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cock hero flux
Apr 17, 2011



Gaj posted:

If anything I think the flagship should be a quick tanker + electronics mast. Maybe throw on 2 cruise missile tubes and some CIWS and it could be as cheap as 50k.

The Sevastopol starts at 150k and having that extra cash on hand is a great way to get 2 independent strike groups running around at the start.

yeah but that's not as fun as deploying the Battle Brick and lighting up everything you see with heavy artillery

you can go even further if you do what that one guy did and manage to get the wheels that the ground AA guns use into the ship editor because with those your brick doesn't even need to be able to fly

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cock hero flux
Apr 17, 2011



Det_no posted:

Any idea how long a campaign might be? I know it's kind of a roguelite but I'm wondering how long a full campaign might take.

unknown because the second stage of the campaign is difficult that virtually no one has gotten past it

cock hero flux
Apr 17, 2011



HerpicleOmnicron5 posted:

In reality, a jammer will give information on bearing, but it spoofs range. Missiles can use Home on Jam functionality to go in that direction, but the launch platform won’t know if the target is even within range. That, and if the target makes manoeuvres, it really struggles to intercept. Both ship radars and missile radars should behave similarly if it matches reality - take a look at a DCS video about Home on Jam for a demonstration of what jamming looks like when you’re firing on someone.

Assuming the same principles hold, jamming is for making the enemy waste ordnance at/beyond maximum range and increasing odds of evasion with light manoeuvres. If the missiles are already en route, it might be a little late to employ jammer use, but it may impede further launches.

My ideal defence would consist of jamming using the primary task group, behind an advance pair of groups - one as a counter-offensive vanguard (carrier launched bombers perhaps as a first wave if available) and a second layer of jamming with Skylarks. The Skylarks are there to allow the primary task group to successfully evade further assault - the signature difference shouldn’t be terribly noticeable with jammers on, and so far the AI’s actions have held with that assumption in mind. Jamming is disabled on the Sevastopol’s group after it has successfully disengaged, and it must keep zigzagging.

TLDR, you’re kinda right, though it’s better as a preemptive tool, and ship radars should be as effected as missiles if the game is modelled on reality. The fact that a preemptive tool guarantees discovery is pretty funny.
the other thing about jamming is that anything which is Jamming essentially draws all of the heat, so if you're trying to shake an enemy armada then sending a small group with a load of jamming capability off in the wrong direction while your main fleet goes radio silent will cause the enemy to follow it. If the Jamming group is fast enough to avoid getting caught and has the range to lead the enemy strike force away, then disable jamming and loop back around to rejoin the main force, then you can pretty reliably keep strike forces from actually finding your main fleet.

following this concept I made a ship called the peacock which is just 8 jammers, a giant fuel tank, and 4 fixed engines whose sole job is to go LOOK AT MEEEEE while flying off in the wrong direction at supersonic speed. I also put a chaingun on it which is purely for shooting down missiles because if one bullet hits this thing it immediately explodes.

cock hero flux
Apr 17, 2011



I just got the ramming event without actually having rammed an enemy vessel, or even lost one of my own. I had a lightning which got beat up super bad and lost a bunch of crew and then had to blast itself at the retreat pint directly past an enemy ship, but no contact was made.

cock hero flux
Apr 17, 2011



punishedkissinger posted:

Its only a rumor

it's super worth it in the right circumstances, I was able to literally crack a Nomad in half with a burning Lightning at maximum velocity

why are you losing morale, you should be glad to die for the probable Emperor

cock hero flux
Apr 17, 2011



HerpicleOmnicron5 posted:

Very very slowly. I've realised my error in strategy after reaching the second phase of the campaign - you're not just trying to execute a decapitation strike. The actual strategy you should be employing is just simple long term guerrilla tactics. The way I'm achieving this is using my Lightnings to take an entire block of cities, having them conduct all their repairs at once in order to draw in a Strike Group intentionally, then lure the SG to the Sevastopol and my aircraft carriers. The aircraft do the majority of the damage, and the Sevastopol herself cleans up the rest.

This strategy relies on hidden cities to conduct the larger repairs the Sevastopol needs after combat. After taking out an SG this way, I find it best to move to the other side of the map, repeat there, then advance diagonally.

Realised far too late that restarting battles drains Morale, and god I hate how important ship building is. It's not my cup of tea at the best of times, and it's so incredibly fiddly here. All I've done is upgun Lightnings and whack on jammers and radar to Skylarks, and that already felt like too much. Really hoping for Steam Workshop support for ship sharing.

hidden cities are great but I'm still not sure how you're supposed to find them

I've bumbled into a couple accidentally but every time I actively go out looking for one, following roads into big empty areas between towns, I find loving nothing

cock hero flux
Apr 17, 2011



HerpicleOmnicron5 posted:

Do that but with ground radar supplementing it when you can afford to. They feel rarer in the north.
in my experience turning your radar on is a great way to receive every cruise missile in the entire kingdom directly into your face, which is the exact scenario I'm trying to avoid when looking for a hidden city

cock hero flux
Apr 17, 2011



deep dish peat moss posted:

A fun thing I just found out: If you build a ship that's just absolutely covered in armor, you can ram into enemy ships and just insta-delete them. I've been testing this in the ship editor so I don't know if it will lead to the morale ramming penalties, but you can make an unarmed ship that's just a brick of armor with a bunch of engines and wipe out entire battles pretty fast without losing your armor

someone actually already showed me a design which is the logical conclusion of this concept, which was dubbed the "windshield wiper"

cock hero flux
Apr 17, 2011



punishedkissinger posted:

The morale penalty for ramming isn't even that bad and you only get it the one time as far as I can tell.

you get it every time, I think, but it's really not that bad. Morale is very manageable and I spend most of the time with it at or near full.

cock hero flux
Apr 17, 2011



Ciaphas posted:


am I playing a different game? I got minus nine morale, and I was at 6 at the time so the game straight up game-over'd me

it's minus 3 per ram. One ramming penalty per fight isn't a big deal(which is good because it keeps happening to me when I very slightly clip an enemy ship, barely damaging mine), 3 in one fight is you lose.

cock hero flux
Apr 17, 2011



Ciaphas posted:

In my campaign yesterday, I got an event about the Governor recalling all strike groups to Khiva, making the city impregnable. I assumed that meant the game was telling me "you're dawdling WAY too much, get a move on or I'm game-overing this poo poo", but what you're saying implies that's either not the case or that that event doesn't always pop?

it's exactly what it says: the governor recalls all the strike groups to Khiva. this means that when you get to khiva, you will have a very big fight on your hands, assuming there's still a lot of strike groups around.

AFAIK the only things that actually give you game overs are having no ships, having all ships at 0 morale, the Grand Duke dying, and nuking Khiva. Everything else that can happen can make the game really, really difficult for you but you aren't going to just lose.

cock hero flux
Apr 17, 2011



also it's worth noting that after he recalls all the strike groups to Khiva you do seem to be able to bait them back out again by just flagrantly abandoning the concept of stealth. It mostly puts a time limit on the pure stealth strategy where if you sneak around too long without reaching Khiva then the governor gives up on finding you and just turns Khiva into an impregnable fortress because he knows where you're going anyway.

cock hero flux
Apr 17, 2011



Ciaphas posted:

alright, so it's not a direct game-over; is it a random event, time based, or perhaps every time i get a certain distance north?

sure didn't FEEL like i was wasting time, my fuel/credits were trending downward and that was with skipping over half the cities I saw

Might have something to do with number of cities visited or something like that. I ended up having to reload a save before the transmission from the capitol and went to a different unvisited city further to the south and it still triggered. Could be that, could be days elapsed, distance from Khiva, Fleet HQs captured, etc.

cock hero flux
Apr 17, 2011



Actually managed to beat the game. The keys to victory seem to be cleaning up the Strike Groups ahead of time and being able to spread out fighting groups to most of the launch sites after you hit Khiva.

the most important lesson I learned in this run was to bring a Kormoran. You can't really afford more than one, but it's a fantastic anchor for your mobile group. Decent fuel efficiency and enough capacity to support itself, extremely durable, big guns for killing things and CIWS for shooting down missiles.

main flaw is that the 2 little engines on the bottom get shot off all the time, which isn't the end of the world because it doesn't need them to fly, but it becomes painfully slow without them. Fortunately there's enough unused space on the hull to mount 2 extra rotational thrusters, so that's pretty easy to mitigate.

It wasn't too difficult to take on strike groups with just one of those and a couple of lightnings to soften things up for it.

cock hero flux
Apr 17, 2011



BrotherJayne posted:

Assuming that you're not loving with me, how do I get those?

I want to make a turtle ship that lands and shoots upwards

the answer is apparently by using file editing or glitches to get one of the AA trucks into your saved ship designs

cock hero flux
Apr 17, 2011



MuffiTuffiWuffi posted:

Okay so I just went into a shop and saw a 300mm incendiary round for sale which, uuuuuh, what in the world? I thought that the shipbuilder had basically all the parts unlocked but 300mm incendiary rounds imply the existence of a secret player-usable 300mm cannon. Anybody seen something similar?

e: take a look at this ginormous round, I really really really want to see the gun that uses this thing



i'm pretty sure it's the rocket launcher and I'm pretty sure that it sucks

edit: actually the rocket is 220, I have no idea what the 300 is for

cock hero flux fucked around with this message at 13:17 on Aug 7, 2021

cock hero flux
Apr 17, 2011



Levin posted:

Any basic pointers would be welcome.
go into the designer. make a ship that is just a series of giant fuel tanks with just enough engines to make it fly. make another ship that is 1 or 2 4x4 fuel tanks with enough engines to make it hit at least 600 km/h. these things end up costing like, 2-4k each and taking a couple of them allows you to drastically increase your range. the big one lets you buff the range of your entire fleet hugely, the little ones let you buff the range of your fast attack groups without slowing them down. there aren't any big tankers in the default ship list, and the fast tanker that's there has a bunch of extra electronics bolted to it that make it more expensive than it needs to be.

if you want an easy ship loadout: 4 Lightnings, 2 of those little tankers(or skylarks if you're too lazy to make them), the sevastopol, and a kormoran. Optional add-ons if you can afford them: a big tanker, a gepard, making a variant of the lightning that uses 130mm guns instead of 100mm(this is as simple as just swapping the guns out, the lightning can handle them and you can do it mid-run if you feel like it).

game start, take the sevastopol and the big tanker if you brought one, split them off, turn off their radar, and park them in the desert. if you can find a hidden city, park them there, otherwise whereever is fine as long as it's vaguely central to the group of cities you're going to be clearing out but not close enough for something to find it. Take the lightnings, the kormoran, and the little tankers and just go city to city clearing stuff out.

Lightnings are too fast to get hit by anything other than large volumes of 37mm or high calibre proxy shells, neither of which you will see going city to city. Use them for sudden strikes and you'll be able to clear loads of cities trivially by just deleting corvettes as they try to take off. Anything mid-sized can get picked apart by them as well, especially if you upgun them to 130mm. They can't take a punch, but only the biggest boys can throw enough of them to actually land any.

The Kormoran is for strike groups. It's an unkillable brick with 2 giant guns and a bunch of CIWS. It can 1v1 the Varyag with very little difficulty as soon as you realize that miniguns can reliably shoot down artillery shells if you have enough of them(and it does). It can also shoot down cruise missiles pretty easily. A strike group typically consists of a Nomad and like 3 or 4 Boreys or Archangels. So, 1 big cruiser, a few medium ones, and depending on what else is in the neighbourhood there might be some corvettes or a missile carrier around. If you fire AP from your big guns at the right angle you can very reliably take out a Borey or an Archangel in 1 shot by striking their bridge or a magazine. AP fired at the right angle can also easily hit a pretty important magazine in a Nomad and, while it won't instantly die, you will instantly cripple it. If you don't have any AP or can't get a good angle, then just hang out at long range and pound away with your big guns until everything dies while shooting down any incoming fire with your 37mm guns. You might get beat up, but with 4 lightnings to back you up(either by softening things up ahead of time or finishing things off after you retreat) you can take down strike groups without much trouble.

keep the sevastopol sort of nearby because the one thing that can screw you is if you take down a strike group and then another one shows up while you're repairing, and if that happens you'll need to be able to link up with it it so that it can bail you out, but other than that this'll carry you to khiva no problem

cock hero flux
Apr 17, 2011



Capntastic posted:

Is there a breakdown of what all of the sensors do/are good for/etc? The signal intelligence side of things is where my knowledge is lacking.
ELINT: on all the time, detects radar signals and reports their bearing. every group you have should have at least one of these since it'll tell you when you're about to run into a strike group
Radar: turn this on to die instantly
IR: every time this has ever pinged anything it's turned out to be an incoming cruise missile
radio: antennae are literally the cheapest part in the game and having them doesn't really seem to do anything beyond letting you get radio intercepts
jammer: turn this on to die instantly but on purpose

cock hero flux
Apr 17, 2011



everyone's posting all of these cool elaborate builds but so far the only combat builds I've made are the 130mm lightning and a kormoran with the electronics and missiles stripped off and replaced with armour

cock hero flux
Apr 17, 2011



Phrosphor posted:

Can anyone confirm that you don't get a Dangerous flag if you sit in Ur? I decided to top up the Svestapols tanks while sending off two strike groups right at the start of the game and I didn't seem to get into trouble.
you totally will, although it seems to take longer than other cities. I pretty much always leave Ur with a danger flag because I like to fill up my supertanker before I leave

cock hero flux
Apr 17, 2011



Shuka posted:

I have not been taking advantage of this at all. Wow. Going to keep a notepad of likes dislikes like someone mentioned.

Would love a instant replay of the final shot, in a similar vein to the post battle wreckage screen already suggested. These things don't really fit the simulator feel, but maybe a little explosion porn would be in line with militry ops.

don't use up too many favours, there's another use for them you run into later on and you can't really get them back

cock hero flux
Apr 17, 2011



Mr. Crow posted:

Speaking of do they respawn once you kill one?

as far as I can tell, nothing respawns except possibly trade convoys. if you just go around murdering everything you'll eventually hit a point where the Strike Group and Tactical options at captured signal stations become unclickable because there are no valid groups left for them to report on. I've never managed to get there with trade convoys but I can't tell if that's because they respawn or just because there are loads and loads of them.

edit: however I'm pretty sure that once you take Khiva the game spawns in an extra strike group in addition to the 2 missile carrier groups because I've cleared every city on the map and murdered every strike group I could find multiple times but there's still always one strike group that I have to deal with in the last stand

cock hero flux
Apr 17, 2011



M_Gargantua posted:

They will also become unclickable if none of their position have changed from where they are currently marked.

that applies to Tac groups because tac groups like to just hang out but if you click the SG button and nothing happens then it's because all the Strike Groups are gone, strike groups move all the time, generally in your direction

cock hero flux
Apr 17, 2011



Levin posted:

How do people address Tarkhan ships they pick up? Starting to think I should be selling em as they end up being deadweight at times just eating up fuel.

if they have a carrier, an air defence ship or a strategic missile ship then send them to hang out with the Sevastopol. I've never seen one have like, a Kormoran or anything really impressive in combat. If they have like a Gladiator or something I guess you could keep it around as a backup in case you lose all your Lightnings or something.

I tend not to sell them just because money's never that tight and for the last stand you need as much raw metal as you can get to throw in the path of nuclear missiles.

cock hero flux
Apr 17, 2011



Ciaphas posted:

those of you who at least make it to Khiva, how long do your campaigns last? I find myself getting bored and puttering out long before Khiva's on the horizon

It's one of the game's flaws that, at least on Normal, it's actually not that difficult for a decent player to take down a strike group with a reasonably sturdy brawling ship. The game's attempt at discouraging this is the Sevastopol: the Sevastopol can take down a strike group but will inevitably take a load of damage in the process which will take ages to repair, so when the second strike group shows up the next day it'll just die. But that only works because the Sevastopol is loaded with expensive equipment and uses 57mm secondaries. If you use something like a Kormoran instead, which is a brick with 37mm secondaries, then you actually don't take a ton of damage. If you use the ship designer to make an even thicker brick(hot tip, if you're too lazy to custom design your own brick you can just strip all the electronics and missiles off the Kormoran and replace them with armour and an extra chaingun in about 30 seconds and have something good enough) then you take virtually no damage, and the damage that you do take is all to armour which is dirt cheap to replace and quick to repair. Once you have a ship that can take on 3 or 4 strike groups in a row, the game is trivially easy until Khiva, because all the strike groups will lemming into you and die within the first week of the game and you'll be left to mop up cities with impunity.

I think a lot of the problem stems from the fact that the dev didn't realize how effective massed chainguns would be at shooting down artillery. The AI doesn't really try to do it, but with 4 chainguns you can reliably delete an entire barrage from the biggest gun. And it's not hard to mount 4 chainguns on something, they're the cheapest gun available. The only thing that chainguns don't really work on are bombs, but bombs aren't used that often and are pretty easy for even a big slow ship to just move away from.

I haven't really tried Hard, so I don't know if it addresses any of this, but if I were to fix this I'd make it so that every Strike group has an associated fleet HQ that they're tied to that will eventually rebuild them if they're destroyed and the Fleet HQ hasn't been capped. And I'd probably make them a bit tougher, they tend to just be a Nomad and a couple of light cruisers on Normal and they're just not that threatening to a Brick. Beefing up city defences would be good, too. Maybe have it so that certain types of cities(fuel depots, intel centers, etc.) have tougher defences so that you can still have a few lightnings go around snapping up the easy cities.

cock hero flux
Apr 17, 2011



M_Gargantua posted:

2A37's aren't the cheepest actually :science:

not in terms of money, I suppose, but they only require 1 small magazine to supply them and they don't add much weight

cock hero flux
Apr 17, 2011



Ciaphas posted:

soooo.... it's a 5 hour campaign? 10? :v:

I have 35 hours in the game, and I've beaten it twice. Subtract however much time for the tutorial, a few abortive attempts before I figured things out, and puttering around in Shipworks, and 10 hours seems reasonable. Although that can go way down if you just try to speedrun it and plow through everything as fast as possible.

As for taking on strike group with a Kormoran: the key is shooting down the heavy artillery shells with your chainguns. If the Nomad fires its big guns at you and hits you even a brick will take substantial damage, and you're a little too slow to be dodging them reliably. But if you have your chainguns loaded and fire at the artillery, you'll take out most if not all of the incoming shells. The smattering of smaller calibre shells that you take will do negligible damage. Stop the heavy shells and missiles and you're golden. If you pick up some 180mm AP shells you can really trivialize things with some careful aiming but even if you can't find or afford them you'll be alright.

cock hero flux
Apr 17, 2011



FLIPADELPHIA posted:

Only had about an hour to play today but put some missiles on my big starter ship but they didn't show up as usable in my first fight? I know they are on there because I took enough damage for the audio to say "missile lost" or something to that effect.

The ship mechanic / parts shop screen is really confusing.

missiles need a clear launch path in order to work, you can't fire them if you put a part in front of them.

also they don't really show up, the only indication that your ship has missiles is if you press space and missiles come out

cock hero flux
Apr 17, 2011




a lot of this is fair but there are a few things to point out:

fuel costs are only lovely because you're dragging too much poo poo around, park your main fleet and use a more efficient strike group

there is a way to repair selectively. Right click on damaged parts to repair them individually.

Strike groups are firing Radar-seeking missiles at you. You are firing Radar-using missiles at them. If you get the missile variants with the radar icon, you can do the same thing back at them. And if you turn your radar off, they'll have a much harder time firing missiles at you.

cock hero flux
Apr 17, 2011



Jamsque posted:

Killing a fleet with planes or cruise missiles does not produce a crash site or any salvage opportunity.

yeah, if you wipe out the whole thing. But wiping out an entire strike group with planes and missiles means that you didn't actually have to fight it. And if you instead just beat it up and then go finish it off, you get easy salvage.

cock hero flux
Apr 17, 2011



TheGreatEvilKing posted:

So I got this game after seeing it in the thread, any newbie tips besides "read the manual, idiot?"

turn off your radar, leave the sevastopol parked somewhere out of the way unless you need it to bust strike groups

cock hero flux
Apr 17, 2011



TheGreatEvilKing posted:

Way ahead of you there.

Jesus I am terribad at piloting in this game, I think I've blasted my own navarins with the missiles they just launched twice.

i might get flak for saying this but there's really only 3 weapons worth using in actual fights.

these are the good guns:
37mm chainguns are excellent for shooting down incoming enemy missiles and shredding unarmoured targets. If you have several of them they can also shoot down incoming artillery, and with incendiary ammo even a quick burst can instantly ruin small ships. They're cheap in both cost and ammo/power requirements and you can mount loads of them. These are the best defensive tool and a decent offensive one.
130mm guns are great for small Lightning style fighters. They hit hard without having bad ammo or power requirements, and they rotate fast enough to keep up with a nimble ship's movements.
Double 180mm guns hit extremely hard and are excellent for tearing apart large targets. With proxy shells or careful aim they'll ruin small targets as well, and their AP shells can instakill enemy cruisers if they hit the right spot. They rotate pretty slowly and have fairly steep ammo and power requirements so you can't put them on speedy ships, but these are the ideal primary armament for a Brick.

everything else:
57mm guns are the cheapest for a reason: they shoot too slowly to act as point defence but aren't big enough to actually hurt anything.
100mm guns aren't terrible but have the same ammo requirements as 130mm guns and aren't as good, so you might as well just use 130mms.
Single 180mm guns take up the same space as Doubles and almost as much power, so you might as well use Doubles.
Hextuple 180mm guns are extremely impressive but impractical. They're ridiculously expensive and need to be mounted on Large Hull segments, which are far heavier than just mounting the equivalent amount of regular hull parts for some reason. For less space, weight, and price you can easily mount 3 Doubles and the requisite amount of ammo and power modules.
Rocket launchers aren't very good, they're expensive and their rockets can easily be shot down or avoided by enemies. And unlike artillery, the AI actually does try to shoot these down.

Zenith missiles are terrible on large ships, since they require gaps in the armour to fire out of, are expensive and single use, can easily be shot off and aren't that much more impressive than a salvo from a 180mm gun. Large ships also struggle to actually reach a good firing position for them. Zenith missiles could be of some use on small ships, but your smaller ships really shouldn't be fighting anything that would require them too often, and the money you spend on them would be better spent on AP ammo(which can't get shot off in combat and rendered useless, and which can be devastatingly powerful). Nadir missiles I haven't played around with too much because you can't use them in the shipworks editor.

Sprint AA missiles are kind of useless in combat. They, again, require gaps in the armour of large ships, which is never good, and small ships can just avoid missiles anyway. You're far better served by just mounting chainguns for missile and plane defence. They are very good for defending against cruise missiles and long range aircraft attacks, though, since your small ships are grounded and can't just avoid them. Having a few of these on a backline ship for missile defence purposes is probably good, but you shouldn't use them in an actual fight.

Bombs have to be on small ships, since big ones aren't nearly agile enough to use them. Bombs also have to be mounted on the outside to be used, and explode like ammo magazines if they get hit. This is bad. Taking a hit to the bomb bay is immediate death, and I don't find them nearly impressive enough to be worth the risk.

cock hero flux
Apr 17, 2011



Vizuyos posted:

Unlike the 37mms, the 57mms are actually pretty impressive in large numbers. A single one won't do jack, but line up a few of them and they can actually do a lot of damage. If you get an opportunity to focus fire on one area, they can chew through a large ship's armor and mangle the insides in a single clip.

You can't put armor on top of missiles, but you can put it under missiles, so they're not as much of a liability as they look. They still need a gap somewhere to be able to connect to the rest of the ship, since crew and power connections can't pass through armor or large fuel tanks, but it only has to be a one-tile-wide gap. Still doesn't stop the missiles themselves from getting shot off, but it means they aren't a gaping hole in your defenses. Take a look at the Nomad in the ship builder for an example of what I mean - a lot of its parts are mounted outside the armor, with tiny gaps here and there to allow them to be controlled.

I'm not gonna defend rocket launchers or bombs, though, as far as I can tell they're just plain terrible.

The thing is that 37mms ARE impressive in large numbers. They have a hard time with armour, but anything else they will tear apart. And, more importantly, they are the most effective defensive tool in the game by far.

And yeah, while you can put armour under missiles, the missiles themselves will get shot off and need replacing. That costs money. Having missiles on a large ship will cost you in the long run, and there aren't really any situations where a large ship would rather have missiles than just some AP ammo.

cock hero flux
Apr 17, 2011



Agnostalgia posted:

Well the aftermath of taking Khiva is certainly overwhelming. Not really sure what I'm supposed to do here. Send out dozens of sacrificial ships to eat enemy nukes?

fan out semi-effective task forces to every launch site while keeping a main battle group in reserve. When one of them encounters a strike group, send the battle group over and kill it. When one of them starts getting nailed by a missile cruiser, send the two nearest task forces over to kill it. Missile cruisers aren't that tough, the main issue is that they'll nuke you 5 times before you get into combat with them. Even a modest group of combat capable ships can take one down.

cock hero flux
Apr 17, 2011



Oh yeah, go absolutely apeshit with nuclear weapons. If you have even a vague idea of where an enemy group is then make it rain.

cock hero flux
Apr 17, 2011



Agnostalgia posted:

I might have sold all my nukes for cash.

that's fine, it's pretty standard practice to sell your nuclear weapons to the local villagers whenever you need quick cash. Fortunately, now that you have ascended beyond the need for currency you can just shake down every village your missile carriers pass through to see if they have any nukes lying around.

cock hero flux
Apr 17, 2011



Saros posted:

In both the games i've played all the strike groups were dead long before that triggered and it happened in different places.

So I got close to Kiva and the governor asked for a meet. I went but using only a scout ship. After it came down to fighting I ran away with the scout then missiled the cruiser he spawns them mopped up with an upgunned 2x2 180 frigate. Then... Nothing? Did I break whatever was supposed to happen by running away?

No, he sends a big battleship to kill you. There's no event for killing it, just the absence of you dying.

It is possible for that event to go in a completely different direction but it requires you to have already fulfilled some conditions before going to meet him. Him trying to kill you is an outcome, not a step.

cock hero flux
Apr 17, 2011



Night10194 posted:

You don't let your Skyrussians leave the heater on and the engine running all campaign after it starts to get cold, because jesus, losing fuel while at anchor loving suuuuucked

it's like a one time morale hit, lol

cock hero flux
Apr 17, 2011



Captain Gordon posted:

I don't think I ever got that event. What are you talking about, exactly? I am curious!

depending on which one you're talking about
1: There's an event which triggers when you're fairly close to Khiva where the Cruiser Diana from the tutorial comes back and reveals that the Emperor survived and is still fighting in the homeland. Pyotr reveals that he actually received a transmission with this information before you ever left Ur, and just decided not to tell anyone because he thought taking Khiva and then suing for peace was the best chance at winning the war and thought that if Daud and the Grand Duke knew that the Emperor was alive they'd insist on going back to help him. If you don't have Pyotr arrested on the spot as soon as he reveals this, he then pulls out a gun and shoots Daud in the face, tells the troops that he died on the way back to his home planet, and then you press on for Khiva. If you do have Pyotr arrested, Daud, who is now aware that Mark isn't the Emperor and thus Daud actually still outranks him, takes most of your fleet and steams off south to help the Emperor. You get left with a couple of ships to try and go for Khiva.

2: After you reach Khiva, you uncover the fact that Khiva is not only where the reactor is, it's also where they assemble and stockpile their entire arsenal of ICBMs. Pyotr realizes that holding Khiva doesn't give you a good bargaining chip, it literally instantly wins the war as soon as you can get those facilities running again. Which means that the enemy isn't going to negotiate a peace treaty to preserve Khiva, they're just going to take the nukes that they have and wipe it off of the map before you can use it on them. His entire plan was based on the idea that the enemy would be willing to end the war rather than lose Khiva, but in reality they're far more afraid of letting you have access to it than they are of losing it, so now you have no choice but to try and fend off a full-scale nuclear attack with whatever battered fleet you have left.

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cock hero flux
Apr 17, 2011



fun because fast
boring
cool because big

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