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Author Topic: Persean League Crisis, and Crises in general, killed my desire to play more  (Read 7403 times)

freakingcynik

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Colonies are something you make after you've already been farming remnants

... Oh.
That's not a general rule at all, you can do it and benefit from it way earlier than that.
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eert5rty7u8i9i7u6yrewqdef

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Colonies are something you make after you've already been farming remnants, though it's true this is less clearly communicated than it was when you needed an alpha to govern it.
At no point in recent past versions was the player forced to use AI cores, and it was just as efficient to not use them thanks to not having to deal with the Heg or Path.
The only reason they are required now is due to the HA system pretty much guaranteeing you're going to end up being hostile with the other factions. This results in lowered accessibility and by extension income, along with trade disruptions something needs to fill the income gap.

As for RazielsShadow's question, you can start your colonies with your starting wolf if you feel like it. You just can't let them grow over level three unless you want to fight the other factions.
Only Pirates bother level three worlds, and Pirates are easy to deal with.
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Megas

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As for RazielsShadow's question, you can start your colonies with your starting wolf if you feel like it. You just can't let them grow over level three unless you want to fight the other factions.
Only Pirates bother level three worlds, and Pirates are easy to deal with.
This is the biggest change compared to previous releases.  In previous versions, I could wait until a colony grew to size 5 (if I kept Free Port off, which I did) before I had to be prepared to deal with large fleets from major factions.  Also, if they came early, it was generally one large-ish fleet that could be defeated without too much difficulty.

Now, at least one of the non-Pirate factions wants my colonies the moment one of them grows to size 4, and my defenses aside from battlestation will be of little help against the huge forces they send.  I still build the military structures for stability and marine production (for raids).
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Zenaria

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So hypothetically if I were to start a new game from scratch, when should I first start a colony? When I have $3 mil and at least two capital ships with 50+ fleet?

some didn't start colony to make profit. they use it as gas station.

to me there some condition to convinced me that a good time to start colonized
- found a good food source & low hazard (usually terran)
- have some colony item (production boost)
- have lotta fund (fully develop cost no less than 2m)
- have full roll of decent officer (and mayb one capital depend on your style)
- have some ship BP (to use it as defender and build for personal use)
- found nanoforge (either are fine and fine ship mean fine patrol)
- mayb atleast hit lv 15

if few condition met that mean we can deals with crise ourself. one way or another

let's say league crisis propose is . . .

to prevent player from start colony too early or growth it too fast.
they didn't obliterate your colony. at most they made your financial in red.
and same thing goes to TT crise but few people have a prob with that.


No I am not good at both building a fleet and earning credits. By all means please teach me the ways of the master, because I've looked at dozens of god damn youtube videos (big brain energy, GrumpyThumper, Uran92, Papa Chedder, etc.), builds, loadouts, strategies, guides, etc. etc. all to keep from getting my teeth kicked in and it clearly isn't working. So tell me the right meta to play this game.

i assume you don't want to choose violence for cred.
you can just go to kanta's den. here they always have excess lux/dos goods and drug if nothing go wrong.
bought all lux goods and haul it to Nova maxios. you will get 30-40k cred from selling all of those
while you're there bought supply from Nova too and sell it to kanta's den (it should be deceit)
by these step first 100k could be easy.

Another way for simply cred is become fuel merchant.
Pirate always have high demand for fuel so you can just grab couple of Fuel ship stock it on Sindria or Nachiteka.
and sell it to any pirate it may not much but quite stable source of income.

As for building fleet you can just looking for lowtech type with proper loadout (autofit)
they don't need much command to maintance. they win ai wars for a reason

and by doing that let take a look at autofit name. it told you which role of that loadout going to play.
just avoid elite variant.
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Sinigr

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send this massive military force to bully a couple of recently colonized worlds
You just was bullied and cry, please stop it... Enough...
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"officerMaxLevel":29,
"officerAIMax":36,
"maxOfficersInAIFleet":36
"tier1StationOfficerLevel":29,
"tier2StationOfficerLevel":29,
"tier3StationOfficerLevel":29,
Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

Killer of Fate

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Colonies are something you make after you've already been farming remnants

... Oh.
That's not a general rule at all, you can do it and benefit from it way earlier than that.
I would make colonies in the early game, cause heavy industry would allow me to get anything I wanted without having to wait rely on the stupid RNG, once I got the blueprint. Which I would be able to get by raiding a faction.
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Melanoc3tus II

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For my part, I took the Dolos Executor, grabbed some champions, and did bounties and bulk freighting up to a few mil before starting a colony. Didn’t wait around for an optimal system, but it was nevertheless rapidly profitable.

When the League came I had already acquired a commission from them, so it was just a matter of beating up their fleets and accepting the minuscule 5% fee in return for essentially a greenlight on AI core usage.

Until I read this thread I didn’t even know there were nuances to the occupation fleets, because it turns out that 1 free capital, 3 cruisers, and some escort destroyers go through their entire armada like it’s made of wet toilet paper. The effect was less an unsurpassable obstacle or big challenge, and more a PL hull piñata, but it was very fun in any case.

Just goes to show how different experiences can end up I guess.


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Ragnarok101

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send this massive military force to bully a couple of recently colonized worlds
You just was bullied and cry, please stop it... Enough...

Being rude like that won't get you very far in life.
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Goumindong

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Colonies are something you make after you've already been farming remnants

... Oh.
No. That is absolutely incorrect. A farming colony is entirely fine and reasonable and you will be able to defeat the PL crisis simply on its income when it pops up.

You just have to not hard expand to multiple colonies and you have to “deal with the pirates”. But these are not huge impositions.

Like. The PL will “show up” at about 350 progress. But 350 progress if you have a farming colony only at size 4 or 5 will take like 35 months at least. That is 3 cycles. At ~50k income/month. 1.75 mil credit income before PL even triggers, 3.5 mill income before the crisis starts. If you spend 1M on the colony then you have 2.5 mil to build a fleet to beat the crisis(plus the income you would make from normal operations going on in those 6 cycles.. Which is not terribly hard

The problem only exists when you trigger all of the crisis at once and don’t deal with any of them and also have more than one colony in the same system so you’re speed running both the expenses of colonies AND the rate at which crisis occurs!

Like. You can start a colony basically as soon as the game starts and probably beat the PL crisis just fine so long as you do not go really hard into it.
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happycrow

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That and, if you stall by destroying their fleets you can then capture their ships and have a bunch in storage for when they do come to invade and have a bunch of fleets ready for them.

Noob question bc I totally missed this: how do you turn stored vessels into multiple fleets/give stored vessels to your colonies for use as fleets? Knowing this would've made my life SO much easier....
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Goumindong

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That and, if you stall by destroying their fleets you can then capture their ships and have a bunch in storage for when they do come to invade and have a bunch of fleets ready for them.

Noob question bc I totally missed this: how do you turn stored vessels into multiple fleets/give stored vessels to your colonies for use as fleets? Knowing this would've made my life SO much easier....

You switch to the "take" menu in the storage area where you stored the ship. This is achieved on the fleet screen (hotkey f) similar to buying/selling ships directly. You just click storage, click take (hotkey 2) and then take the ships at your leisure (remember that adding/subtracting ships modifies crew and supply requirements!)
« Last Edit: March 11, 2024, 08:13:21 PM by Goumindong »
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happycrow

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Right, but that adds them to MY fleet. How do you have multiple fleets that way? Or is this just "fleet flexibility?" Cause I'd LOVE to have a "privateer" option which let me capture ships and turn them over to my colonies.... [edit: thanks for snappy reply!]
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Goumindong

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Right, but that adds them to MY fleet. How do you have multiple fleets that way? Or is this just "fleet flexibility?" Cause I'd LOVE to have a "privateer" option which let me capture ships and turn them over to my colonies.... [edit: thanks for snappy reply!]

Ahh what is meant is that you go to the colony, pick out the ships you've stored. And then go fight with them.

Especially if you don't care a lot about those ships you can then do the very hard fight with a fleet you don't care about losing. Thus progressing past the hard fight. Since the fights occur close to your colonies by default this makes it easy to have a fleet ready to go for when the time comes. (you can also retreat to the colony to repair your ships quickly if you fight, and retreat)
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happycrow

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Okay, thank you!
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labrat67

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had to register just to say that I agree with OP and this crisis is way overtuned
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