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Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

The Ninth Layer posted:

For Evolve anyone found any particularly good race combos, especially now that you can get traits from your last two runs? I've been working on a tortoise run with the antid collectivism bonus and next run I'll be going scorpions to get the claw on top of the tortoise shell and antid collectivism bonus, I'm interested if anyone else has found some particularly effective combos.

Instead of tortoise you could go with Orcs because of their fast recruit for the early game; you'll recover to full strength just as quickly. Ent is another popular choice because it means not splitting people between both lumber and stone. But pretty much Antid-anything works because the collectivism is a major game changer.

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Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Can confirm Chakan is right, I've rooted around in that codebase enough times that I can pinpoint the line if you really want. The thing is, Barracks eventually provide +3 soldiers so each building is equivalent to a plasmid.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Peachfart posted:

Challenges would be fine if I could complete multiple levels at the same time.

If you complete one challenge tier, it asks if you wish to continue to the next one. Or some setting to let it it continue until you Quit Challenge manually. I'd certainly do more No Rebirth if that were the case.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Evolve has a new challenge: Genetic Disaster. You are forced to take all four challenge genes -- No Plasmids, No Weak Crispr, No Manual Market, and No Manual Crafting -- and become a species called Valdi which has *all* the bad traits from the start. Your reward? Obviously immediate full star achievement for extincting them but you get.. 1000 Knowledge when first starting instead of 100 and +1 to Knowledge gain when you tech into Sundial. :flaccid:

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
The bad traits aren't too stressful, it's the No Plasmid part that makes the challenge tedious.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
One of the plasmid perks gives you .25% boost to production per achievement level. Up to four challenge levels can be added per achievement, giving you a maximum of 1.25% production per achievement. To reiterate on earlier advice, all but No Plasmid aren't too tedious to run with. Once you have bought up a number of perks and have 250-500 Plasmids stored, you will be wanting to play with 3 out of the 4 challenge genes on per run.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Uh, sure, I guess. It's very much a game that explores the permutations of derivatives instead of pivoting into other mechanics.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
I've successfully achieved Evolve's level 99 Supercollider achievement and the boosted storage capacity is great. Only took ~463 700 in-game days! :v:

Time to aqua/hell world myself. EDIT: Scratch that, 8 probes and I get one Hellscape, 1 Tundra, 2 Volcanics and 4! Forests.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Aurora posted:

did anyone figure out what the ??? evolve update was

A couple more achievements. One for taking the genetically challenged race all the way to bioseed and another to bioseeding from a hellworld using a non-hell race.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
There's just something about going Balorg with a full complement of slaves, Unite the world through military might and not being able to re-supply your slaves as they slowly die off for various reasons. Let me tell you discarding the Unite option was mighty tempting this run. :allears:

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
I think they messed up the numbers on Smeltery set to Iron. My usual set up prior to the big Evolve patch post-Space had it about 120% of my Steel production. I finally got a look at it now and I was producing 2.9k a second, and after setting it to something reasonable (4!) I'm making just under 1k/s. You can't really do much with it though.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
And to fool everyone, it's initially titled Genitac Adventures until you build your first dong and the 'c' grows into an 'l'

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Going Ent is a good choice because it lets you focus on one less early resource. Orc is another option because they have rapid recruitment for their military which is where your production values are going to be reliant upon in your first run.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
And after a certain point that's no longer a problem too. Maybe worth getting one or two Luxury Goods if you're trading heavily early on in the metagame but after a certain point your Plasmid production boost overshadows the amount you can get from there. It's like powering Casino's for more income: exists but there's always better options.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Suck it auto-scripts, this dev understands.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
I think it got left behind in the other changes he's been making. It could be worth a nudge in the Discord.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Eventually, once you've mapped Genetics for the first time in a run. That only tells you what current traits you possess and not which ones are tied to the various evolutionary branches or whether it's a minor trait.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Inexplicable Humblebrag posted:

scorpid scientists turning to one another in the lab and going HOLY poo poo WE GOT CLAWS??

Antid scientists dismiss notion that "burning with unholy fire" is a bad thing. In other news, banks! Run by the lizard people?!

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Yes, up to 4 challenges so far for a gold star. Don't bother with No Plasmid (it's far too large a damper on runs) and take the other three for silvers.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Supercollider your way to bigger storage. :shepicide:

He is trying alternatives though with the addition of the Storage sub-tab in Resources. At least you no longer have to open each resource individually to set them.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
So for those in Evolve playing in the Hell Dimension and cussing out the demons always destroying your fortress, well the math isn't in your favour at least initially. A siege chance will start with an initial value of 999 and compare it against a random number between 0 and it. If it isn't 0, it decrements chance by 1 and tries again in the next Hell Dimension tick. If it is 0, a siege starts.

The calculus for the fortress fight is as follows:
- Divide the current threat value by 2 then use it as the maximum bound for the generated random number that will start a siege; statistically, this will average out to a quarter of the current threat
- Divide the fortress defense rating by 35 or use 1 if it less than that. This gives the number of demons killed per round as a range from [1, defend + 1]
- For every round, roll to kill demons (additionally subtract them from the current threat) and remove 1 percent from the wall while the siege is still going
- If the wall strength hits 0%, everyone on your side dies

The first two bits are why it's so difficult to succeed initially. I had 4 patrols of 15 fiery-backed gene-boosted antids pushing down the threat to around 1100-1200 and 10 stationed in the fortress giving me a defense rating of 256 (also one laser turret). The maximum number in their siege would be 600 but I would only be dealing 1-8 damage per round; it would be like bringing a water pistol to a fight against a flamethrower. I would only be able to deal with, on average, a siege of <500. Changing that to stationing 70 gets me a rating of 2219 against 10000 threat: 33.5 avg damage against an average 2500 siege means I'll likely win the first one (in ~73 rounds) but the wall won't regenerate enough for the second. However, playing around with it while writing this post I have 60 stationed + a patrol of 15 keeping the threat down to under 3000. At the biggest siege, I'll hold in ~53 rounds on average. Thus my recommendation is dumping the majority of your army into the fortress and maintain a patrol just large enough to keep casualties lower than your training speed.

Whatever the case, in order to get Infernite you have to be patrolling; the equation is set up so that a surveyor is instantly killed if you have no one manning your fortress. Once I get into war droids this will definitely become easier, the laser turrets don't appear to be very useful in the face of numbers since they require significant power.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Complete the World Collider and turn it on for the first time. That starts up the Hell Dimension sub-tab. I believe you need to research a topic that'll show up after WSC turning on to get the Interstellar sub-tab.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
I'd say around 3 or 4. That gets you to the soft cap of Plasmids at 250 plus some perks (storage from plasmids is definitely one to take).

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
I was tempted only once to Reject Unity because of Balorg's slaves production bonus but I'm glad I didn't because it held out for at least the bioseed ending. The allure of more storage is too strong.

Side note, Sharkin might have a massive benefit when pursuing the third tier ending: Their Frenzy morale bonus will continue to escalate to a maximum as long as your Hell patrols are alive.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Nope, just like you don't have to actually research MAD!

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Soul gem drop per patrol per tick is 1 in 10000 unmodified to start. Each Attractor increases that chance by an inverted compound of 8% (meaning the first gives 1 in 9200 but the next is 1 in 8464 or ~15.36% increase instead of 1 in 8400 or 16%). 9 is giving you a chance of 1 in ~4722 or 0.02%. More patrols mean more chances so make them as small as your Boot Camps can maintain your count.

Sage Grimm fucked around with this message at 03:23 on Aug 30, 2019

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Ent it up, Balorgs get cut out of any trading so your early space is real lovely, even with slaves. Or go Orcs because they train military fast like noticeably so.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Yeah, because Ents having no Lumber isn't particularly strong once you're treading into late Bioseed/Blackhole nonsense; there's relatively few buildings that require it normally in Space and only 1 in Interstellar. Military, on the other hand, is strong through early game until Unity is reached, then returns as a major factor once Hell Dimension is open. You are guaranteed to be losing soldiers and having them return faster as Orcs (bog standard humanoid race) is pretty useful.

EDIT: Another possibility is Scorpids for their combat claws and their downside is never an issue because it's on Starvation.

Sage Grimm fucked around with this message at 00:36 on Sep 2, 2019

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Keep clicking around to find if you can upgrade your main elements using the secondary ones products. Or strategically turning off a product reaction to stockpile another so you can use it for an upgrade.

EDIT: God exotic matter is a bitch to produce and throw into a god drat blackhole. Over a quarter the way through in the two days after starting and there's very little in the way of making it go faster. :suicide:

Sage Grimm fucked around with this message at 02:07 on Sep 2, 2019

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Also, turns out war droids make your patrols one soldier larger and then as if your fortress is N - patrol soldiers larger when you have more droids than patrols. This is not a great use of Soul Gems when you're starting out: my Antids going from 59->60 in my fortress defense is comparable to adding another Plasma Turret. Drones, on the other hand, each make a reasonable RNG check (when threat is above 2000 you've got >50% chance to trigger if my math is right) to straight up kill a bunch of demons that tick, just as if they were a small-sized patrol just without the soul gem chance. They require more power and are competing on Graphene use for Interstellar Elerium production but have a bigger immediate impact on threat. And if you're burning Soul Gems on VR I..that was dumb don't do it ever.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Eldercain posted:

So I feel like I might be kinda hosed playing sharkin in the hell dimension, if I put any patrols up they just die in droves and then i don't have any food production. I suppose I could move some people over to farming and turn off my tourism but uh I'm not sure how much that's going to help.

I can always pull the rip cord and do a space reset into orc, just kind of was hoping to be able to do a little of this now

e: also how the heck am I supposed to know what size vs number of patrols i'm running argh why does this game not tell you how anything works

Starting out, one big patrol is about all you can sustain. If you've got Hivemind, then 20 soldiers is a good number prior to military tech boosts post-Hell. The only reason you want to do this at the moment is to make the place safe for your Surveyors to find Infernite for Research and buildings. However! Without an even larger contingent in your fortress as defense (60-70 with Hivemind) you will have the demons overrun and kill everyone assigned to Hell every so often. You might not have a military large enough to handle this so it be best to just assign enough for a patrol and check back occasionally to replenish your soldiers.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

neongrey posted:

The story has the answer to this--it's unstable and blows up if you get too much.

Alkahistorian is a puzzler in incremental clothes, I really enjoyed it.

And there's so many knobs to twiddle with that are meaningful you won't be bored. It hit a real nice balance.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Mendrian posted:

I'm in the first real space run in Evolve.

Is the end game just desperately trying to generate more Neutronium?

And getting enough iridium production to craft mythril constantly, so you can pump out ziggurats, increasing all space production and more Mining Outposts!

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

SynthesisAlpha posted:

Make the demons not be 5k. Patrol more. Once you have turrets for defense you should be cutting them down to 1k.

Someone posted earlier that you face up to 1/4 of the current demons in a siege, and every 35 defense adds 1 to the max range of demons killed per 1% wall lost.

So 700 defense you average 10 demons killed per 1% meaning a siege over 1k large will overrun a 100% wall. With 5k demons running around you can see up to 1250 per siege. Also they will be murdering surveyors constantly.

Not quite, you average a quarter of the current threat but it can go up to half. Surveyors will be 100% safe so long as the threat is below 10000 - (N * 1000), where N is the number of active surveyors. Once you're established you can run 7 consistently without casualties but anything higher risks the occasional evisceration.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
That's intended, but fear not, you will unlock an upgrade that requires less Alkahest for it eventually.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Good news! Evolve literally takes pity on your failed Soul Gem drops and incrementally increases the chance each time you fail, resetting once you succeed!

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Good choice, Air is the easiest of the four followed by Water. Earth appears easy to start but it requires a semi-active approach to balance out until maximized and Fire is fully active to start and requires a bunch of babying through to the middle.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

SettingSun posted:

Can you go into a little detail on how scaling works? Does it have something to do with the production pie chart? I still don't know how to read that either.

Basically it's an indicator of how much output you get from the inputs. Scaling means it will use all available ingredients (subject to ratio, if there's not enough of input A to match with input B it will be limited by input A and input B's excess will remain) above the input limits to produce the output, fixed means it will use that amount of input to produce that amount of output.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

Eldercain posted:

Doubleposting to ask uh what am I supposed to do to get the t3 reset? I've build a mass ejector and it doesn't appear to DO anything and I'm out of research and multipart buildings to buy

So there's two types of matter, normal and exotic. Both makes the black hole bigger (and increasing the power gained from it) but only exotic will eventually allow you to Big Bang and/or burn all of the exotic collected to multiply the size for greater gains later. The two materials that are Exotic enough for the ejector are Elerium and Infernite and you'll need 0.025. Starting from 1/1 and building to about 4/3 I was able to move on in ~3 days

It does need a bit more to do while you're waiting around, though.

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Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Welcome to the age of discord and transitory knowledge!

EDIT: Also dumb is checking the version number occasionally to determine that Mantis are no longer garbage tier, replacing Frail with Cannibalism. Not that the wiki has been updated to reflect this! Or any particular description to what it does except "eat your citizens for buffs!" :v:

(It's 15% buff to lumber, mining, combat rating, knowledge gain, or..healing your wounded)

Sage Grimm fucked around with this message at 02:29 on Sep 6, 2019

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