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Endless Space Q&A (Ask away here)

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12 years ago
Apr 12, 2013, 3:59:20 PM
Stealth_Hawk wrote:
For the life of me I could not find that...



Thank you




It's alright. smiley: biggrin I used it a few times when recording some battle scenes.
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12 years ago
Jun 27, 2013, 7:12:54 AM
I hope i can get an answer on this...

I hope this does not come over as a whine, altho I guess it is slightly...



Some time ago i bought the admiral+emperor edition, happily did so. But now, with disharmony everyone has gotten it(If I understood correctly) and altho I dislike that I paid for that when everyone got it for free now, I am fine with it.

But what I don't understand, is why do people who buy the emperor+disharmy get it for €35,-(€30,- for emperor + €5,- for disharmony) while, if we(the people who bought ES before disharmony) have to pay €10,- for disharmony? It makes no sense to me, and kinda makes me sad that we have to pay more then people who do not got the game early.
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12 years ago
Jun 27, 2013, 10:51:28 AM
Installed "Disharmony" DLC.

How to install to my ship design not hi-end engine? I can't do this. Why?
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12 years ago
Jun 27, 2013, 11:30:49 AM
Fluffy_Jesus wrote:
Greetings!

I have a question: are we going to have Russian translation of "Disharmony" DLC?
I'm sure this will come - but the translating could take some time. There's alot of new text.



Lolwut wrote:
I hope i can get an answer on this...

I hope this does not come over as a whine, altho I guess it is slightly...



Some time ago i bought the admiral+emperor edition, happily did so. But now, with disharmony everyone has gotten it(If I understood correctly) and altho I dislike that I paid for that when everyone got it for free now, I am fine with it.

But what I don't understand, is why do people who buy the emperor+disharmy get it for €35,-(€30,- for emperor + €5,- for disharmony) while, if we(the people who bought ES before disharmony) have to pay €10,- for disharmony? It makes no sense to me, and kinda makes me sad that we have to pay more then people who do not got the game early.
This is a strategy often used to attract new players with a bundle that givens both the game and expansions. In this case amplitude decided to also go for this strategy. The DLC is actually worth 9.99 when bought alone. I understand that this can get you upset but well.. Consider yourself lucky that you've had the ability to play the game much longer already. It is kinda like when a game you own for 1 year goes on steam sale. You've payed much more - but in return you had an traditional year of fun. smiley: smile
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12 years ago
Jun 27, 2013, 11:52:43 AM
adder wrote:
I'm sure this will come - but the translating could take some time. There's alot of new text.



This is a strategy often used to attract new players with a bundle that givens both the game and expansions. In this case amplitude decided to also go for this strategy. The DLC is actually worth 9.99 when bought alone. I understand that this can get you upset but well.. Consider yourself lucky that you've had the ability to play the game much longer already. It is kinda like when a game you own for 1 year goes on steam sale. You've payed much more - but in return you had an traditional year of fun. smiley: smile




That is true enough, but a sale is understandable, or a price drop.

But we actually have paid for that DLC at the time for nothing, and actually have to pay more for the new DLC than the new-lings, and that just makes me sad smiley: sad
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12 years ago
Jun 29, 2013, 10:07:28 AM
Preface: I'm frustrated and salty.



There is no need to explain HOW TO. This is a question of WHY NOT.



Why can't I move my ships into other systems controlled by other entities? Why can those same entities freely enter my systems? I simply don't understand this. I get the influence mechanics. I understand the system protection mechanics. But I can't understand WHY I cannot enter a system of a certain AI or player, but THEY can freely enter mine!!!



Two enemies, one I am at war with; the other I have the basic 'be friends' doctrine. The FIRST diplomatic option. Yet, I cannot enter their system. THEY can enter mine. Why???????



I have tried different ship types (combat and scout). Still my ships will NOT MOVE into their systems. I have tried to set my ships on 'explore', and they still will NOT MOVE into their systems. Yet I have multiple ships of these two AI all over my galaxy. WHY!!!!!!!!?????!?!?!??!?!?!?!?!??!?!?!?!?!?!?!??!



This is THE MOST FRUSTRATING thing about this game. Absolutely ruins it. First it was the bullhonkey "FTL Warp Drive". Which, thankfully, I was able to mod out of the game. But this junk where I can't move my ships into their systems while THEY CAN is horrible.



I've read all the wiki information about fleet movement. I've searched and searched for a CLEAR and INTELLIGENT answer on this. It does NOT exist.



Yup. I'm pissed. This mechanic breaks the game FOR ME. I am so sick and tired of seeing the enemy ships enter my systems regardless of diplomatic status or system shielded by my own fleets. I'm sick of it. I am sick and tired of seeing enemy AND 'FRIENDLY' fleets in my systems. Sick and tired of it.



Rage. Yes. It's here. There will be no point in stating that I am all raged up. Or butthurt. I'm openly admitting it now!



Someone with a clear mind please point out HOW THESE SHIPS ARE ENTERING MY SYSTEMS WHEN I CANNOT ENTER THEIRS... Please?



Thank you,







annoyed
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12 years ago
Jun 30, 2013, 7:45:18 AM
Is it possible that your system is an outpost and the friendly system is a full colony? (outpost are just shown in your color, colonys have big "bubbles" in the empires color around it. outpost do not really belong to your empire so everyone can fly in, even in cold war status. Colonys can just be reached if you do not know that it is a colony (means it is your first time you fly in)
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12 years ago
Jun 30, 2013, 9:07:59 AM
There are 2 possibilities for entering someones influence area; (the colored circles)



-Declare war



-Offer peace AND a "open borders" treaty



As Garbaad said, outposts do no grow influence.



Also, do note that you can always enter an influence zone IF you don't know it is there - which is likely what the AI is doing there. When you fly to an unexplored star system you cannot know if it is owned by another empire - thus allowing to pass through their influence once.
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12 years ago
Jul 2, 2013, 10:08:06 AM
Can you select battle cards and just set it to auto? And it will use those same cards?

If yes, then why does doing that lose you ships during auto, with same card selection(And same power), while manual barely loses you any HP? Does the game favor AI during auto with ships/fleets that have actual military power? And favor player when AI has no MP?



The Fleet compositions

5 of My ships, with missile power ~ 1000 No armor of any kind and around 450HP(Glass cannons basically)

VS 9 Ships of AI with Some armor vs every weapon type, at around ~500 MP in Kinect only around ~1000-2000HP



Scenario 1: I use 3 Barrier cards and set it to Auto, It uses those 3 cards, AI's card selection doesn't matter and I lose 1 ship at least!

Scenario 2: I use 3 barrier cards and set it to Manual. It uses those 3 cards, I don't lose almost any HP and may even take out a few of the opponents(Unless it gets lucky and uses a retreat successfully).



Fleet compositions:

My same 5 ships vs AI's 9 ships with only Invasion power, no MP at all.

Scenario 1: 3 Barrier cards Set to manual Vs AI using either of the retreats.

Scenario 2: I use 3 Barrier cards and set it to Auto, AI using either anti-missile/Camouflage or some weapon disruption/protection card and getting obliterated or severely damaged.



Don't even get me started on the Diplomacy...doesn't seem like anything you do matters, the "relations improved/degraded" seems to be completely random, the offers are either ludicrous or just plain weird. It seems like AI is just looking for any excuse to hate you. You could have relations at Warm/Friendly Close, and faction can STILL just declare war on you, for no reason at all and then the score drops so they suddenly hate you...Whut? Or they join an alliance with another AI who is at war with you, their relations may REMAIN at "Friendly" or above and may even be rising due to your actions, while they happily invade your systems...



I am not sure I recommend allowing Open borders with anyone seeing how quickly and easily they can set at War with you. I mean You're all nice and open borders, next thing you know you have 5 of their 3kMP/20kInvasion power fleet sitting on your main planet, they set to WAR and happily start invading while being impressed by you....*shakes head*



AI what are you doing? AI Stahp.
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12 years ago
Jul 3, 2013, 2:34:38 AM
Why can't I use the single ship power modules after I've researched the fleet-wide ones?



I'm playing as the Harmony, and I've gone a ways down the military research path, but not so much the economic one. As such, I don't have a very high command point cap. I'm trying to build a fleet of a small number of huge ships, and I'd like to use power modules on them. I just recently researched Stasis fields and got a new set of fleet-wide power modules, but they're not as effective with smaller fleets. Is there a reason why I can't use the set of power modules that's better for a smaller fleet of huge ships?



The math behind this:

Extreme Fusion gives +15% criticals, +45% damage, and +20% defense, all on one ship.

Stasis Fields give +8% criticals, +10% damage, and +8% defense, all fleetwide.



If I have a fleet of 5 ships or more, then the Stasis Fields are clearly better.

I've got a 12 CP cap on fleets, and the highest tier ship costs 4, so I can only have 3 ships in a fleet.

With Stasis Fields on three huge ships, I get a total of +24% criticals, +30% damage, and +24% defense, which is a net loss of damage.
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12 years ago
Jul 3, 2013, 3:59:37 AM
@LuckyRare

Using Auto should give the same results as Manual under the exact same circumstances. Are you 100% sure the enemy ships were equipped the same way each time?

As for the AI, it seems to be rather spastic in the expansion, i've had AIs start to like me more after I conquer half their systems. Their diplomacy deals have always been wack.



@DuckTape

This is a result of the overhaul they did to the ship building menu. They seem to have overlooked the fact that you don't always want the highest tech module. This is a huge problem for weapons as well, since sometimes you don't have the resources for a higher tech, you can't go back to the lower tech. It's pretty dumb, but this should be one of the things they fix in the first patch, (hopefully)
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12 years ago
Jul 4, 2013, 1:55:47 AM
I'm playing the pilgrims, and I cannot see any difference between the cruiser and the battleship. I can fit exactly the same amount on each, they cost the same, they have the same hp. I'm pretty new here - am I missing something that distinguishes them?
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12 years ago
Jul 4, 2013, 10:07:55 AM
So I got sucked in on the three main pull-factors of Endless Space: Disharmony (ground combat, fighters and bombers, redone ship design). Though I hoped the ground combat would be more similar to Master of Orion 2, where it has a graphical representation, though basic, rather than just the summary, that is not what confuses me about the game. In classic Endless Space, modules were simple. Armour deflected a certain number of kinetic shots, shields absorbed beam damage, flak had a chance to intercept an incoming missile. All pretty straightforward. However, in Disharmony, things are just really poorly explained. Suddenly all armour modules just have a 'defence' value. What does this mean? Does this mean that all defences have been turned into damage absorbing ones like the original shields? If so then how come the final missiles do 1800 damage as opposed to 225 defence value on the flak defence? If not and this is simply and this is simply a transliteration of what the defence actually does, why not properly explain it? I suppose that with the new ability to focus fire on a few ships rather than spread the damage around defences are becoming somewhat irrelevant, but it would still be nice to understand the mechanics. Moreover on that topic, what type of damage to fighters and bombers do? Is that subtracted from one defence, a random defence, all the defences or none of the above? The game simply does not say. I like that there is more weapon variety now, but it would be nice to know what it means.



What got me even more was accuracy. Before there was a fixed percentage of how many shots would hit per combat phase, depending on the phase the combat was in; long-range, medium-range or melee. With the classic version, things were again simple and easy to understand. You knew that beams would hit the most, that kinetics usually barely scratched you at long-range and that missiles had a problem with multi-targetting and overkill. Now there are different families of weapons that have different accuracies. Long-range weapons are most accurate but fire once per phase, medium-range least accurate and fire twice, and melee moderately accurate and fire four times. My original understanding of the accuracy system was that first your percentage chance to hit is calculated, then modified by the percentage evasion on the enemy ship, which gives you your likelihood of hitting your target. Then long-range beams came along with their 120% accuracy and my calculations took a downturn. Does that mean if you have more than 100% that you get a bonus to hit? Or is that extra percentage wasted because it effectively should cap out at 100%? Or is the chance to hit calculated like in Master of Orion 2, where defence is subtracted from offense and that gives you your chance to hit. Simply mind-boggling. This has effectively turned my war-teching from a rush for good beam weapons into trying out a lot of different combinations, then seeing them in action and then not really knowing which ones did best because the combat results only give you your best weapon and best defence, rather than all three weapons and defences like in classic Endless Space. The hit and miss designs were thus in the end just miss designs, because I got no relevant and helpful feedback from the game.



Next up picking support modules. You can now select only the best available. This is just plain stupid. In classical Endless Space I often picked power support systems that were not top tier. Here it goes against logic. On of the early invasion support modules gives your a percentage bonus to fleet invasion. The highest tech one gives you a percentage bonus to ship invasion. Do you see the difference? If not, this means that a fleet of early small ships, with full tonnage (300) have more than twice the invasion power than dreadnoughts (with 900 tonnage) with the latest tech? Also the power support modules seem to downgrade rather than improve. The first one gives you the largest bonus to defence and damage, whereas the later ones just decrease these bonuses. But you just can't pick an earlier module, you are forced to pick the latest one so sometimes not upgrading your ships is better because they have an earlier power module that is just plain better. I do not see the logic here. Not only why teching after a while seems useless, but also why we would not be allowed to pick older systems if that's what we thought would do the trick. Like in the classical version, you could build a dreadnought full with the most basic weaponry. Effective? Not at all, but the point was that you could.



Then the ship specialties. Before the game had no variety, everyone had the same bonuses to tonnage on specific modules on certain ships. Now, everything is more varied. In theory, a good idea, but like with weapon diversification it just doesn't add up. Some races now get bonuses that are just too specific. My first game was playing as the Horatio. None of the ships had any useful tonnage or cost reductions, as I simply did not use troops since it reduced your system population. The end result is that it no longer mattered which ships you picked, all of them had the same tonnage on the important systems. If one plays defensively, this would mean a turning away from the backbone of battelships towards larger vessels, i.e. dreadnoughts, which could deal with focused fire better. If one plays offensively, as would be the norm in multiplayer, hordes of smaller ships with a lot of weapons are still the way to go. I checked out the other races just to take a look at their bonuses, and I was stunned. Some had bonuses to tonnage on weapons or invasion, which I thought could be rather useful, but only the Amoeba had any bonus to defensive modules. Just one race. This means and even greater turning away from defensive tactics and more emphasis on offense, unless that is somehow alleviated by accuracy modifiers, though I doubt it. That and the Hissho bonuses are only to fighters and bombers(!). What if you don't want to use fighters and bombers? Does that just screw you over? I think it does. Not to mention that you get only one bomber per squadron, though that's a problem resulting from different preferences. I checked to see if different affinities would give different bonuses to different apperances. They do. But there should simply be a way to either pick what bonuses your ships had as a separate choice from the racial star system and empire improvements, as well as their tech. That or it would be nice (though probably unbalanced) to pick what tonnage bonuses you wanted on your ships. As far as the racial reorientations go, I understand why the Hissho LMI systems were scratched, that improvement was really nice, but a tad overpowered. However, why take away that and add a +2 to all (!) FIDS on ocean planets for the Amoeba? Just why? Is that not unbalanced?



Anyway, sorry about the rant, but I really liked Endless Space and wanted Disharmony to do well, and there are just so many maybes and perhaps that I cannot bring myself to play another game of it before I understand what the hell is happening. The combat just doesn't give you the relevant feedback and the ship design does not explain it. Though I have to say the modules whose tonnage is based on percentage is rather interesting, though, again, in theory; in practice it would make sense for a carrier to be a larger ship rather than four smaller ships which can fit a hangar much more easily).



Edit: Forgot to mention in the accuracies section if they are still modified by the different combat phases, as they should be.
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12 years ago
Jul 5, 2013, 6:03:12 AM
zeebie wrote:
I'm playing the pilgrims, and I cannot see any difference between the cruiser and the battleship. I can fit exactly the same amount on each, they cost the same, they have the same hp. I'm pretty new here - am I missing something that distinguishes them?




To see what a ship hull does, mouse over the ship class in the "ship class selection" window in the ship builder. Or, mouse over the ship in the tech tree to see a tool tip.



For pilgrims, the cruiser has less industry on engines, while the battleship has less on scout modules. You probably don't have an engine or scout module on your ship, so there is no difference.



Why would you want a scout module or an engine module on a cruiser? you wouldn't. The ship hull bonuses for the pilgrims are pretty worthless. I believe the devs were trying to make them give a bonus that was along the whole "nomadic" theme of the pilgrims, but really they are just trash, and entirely worthless bonuses from a gameplay point of view.



The Pilgrims' dreadnaught is a real joke too. scout module on a dreadnaught? no thanks.





@BloodyHell (appropriate name)



Most all of what you said is entirely valid. A lot of things simply don't make sense, aren't explained at all, are worthless, or otherwise stupid.



Hopefully some of those will be changed with a patch. If not, maybe a mod.



As for understanding combat, I'm working on an explanation (as best I can) here:/#/endless-space/forum/33-strategy-guides/thread/14056-beginner-s-guide-to-disharmony-improving-your-game

It might be another day or two before I get it completed though.
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12 years ago
Jul 5, 2013, 9:11:55 PM
is there a way to see population and/or infrastructure for systems other than your own? It would be nice to have any intelligence at all about the enemy.
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12 years ago
Jul 8, 2013, 9:25:17 AM
Affinity wrote:


The Pilgrims' dreadnaught is a real joke too. scout module on a dreadnaught? no thanks.




Hey, at least an 80% reduction to their weight is a useful bonus as far as scout modules go.
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12 years ago
Jul 9, 2013, 5:30:26 AM
Affinity wrote:
@LuckyRare

Using Auto should give the same results as Manual under the exact same circumstances. Are you 100% sure the enemy ships were equipped the same way each time?

As for the AI, it seems to be rather spastic in the expansion, i've had AIs start to like me more after I conquer half their systems. Their diplomacy deals have always been wack.



Yea, I've done save and reload several times on several different fights...manual is always better against AI unless AI has no attack power, then auto is better. It seems silly that you lose a ship or two from using the exact same things....cept not watching the fight even if you have more power and would easily dominate if you set it to manual(even if I don't have any defensive modules on my ships at all, I only lose ships on auto)

It sucks, cause AI has no issues starting 3-4+ fights at once, where you can't even pick cards fast enough, while AI ALWAYS has their cards picked, no matter how many simultaneous fights you start...



Why not add an option to save your most used card selection and just use that as "Default" unless you manual the fight?
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12 years ago
Jul 14, 2013, 12:00:43 AM
I was able to travel through wormholes at some point. But, now I am trying to send a fleet through a wormhole and it won't let them go. I have tried for several turns but they won't go. I definitely have Casimir Effect unlocked. Does this happen?
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