings? Currently you can only scroll with a scroll wheel, which is limiting on a laptop.
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# ? Dec 23, 2017 22:06 |
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Voyager I posted:This is cute, but given the scale of the game the last thing I'm looking for is more greebly little statistics to keep track of. Odds are you won't have a million armies flying around anymore, because you have to pay for them, and because combat width means you don't get any benefit from having a giant army stack. An integration into the fleet manager would cut into many-army syndrome even more, because you won't even be building armies by hand to replace losses either. Your armies will probably be very similar to fleets - you have a specific composition, with a general that you somewhat care about and carry from fight to fight.
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# ? Dec 24, 2017 00:12 |
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So how much decadence should I wait for an Awakening empire to have before I rebel against them?
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# ? Dec 24, 2017 02:34 |
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Hunt11 posted:So how much decadence should I wait for an Awakening empire to have before I rebel against them? They cap at having a 75% malus, so wait untill then unless you cant take them before.
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# ? Dec 24, 2017 06:24 |
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Psycho Landlord posted:Seriously. You don't seem to be wrapping your head around "Cannot move past heavily fortified planet without taking it with armies or spending years leveling it because it has an FTL inhibitor on it." That is why Armies are important. That is why taking a fortified system is a two-step process that cannot be handled solely by your fleet without a massive investment of time and ships as they bombard it. Fortified worlds buy time for defenders and cost resources for attackers. They play a giant role in warfare if you get an effective chokepoint, just like a starbase. You can't claim starbases are effective bulwarks and then turn around and say planets are not. It looks like fortified planets cost some measure of three resources to deal with: War Exhaustion: inexpensive armies can still win an invasion through sheer weight of numbers, but the addition of combat width and other supporting tweaks mean they will take substantial losses and sap your empire's commitment to the conflict. I imagine the details depend largely on what kind of empire you are, but the gist of it is that your people have a limited stomach for wave tactics. Conventional Materiel: Elite armies can take a planet without appalling losses, but they are expensive and require dedicated research to unlock. This means that the ability to launch effective ground invasions will require a meaningful investment on the part of your empire. Time: A fleet in orbit can safely bombard the planet and essentially put it to siege, but it's committing a fleet to a lengthy operation and if the planet is a border chokepoint then it's also delaying the rest of your campaign. The sum of all this is that if you want to wage effective wars of conquest, you are probably going to need to invest in ground troops.
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# ? Dec 24, 2017 06:56 |
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Just skimmed over the last twenty pages or so. As usual, I assume we have no real idea when Cheryl and/or Carol will be released?
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# ? Dec 24, 2017 12:06 |
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Tarquinn posted:Just skimmed over the last twenty pages or so. As usual, I assume we have no real idea when Cheryl and/or Carol will be released? Supposed to be next week. God knows
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# ? Dec 24, 2017 21:19 |
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Lunchmeat Larry posted:Supposed to be next week. God knows The new Dev Diary says the next one is not until the 11th. I do not think it is going to come out before that.
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# ? Dec 24, 2017 23:39 |
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Unless someone were to break into their office to upload it early.
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# ? Dec 24, 2017 23:42 |
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It's coming out tomorrow, people. It's a Christmas miracle!
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# ? Dec 25, 2017 02:23 |
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Would love to see 2.0 go open Beta for a bit. Seems like it should be pretty good for the game.
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# ? Dec 25, 2017 04:53 |
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Tarquinn posted:Just skimmed over the last twenty pages or so. As usual, I assume we have no real idea when Cheryl and/or Carol will be released? Wiz said next week like last page. Jesus, read the thread
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# ? Dec 25, 2017 13:46 |
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# ? May 30, 2024 00:55 |
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Gyshall posted:Would love to see 2.0 go open Beta for a bit. Seems like it should be pretty good for the game.
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# ? Dec 25, 2017 13:48 |