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[Endless Space] It is a Space 4X! Similar to MoO2! IT IS OUT! It is Worth It.

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Posts

  • KiasKias Registered User regular
    edited June 2012
    As much as I love this game, under the list of things the Devs are prioritizing, the closest thing I see to addressing combat issues is "Fleet Composition Status - Compition of Fleet Before/During/After Combat".

    Then, way down on the list, I see, "Revamp battle System" with a big "X" next to it, stating this feature won't be looked at because it is "either not possible or simply not in our vision".

    I am just hoping this means a large scale revamp, which is not what is needed. But combat as it stands now, mainly ships being unable to target multiple ships and the balance between different hull types really undermines all the other great stuff in the game. I don't mind anything else about the game (AI goosery will always be a thing) and of course there will always be some balance issues, but these are some basic, game breaking problems. Sure, I can just ignore that destroyer swarms will dominate everything in single player and play the game "as thematically intended," but it really removes the multiplayer aspect which is what keeps games like this fresh after several play throughs.

    Hopefully I am just overlooking it. At the very least, the space on the bigger ships needs a bump to compensate if for some coding reason making them target multiple ships isn't doable. Maybe just make it a card that divides up total damage to entire enemy fleet? Of course, if that card could be countered, that is all a swarm would ever play...

    *edit* Ok, it was further down under the User Interface section: "Prioritising Targets - Players ability to prioritise targets during ship battles." It's still only rated as, "Master nice to have" though. Hopefully this includes being able to target multiple ships. I will let the game age and eagerly await the next update.

    Kias on
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  • Gnome-InterruptusGnome-Interruptus Registered User regular
    I would think that having every gun only able to have a single target per combat phase would work, but a single ship should be able to have as many targets as it has guns.

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    MWO: Adamski
  • Salvation122Salvation122 Registered User regular
    Mojo_Jojo wrote: »
    You're not making sense now. You only expand in system in order to get resources or when you hit your population cap. Doing it before wastes time on colonising, lowers approval and reduces the system output. It is all downsides. There is no advantage to a larger population cap only a larger population

    I haven't played, but I'd assume that having two colonies effectively doubles your pop growth. Which is, you know, kinda awesome, as long as you can feed everyone.

  • WassermeloneWassermelone Registered User regular
    Mojo_Jojo wrote: »
    You're not making sense now. You only expand in system in order to get resources or when you hit your population cap. Doing it before wastes time on colonising, lowers approval and reduces the system output. It is all downsides. There is no advantage to a larger population cap only a larger population

    I haven't played, but I'd assume that having two colonies effectively doubles your pop growth. Which is, you know, kinda awesome, as long as you can feed everyone.

    This is not how it works - pop growth works on a system level, not a planet level. Each population on a planet contributes food based on the planet. So the only way you could get faster pop growth in a system by colonizing two systems would be to go to colonize a planet that provides more food per unit of population.

  • poshnialloposhniallo Registered User regular
    What are the various victory types? I have a near-standoff going on in my first proper game, and since I am Pilgrims, I guess I should go for a Diplomatic victory if that exists?

    I figure I could take a bear.
  • RendRend Registered User regular
    poshniallo wrote: »
    What are the various victory types? I have a near-standoff going on in my first proper game, and since I am Pilgrims, I guess I should go for a Diplomatic victory if that exists?

    I think diplomatic victory is nonfunctional right now?
    You could go for a tech victory or an industrial victory.

  • poshnialloposhniallo Registered User regular
    Rend wrote: »
    poshniallo wrote: »
    What are the various victory types? I have a near-standoff going on in my first proper game, and since I am Pilgrims, I guess I should go for a Diplomatic victory if that exists?

    I think diplomatic victory is nonfunctional right now?
    You could go for a tech victory or an industrial victory.

    OK, how do I do either of those then please?

    I figure I could take a bear.
  • RendRend Registered User regular
    poshniallo wrote: »
    Rend wrote: »
    poshniallo wrote: »
    What are the various victory types? I have a near-standoff going on in my first proper game, and since I am Pilgrims, I guess I should go for a Diplomatic victory if that exists?

    I think diplomatic victory is nonfunctional right now?
    You could go for a tech victory or an industrial victory.

    OK, how do I do either of those then please?

    Sorry, it's been a really long morning...!
    The bottom and right tech trees I believe each have a victory tech at the end. The one on the right requires you to build a specific improvement in 5 systems, and I'm not sure what the one on the bottom is, but the other options that I know of are diplomatic victory, which I have heard is only slightly functional due to the AI, conquest victory, which you have ruled out, influence victory, which requires you to have 3x as much influence or as many systems or something like that, as every other player in the game combined.

    I may be missing one, but I think that about covers it.

  • MazzyxMazzyx Comedy Gold Registered User regular
    Rend wrote: »
    poshniallo wrote: »
    Rend wrote: »
    poshniallo wrote: »
    What are the various victory types? I have a near-standoff going on in my first proper game, and since I am Pilgrims, I guess I should go for a Diplomatic victory if that exists?

    I think diplomatic victory is nonfunctional right now?
    You could go for a tech victory or an industrial victory.

    OK, how do I do either of those then please?

    Sorry, it's been a really long morning...!
    The bottom and right tech trees I believe each have a victory tech at the end. The one on the right requires you to build a specific improvement in 5 systems, and I'm not sure what the one on the bottom is, but the other options that I know of are diplomatic victory, which I have heard is only slightly functional due to the AI, conquest victory, which you have ruled out, influence victory, which requires you to have 3x as much influence or as many systems or something like that, as every other player in the game combined.

    I may be missing one, but I think that about covers it.

    Economic victory. Which is something like 500,000 dust+x per the number of players over the lifetime of the game.

    u7stthr17eud.png
  • RendRend Registered User regular
    Mazzyx wrote: »
    Rend wrote: »
    poshniallo wrote: »
    Rend wrote: »
    poshniallo wrote: »
    What are the various victory types? I have a near-standoff going on in my first proper game, and since I am Pilgrims, I guess I should go for a Diplomatic victory if that exists?

    I think diplomatic victory is nonfunctional right now?
    You could go for a tech victory or an industrial victory.

    OK, how do I do either of those then please?

    Sorry, it's been a really long morning...!
    The bottom and right tech trees I believe each have a victory tech at the end. The one on the right requires you to build a specific improvement in 5 systems, and I'm not sure what the one on the bottom is, but the other options that I know of are diplomatic victory, which I have heard is only slightly functional due to the AI, conquest victory, which you have ruled out, influence victory, which requires you to have 3x as much influence or as many systems or something like that, as every other player in the game combined.

    I may be missing one, but I think that about covers it.

    Economic victory. Which is something like 500,000 dust+x per the number of players over the lifetime of the game.

    Excuse me, sir, but I would like to buy the galaxy.

    The... the galaxy?

    Yes. Both of them, indeed. You'll find that everything has its price.

    ...yes sir.

  • VaregaVarega Registered User regular
    Just remember that economic victory is based on dust earned, not stored. So use the dust you get to continue to ramp your economy.

    League of Legends:Varega
  • JepheryJephery Registered User regular
    edited June 2012
    Is there a "Sandworms" modifier for Desert planets?

    Should be like , -30 happiness, +5 dust per pop.

    Jephery on
    }
    "Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
  • SerukoSeruko Ferocious Kitten of The Farthest NorthRegistered User regular
    Rend wrote: »
    poshniallo wrote: »
    What are the various victory types? I have a near-standoff going on in my first proper game, and since I am Pilgrims, I guess I should go for a Diplomatic victory if that exists?

    I think diplomatic victory is nonfunctional right now?
    You could go for a tech victory or an industrial victory.

    all the victories are in. Diplomatic victory is just incredibly slow. You get a certain number of points for each agreement/treaty you have with another player. Reach a threshold and boom diplomatic victory. But it's a pretty stupid long wait. Pretty much you have to aim specifically for it and then other victories would still be much easier.

    "How are you going to play Dota if your fingers and bitten off? You can't. That's how" -> Carnarvon
    "You can be yodeling bear without spending a dime if you get lucky." -> reVerse
    "In the grim darkness of the future, we will all be nurses catering to the whims of terrible old people." -> Hacksaw
    "In fact, our whole society will be oriented around caring for one very decrepit, very old man on total life support." -> SKFM
    I mean, the first time I met a non-white person was when this Vietnamese kid tried to break my legs but that was entirely fair because he was a centreback, not because he was a subhuman beast in some zoo ->yotes
  • JepheryJephery Registered User regular
    edited June 2012
    Double post, but this game is pretty awesome.

    Jephery on
    }
    "Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    Diplo victory is so slow it is functionally impossible right now.

    You would probably get an economic victory by mistake before a Diplo victory popped.

    97H9G7S.png PSN - Masked Unit | FFXIV - Laitarne Gilgamesh
  • RendRend Registered User regular
    Maddoc wrote: »
    Diplo victory is so slow it is functionally impossible right now.

    You would probably get an economic victory by mistake before a Diplo victory popped.

    That's kind of what I meant.

    In other news, I tried a couple new strategies in recent past. One poster in this thread recommended a sower strategy of 0% taxation and only ever generating industry. Seems to be working very well- I could see it going other ways, of course, whether its optimal I don't know, but it is certainly functional. Absolutely. Even without the planet techs, it works very well. At about 100-150 turns or so, I have an empire of over a dozen systems, of which only one or two complete new improvements in more than one turn. My dust is constantly hovering within a turn of being 0, since any time I take a planet off of dust duty to improve it, I lose a massive chunk of cash, but the balancing game there is actually pretty fun. And the science shoots off too.

    Also started a game as the cravers last night. I'm surprised how quickly a military strategy can get started. If you focus on science in the beginning until you can get a decent core of systems, you can very quickly get some immense fleets out there, in the time most people would probably be researching their own colonization, industry, or economy. By essentially researching economy only up to infinite supermarkets (and +2CP per fleet), you save yourself about half a thousand science, and then when you take your 50%Ind->Sci off in favor of building fleets, your core systems begin to churn out military machines very quickly. We'll see how this goes, but I think I'll be able to eliminate two of the four players in this game in another 15 turns easily.

  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    My last game as Sowers, I went down to 0% taxes very quickly. Even early on I found that lowering taxation usually made my income increase if I had even only a couple systems converting industry to dust.

    That was the game where I grabbed galf the galaxy practically before the game begun and within a hundred turns I could go for like three different win conditions at will.

    97H9G7S.png PSN - Masked Unit | FFXIV - Laitarne Gilgamesh
  • RendRend Registered User regular
    In what situation(s) can you actually raise the tax rate? It looks like it just makes people unreasonably PO'd.

  • JepheryJephery Registered User regular
    Heroes seem to be insanely powerful. Like the labor specialist can give +20 base and +25% industry and food that you can move that bonus around at will.

    Makes for interesting decision making though. Like, do you want to use him to develop a newly colonized world, or give him on a developed one that is churning out ships.

    }
    "Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
  • DonnictonDonnicton Registered User regular
    Rend wrote: »
    In what situation(s) can you actually raise the tax rate? It looks like it just makes people unreasonably PO'd.

    It really becomes a matter of stacking happiness structures. Pile on as many as you can on each of your systems and then tick it as much as you can without losing ecstatic.

  • kaortikaorti Registered User regular
    With terraforming and enough happiness structures, i've pumped taxes above 90% while keeping all but the worst of my systems ecstatic. It's really a matter of eliminating happiness penalties and building the upgrades.

  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    I really hope they change United Empire's bonus. Maybe just make it so that taxes have less of an impact on happiness.

    Right now the bonus is good only when you're so late in the game that it barely matters. For the majority of the game, the happiness penalty isn't even offset by the production bonus, and then you lose dust and science too.

    97H9G7S.png PSN - Masked Unit | FFXIV - Laitarne Gilgamesh
  • MegaMekMegaMek Girls like girls. Registered User regular
    Man, they just nerfed the shit out of Sowers.

    Is time a gift or punishment?
  • RendRend Registered User regular
    MegaMek wrote: »
    Man, they just nerfed the shit out of Sowers.

    Patch?
    Notes?

  • durandal4532durandal4532 Registered User regular
    Ah man I gotta play this after the weekend, I want to get in on this balancing.

    Take a moment to donate what you can to Critical Resistance and Black Lives Matter.
  • BigBadWolfBigBadWolf Grandma's HouseRegistered User regular
    Patch 051.2
    Sowers: Added -20 % science, removed Optimal defense, removed crowded planets + 1
    Decreased the Sower Ind to Food Conversion (50% -> 40%).
    Decreased the Ind to Dust Conversion (50% -> 25%).
    Decreased the Ind to Science Conversion (50% -> 25%).

    Well there goes my strategy out the window...

  • RendRend Registered User regular
    BigBadWolf wrote: »
    Patch 051.2
    Sowers: Added -20 % science, removed Optimal defense, removed crowded planets + 1
    Decreased the Sower Ind to Food Conversion (50% -> 40%).
    Decreased the Ind to Dust Conversion (50% -> 25%).
    Decreased the Ind to Science Conversion (50% -> 25%).

    Well there goes my strategy out the window...

    D:

  • MazzyxMazzyx Comedy Gold Registered User regular
    UE got a damn good buff though.
    UE : Removed Anomaly on starting planet, added 10% Dust Gain, added industry bonus kicks in at 25% tax
    UE : Increased the Dust bonus on Tax Rate (linear up to 50%, slows down after => great bonus first, slows down to 50%, linear after).
    UE : Industry bonus on Tax Rate starts earlier (Tax: 50% -->100%, Ind: 0% -->50% => Tax: 25% -->100%, Ind: 0% -->60%).

    u7stthr17eud.png
  • FoomyFoomy Registered User regular
    Mazzyx wrote: »
    UE got a damn good buff though.
    UE : Removed Anomaly on starting planet, added 10% Dust Gain, added industry bonus kicks in at 25% tax
    UE : Increased the Dust bonus on Tax Rate (linear up to 50%, slows down after => great bonus first, slows down to 50%, linear after).
    UE : Industry bonus on Tax Rate starts earlier (Tax: 50% -->100%, Ind: 0% -->50% => Tax: 25% -->100%, Ind: 0% -->60%).

    thats a decent change, it's a lot easier to keep your systems happy in the 25-50% tax range, should help boost industry by a lot early game.

    Steam Profile: FoomyFooms
  • JepheryJephery Registered User regular
    edited June 2012
    I've glad they noticed that the Ind -> Dust/Science conversion was way too powerful at 50%. Gal Civ 2 has a similar problem where it is optimal to build only industry or only research buildings on all your tiles and use the conversion rather than building both types.

    Jephery on
    }
    "Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
  • kaortikaorti Registered User regular
    Is there any good way to determine where to set taxes now as UE? Before the patch I wanted taxes low for the happiness boosts. Now I'm not sure whether I want happiness or the dust & industry boost. Since there aren't aggregate income numbers readily available except for dust, I'm having a hard time tuning my tax rate.

  • kaortikaorti Registered User regular
    Is there any good way to determine where to set taxes now as UE? Before the patch I wanted taxes low for the happiness boosts. Now I'm not sure whether I want happiness or the dust & industry boost. Since there aren't aggregate income numbers readily available except for dust, I'm having a hard time tuning my tax rate.

  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    Sowers needed to be hit and badly.

    They were the most powerful race by an incredibly ridiculous margin.

    97H9G7S.png PSN - Masked Unit | FFXIV - Laitarne Gilgamesh
  • RaekreuRaekreu Registered User regular
    Maddoc wrote: »
    Sowers needed to be hit and badly.

    They were the most powerful race by an incredibly ridiculous margin.

    I only got the game this past weekend and I'd say that they're still a bit too good. It wasn't difficult for me to shoehorn myself into 1st place mid game by provoking a war with the #1 faction (the warrior bug people, can't recall the name) and producing ships to the Nth degree. By the time I had them on the ropes, my fleets were mightier than the other 2 races combined (and multiplied). The fact that I was easily 100 turns behind everyone else in research was never even a factor that I had to consider.

    Before anyone asks, this was normal difficulty, 4 species, 2 arm spiral galaxy. Vanilla game options.

  • SonelanSonelan Registered User regular
    Anyone else having stuttering or lag issues in this game now? For the past couple days its been almost unplayable for me due to it taking forever to do anything with the delay.

    [SIGPIC][/SIGPIC]
  • lambda52lambda52 Registered User regular
  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    lambda52 wrote: »

    A bit disappointing only because it really isn't ready yet

    97H9G7S.png PSN - Masked Unit | FFXIV - Laitarne Gilgamesh
  • RendRend Registered User regular
    It is my desire to play my next multiplayer game of endless space as a race of space traders and mercenaries, declaring war for money and selling the planets I take for dust.

    Which race is best race?

  • zerg rushzerg rush Registered User regular
    lambda52 wrote: »

    Yay!

    This thread has been torturing me since I instituted a strict rule about not buying games based on 'potential' and always waiting until the game was out and had reviews to buy it. Glad to see it may be finally out.

  • lu tzelu tze Sweeping the monestary steps.Registered User regular
    Jephery wrote: »
    Heroes seem to be insanely powerful. Like the labor specialist can give +20 base and +25% industry and food that you can move that bonus around at will.

    Makes for interesting decision making though. Like, do you want to use him to develop a newly colonized world, or give him on a developed one that is churning out ships.
    What you do is play as Horatio, and clone him 8 times!

    World's best janitor
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