[Dev Team] 2.0.4 Patch Released [checksum f368]

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The Founder

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I was asking about general approach if travel time are to counter doomstacks. I mean it's understandable that's there is a cost to pay if you Empire is big so you have to make choices. But if your Empire is supposed to be bigger, just because there is simply more space this concept become distorted. Both, players and AI will expand anyway, but tech levels can't keep up with bigger maps to provide more speed.
How about not ingoring half the FTL technology, like Gateways and Wormholes?

Especially gateways are explicitly there to counteract the issues of with lategame, huge empires.
 

Dolores_Mugambe

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Something screwed up my ship designer.

Since f368 I allways get the note "design_blocked_by_auto_build" or something like that and can not save new designs.

Is that a bug or another... lets say... unintentional feature... or did I get something wrong???
 

TechSY730

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Something screwed up my ship designer.

Since f368 I allways get the note "design_blocked_by_auto_build" or something like that and can not save new designs.

Is that a bug or another... lets say... unintentional feature... or did I get something wrong???


I'm hitting this too; just uncheck the "Auto-generate designs" in the bottom left corner of the ship designer.

Though interestingly, if you get this message in the federation ship builder, it is graphical only; it will still save your designs. Only in the regular ship builder does this message stop you from saving.
 

James Fire

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Hype

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2.0 was never meant to remove doomstacks. The goal was to sop doomstack being the best and only viable strategy. You can already play with doomstacks if you want, by grouping all your fleets in the same place. But since it's now considerably slower to move your fleets, it's probably not always the best idea.

You guys are wrong, this was never about getting rid of doomstacks, it was more about making it beneficial to split your forces in two or 3 fleets. But it should still be convinent enough to create single stack to fight off stupid endgame crisis. Having to move around 6 fleets is not "strategic depth" by any measure.

Likewise, the old limit of 200 made a lot of repeatable techs useless, and made force projection perk obsolete after a time. This was plain wrong.

That doesn't answer the question. As you pointed out nothing is stopping you from grouping multiple fleets together, so why increase the fleet cap? The only advantage I see is needing less admirals, other wise there is no difference. Basically those repeating techs and force projection is *still* useless if this is what's supposed to make them worthwhile.
 

kazper

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That doesn't answer the question. As you pointed out nothing is stopping you from grouping multiple fleets together, so why increase the fleet cap? The only advantage I see is needing less admirals, other wise there is no difference. Basically those repeating techs and force projection is *still* useless if this is what's supposed to make them worthwhile.
I guess the simple answer is: Mods. Why not increase the limit? The real limit is imposed by techs/perks/edicts/etc. anyway. Removing (or significantly increasing) the hard cap just let mods be more versatile.
 

Magical Chicken

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Still having issues with the ship designer not allowing me the create or edit designs and spamming 'auto-best' designs every time I research a ship component tech. 2.0.2 still works for me though.
 

pieman

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But you now can have together 150% ships more than previously which is basically bringing back to an extent the super huge imba fleets (Doomstacks).

Yes, you can have a single large fleet that is very very strong.

That doesn't bring back doomstacking though, because that huge fleet is only gonna be in one place at a time, and move very slowly. An enemy can split their fleet, take a bunch of your systems, and knock you out. Heck, the upkeep alone would be brutal on that fleet if they started capturing your mineral and energy income sources.
 

James Fire

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Luciusthegod

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was the federation fleet capacity fixed, me and two friends were contributing (520, 270, 270) towards fleet cap of federation, but it was still 500, was the naval cap removed, or will we be getting the excess fleet cap back?
 

Doldenberg

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On the issue of Federation Fleets, I would really like them to fix the management of that before the release of 2.1. Federation Fleet Designs should be integrated into the Fleet Manager. Maybe they could even be integrated into the normal Ship Design section with the new ability for everyone to build those ships, not just the Federation president.

And yeah, as said, the cap should be removed or set much higher.