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Woohoohoo, working on a Space Austria pack. Space Austria presumably took over all of earth before conquering space, so there will be African and Asian portraits in there too.
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# ? Jan 21, 2017 15:39 |
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# ? May 6, 2024 03:18 |
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StrixNebulosa posted:Wait, wait wait wait. If 3k is considered tiny, early-game tier stuff, and that's what I have to work with....how far through this game am I? I've got five colonies and a sector, I've scouted roughly half of my galaxy... A domination victory on a standard map requires around 105 planets. If you want to dunk on an unawakened fallen empire you'll need around 30k in fleets. If you decide to stick around for an endgame crisis you'll need around 100k in fleets. If you decide to fight an awakened fallen empire you'll need more like 200k (depending on approach).
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# ? Jan 21, 2017 16:13 |
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Is there a trick to the "Slave to the Systems" achievement? It looks straightforward from the code: code:
EDIT: nevermind, it unlocked eventually. Now to replace all slaves with robots. ulmont fucked around with this message at 17:20 on Jan 21, 2017 |
# ? Jan 21, 2017 17:09 |
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ulmont posted:EDIT: nevermind, it unlocked eventually. Now to replace all slaves with robots. Edit: but maybe I should play game at faster game speeds than normal Dwesa fucked around with this message at 17:36 on Jan 21, 2017 |
# ? Jan 21, 2017 17:26 |
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StrixNebulosa posted:Wait, wait wait wait. If 3k is considered tiny, early-game tier stuff, and that's what I have to work with....how far through this game am I? I've got five colonies and a sector, I've scouted roughly half of my galaxy... You're at the later stage of the early game. I'd say 40k fleet power (total) is probably the demarcating line for the mid-game, since that's where the Fallen Empires can start doing stuff. Seems really far away, but once you're pushing 5 developed colones you can start expanding really fast. Ofaloaf posted:
If that's an Austrian pack why do the men all have the Wilhelm II moustache?
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# ? Jan 21, 2017 17:34 |
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ProfessorCirno posted:Also this thread title is a sad fart, and now people are gathering around to scream about how they loving trolled us with the sad fart, so I'm glad we hit that in four pages.
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# ? Jan 21, 2017 17:35 |
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So uh, Awakened empires come slower on bigger maps? Because right now that is the main thing I'm waiting for. On another news I'm starting to understand what everyone's gripes are with the war system. Even with ticking warscore mod it's pretty slow.
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# ? Jan 21, 2017 18:51 |
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The truly egregious thing is the complete inability to truce break. When you get to the end and you're just trying to finish people off for your own personal reasons, you wind up sitting around for a lot of truces, meanwhile your opponent has no hope of recovering in that time anyway.
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# ? Jan 21, 2017 19:00 |
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War wouldn't be so tedious if the ground game didn't constantly suck. Are there any mods to skip it entirely? Maybe make planets into ships, or make starports more dangerous and count as the planetary defense? I would love a mod that let you give planets and starports missiles and fighters and made them part of a fleet combat. Or maybe make orbital defenses all individual stations that could be destroyed and have the planet be automatically occupied so long as the HP was at zero and there was a ship in orbit. Toss in a few random occupation events and it would be far better in my opinion.
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# ? Jan 21, 2017 19:07 |
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Beer4TheBeerGod posted:War wouldn't be so tedious if the ground game didn't constantly suck. Are there any mods to skip it entirely? Can't you just blockade your way to victory without ever occupying?
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# ? Jan 21, 2017 19:30 |
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PittTheElder posted:If that's an Austrian pack why do the men all have the Wilhelm II moustache? The base mod also categorizes the Germans as a part of the 'Mammalian' species class, which, due to a current bug, means that only Imperial Germans show up as a selectable species in the mammlian class when trying to make a new civ. The workaround for that is to make a new species class and plop the Germans into that, so that they don't accidentally overwrite any other species in a vanilla species class. Of course, the problem with that is that all alien species and realm names are drawn from a big list in the game files, with only certain names drawn for certain species classes and no generic alien names available in a class-less pool. That means that if you make a new species class and a species from that class shows up in-game, if it's not a custom-made empire created by a player it'll end up with no demonym and a weird name like " Star Republic" or "Imperial _ Realms" because there's no name the game can draw on for that class. So, then, I had to make a new list of species names. The problem then is that species names also demand a reference to a namelist, and instead of just taking an Imperial German namelist available on the workshop already I ended up making a new one for the German species list. Then I got carried away and make a second, HRE-focused namelist. Then I said to myself "is all this work for just one species worth it? No, to justify all this, I need more portraits" so then I made an HRE portrait set. Then I realized I probably shouldn't release a German pack that's largely based upon another guy's work, so I went "poo poo, I should make another German-ish set and then release the HRE and that new set together, along with the namelists and species names", so I started on the Austria-Hungary thing. Now I'm contemplating a new Imperial German portrait set altogether. tldr: It's that one scene from Malcolm in the Middle of the dad replacing a light bulb, except it's modding.
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# ? Jan 21, 2017 19:51 |
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I'm playing this with two friends, and the game just kinda stopped working. One of them has the date 3 days back and his name is in red. We played for 22 ingame years and it worked fine, but now his game apparently can't move past whenever he joins any more. Any ideas?
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# ? Jan 21, 2017 20:31 |
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ulmont posted:Can't you just blockade your way to victory without ever occupying? Blockading can be pretty tedious and time spent at war, if you're not a war-focused nation, can negatively affect your pacifist and xenophile pops right now. As well, since the game is currently geared towards deathblobs, you can't really spread yourself too thin or risk the AI being able to break the blockade if their empire is large enough.
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# ? Jan 21, 2017 20:32 |
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PittTheElder posted:If that's an Austrian pack why do the men all have the Wilhelm II moustache? Austrians and Germans are the same thing
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# ? Jan 21, 2017 20:46 |
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Truga posted:I'm playing this with two friends, and the game just kinda stopped working. Apparently this is a common problem. Also there's seemingly no way to debug this at all
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# ? Jan 21, 2017 20:49 |
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Mister Adequate posted:Austrians and Germans are the same thing
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# ? Jan 21, 2017 21:03 |
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quote:I would love a mod that let you give planets and starports missiles and fighters Hmm. Not planets, but extra Starport Fighters...and some extra stuff too. http://steamcommunity.com/sharedfiles/filedetails/?id=802551283 Adding extra weapon types to the starport has also been done. http://steamcommunity.com/sharedfiles/filedetails/?id=794289749 Put these two together and they can be quite formidable if you choose. A powerful fleet will still hurt, but I imagine alongside those modules that improve starport weapons and such if they turn up and their inherent strength these days they should be quite nasty. And if you really wanted to get nasty.... http://steamcommunity.com/sharedfiles/filedetails/?id=791497743 Tachyon Lance spaceports.
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# ? Jan 21, 2017 21:31 |
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ulmont posted:Can't you just blockade your way to victory without ever occupying? Maybe a mod that gave blockading the same effect as capturing?
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# ? Jan 21, 2017 21:36 |
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My only issue with ground combat is actually making the armies. If we had an army builder like some people are wanting a fleet builder where you can just say "I want X divisions of Y unit, all with the psi warrior attachment" and then press one button to queue up a build order for all of it it'd be just fine.
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# ? Jan 21, 2017 21:40 |
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# ? Jan 21, 2017 21:47 |
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Absolutely. Having to manually attach all of the army mods gets tiring.
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# ? Jan 21, 2017 22:11 |
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I realized there are army attachments only recently and I still don't use them. You can just spam assault armies.
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# ? Jan 21, 2017 22:16 |
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Army mods? I get the feeling I'm missing something here. I mostly just make 24 divisions of troops, I dump them all on a planet, wait until they win, and then embark everyone again. Repeat until the war is won, the end.
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# ? Jan 21, 2017 22:17 |
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Yeah, the "cost" of armies is in clicks. It costs less clicks to just build more troops than to try to improve them with attachments. Military in the game isn't a fight between fleets or armies, it's a fight between the number of clicks to manage your military and build up a warscore. The AI knows this and will do everything it can not to win, but to force you to click more and delay things in the hopes that you just peace out early or quit the game.
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# ? Jan 21, 2017 22:20 |
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My problem is that the ground game is utterly and completely irrelevant. There's no strategy surrounding troops; a player with a strong army is going to lose every war against a player with a strong fleet. The best way to defeat a strong army is to take them out before they even reach the planet, and the only reason armies are vulnerable in space is because you can't make starships that have troop capacity. IMO it's the worst part of what is otherwise a genuinely amazing game.
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# ? Jan 21, 2017 22:27 |
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Beer4TheBeerGod posted:My problem is that the ground game is utterly and completely irrelevant. There's no strategy surrounding troops; a player with a strong army is going to lose every war against a player with a strong fleet. The best way to defeat a strong army is to take them out before they even reach the planet, and the only reason armies are vulnerable in space is because you can't make starships that have troop capacity. IMO it's the worst part of what is otherwise a genuinely amazing game. Yeah, army management and ground combat and the warscore/peace system are the 2 things that really stick that are outright bad and not working. Everything else is pretty good, could have more content or be fleshed out more of course, but those two things are outright bad and make me not want to play.
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# ? Jan 21, 2017 22:29 |
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Replacing specialized armies and transport ships with ship modules would do (as was suggested plenty of times already). If your planet has clone vats (for example), you can produce ships with clone armies at the starport and you could tick that option in starport menu to add clone army module to ships, otherwise you use some more generic armies (xenomorph farms at the planet surface could even guarantee some nice events). You could sacrifice firepower for more army modules in ship designer, for example. Your ship-based armies would invade after you destroy planet defenses or you can just invade the planet if you have overabundance of armies (same like CK2: siege or assault). That's my dream ground combat. Defense "armies" could be based on colony size and some buildings. Transport ships models could be used for civilian ships and then... some form of supply limit should be implemented. Lack of these things bother me more than current ground combat. (also more diplomacy options) (and please implement some form of raiding... and zoroastrians... maybe I should play CK2) Dwesa fucked around with this message at 22:59 on Jan 21, 2017 |
# ? Jan 21, 2017 22:49 |
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Is the "Last, Best Hope" achivement bust? I just killed off both sides of the war in heaven event and i never got it.
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# ? Jan 21, 2017 23:09 |
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Blinks77 posted:Is the "Last, Best Hope" achivement bust? I just killed off both sides of the war in heaven event and i never got it. It works; I got it a month or so back. I think achievements are checked on like a six month or one year tick, rather then daily, so you may want to go for a year or so. Also often I don't see a pop up so you may want to exit the game and look at steam. (See earlier in thread for me not realizing I got an achievement today). Now for last best hope I think you do have to do the total victory war in heaven win condition to boot out each FE.
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# ? Jan 21, 2017 23:14 |
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ulmont posted:Now for last best hope I think you do have to do the total victory war in heaven win condition to boot out each FE. I mayyy have screwed it up? I simply ignored them, didn't sign up to anything and then just annexed them both one after the other.
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# ? Jan 21, 2017 23:26 |
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Blinks77 posted:I mayyy have screwed it up? I simply ignored them, didn't sign up to anything and then just annexed them both one after the other.
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# ? Jan 21, 2017 23:30 |
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Blinks77 posted:I mayyy have screwed it up? I simply ignored them, didn't sign up to anything and then just annexed them both one after the other. For last, best hope you have to specifically lead the League of Non-Aligned Powers, which after founding will be tossed into war with both FEs.
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# ? Jan 21, 2017 23:36 |
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Dwesa posted:"Lead the non-aligned powers to victory against an awakened empire." I hope you have a save from before the war somewhere. Ahhh, i thought that meant just. Well. Not signing up to either of their sides. Didn't really realise it was a full on faction itself. Ah well, lessons for next time.
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# ? Jan 21, 2017 23:41 |
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Baronjutter posted:Yeah, army management and ground combat and the warscore/peace system are the 2 things that really stick that are outright bad and not working. Everything else is pretty good, could have more content or be fleshed out more of course, but those two things are outright bad and make me not want to play. Dwesa posted:Replacing specialized armies and transport ships with ship modules would do (as was suggested plenty of times already). If your planet has clone vats (for example), you can produce ships with clone armies at the starport and you could tick that option in starport menu to add clone army module to ships, otherwise you use some more generic armies (xenomorph farms at the planet surface could even guarantee some nice events). Are there any events linked to clone vats? Never built them.
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# ? Jan 21, 2017 23:47 |
Beer4TheBeerGod posted:My problem is that the ground game is utterly and completely irrelevant. There's no strategy surrounding troops; a player with a strong army is going to lose every war against a player with a strong fleet. The best way to defeat a strong army is to take them out before they even reach the planet, and the only reason armies are vulnerable in space is because you can't make starships that have troop capacity. IMO it's the worst part of what is otherwise a genuinely amazing game. Yeah i wish it could be viable to focus on troops and neglect ships a little bit. Wanna send commando teams.
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# ? Jan 21, 2017 23:50 |
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Espionage and sabotage are something Stellaris is definitely missing. I guess you can support the independence of vassals and the like, but it really isn't the same.
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# ? Jan 21, 2017 23:52 |
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The only time I've found land army forces to matter is when an event goes terribly wrong and a planet is invaded by titanic life or terraforming goes terribly wrong and hordes of ravenous mutants begin infesting my countryside. This is because, maybe due to bug, maybe mod, I found I still technically owned those planets, so I couldn't bombard them, and in turn the enemy was big enough that I needed an extremely substantial army to dislodge them - like, more then 30 troops, easily. The last one was especially annoying because they put the planet on auto-purge to remove everyone, and the rest of my pops immediately began screaming at me for purging people even though I didn't purge them, it was the goddamn mutants
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# ? Jan 22, 2017 00:59 |
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oddium posted:remove custom ships and replace them with three tech trees of fixed stats kinetic/missile/laser ships this is the most correct sentence in this thread so far. gently caress custom units
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# ? Jan 22, 2017 01:34 |
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Jeb Bush 2012 posted:this is the most correct sentence in this thread so far. gently caress custom units Yeah, it feels like giving players too much control over things like ship design has affected the balance. I'd love it if they'd let you play with what the hulls looked like without affecting the loadouts. Stellaris should probably take a few steps further away from 4X and more towards their usual grand strategy.
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# ? Jan 22, 2017 01:39 |
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# ? May 6, 2024 03:18 |
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Yes the ship designer and planetary landings / combat feel like features which only exist because they're things that people expect a space 4x game to have. I certainly wouldn't miss these if they were removed, there's nothing fun and compelling about them, they're just something you have to interact with occasionally while playing the 'real' game.
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# ? Jan 22, 2017 01:53 |