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Titanium A2S Slugs are too strong

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6 years ago
Jul 6, 2018, 10:48:02 AM

While it makes invasion pretty smooth i guess it needs to be said.


Creating special ships only for siege loss is way too powerfull.



In every one of my games i dont need much manpower at all, because i usally dont lose much of them anyway. I alway create special ships with the siege loss improvement (Titanium A2S Slugs) so that i only need 2-4 turns to completly wipe out enemy defenses to 0. Invading the system afterwards is not even a fight, i instantly win and just take the system.


This one module makes ground battles completly trivial and i thought i cant be the only one thinking that.

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6 years ago
Jul 6, 2018, 11:14:42 AM

I think there are several flaws in their design, the first is that they become accesible too early in the tech tree (imo they can be tier 3 or even tier 4) and AI just can't answer them in time with defensive buildings and fleets. The thing is they are in the same era as all crucial system defense reinforcements and that makes them a strategy that is way too unpredictable and tough too counter. Lets say I am playing against another player and I rush slugs and even if he has some options to strengthen his system defenses (Electromagnetic Shield, Tractable Armaments) he will not be able to do that because I am already with slugs at his door. However this is somewhat balanced out with the fact that all in A2S SLUGS fleets are either defensless or burn a lot of command points and they make your fleets much weaker. Thats why I am ok with how they are right now but that mostly goes to PvP matches. I agree that it makes invasions against AI pretty dumb.

Updated 6 years ago.
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6 years ago
Jul 6, 2018, 1:25:46 PM

Agreed. Manpower/invasions mechanics are quickly made redundant by Titanium A2S slugs.

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6 years ago
Jul 7, 2018, 12:29:38 AM

A solution would be to limit their number per ship. That way you need to bring way more ships to the invasion if you want to really eat away at system manpower.

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6 years ago
Jul 8, 2018, 10:41:55 PM

Consider that slug ships, unlike manpower ships, have to STAY IN SYSTEM to continue sieging, whereas a "dropship" can dump it's MP and run off if need be.  The above point about slugs taking up critical module slots and CP is also valid, though no more so than manpower modules.  The reason A2s slugs seem less useful is that invading and sieging both attack the same stat, but sieging can be STOPPED.  A fleet of slugs can be chased off, but once sufficient manpower is dropped on a system, that's it.  It's getting taken and there's squat the defender can do but sacrifice population or give it up early.


That said, slugs also don't require extra manpower to fill, leaving more for your other ships without demanding masses of extra food.

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6 years ago
Jul 8, 2018, 11:33:22 PM

Agreed, the biggest problem is that it's very easy to create completely unarmed trash fleets of small support ships and fill all support module slots with A2S Slugs and maybe one engine, plus one or two other small support ships that have nothing but an engine and numerous fleet speed up modules. They don't need any hero (apart from maybe speed skills), defense or weapon modules because as long as they have another friendly combat fleet in the same system alive and kicking, absolutely nothing can touch them. 


This is because the attacker is always forced to engage the most powerful defending fleet first no matter how many action points left the defender fleet has, so this means putting either A2S Slugs or other support modules on your main ships isn't a choice at all because there simply is no reason to put Siege modules on your fighting ships, apart from cost reduction reasons that become more and more of a non-issue as the game goes on.


I'm not sure what the best solution for this problem is though. I agree that maybe the module itself should be made more expensive, later tech tier or limited to 1 siege module per ship due to how powerful it is, however some factions like Vodyani are already absolutely starved for Manpower and taking their only surefire way of early game conquering would hit them very hard. Manpower in general is in need of a rework (YertyL's idea's description outlines the main issues with early vs. late-game extremes), so I think nerfs to A2S slugs should definitely be accompanied by other Manpower changes to compensate.

Updated 6 years ago.
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6 years ago
Jul 9, 2018, 12:03:31 PM

If someone has a huge fleet to protect another huge bomber fleet, that sounds like that one deserves to win the planet tbh.

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6 years ago
Jul 9, 2018, 12:35:53 PM
Dreepa wrote:

If someone has a huge fleet to protect another huge bomber fleet, that sounds like that one deserves to win the planet tbh.

Sure but because those bombers belong to the tech tier 2 that opens a lot of rush possibilities and pushes factions that already prevail in the early agression to the limit. Horatio and Unfallen have tough early game against cravers and empire even without slugs, but when those can rush them faster than you can set your defenses or build fleets...

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6 years ago
Jul 9, 2018, 1:24:48 PM

Personally, i dont think titanium A2 slugs makes manpower system obsolete. Imagine the current situation: I build a fleet filled whit 7 defenders and i place a manpower module on each of them. Whit only one manpower module, depending on its strenght,  my defenders are almost already prepared to fly trough the map and dominate systems. Most people here complain that slugs makes manpower system useless, but does anyone remember that "strange feeling" of playing the game and suddenly seeing a fight you simply cannot win  in one of your systems? Where you have far much less troops, and the enemy even have upgraded units that you do not has? if i can create, just one fleet like that... in which i dont need to fill all the modules whit "siege power", i have much more space to place movement modules on my ships, since only one manpower module is enough for my army. And guess what: One fleet that can scare anyone and dominate a system in under 3 turns only whit pure manpower capacity and that can even insta-kill a system if it has upgraded troops, and all that it needs is to simply land in a system put troops and quit to safety, plus it can recharge its lost manpower on the fleet itself if it returns after the invasion is complete, so it can go to another system and another sytstem and another systme and so on... whit 20 movement speed because it has 3 engine modules and 1 manpower module... Well, In that sense, i dont believe siege modules are OP. 



So, in one defender, i need to place at least 2 siege modules or more for the siege to be effective. In a manpower defender, whit only one manpower module i can have 200 manpower per ship, x7 in one fleet = 1400 manpower. More than enough to raze most systems in game whit minor, to no, casualiaties. 


Lets take an example: If i build one fleet whit 1400 manpower and fill it whit either tanks or airships, i can cross the entire galaxy and look over a random system from any major faction and insta-raze it , or in under 3 turns take all his defences and so on. Or if i have a opponent that is significantly far from my system, instead of utilizing a siege module whit 7 speed wasting 5-6 turns to reach there, i can just place manpower modules on it and make a super SURPRISE! that he can't do anything really about, even build a medium ship instantily. Before he sees, i cross his system field of vision, and GGWP. i can even win the game if i conquer his home system. 


But yes, i do agree that a little nerf to slugs could do well... making them tier 3 would help whit the balance of the game, i believe.

Updated 6 years ago.
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6 years ago
Jul 9, 2018, 1:31:40 PM
mamarider wrote:

[...] I agree that it makes invasions against AI pretty dumb.

Put dumb in it. I once managed to kill a sophons, like you, in endless difficulty in turn under turn 40 at fast speed by dominating all his most usefull systems, but not whit a titanium a2 slug strategy, but a basic manpower one. 


If AI learned to get tanks early... they would be much more better in play.

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6 years ago
Jul 9, 2018, 1:36:11 PM

Hi,


We have been reworking part of the ground battle ecosystem and the manpower modules should be much more useful in the next update. If the slugs are still deemed too powerful after that we'll look into solutions.


Thanks for the feedback!

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6 years ago
Jul 9, 2018, 2:12:06 PM

Velorace how did you support that amount of manpower through all the battles? You lose A LOT of manpower when they pop a system defense strategy that exchanges 1 pop for troops several times in a row. And AI seems to build a lot of defensive buildings after 1-2 acts of agression towards them. Also slugs let you not even care about gaining manpower in the first place. Every new colony absorbs 200 manpower as well, and your initial mp production is super low. I tried eraly manpower invasions myself and they only worked smoothly with factions who produce a lot of food and with Exotic Rations or Patriot Pills Plant supporting my manpower reserves, because I lost about 30-50% of my troops every invasion and had to refill in conquered systems after. 

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6 years ago
Jul 9, 2018, 3:11:30 PM
jhell wrote:

Hi,


We have been reworking part of the ground battle ecosystem and the manpower modules should be much more useful in the next update. If the slugs are still deemed too powerful after that we'll look into solutions.


Thanks for the feedback!

You leave my slugs alone you monster.

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6 years ago
Jul 9, 2018, 3:51:18 PM
Frogsquadron wrote:
jhell wrote:

Hi,


We have been reworking part of the ground battle ecosystem and the manpower modules should be much more useful in the next update. If the slugs are still deemed too powerful after that we'll look into solutions.


Thanks for the feedback!

You leave my slugs alone you monster.

Conflict brewing??? 

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6 years ago
Jul 9, 2018, 8:53:39 PM

You think the Titanium ones are strong, the Quest Slugs are the Best Slugs, adds manpower and sieging power in one module! :D

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6 years ago
Jul 11, 2018, 7:21:57 PM
mamarider wrote:


Velorace how did you support that amount of manpower through all the battles? You lose A LOT of manpower when they pop a system defense strategy that exchanges 1 pop for troops several times in a row. And AI seems to build a lot of defensive buildings after 1-2 acts of agression towards them. Also slugs let you not even care about gaining manpower in the first place. Every new colony absorbs 200 manpower as well, and your initial mp production is super low. I tried eraly manpower invasions myself and they only worked smoothly with factions who produce a lot of food and with Exotic Rations or Patriot Pills Plant supporting my manpower reserves, because I lost about 30-50% of my troops every invasion and had to refill in conquered systems after. 


I think i may have sacrificed a great number of populations for the cause lol 


Plus i had only 4 systems at that rate, i remember...

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6 years ago
Jul 11, 2018, 7:22:40 PM
Frogsquadron wrote:
jhell wrote:

Hi,


We have been reworking part of the ground battle ecosystem and the manpower modules should be much more useful in the next update. If the slugs are still deemed too powerful after that we'll look into solutions.


Thanks for the feedback!

You leave my slugs alone you monster.

Can't let it go eh? ;)

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6 years ago
Jul 11, 2018, 7:28:16 PM
mamarider wrote:


Velorace how did you support that amount of manpower through all the battles? You lose A LOT of manpower when they pop a system defense strategy that exchanges 1 pop for troops several times in a row. And AI seems to build a lot of defensive buildings after 1-2 acts of agression towards them. Also slugs let you not even care about gaining manpower in the first place. Every new colony absorbs 200 manpower as well, and your initial mp production is super low. I tried eraly manpower invasions myself and they only worked smoothly with factions who produce a lot of food and with Exotic Rations or Patriot Pills Plant supporting my manpower reserves, because I lost about 30-50% of my troops every invasion and had to refill in conquered systems after. 


But i have to agree whit you... for some reason i found difficulties in beating the AI in endless mode. Moslty because he retreated tatically on his home system... damn.

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6 years ago
Jul 11, 2018, 8:00:29 PM
plutar wrote:

You think the Titanium ones are strong, the Quest Slugs are the Best Slugs, adds manpower and sieging power in one module! :D

I have never found these.  They sound terrifying.

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6 years ago
Jul 14, 2018, 8:10:03 AM
Daynen wrote:
plutar wrote:

You think the Titanium ones are strong, the Quest Slugs are the Best Slugs, adds manpower and sieging power in one module! :D

I have never found these.  They sound terrifying.

Those are sometimes given as a reward for completing the military deed in the third era. They grant 350 manpower capacity, 30 sieging power and 150 health.

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6 years ago
Aug 28, 2018, 11:59:40 PM

Didnt extensivly tried out the new expansion yet, just 2 games with the Hissho yet, and saw they even got better slugs 

so how is it going? Did manpower invasions get better? Couldnt spot much differences besides the fact that defender deploy limits are upgradable which actually makes manpower invasions  less attractive, i guess?

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6 years ago
Sep 3, 2018, 1:14:45 AM

Would somebody PLEASE think of the ch... Vodyani?


Whatever your opinions regarding titanium slugs, they're the ONLY way Vodyani can handle pirates in the early to mid game. Nerfing them means leaving the V. at the pirates' mercy. You'd need to find a way to compensate for this...

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6 years ago
Sep 3, 2018, 4:57:08 AM

Yea terodil I actually am on your side.  The primary problem in my eyes is manpower is very different among the different races when it comes to offense and defense.  


Playing vodyani good luck being able to generate enough manpower to take on endless pirates, and the modules are a neccecity.  Same goes when attacking a unfallen hw early in the game, you can not win without a siege module to help you along your way.  


Manpower itself also can be completely lost on accident (ever flown over a system being invaded by accident and find your fleet at zero manpower?) 


And manpower problems also give the illusion of certain things being too strong, a example would be somebody starts invading a vaulters system.  They can then portal over after your invasion has begun, with ships now at zero manpower, and simply take them over with boarding pods, giving them the appearence of being OP when in most situations they are not.


I'd like to see a way to lock manpower to a fleet so you get your choice as to when to deploy, and the percentage you wish to deploy.  While slowing the pace of the siege module would also be nice, but its one of those items that is too fast early game, too slow late game.  Also a siege module's ability to function and how much manpower its pulling off of a system is in direct relation to that systems ability to create manpower, so with manpower heavy races the ONLY way to beat them is to seige them fully then invade.


I don't know where the fix is, it could be in scaling siege modules like weapons? 

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6 years ago
Sep 13, 2018, 5:21:22 AM
Dragar wrote:

Agreed. Manpower/invasions mechanics are quickly made redundant by Titanium A2S slugs.

This could be addressed by increasing base ship invasion values and reducing the value of the slugs. Many times a single module on a single ship is as powerful as an entire fleet at defensive manpower reduction. These slugs should compliments, not overshadow. For people who want that high level of bang, Adamantium and Orichalcix A2S Slugs could be added to later stages of the tech tree.


It should never take 30 normal turns for a moderate-sized fleet to seige an average system from max to zero.

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6 years ago
Sep 13, 2018, 11:46:19 AM

Whatever the strenght of the module it will always be a problem if they just stack.

I mean that if you reduce damage from 30 to 5 for example then you just need to stack more ships and it is a lineral trend that is easy.


What would be better is to have attack power grow logaritmically. Maybe like the defence modules.

In this way adding more and more ships with slugs will have less and less of an impact.


This way you will never have fleets that just remove all manpower in a single turn but you would still be able to reduce it to 0 if you wait long enough.

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6 years ago
Sep 13, 2018, 12:46:14 PM

It's not a problem if the ships have naturally decent output without the module. The only reason people use them the way they do now is because of the massive increase when a single module is equipped. So long as the base value without modules is significant, stacking A2G modules becomes a waste. They could always be made unique equip per ship, but I really don't see much of a point if the increase for a 20cp fleet is 300 dmg to 400 dmg to 500 dmg, instead of 100 dmg to 400 dmg to 700 dmg.


The only reason people even make specialized invasion fleets is because the base invasion rate is so ridiculously slow compared to the A2G modules.

Updated 6 years ago.
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6 years ago
Sep 13, 2018, 1:08:47 PM

I'm not sure it matters anyway; systems can be overwhelmed by dropping enough man power on them all at once now.

Updated 6 years ago.
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6 years ago
Sep 13, 2018, 9:29:49 PM

The only reason people even make specialized invasion fleets is because the base invasion rate is so ridiculously slow compared to the A2G modules.

Mhh, excuse me if i'm talking heresy but is it a bad thing that a fleet specifically designed for one job does that job efficiently?

Is it bad game design when good planning (in this case good fleet composition) results in success?

Would it be better if any ship was just good at everything by default and only the total number of ships made a difference?


I personally think it's a good thing that you need to bring specialized assault fleets if you want to reliably and quickly take over enemy systems. That way we have to make choices, do we need invasion fleets or simply combat ships to defend our territory? How big an army can we afford knowing we need different ships for different jobs and possibly need several fleets to sucessfully invade enemies?


I also think it's a good thing that we have several (well, actually 2) options to invade enemy systems, either by bringing lots of troops or with special sieging fleets. This allows different races with different manpower generation to use different tools. When i played Hissho recently i didn't even bother with Titanium Slugs (they have a different name with the DLC), i assembled 2 full transport fleets that could move anywhere and drop tons of troops and those could take any syetem apart from citadel defended in 1-2 turns of ground battle and still had enough MP to do several planets in a row. For citadel defended systems i had to battle for 4-5 turns. Now, playing as Vodyani i sure wouldn't have had that MP to spare and probably would have resorted to the slugs. They have advantaged and disadvantages as already explained.


Just because something is too efficient against the AI doesn't mean it's too powerful. The AI is (still) rather bad on the military front, as every 4x AI i've played against is, even thought it's getting better. As an example, i was surprised during that Hissho game when the UE who had declared war on me a looooong time before and i always dominated without ever totally conquering (as i was too busy doing nothing useful) suddenly showed at my door with 2 large hero-led fleets after being quiet for some time. They actually managed to stop the skirmishes they consistently lost long enough to assemble real fleets that packed quite a punch. It wasn't enough to break through my Citadel defended frontier system but it was a nice change from what i used to see in this game and others where the AI is brain-dead when their initial invasion fails. Anyway, it's still pretty bad at managing combat on several fronts and often leaves it's systems badly defended when it goes on the offensive allowing easy invasions by non-combat fleets, making those specialized fleets seem stronger then they really are.


That being said, if really you don't like the idea of winning systems simply by keeping a fleet in orbit for a few turns, i think the best "fix" would be to have defensive improvements (at least those like Bunkers and Shields) make some of the system's MP unsiegeable like Citadels do. This way while still making invasion easier and faster, slugs wouldn't totally make MP irrelevent which i think, is the core of the issue as it's hard to imagine being able to invade a system without having at least some combat on the surface (apart from surrender, but that's already an option).

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6 years ago
Sep 18, 2018, 9:01:10 AM
LordYanaek wrote:

The only reason people even make specialized invasion fleets is because the base invasion rate is so ridiculously slow compared to the A2G modules.

Mhh, excuse me if i'm talking heresy but is it a bad thing that a fleet specifically designed for one job does that job efficiently?

Is it bad game design when good planning (in this case good fleet composition) results in success?

Would it be better if any ship was just good at everything by default and only the total number of ships made a difference?


I personally think it's a good thing that you need to bring specialized assault fleets if you want to reliably and quickly take over enemy systems. That way we have to make choices, do we need invasion fleets or simply combat ships to defend our territory? How big an army can we afford knowing we need different ships for different jobs and possibly need several fleets to sucessfully invade enemies?


I also think it's a good thing that we have several (well, actually 2) options to invade enemy systems, either by bringing lots of troops or with special sieging fleets. This allows different races with different manpower generation to use different tools. When i played Hissho recently i didn't even bother with Titanium Slugs (they have a different name with the DLC), i assembled 2 full transport fleets that could move anywhere and drop tons of troops and those could take any syetem apart from citadel defended in 1-2 turns of ground battle and still had enough MP to do several planets in a row. For citadel defended systems i had to battle for 4-5 turns. Now, playing as Vodyani i sure wouldn't have had that MP to spare and probably would have resorted to the slugs. They have advantaged and disadvantages as already explained.


Just because something is too efficient against the AI doesn't mean it's too powerful. The AI is (still) rather bad on the military front, as every 4x AI i've played against is, even thought it's getting better. As an example, i was surprised during that Hissho game when the UE who had declared war on me a looooong time before and i always dominated without ever totally conquering (as i was too busy doing nothing useful) suddenly showed at my door with 2 large hero-led fleets after being quiet for some time. They actually managed to stop the skirmishes they consistently lost long enough to assemble real fleets that packed quite a punch. It wasn't enough to break through my Citadel defended frontier system but it was a nice change from what i used to see in this game and others where the AI is brain-dead when their initial invasion fails. Anyway, it's still pretty bad at managing combat on several fronts and often leaves it's systems badly defended when it goes on the offensive allowing easy invasions by non-combat fleets, making those specialized fleets seem stronger then they really are.


That being said, if really you don't like the idea of winning systems simply by keeping a fleet in orbit for a few turns, i think the best "fix" would be to have defensive improvements (at least those like Bunkers and Shields) make some of the system's MP unsiegeable like Citadels do. This way while still making invasion easier and faster, slugs wouldn't totally make MP irrelevent which i think, is the core of the issue as it's hard to imagine being able to invade a system without having at least some combat on the surface (apart from surrender, but that's already an option).

Yes. It is bad. The whole module setup seems designed to avoid the attack fleet/invasion fleet problem of ES1. If that is the original intent, this specific module completely breaks it.

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6 years ago
Sep 20, 2018, 11:10:27 AM
Abrasax wrote:

Mhh, excuse me if i'm talking heresy but is it a bad thing that a fleet specifically designed for one job does that job efficiently?

Yes. It is bad. The whole module setup seems designed to avoid the attack fleet/invasion fleet problem of ES1. If that is the original intent, this specific module completely breaks it.

I agree with LordYanaek here. I like specialisation, it increases strategic depth. There is a good reason why the rock-paper-scissors-principle can be found in so many games.


Why do you think that it's bad? I've got the feeling that you dislike something else that's more specific but that you tie it to the issue of specialisation, which needn't necessarily be warranted.

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6 years ago
Sep 20, 2018, 2:45:54 PM
terodil wrote:
Abrasax wrote:

...

...

I agree with LordYanaek here. I like specialisation, it increases strategic depth. There is a good reason why the rock-paper-scissors-principle can be found in so many games.


Why do you think that it's bad? I've got the feeling that you dislike something else that's more specific but that you tie it to the issue of specialisation, which needn't necessarily be warranted.

"Specialization" only increases strategic depth if other specializations are similarly viable. The topic at hand is that A2S Slugs are sufficiently powerful that the other specialization (Invasion modules) is not a viable competitor. If a specialization is powerful enough to be plainly the correct choice in too many situations, the choice doesn't really exist, nor does the specialization.

The example of rock-paper-scissors doesn't work if we're talking about something with only two specializations, and one of them is better than the other.

If Vodyani need slugs because of their poor Manpower, then that is a problem with Vodyani Manpower, and likely a problem with Manpower production as a larger mechanic. That does not justify not tuning down Slugs to be more balanced with Invasion modules to preserve the purpose of the Manpower mechanic, which is to limit invasions and add an element of resource strain to invasion, which A2S Slugs sidestep by not costing Manpower.


As to the potential solution of upping base Siege rates but nerfing Siege modules, and the issue then of just building more Siege ships to overcome it, I am.baffled that ES2 does not seem to increase ship upkeep based on equipped modules. If Siege modules were both weaker and more expensive, then they'd be less problematic.


And then as to Manpower overall, I really think it needs to be decoupled from Food entirely except as a special feature of certain traits. Manpower is currently a bit of a joke because you either lack it when playing an odd faction, or suddenly cross an invisible line and begin producing more Manpower than you can ever use.

Updated 6 years ago.
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6 years ago
Sep 20, 2018, 3:37:08 PM

I was thinking... maybe you can tie manpower into draw essence for Vodyani? This way those modules won't become obsolete when you have 3+ arks, and your fleets can replenish their manpower when fighting in foreign territory (also gives you an incentive to put such a module on your ships instead of making a leecher only one for essence).


Then early pirates won't be impossible on endless diff, you can make some defenders paired with figthers that can orbit the pirate lair and drain it down while reinforcing your manpower as you lay siege / ground battles to punish the lumeris errr I mean the vaulters priva... err no the pirates, damn those pirates the unfaithful shall be purged!

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6 years ago
Sep 21, 2018, 12:58:00 AM
Anelyn wrote:

I was thinking... maybe you can tie manpower into draw essence for Vodyani? This way those modules won't become obsolete when you have 3+ arks, and your fleets can replenish their manpower when fighting in foreign territory (also gives you an incentive to put such a module on your ships instead of making a leecher only one for essence).


Then early pirates won't be impossible on endless diff, you can make some defenders paired with figthers that can orbit the pirate lair and drain it down while reinforcing your manpower as you lay siege / ground battles to punish the lumeris errr I mean the vaulters priva... err no the pirates, damn those pirates the unfaithful shall be purged!

A good idea. Their basic conscription is based on Essence to Manpower conversion. Perhaps a 10% conversion rate for Essence instead of food should be standard for Vodyani. Patriot Pills and Exotic Rations could be changed according for Vodyani specifically to give more control over which systems are used for higher Essence conversion?


Also, the Unfallen, if their Vineship is taken out swiftly, can be isolated to a single system and dispatched rather quickly, and a few Leechers can draw Essence from Koyasil as a side bonus.

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6 years ago
Sep 21, 2018, 5:29:47 AM

But I like trees! :D I wouldn't do it to them! But Horatio on the other side.... they are the ideal stock for fuel (all clones ya know!)

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6 years ago
Sep 21, 2018, 10:24:47 AM

Just so you all know, there are Vodyani manpower changes in the testing phase. If you want to test them out for yourselves and possibly provide feedback, you can enable them for your games by using the dev-made G2G Balance mod.

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6 years ago
Sep 21, 2018, 5:24:44 PM
Touko wrote:

Just so you all know, there are Vodyani manpower changes in the testing phase. If you want to test them out for yourselves and possibly provide feedback, you can enable them for your games by using the dev-made G2G Balance mod.

If I enable this, will it bug my current saves? I mean I don't want to mess up my games in progress with various factions after struggling through endless begining :)

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6 years ago
Sep 21, 2018, 5:44:14 PM
Anelyn wrote:

If I enable this, will it bug my current saves? I mean I don't want to mess up my games in progress with various factions after struggling through endless begining :)

I am unsure if you can use the mod with saves started without it. You can duplicate the save and try if you can, but it might not work. 


Enabling and using the mod won't affect your previous saves though. You can enable it and try it out on a new save file. Just disable it when you want to continue an old save.

Updated 6 years ago.
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6 years ago
Sep 21, 2018, 6:00:52 PM

Yeah I had to ask because getting past the early game on endless speed is like ~3 hours experience (if you are like me and play it RPG style for maximum immersion, and not clicking / rightlicking when you discover a new system, skipping notifications / diplomacy pop-ups etc, reading all quest through) :) I guess I would make a bad tester hehe!

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6 years ago
Sep 25, 2018, 3:53:01 PM

So is the only thing slugs keeping from getting nerfed the problem with the vodyani not being able to utilize enough manpower? And falling of too much without slugs? 


What exactly are the changes you are speaking of, Touko?


I wanna play a game, where manpower is an important rescource not just something that can easily become redundant because of one technologie

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6 years ago
Sep 30, 2018, 4:02:40 PM

There are more problems with Vodyani than just this one. Riftborn also greatly suffer early to mid game from lack of manpower (after that it becomes a non-issue once you have 1-2 systems that produce decent industry and you complete a faction quest).


But the problem is really only in early to mid game, after that all factions can generate manpower to their desire (obviously more standard factions do it passively due to their insane food generation, while riftborn & vodyani have to invest in creating it).

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6 years ago
Oct 1, 2018, 9:24:23 AM

Mb Vodyani and Riftborn could get a slightly different version of Drone Networks that'll give 10 manpower and 10 industry instead of food? And like have some other food improvements slightly altered? Like it was with Hissho.

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6 years ago
Oct 1, 2018, 10:26:21 AM
mamarider wrote:

Mb Vodyani and Riftborn could get a slightly different version of Drone Networks that'll give 10 manpower and 10 industry instead of food? And like have some other food improvements slightly altered? Like it was with Hissho.

Without Drone Networks like 75% of your starts are basically automatic losses since you'll lose your first population to starvation before you ever build a drone network. Remove that and you'll never have any population until a third of the way through the game.


That being said we're probably getting passive essence -> manpower soon

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6 years ago
Oct 1, 2018, 2:35:32 PM

IMHO the simplest fix for Vodyani would be to have gargantuan kick in for pops greater than 1. This will ensure that you will never lose your only pop no matter of the start, but you still have to grealtly emphasis food production before deciding to build a 2nd pop.

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6 years ago
Oct 2, 2018, 2:59:07 PM

I don't like that change because then you end up with the wonderful "Pop grows then dies the following turn" spiral. A spiral I hate in general but which is exaggerated for gargantuan population.


There's a bunch of fixes depending on what you think the problem is exactly


1) The problem is pop growth requirements being unaffected by difficulty. Affect them by difficulty.

2) The problem is gargantuan population's negative being too strong. Change the negative i na way to make it less problematic (Population requires 2x the food to grow or population consumes double food).

3) The problem is Shipbound heavily reducing emphasis on food production. Solution is to decouple pop growth from food production (its based on essesnce anyway). Food can be repurposed to be useful in another way (Manpower, Happiness Bonus, etc)

4) The problem is population growth mechanics. Solution is to tweak growth mechanics to be more forgiving at low population and less fgorgiving at high population.


Honestly I'd combine 3+4.

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