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unmerged(609126)

Recruit
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Dec 3, 2012
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  • Sword of the Stars II
I started a game a few days ago with the Loa, but got the swarm scout SQL crash due to a faulty foreign constraint so I started a new game after the update. Now it seems that Loa construction costs have skyrocketed. It is taking 97 turns to prototype an armor DN with phasers and particle beams, and 36 turns to prototype an armor CR with a similar loadout. Its also taking 24 turns to produce ONE said CR. I'm not sure about the production time of the DN, gave up before it was done.

Anyhow, I wasn't sure if it was supposed to be this way to balance out their modularity, or not. Seems to me like one hell of a nerf if so.
 
Before my CTD tonight. I managed to get a DN (Deflector/Armor/Antimatter) construction cost up to about 212k. I noticed that wave amplification doubled the cost of the entire DN irregardless of other factors. I think this one is a bugged cost.

Edit: If you don't believe me look at the two DN both has the exact same setup down to the x-ray except for wave amplification. It clearly doubled the I/O cost. I don't think wave amp should increase the cost of command/mission section as far I am aware.

http://steamcommunity.com/sharedfiles/filedetails/?id=111498074

http://steamcommunity.com/sharedfiles/filedetails/?id=111498135
 
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I've had no problem prototyping anything under 10 turns in systems that are established with no trade going. In systems that I've tried to prototype that were newly aquired, I saw number in the 20's. Even my DN was in the low teens. Again though, multiple planet systems with no trade. Remember that Solar activity effects the LoA, so if you are trying to proto in a system with high solar activity, it will effect the time. Least that's what I think I read :)
 
I've had no problem prototyping anything under 10 turns in systems that are established with no trade going. In systems that I've tried to prototype that were newly aquired, I saw number in the 20's. Even my DN was in the low teens. Again though, multiple planet systems with no trade. Remember that Solar activity effects the LoA, so if you are trying to proto in a system with high solar activity, it will effect the time. Least that's what I think I read :)
I didn't think solar activity had any effect on industrial output. Population growth definitely and maybe income, but IO?
 
My issue is that anything that drastic increase the construction cost is a no-go zone because a DN can easily approach 250k I/O regular, not prototype, cost. The biggest FTL cube limit is 300k. Is one cube equal to one I/O? I have not checked that.

Unless we can "force" our fleet to go STL and slowboat like humans. As it stand right now the FTL cube limit us, Loa Players, to all CR fleets on the offensive. Clearly this is not an ideal situation when you are most likely fighting LV or even DN carrier with dozens of battleriders.
 
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Yes I understand the game mechanics. Ive been playing SOTS1 and 2 since they were orginally released ( my original copy says lighthouse interactive and destineer on the box if that tells you anything). From reading around on the internets it was apparently a change that happened in the previous patch. Supposedly they fixed it with another patch, but i haven't had a chance to see yet. On a side note, does it make sense as a game mechanic to limit the mass the NGAs can transport per fleet if you can work around it by breaking the fleets up. you would think superadvanced AIs could do that automatically. I think it should be more like the hiver universe wide mass cap with the difference that hivers cant FTL to a system without a gate and the LOA cant FTL from a system without a gate.
 
Yeah, personally the insane ship/cube costs and the ridiculous gate limit breaks the game for me for the Loa. I know they are an "advanced" race for "experienced" players, but it is still not well thought out. It needs to be fixed. You could even add in a couple techs that either increases the point value a gate can handle or that decreases the "travel" point value for a fleet or something. And the costs just need to be reworked period
 
With the LOA if your building ships in single world sectors your doing it wrong.. Since they can pretty much colonize anything in super fast times.. You want your building worlds to be in 3 or more planet systems where you colonized them.

Its one of the areas where the LOA kick butt to the other players... It takes relatively very little time to build Build systems for the LOA..