Ofaloaf posted: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 22, 2017 02:18 |
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# ? May 11, 2024 16:29 |
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ProfessorCirno posted: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. This is why Psi Troops are so good. Build like 30 of them, drop them on a fully fortified planet, and they annihilate the enemy morale so fast that it's purely a matter of time until the planet drops. And as a Spiritualist you can get them super early to boot.
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# ? Jan 22, 2017 02:40 |
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StrixNebulosa posted:Have I even left the early game? Here lies StrixNebulosa. RIP. He never expanded.
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# ? Jan 22, 2017 03:12 |
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ProfessorCirno posted: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. I was thinking that it might be better if the focus of ground troops would be switched from invading planets to protecting or keeping those planets. Maybe make rebellions more dangerous so you actually have to prepare for them?
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# ? Jan 22, 2017 03:14 |
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I just think the problem with the ground combat right now is that a) it's a pain to micromanage, which could be solved with an 'army builder' but b) there's no meaningful choice, because once an invasion starts you don't usually have the time to send reinforcements or build more stuff on the planet. Like if you go to Warhammer 40K lore as an example, it's a universe with epic scale fleet battles and epic scale land battles (literally), where even in a universe where a cruiser on it's own could, with enough time, wipe all life from a planet, the ground troops are really important and cool. This is because there are very few instances where a planet is just totally captured in the space of like a month, and if that does happen it's usually some sort of surprise attack and the counter attack is a grinding war of attrition. The fleet part is then important because you need to protect your reinforcements or prevent enemy reinforcements. Imagine there's a battle for a planet going on and it's like 10 times longer than it takes now. Your fleet has dropped off the armies so what does it do? Does it just sit there in orbit doing nothing just in case the enemy comes with reinforcements? or do you move onto the next planet? Likewise doe the enemy attempt to break through and drop reinforcements? Maybe it should be possible for your troop transports to make a break for the planet even while being attacked, with your fleet causing enough damage/trouble that while some transports die others get through and land. If I actually felt there was a full scale war underway on the surface, buildings being destroyed, armies slowly being ground down and both sides hoping they get some reinforcements to break the deadlock, I would care more about armies. I mean i know it sounds boring if like every planet bordering your neighbour has a ground war going on, but that also means you need to divert resources and protect reinforcements on that border with your navy. All the coolest 40K stories are the big massive battles for key worlds where both sides have naval skirmishes constantly and manage to break through with supplies and reinforcements to fuel the ongoing war on the planet. I think if Stellaris can capture the feeling hat you're really fuelling a massive war by making sure they get supplies etc then that would be a start.
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# ? Jan 22, 2017 03:37 |
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Is there a good general guide for new players? What do you usually do with a fresh game?
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# ? Jan 22, 2017 04:07 |
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RabidWeasel posted: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. I don't mind the ship designer, but RE:planetary landings I could stand with having less busy body and having to design a ship with a "Space Marines" module that simply enable you to capture a planet if you have enough of them. This would do away with having a completely separate ship that you form from having built separate entities (assault troops and such) on planet.
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# ? Jan 22, 2017 04:16 |
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Why in the hell would you ever want to remove the ship designer? Wiz, if you ever feel the need to mess with the designer, do the opposite. Go apeshit. Turn this into SoTS. Do not listen to these bads. Planetary combat is pretty lame though.
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# ? Jan 22, 2017 04:25 |
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RobotDogPolice posted:Is there a good general guide for new players? What do you usually do with a fresh game? Three keys to success in this game: expand, expand, expand. First couple months, use your science ships (build an extra one) to locate some close by systems with minerals. Plop a frontier outpost down to claim them. If you can claim a planet in the process, so much the better. Build mining stations to collect minerals, don't worry about energy save for keeping a positive income. Research Colony Ships as your first biology tech. The same month you finish it, have 350 minerals saved up, order a colony ship and settle the best planet you can. At this point start building extra corvettes, up to your fleet cap. From now until the end of the game, poo poo out as many colony ships as possible, colonize anything with 60 habitability or better. Periodically check on your neighbors diplomatic screens, if their fleet power is ever rated superior, build military ships like a madman. Kinetic Weapons and Plasma are best, avoid missiles and non-energy torpedoes. Generally speaking you want to be building towards your fleet capacity cap unless you're superior to all your neighbors.
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# ? Jan 22, 2017 04:33 |
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Kitchner posted:*land war stuff* Yeah I think this is a lot of why the general army stuff seems like a pain - land wars feel like such a minor thing that it doesn't really seem to matter if you take psi troops or xeno troops or any of the attachments. If wars over a planet's surface were a larger scale thing (not necessarily something the player needs to micromanage themselves, just something that is in general more substantial) it might feel more important.
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# ? Jan 22, 2017 04:45 |
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Personally, the ship design is one of those fiddlier aspects of the game that, while fun to play with, makes it harder to balance. Much like the current planetary grid system. No idea on what would be the ideal replacement really. The ship designer's only merit is that it's fun to tinker with, unlike the planet grids.
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# ? Jan 22, 2017 04:52 |
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Sperglord Firecock posted:I was halfway asleep after a night shift while making it and I wanted to do something simple and easy without trying to be witty, so let's talk about the game in this thread designed for talking about the game I am not super against the title but there were some excellent title suggestions based on the exciting new cuisine options in the next DLC, so I hope you'll consider changing to one of them when it comes out!
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# ? Jan 22, 2017 05:11 |
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Kitchner posted:I just think the problem with the ground combat right now is that a) it's a pain to micromanage, which could be solved with an 'army builder' but b) there's no meaningful choice, because once an invasion starts you don't usually have the time to send reinforcements or build more stuff on the planet. If troops were cheaper and easier to produce and wars against a defended planet turned into armageddon then yeah ground combat would be loving awesome. Having lightly defended convoys of troops funneling themselves into the meat grinder would be awesome. Its no longer *take 3 planets* its *spend the entire war trying to take a fortress world*, this would also make things like the strong trait way more relevant.
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# ? Jan 22, 2017 05:22 |
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Kitchner posted:Imagine there's a battle for a planet going on and it's like 10 times longer than it takes now. Your fleet has dropped off the armies so what does it do? Does it just sit there in orbit doing nothing just in case the enemy comes with reinforcements? or do you move onto the next planet? Likewise doe the enemy attempt to break through and drop reinforcements? Maybe it should be possible for your troop transports to make a break for the planet even while being attacked, with your fleet causing enough damage/trouble that while some transports die others get through and land. It would be cool if transports didn't get sucked into fleet actions, they could run the blockade (and still die if there were no escort)
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# ? Jan 22, 2017 05:40 |
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Psycho Landlord posted:Why in the hell would you ever want to remove the ship designer? I would stop playing this game if they took it out.
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# ? Jan 22, 2017 06:02 |
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In line with how sectors/governors work I just want to assign armies to a general and attach him to a fleet and let him micromanage when to attack and when to take off. Now generals are useful too . While we're at it, let the admirals control the fleet once the hostile fleets are dead and it's time for the tedious planet hopping invasions. I just want to select a fleet w/ an army attached shift-rightclick a bunch of planets and have it sensibly siege and invade them all in order I've played 2 games in a row where the late game crises went off like a wet fart without ever taking more than 1 territory before being defeated quickly by NPCs, is this a thing now or just bad luck? poverty goat fucked around with this message at 06:21 on Jan 22, 2017 |
# ? Jan 22, 2017 06:17 |
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Nah endgame stuff needs to be beefed up or just do it in waves rather then 1 at a time. Unbidden should honestly keep trying to break in and establishing footholds until they succeed then you have to knock out their main gate to finally stop them. The scourge should hit a wide edge of the map with light forces to represent the scouts then have bigger and bigger fleets appearing until you get the whole hive fleet. The scouts will allow them to establish a presence while the hive fleet will be hammering at the gates.
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# ? Jan 22, 2017 07:30 |
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Started as xenophile spiritualists and wanted to run a more diplomatic game. How large should I keep my fleets/armies? Do you generally give new colonies a defensive army immediately or wait awhile?
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# ? Jan 22, 2017 08:48 |
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I tend to put 2~5 defensive armies in a peaceful game at a rate depending on planetary importance. As for fleets, I think you're fine if you've a home fleet and maybe one fleet meant to fight off pirates and anomalies/events. Should be at least three-fourths as large as the closest aggressive empire's.
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# ? Jan 22, 2017 08:57 |
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Also, what should I be doing with extra energy?
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# ? Jan 22, 2017 09:55 |
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RobotDogPolice posted:Also, what should I be doing with extra energy? To get rid of a lump sum before you reach your cap, buy stuff from traders and terraform worlds To stop yourself getting to that point, build robots and science labs
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# ? Jan 22, 2017 09:58 |
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So one thing you can do early in a game is send out your starting military ships to cruise past every system you can. Hopefully doing this will let you eventually find the science guys and/or the trade guys. The science guys let you trade energy for a +15% overall research boost and a 5-star solid research guy, the trader enclave lets you trade between energy/minerals at a 2-1 ratio. Aside from those, build more stations/upgrade buildings if you're not over your energy cap, and try to eke out more minerals/science. Outside of those you don't have much to do with pure energy, you can try to trade it to other people (probably not gonna work) or just build a bank and work on other stuff.
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# ? Jan 22, 2017 10:12 |
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GunnerJ posted:
but it's literally just a simple optimisation problem you totally ignore except when you unlock new tech. As someone else said planetary tiles are similar but I feel like that has more potential to actually be interesting to work with in future (though there is an annoyingly high level of micromanagement required if you want to be optimal) and in any case removing it would require a total rework of pops while removing the ship designer would only require a few small changes to techs
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# ? Jan 22, 2017 10:14 |
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I sure hope 1.5 brings an "enslave all pops" button to planets. Bit annoying when conquering disgusting xenos hugbox planets full of varied species and having to enslave them all individually. Also the option to terraform populated planets. I don't really see a reason to waste time exterminating that filth when they can just get churned up with the rest of the biosphere.
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# ? Jan 22, 2017 10:34 |
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Do Sectors have the same Colony number limits that you do, or can you have as many in a sector that you want with no penalties? Also, is there any reason at all to have a Frontier Outpost in a system that you have a Colony in?
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# ? Jan 22, 2017 10:49 |
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Pi In The Sky posted:Also, is there any reason at all to have a Frontier Outpost in a system that you have a Colony in? Absolutely not. Ditch that poo poo once you have a more solid claim and save the influence.
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# ? Jan 22, 2017 10:59 |
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Frontier Outposts don't have the same border push as colonies, do they? I tried to put one in a system with a conquered planet I was hoping to terraform, but as soon as the last pop was purged the system got absorbed by a neighboring empire. Most unfortunate.
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# ? Jan 22, 2017 11:02 |
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Mondian posted:I sure hope 1.5 brings an "enslave all pops" button to planets. Bit annoying when conquering disgusting xenos hugbox planets full of varied species and having to enslave them all individually. The latest dev diary explained how slavery's going to work in 1.5. For a simple explanation, it's now part of species rights you decide per species; no micromanaging individual pops. The five rights settings are:
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# ? Jan 22, 2017 11:06 |
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I wish I could ban robots without having to research robot tech. You can have robot pops on conquered planets but you can't auto smash them until you know how to build them yourself.
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# ? Jan 22, 2017 11:06 |
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Poil posted:I wish I could ban robots without having to research robot tech. You can have robot pops on conquered planets but you can't auto smash them until you know how to build them yourself. You need to know where the off switch is
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# ? Jan 22, 2017 11:17 |
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I haven't even played a game yet and I've already made a lovely mod: Homeworld emblem pack. Gotta have me my Hiigarans.
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# ? Jan 22, 2017 12:31 |
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GotLag posted:I haven't even played a game yet and I've already made a lovely mod: Homeworld emblem pack. This is a good mod. RabidWeasel posted:but it's literally just a simple optimisation problem you totally ignore except when you unlock new tech. As someone else said planetary tiles are similar but I feel like that has more potential to actually be interesting to work with in future (though there is an annoyingly high level of micromanagement required if you want to be optimal) and in any case removing it would require a total rework of pops while removing the ship designer would only require a few small changes to techs I would argue that planet tiles are a simple optimization problem that I totally ignore until I unlock the next power plant upgrade and that ship designs are interesting to work with now. Funny how that works. My actual belief is that both systems are cool and good, though in need of some polish and expansion, and that anything that allows personalization and player input is good in Stellaris, noted space empire roleplaying game.
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# ? Jan 22, 2017 12:37 |
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There is exactly 0% chance that the ship designer is ever getting cut. Asides from the fact that I personally enjoy it, it's both a 4x staple and something that a lot of people want (we have metrics on this).
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# ? Jan 22, 2017 13:15 |
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Wiz posted:There is exactly 0% chance that the ship designer is ever getting cut. Asides from the fact that I personally enjoy it, it's both a 4x staple and something that a lot of people want (we have metrics on this). How about the planet grid?
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# ? Jan 22, 2017 13:19 |
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Argas posted:How about the planet grid? The planet grid is... alright. It works but it's too micro-intensive, especially when you're upgrading a lot of buildings. I also don't like how it makes your planets feel like giant mines/farms rather than places people live. Reworking it is not out of the question but it'd be a pretty huge investment of time.
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# ? Jan 22, 2017 13:24 |
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Wiz posted:There is exactly 0% chance that the ship designer is ever getting cut. Asides from the fact that I personally enjoy it, it's both a 4x staple and something that a lot of people want (we have metrics on this). This is reassuring, thank you. If anything, I agree with the poster up the thread - go full SOTS on it and force the player to design around techs they haven't rolled.
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# ? Jan 22, 2017 13:26 |
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Wiz posted:The planet grid is... alright. It works but it's too micro-intensive, especially when you're upgrading a lot of buildings. I also don't like how it makes your planets feel like giant mines/farms rather than places people live. Reworking it is not out of the question but it'd be a pretty huge investment of time. I hate to say this, but MOO3 did this in an alright way. Planets have zones of various terrain types and you built administrative, production and mining/farming developments on those zones with various upgrades possible as well. Population was automatically assigned by the system. Maybe the way to go is to just remove planetary tiles and have the number of pops impact the overall efficiency of all developments. Densely populated worlds will be able to support massive factories and lab developments while sparsely populated worlds with good environments can be used as bread baskets.
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# ? Jan 22, 2017 13:30 |
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Wiz posted:The planet grid is... alright. It works but it's too micro-intensive, especially when you're upgrading a lot of buildings. I also don't like how it makes your planets feel like giant mines/farms rather than places people live. Reworking it is not out of the question but it'd be a pretty huge investment of time. I like the planet grid, though these are good points. I certainly wouldn't want it to go entirely, but improvements would be nice.
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# ? Jan 22, 2017 13:32 |
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There should be pops that don't fit onto the grid so we can have people fleeing to the colonies to escape their overpopulated urban-hell hives
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# ? Jan 22, 2017 13:36 |
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# ? May 11, 2024 16:29 |
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Enjoy posted:There should be pops that don't fit onto the grid so we can have people fleeing to the colonies to escape their overpopulated urban-hell hives Yeah, that's another issue with it, planets fill up quickly and are full forever.
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# ? Jan 22, 2017 13:38 |