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Gwyrgyn Blood
Dec 17, 2002

If you set ship design to fully automated in the empire policy screen, it will handle all design upgrades automatically. The retrofit pop-up is just to tell military ships to go and update to that new design.

Oh, and make sure the designs themselves are set to auto Upgrade in the design screen. Its not super intuitive.

You can manually tell ships of a type to retrofit by going to the ship list, filter to military, sort by class, select all, hit retrofit. Or, select fleets in the fleet screen and hit retrofit.

Gwyrgyn Blood fucked around with this message at 21:37 on Jul 26, 2014

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oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
If I thought Galactic Civilizations 2 was dull and boring should I just leave this thread and not consider buying this game?

Less Fat Luke
May 23, 2003

Exciting Lemon

oswald ownenstein posted:

If I thought Galactic Civilizations 2 was dull and boring should I just leave this thread and not consider buying this game?

Nah I thought the same thing and this basically is consuming my life.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Boarding pods activate based on your empire policy settings. If you have it set to only snag higher tech/larger ships, you wont try and board piddly little ships that would otherwise be snagged. I'm usually set to capture everything, then disassemble for tech and resources at nearest shipyard. I dont like dealing with ships I didnt build myself and would rather get the tech boost.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

oswald ownenstein posted:

If I thought Galactic Civilizations 2 was dull and boring should I just leave this thread and not consider buying this game?

What this game does beautifully is automate the crap out of things. For small empires you can micromanage things to your heart's content, and then when things get too large to handle, you just pawn them off onto the computer. It really helps to alleviate the tedium of mid-lategame that develops in most 4x games once things get too large to handle quickly and easily.

Phlegmish
Jul 2, 2011



If you found Galactiv Civilizations II to be a bit superficial and samey after figuring out the mechanics, then this is the game for you. If you never managed to get into GalCiv in the first place, this is definitely not the game for you.

The General
Mar 4, 2007


I kinda wish this game was more like Space Crusader Kings II, but it's still an awesome game. Space map simulator.

uber_stoat
Jan 21, 2001



Pillbug
Paradox needs to go talk to the Herbert estate and get them to sign off on Crusader Kings: Dune edition.

Distant Worlds content: I wish I could choose to enslave or exterminate specific races, so I could get all these filthy bug monsters off my planets without murdering my lizard friends. It's hard being a Space Tyrant.

Phlegmish
Jul 2, 2011



You have to be careful, apparently there are negative consequences when you brutally murder billions of sapient beings. I was shocked when I found out.

Bohemian Nights
Jul 14, 2006

When I wake up,
I look into the mirror
I can see a clearer, vision
I should start living today
Clapping Larry

Phlegmish posted:

apparently there are negative consequences when you brutally murder billions of sapient beings.

Thankfully, the galaxy has a very, very short attention span.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

DarkAvenger211 posted:

When do your ships decide to use their boarding modules to assault? Do I have to manually tell them?

Auto-used when the shields go very low or down. The main problem is making sure you don't kill the target-it's kinda why Ion weapons exist as an option.

Less Fat Luke
May 23, 2003

Exciting Lemon
Ugh, killing the Shakturi is a slog. I have them bottled up on their homeworld, but they have goddamned planetary shielding preventing bombardment and a 500% bonus to defense. I have their planet blockaded while I've been recruiting literally hundreds of troop divisions.

Edit: Well, gently caress, didn't realize that special forces can disable things like that. I'll try that first!

Less Fat Luke fucked around with this message at 20:32 on Jul 27, 2014

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

How does everyone use their Escort class ships? Am I just supposed to automate them all and let them do their thing? Is the suggested number of them in the build screen just based on the proportions set in the Empire policy screen?

DarkAvenger211
Jun 29, 2011

Damnit Steve, you know I'm a sucker for Back to the Future references.
What exactly do special forces do? And does it happen automatically when you land your troops?

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

PittTheElder posted:

How does everyone use their Escort class ships? Am I just supposed to automate them all and let them do their thing? Is the suggested number of them in the build screen just based on the proportions set in the Empire policy screen?

Just automate them and they'll putter around as escorts for your bases/ships. And yeah, the suggested number of ships to build depends on the proportions set in the empire policy screen.

Less Fat Luke
May 23, 2003

Exciting Lemon

DarkAvenger211 posted:

What exactly do special forces do? And does it happen automatically when you land your troops?
The in-game description is pretty accurate; they target planet facilities, focusing on ones that provide defensive bonuses first. Very useful to mix them in with invasion forces as it turns out!

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
Tried following that New Guy Newbie Guide (which is like following a lego instruction manual on how to play a game) but I don't have the ability to build any weapons research stations.

So I 'copy as new' an energy one, removed the energy labs and added weapon labs and then changed the role.

Am I doing this right?

Gwyrgyn Blood
Dec 17, 2002

oswald ownenstein posted:

Tried following that New Guy Newbie Guide (which is like following a lego instruction manual on how to play a game) but I don't have the ability to build any weapons research stations.

So I 'copy as new' an energy one, removed the energy labs and added weapon labs and then changed the role.

Am I doing this right?

Yup, you nailed it.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Do planetary bonuses to research contribute globally to the Total Empire Research Potential, thus increasing the maximum amount of research you can do, or is it just a local bonus, giving you more research for cheaper?

Gwyrgyn Blood
Dec 17, 2002

PittTheElder posted:

Do planetary bonuses to research contribute globally to the Total Empire Research Potential, thus increasing the maximum amount of research you can do, or is it just a local bonus, giving you more research for cheaper?

Total bonus as far as I can remember. If you go to the Research menu to the last tab, it details out all your bonuses. It just takes your highest bonus from any planet/location, so if you have +15% and +30% it just uses the +30% one. Other things stack though of course.

NatasDog
Feb 9, 2009

Trogdos! posted:

I'm really annoyed by the ship design system. I have no idea how to make designs (well I know how but they'd be complete abortions). So now I have to set ship design to automatic, and every time anything new is researched I have to accept the advisor suggestion to refit all ships that benefit from it. If I don't, the auto-designer seems to not update the designs at all, and I have to manually do poo poo that make me want to pull my hair out, like manually choosing a new design and ordering ships to retrofit one by one.

Please tell me I am completely missing something and there is a button that makes the most up-to-date design of a ship class and I can press a button so that all ships of that class go and retrofit? :(

You'll still have problems with the auto-upgrading of designs, because the AI makes some retarded decisions regarding your base and ship designs. Off the top of my head, these are things that will happen if you set it to auto:

Your ships will still be equipped with Damage Control modules instead of repair modules when you unlock them.
Some non-carrier designs sport fighter bays, wasting space they should be using for Dakka IMO
Some non-transport designs have troop modules, though this isn't really all that bad since you can do invasions without keeping a dedicated troop transport fleet for most non-reinforced worlds.
Every Space Port design has a cargo hold even though they use your planet's storage
Every Space Port has all three research modules, sometime more than one, even though you can easily cap your research by building one of each base.
If you want to use fusion reactors on things like bases where space/power generation ratio isn't as important, you can kiss that idea goodbye unless you're careful not to research or trade tech with anyone for the reactors that use caslon. Of course that means all your ships will only be able to use fusion too.

There are other nuisance things like civilian base designs being made of paper and not able to withstand even the lightest pirate raiding force and passenger ships not having nearly enough passenger modules for my liking, but that's my take. The game could really use some kind of AI ship design rule set for you to turn things like cargo holds and research modules off on space ports and poo poo like that.

NatasDog fucked around with this message at 14:47 on Jul 28, 2014

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
Well, I thought GalCiv 2 was extremely boring and uninteresting after playing for a few hours but this game has finally gotten a hook in me.

I started pre-warp with nothing which let me learn the game a little more than those starts where you have a bunch of ships already and no idea what they're doing etc.

Just got my first few warships going and killed some giant scorpions that were hassling a mining planet and I'm getting ready to make the first colony ship and start colonizing space.

The real time aspect with pausing really helps a lot.

Arghy
Nov 15, 2012

PittTheElder posted:

How does everyone use their Escort class ships? Am I just supposed to automate them all and let them do their thing? Is the suggested number of them in the build screen just based on the proportions set in the Empire policy screen?

Its better to build a defense fleet for every planet and tell them to defend nearby systems and have a reaction fleet on stand by. I usually rock a defense fleet of 10 ships at every planet/important system then a few fleets just idling so i can send them places.

ugh its Troika
May 2, 2009

by FactsAreUseless
Never not blow AI ships away so you can steal a half-constructed planet killer.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Less Fat Luke posted:

The in-game description is pretty accurate; they target planet facilities, focusing on ones that provide defensive bonuses first. Very useful to mix them in with invasion forces as it turns out!

They're also pretty hardcore in the right circumstances. I dropped three of them on a world and they pretty much slaughtered an entire heavily defended planet with only a bit of minor armor support coming in to support them halfway through.

If that Warhammer total conversion mod doesn't make space marines take over their role i'll be pretty disappointed. They seem like they're built for it.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM
How do you get captured spies back? Are they still auto-failures?

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

oswald ownenstein posted:

How do you get captured spies back? Are they still auto-failures?

I'm pretty sure captured == executed.

Bohemian Nights
Jul 14, 2006

When I wake up,
I look into the mirror
I can see a clearer, vision
I should start living today
Clapping Larry


Finally managed to stop the Shaktur in its infancy! There's only room for one empire following the way of darkness in this galaxy! They were even nice enough to leave me their starbase and most of their ships! (.. because I could barely break their shields.)

e: I guess my fleet just doubled in size. :v:

Say what you will about the Shaktur, they know how to run an efficient planet. 40% of my GDP, even though I have 20 colonies

Bohemian Nights fucked around with this message at 19:55 on Jul 29, 2014

TheCosmicMuffet
Jun 21, 2009

by Shine

Bohemian Nights posted:



Finally managed to stop the Shaktur in its infancy! There's only room for one empire following the way of darkness in this galaxy! They were even nice enough to leave me their starbase and most of their ships! (.. because I could barely break their shields.)

Oh man... in palaces, treason; and the bond crack'd 'twist son and father.

Phlegmish
Jul 2, 2011



drat the The Order.

Travic
May 27, 2007

Getting nowhere fast
I'm having trouble fully eradicating pirates. Is there some trick to it? I destroy all their starports and mining stations and planetary facilities and they keep coming back. I'm assuming there is a constructor out there some where rebuilding starports, but I can never catch them. If I manage to find one and send a fleet after it they never chase the ship. I have full scanner coverage of my empire and most of the galaxy besides so I can see where all their bases are, and I've tried setting fleets to Attack: Anywhere stance on fully automated, but they just sit there.

Any thoughts? I really want to play with pirates for the depth they add, but I want to be able to destroy them eventually.

Gwyrgyn Blood
Dec 17, 2002

Attack Stance just straight up doesn't work right so don't bother with it.

Did you check 'Pirates never respawn' in the game options when you started? If you didn't, they may just be respawning?

Travic
May 27, 2007

Getting nowhere fast

Gwyrgyn Blood posted:

Attack Stance just straight up doesn't work right so don't bother with it.

Did you check 'Pirates never respawn' in the game options when you started? If you didn't, they may just be respawning?

Yeah it's set so they don't respawn.

bobtheconqueror
May 10, 2005

Travic posted:

I'm having trouble fully eradicating pirates. Is there some trick to it? I destroy all their starports and mining stations and planetary facilities and they keep coming back. I'm assuming there is a constructor out there some where rebuilding starports, but I can never catch them. If I manage to find one and send a fleet after it they never chase the ship. I have full scanner coverage of my empire and most of the galaxy besides so I can see where all their bases are, and I've tried setting fleets to Attack: Anywhere stance on fully automated, but they just sit there.

Any thoughts? I really want to play with pirates for the depth they add, but I want to be able to destroy them eventually.

Unfortunately your really do have to track down all their construction ships to take them out, and maybe their ancillary bases, like mining stations and stuff that don't come up as bases on the galaxy map, although I'm fairly certain taking out the construction ship will do it. I've had pirates die out and give me all their poo poo after I blow up the constructor, assuming they didn't take over any independent colonies.

Less Fat Luke
May 23, 2003

Exciting Lemon
You can also throw long range scanners on your explorers, miners and freighters. It's sort of cheesy I guess but it really expands your visibility and will help uncover pirate activity.

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM

Travic posted:

I'm having trouble fully eradicating pirates. Is there some trick to it? I destroy all their starports and mining stations and planetary facilities and they keep coming back. I'm assuming there is a constructor out there some where rebuilding starports, but I can never catch them. If I manage to find one and send a fleet after it they never chase the ship. I have full scanner coverage of my empire and most of the galaxy besides so I can see where all their bases are, and I've tried setting fleets to Attack: Anywhere stance on fully automated, but they just sit there.

Any thoughts? I really want to play with pirates for the depth they add, but I want to be able to destroy them eventually.

I'm having trouble just dealing with pirates. I started a new game because I found myself mid-late gameish on my first game with only 3 colonies and no way getting out paced. This time I went with 'normal' settings for everything such as pirates.

Now they're loving showing up before I even have a construction ship, demanding money, then breaking the deal and blowing some poo poo up and demanding more money and it's keeping my economy in the shitter.

I tried making some ships with some rail guns and missiles and stuff (didn't want to do beam + torpedo) and killed some ships so they sent a big rear end fleet of like 8 ships.

How am I supposed to get on my feet?

Travic
May 27, 2007

Getting nowhere fast
Discovered an interesting (infuriating) quirk of the AI. If a world has a Gravity Well Generator and you order your ships to attack that planet the computer will spread your ships around the perimeter. As in you attack from the West you'd think your ships would drop out of warp in a clump on the western side of the bubble. No. They will be spread out 360 degrees around the bubble.

Agean90
Jun 28, 2008


Travic posted:

Discovered an interesting (infuriating) quirk of the AI. If a world has a Gravity Well Generator and you order your ships to attack that planet the computer will spread your ships around the perimeter. As in you attack from the West you'd think your ships would drop out of warp in a clump on the western side of the bubble. No. They will be spread out 360 degrees around the bubble.

They do that with a lot of things. Attacking a pirate station? Have fun watching your carrier drop out of warp on the other side as the majority of your forces!

Lowen
Mar 16, 2007

Adorable.

Travic posted:

Discovered an interesting (infuriating) quirk of the AI. If a world has a Gravity Well Generator and you order your ships to attack that planet the computer will spread your ships around the perimeter. As in you attack from the West you'd think your ships would drop out of warp in a clump on the western side of the bubble. No. They will be spread out 360 degrees around the bubble.

So the thing that's supposed to mess up and slow down attacking fleets does exactly that? Seems legit.

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DentedLamp
Aug 2, 2012
I have no idea how to properly deal with automation in this game; automating things seems so inefficient, and yet I get burned out after manually designating a thousand targets for my hundreds-strong constructor fleet or something along those lines. Ship design, especially, is exhausting, though I have managed to create 14 successive sets thus far for the early-mid game that I can theoretically just load up after the requisite techs are researched, so maybe it will get better once I make more.

Although, I do have to automate my combat fleets and ships, as I have no idea to work with them manually/semi-manually without tearing out my hair over the hundreds of variable attack orders I have to issue in a large-scale war. Inversely, I have no idea how to make construction ships automatically repair derelict ships and whatnot.

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