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Mondian posted:So a bunch of my vassals decided to band together in a war for independence while I was distracted with fending off a neighboring empire's attempt to punish me for all my atrocities. Point is, I smashed all their fleets to pieces, but their warscore keeps ticking up despite them being toothless and not actually doing anything. Is this normal and if so what exactly am I supposed to do to combat it? It's been bugged since release https://forum.paradoxplaza.com/forum/index.php?threads/1-0-0-9b5a-attacker-is-getting-warscore-without-occupying-anything.928153
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# ¿ Jan 21, 2017 04:57 |
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# ¿ May 6, 2024 03:58 |
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lolTigey posted:I believe that during an independence war rebellious vassals get 1% warscore every month (maybe not that often - but it is pretty regular) that the war drags on for. This means that If the war lasts long enough it can become nigh impossible to win by score alone. If you think I am wrong, load up the 1.3.1 save and show me. It's still compatible.
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# ¿ Jan 21, 2017 06:06 |
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Kitchner posted:Imagine there's a battle for a planet going on and it's like 10 times longer than it takes now. Your fleet has dropped off the armies so what does it do? Does it just sit there in orbit doing nothing just in case the enemy comes with reinforcements? or do you move onto the next planet? Likewise doe the enemy attempt to break through and drop reinforcements? Maybe it should be possible for your troop transports to make a break for the planet even while being attacked, with your fleet causing enough damage/trouble that while some transports die others get through and land. It would be cool if transports didn't get sucked into fleet actions, they could run the blockade (and still die if there were no escort)
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# ¿ Jan 22, 2017 05:40 |
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RobotDogPolice posted:Also, what should I be doing with extra energy? To get rid of a lump sum before you reach your cap, buy stuff from traders and terraform worlds To stop yourself getting to that point, build robots and science labs
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# ¿ Jan 22, 2017 09:58 |
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Poil posted:I wish I could ban robots without having to research robot tech. You can have robot pops on conquered planets but you can't auto smash them until you know how to build them yourself. You need to know where the off switch is
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# ¿ Jan 22, 2017 11:17 |
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There should be pops that don't fit onto the grid so we can have people fleeing to the colonies to escape their overpopulated urban-hell hives
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# ¿ Jan 22, 2017 13:36 |
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Heck yeah
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# ¿ Jan 23, 2017 14:56 |
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Maybe instead of two blobs running ones anothers health bars down we could fight over the building grid, moving lil armies from square to square and having partisans spawn from POPs and damaging buildings as we fight over them and do orbital bombardments
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# ¿ Jan 23, 2017 20:08 |
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Beer4TheBeerGod posted:An "army" is basically a starship that can only influence planets. There are other ways to achieve that influence without using the cumbersome process that we currently see. I am not saying get rid of planetary combat, I am saying fold the army units into fleet ships and make invasions more entertaining and engaging. That can easily fall under your suggestion for rework. They can also hide from enemy fleets while still exerting their influence which your ships can't do
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# ¿ Jan 23, 2017 20:42 |
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Beer4TheBeerGod posted:This is true, and not something I agree with. If I want to glass a planet with soldiers on it that should be an option. Asynchronous warfare is cool because it's a brake on player expansion without just being another goddamn AE penalty
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# ¿ Jan 23, 2017 20:46 |
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Wiz posted:Yeah, I'm honestly not sure exactly how removing an active volcano is supposed to work. https://www.youtube.com/watch?v=vFAgvYlG0fs
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# ¿ Jan 23, 2017 22:30 |
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There was a XCOM clone called UFO: Afterlight where you had to build terraforming stations on Mars and its craters gradually turned into lakes and the land masses went from red to green, that was cool to watch
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# ¿ Jan 24, 2017 13:26 |
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GlyphGryph posted:I don't know why I asked for a spoiler tag, haha. I meant like a code tag or something else that obviously sets it apart form the body of the post. Spoiler tag is bad. On some forums spoiler tags let you expand and contract the contents e: on good forums.
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# ¿ Jan 25, 2017 16:52 |
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Libluini posted:Besides giant animals, what about rats? This talk about post-apocalyptic Earth reminds me of this movie where some poor bastards survive a lot of dumb poo poo, only to be rescued by literal ratmen in the end. (The end is incredibly, hilariously overblown with the survivors screaming like those rat people are the most horrible thing ever. Dudes, they saved you, they probably won't suddenly start nibbling on you.) Reminds me of http://www.goodreads.com/book/show/397876.Domain
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# ¿ Feb 2, 2017 04:15 |
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Why does tech research not put surplus science into the stockpile, heck why does it consume from the stockpile on the last month when it doesn't need to
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# ¿ Jul 27, 2017 10:05 |
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Migration treaties, integrating vassals and the Transcendence ascension perk has resulted in this species splitting into two: the homeworld full of Psionics and 2 pops that migrated between 2 of my vassals that are now just Latent Psionics
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# ¿ Aug 1, 2017 07:21 |
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hobbesmaster posted:Well, psionics can summon Slaanesh so it only seems fair... I thought it was meant to be Khaine
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# ¿ Aug 2, 2017 08:35 |
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Alright time to try out this "devouring swarm hive mind" thing Paradox added, I bet that has a bunch of changed mechanics to make things interesting....nope still have to take Enduring to get the most out of my "influence", still get "unity" somehow. Good loving grief Paradox.
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# ¿ Aug 5, 2017 11:53 |
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# ¿ Aug 5, 2017 14:13 |
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Wiz posted:There is literally a tooltip in-game for Influence that explains how it works for Hive MInds. Okay:- It doesn't actually explain why the things happening in game are happening though. Why does a hive mind need governors, admirals and generals, when the drones are meant to be like limbs of a greater organism? Are the governors taking away control over the drones on their planet from the hive mind? Why isn't this represented in any way? Why doesn't it affect gameplay? Why does the hive mind need to issue "farming subsidies"? Does the greater organism use an internal market? Are there drone small business owners? Why does "humiliating" a rival empire give you more influence over your drones? How does contacting new empires give you influence over drones?
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# ¿ Aug 6, 2017 15:24 |
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Nuclearmonkee posted:I demand you answer why these game concepts don't logically fit for my gestalt collective of space faring snailmen!!! The empire differentiation is completely bland and players were assuring one another over a year ago that the blandness would be resolved with the DLC, well here we are and the vaunted hive mind mechanics amount to removing pop happiness (and disabling diplomacy if you want to go hog wild).
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# ¿ Aug 6, 2017 15:55 |
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Wiz posted:On the leaders, the game actually explains that as well with the concept of autonomous drones. Does it all fit perfectly immersion-wise? No. But we'd basically have to make a new game entirely for Hive Minds to be 100% immersive. We're making some improvements in regards to events and traditions in 1.8, though. Just scrap leaders for hive minds and remove the usual penalties for not having them. Make hive minds stronger in the early game but unable to match the bonuses normal empires get from influence and unity in the late game. This will produce more interesting narrative.
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# ¿ Aug 6, 2017 16:29 |
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turn off the TV posted:You can explain leaders in the same way that the Zerg and Tyranids have leaders. Funny you should mention Tyranids, whose synapse creatures are immortal. Not having to buy new leaders every 50 years would be one way to differentiate hive minds for sure.
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# ¿ Aug 6, 2017 20:17 |
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# ¿ May 6, 2024 03:58 |
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canepazzo posted:Some more cool poo poo on twitter: Paradox, hire a drat editor!
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# ¿ Jan 16, 2018 17:46 |