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Demiurge4 posted:I'd rather if tile blockers had some other use besides 'remove'. Alphamod does this by giving all the tile blockers adjacency bonuses but I'd rather if you had special buildings you could build on top of them instead (and only on top of them). Giant geothermal generators on volcano's. Xeno Zoo's on dangerous wildlife. Defensive fortifications on mountain ranges and so on. Thetan Generator Provides strategic resource: alien ghosts *Requires at least 5 slave pops Arglebargle III fucked around with this message at 03:13 on Jan 25, 2017 |
# ? Jan 24, 2017 23:23 |
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# ? May 14, 2024 23:12 |
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Wiz posted:Do I have your permission to steal this? A chance to contribute to pop culture? Sure. Might be interesting to tie a small resource bonus to the techs to reinforce the idea that these are "real-feeling" techs and not just a tile removal mechanic thing. Like a 1% bonus to something that seems appropriate, like 1% empire-wide food for each tech having to do with plants and soil, 1% empire energy for each tech having to do with climate, and 1% empire minerals for each tech having to do with geology. Or research or whatever's balanced. Just a little something thrown in there for flavor. Arglebargle III fucked around with this message at 23:32 on Jan 24, 2017 |
# ? Jan 24, 2017 23:24 |
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Anticheese posted:Mountain ranges become islands with some flavour of bonus. I've always thought it would be neat if you could make a vacation-style planet like Risa from Star Trek that would increase the happiness in your empire as a whole. Though I guess monuments and stuff sort of simulate it in the same way so it isn't really necessary.
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# ? Jan 24, 2017 23:33 |
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Heartcatch posted:I've always thought it would be neat if you could make a vacation-style planet like Risa from Star Trek that would increase the happiness in your empire as a whole. Though I guess monuments and stuff sort of simulate it in the same way so it isn't really necessary.
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# ? Jan 24, 2017 23:36 |
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So how is Alphamod? Is it a completely new experience or does it just simply build upon more of the game?
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# ? Jan 24, 2017 23:40 |
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Demiurge4 posted:While you're at it can you group tile removal tech together so it's not an entire tech for 1 tile type? Or at least reduce their cost significantly. Nah that's not necessary, considering all the techs really do is make planets larger by a couple tiles. Expediting tile blocker removal would just make rapid expansion in the early game even more dominant. What the game really needs is a mechanism that ties colony cost/income to habitability. All of a sudden planet type and terraforming would matter in ways that players care about.
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# ? Jan 24, 2017 23:43 |
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The techs used to be grouped together didn't they? They separated them in a later patch. I'm definitely looking forward to playing Stellaris again when this patch hits, looks like a lot's changed since launch.
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# ? Jan 24, 2017 23:46 |
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Arglebargle III posted:Nah that's not necessary, considering all the techs really do is make planets larger by a couple tiles. Expediting tile blocker removal would just make rapid expansion in the early game even more dominant. We already have that; habitability dramatically affects pop growth rates and caps happiness.
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# ? Jan 25, 2017 00:04 |
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Deceitful Penguin posted:Are wormholes a thing? Speaking of obvious things I can't believe I never thought of... random naturally occurring wormholes would be awesome.
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# ? Jan 25, 2017 00:07 |
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Fork of Unknown Origins posted:Probably not! One of the biggest differences between Paradox games (this and EU anyway) and other 4X games is that when you are fighting an empire you usually can't just take all their stuff in one go. You can only take bits and pieces at a time, and the first war usually won't even cripple them. The upshot of this is that losing one war usually won't cripple you either. Unfortunately I don't think this is working. As I was on the verge of recovering my military and my infrastructure I got dogpiled again. I'm not even sure my federation ally had an army. My army of 6K or so was no match for their main force, a 10K army that effortlessly wiped me out when I finally decided to see what I could actually accomplish against them. They just merrily rampaged through my system and I'm sure they'll gank a bunch more planets off of me in peace talks while losing practically nothing in the process. I figure this will likely continue until there is nothing left for them to take. I wouldn't even mind this so much if I thought I learned something, but I can't for the life of me figure out what I did wrong.
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# ? Jan 25, 2017 00:16 |
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Beat a larger, aggressive empire early on by baiting their 2k stack onto my 1k stack outside of a station. Viva la space bugs Then I found despite occupying every single planet they owned I couldn't force them to surrender, gently caress.
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# ? Jan 25, 2017 00:24 |
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Occupying all of one sides planets should be an automatic 100WS (I've never seen the AI not surrender immediately after this happens), do they have allies?
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# ? Jan 25, 2017 00:33 |
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How the hell do I offer someone to be my protectorate. Like, sure you're a one planet joke of a thang but I still covet your wormhole tech and your science bonuses alongside arctic preference. Do I just have to wait for things to go up to friendly with trust building? There are no other actions I can take as far as I can tell thus far; no diplomats or other things like that. Is there any vassal management at all in the game right now? Say what you want about EUIV, at least by now they've made it cool and interesting to have vassals with you.
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# ? Jan 25, 2017 00:42 |
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Whilst we're talking about planet surfaces, I think it'd be an improvement if different planet types had different tile bonuses. If desert planets had more, and larger energy bonuses whilst say arctic planets had mineral ones, then you'd have an interesting choice in-game. Do you ignore your tile bonuses and stay self-sufficient, or find a neighbour with a different planet type and trade with them- making you both better off, at the cost of your economies now being intertwined. If they ever find another energy supplier, though... they can switch, and now they know you can't afford to build a fleet up. Getting extra species is now a big deal, and terraforming isn't a no-brainer as soon as you have the energy.
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# ? Jan 25, 2017 00:52 |
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Drone_Fragger posted:Beat a larger, aggressive empire early on by baiting their 2k stack onto my 1k stack outside of a station. Viva la space bugs When that happens just open the console and type warscore 100. Alternatively: It's never mentioned anywhere but you can also blockade every planet they have with a ship to give you a significant warscore bonus. This is usually enough to force a surrender right off. I didn't even know this was a feature until I chanced across it. Which makes me wonder if the food import/export thing in the upcoming patch is actually a late feature to be added in that was planned way back since the AI can tell when it's getting blockaded and surrender if it's a risk to their health. SkySteak posted:So how is Alphamod? Is it a completely new experience or does it just simply build upon more of the game? Alphamod is 100% a must have. It's basically several paid content expansions worth of content rolled into one gigantic mod that expands on the content that's there and add all new theme appropriate content for the game. However, that does mean it's way more complex than the base game, since there's new resources and mechanics to track. It also enables a lot of things that are in the base game but aren't available to actually use for some unfathomable reason. Like the ability to eventually tech up to Fallen Empire levels of power and build equivalent buildings. Or create an actual economy within your nation. I'd treat it as a preview of what the game will look like in a few years if it gets CK2 levels of support. Which it had better because holy gently caress this game has potential. If you pick up the Alphamod submods to expand the available content then it can do a lot of stuff that other mods just don't do or require a ton of compatibility patches to get working. Late game the submods allow for actual rebellions and new races to appear along with all new habitable world types and features like, constructable orbital habitats, asteroid colonies, high orbit gas planet harvesting, new xeno fauna, etc, etc. Which means it's actually fun to play a multi-century game since you have something to do other than just conquer constantly. The Divided Loyalties submod in particular is especially useful for expanding the mid to late game content since it'll add political factions to the game. Labor unions, pirate cartels, and even corporations and trade guilds that you interact with within your nation all show up the deeper into a game you go. And I do mean that literally, the further you go into the game the more you'll see new faction types pop up. You won't see a trade guild until you actually build an economic building that lets planets trade with each other. If a planet is centered around generic economy stuff and not power a corporation or trade guild may eventually dominate the market on that planet or sector and create a megacorp that has a voice within your empire and needs to be handled as a political faction. The options for the factions are way more interesting than vanilla ones too. The megacorp for instance has the usual suppression options, but you can also work with it. Or even give it sole custody of the planet in exchange for staying as part of the empire. This makes it a vassal nation and has it's own downsides and upsides. The least of which is that a treacherous and ambitious megacorp will gently caress with you if it gets the chance. The best part about the Divided Loyalties submod is that the factions aren't all negatives like they are in vanilla. It's useful to keep a mining union around for instance since you can throw them a bone every now and then to increase worker productivity. However if you treat them badly then they start making problems. It's far deeper than the vanilla factions are and a good example of what I mean about Alphamod increasing the depth of the game. If you get Alphamod though I recommend also just taking the plunge and getting Fallen Empires Expanded, the Ethics and Government mod (with alphamod's patch), NSC and it's appropriate compatibility mods, and Extra Events, More Events, and Civilian Trade. They fill out the game to where it feels like it's a complete galaxy sim. Or at least as complete as you can get at this stage. As a plus, Civilian Trade also uses models that are already in the game. Turns out those tankers are part of the civilian ships that aren't enabled yet. Apparently civilian trade and cargo hauling between planets was planned but never put in for some reason? Edit: If you're looking for other mods then Relics of a Fallen Empire, Ringworld Restoration, and the Megastructures mod all are great fluff content additions. None of them are necessary but they add a lot of character to the mid to late game. Archonex fucked around with this message at 01:27 on Jan 25, 2017 |
# ? Jan 25, 2017 01:00 |
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PittTheElder posted:Occupying all of one sides planets should be an automatic 100WS (I've never seen the AI not surrender immediately after this happens), do they have allies? Yeah, they had allies. But the guy who actually delcared war on me had all his planets blockaded and occupied. I guess I needed to blockade his allies too?
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# ? Jan 25, 2017 01:07 |
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Drone_Fragger posted:Beat a larger, aggressive empire early on by baiting their 2k stack onto my 1k stack outside of a station. Viva la space bugs not even a white peace? just keep occupying and let the time run the warscore up. They're not getting any stronger, and you can rebuild edit: yeah with allies they think their side is actually stronger than it is. You gotta ruin their friend's military and sack all his spaceports too Wild Horses fucked around with this message at 01:12 on Jan 25, 2017 |
# ? Jan 25, 2017 01:08 |
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So i just rewatched prometheus and now want to play out the movie in stellaris but replace the engineers with snailiens.
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# ? Jan 25, 2017 01:12 |
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Drone_Fragger posted:Yeah, they had allies. But the guy who actually delcared war on me had all his planets blockaded and occupied. I guess I needed to blockade his allies too? Yuuup. Or wait for the "length of war" modifier to tick down. It's dumb. Deceitful Penguin posted:How the hell do I offer someone to be my protectorate. Like, sure you're a one planet joke of a thang but I still covet your wormhole tech and your science bonuses alongside arctic preference. The option should be there unless the tech disparity isn't big enough, in which case you make them your vassal. Pretty sure you don't get tech bonuses for being the overlord of a protectorate though, it's the other way around.
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# ? Jan 25, 2017 01:14 |
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Also, Gods and Guardians is a great "fluff content" mod that actually makes Observation Posts and primitive species have more content than just being society research or vassal producers. It's probably a must have too if you're wanting to increase the depth of the content. Honestly, I could type up a massive post on what mods are worth getting. There's a huge number of them out there. Some of which aren't immediately evident. Stellaris has a pretty awesome mod community for how rough of a start it had content wise. Not sure if there's any interest in putting it in the OP or anyone even using it though.
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# ? Jan 25, 2017 01:21 |
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I wish AI personality could affect how much warscore they'd be willing to white peace or capitulate to demands on. Like, zealots would just keep fighting to the bitter end, pacifists would try to white peace earlier and capitulate earlier than other personalities would.
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# ? Jan 25, 2017 01:23 |
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Archonex posted:Also, Gods and Guardians is a great "fluff content" mod that actually makes Observation Posts and primitive species have more content than just being society research or vassal producers. It's probably a must have too if you're wanting to increase the depth of the content. You tottaly should, im always down for more mods
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# ? Jan 25, 2017 01:24 |
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CrazyTolradi posted:I wish AI personality could affect how much warscore they'd be willing to white peace or capitulate to demands on. Like, zealots would just keep fighting to the bitter end, pacifists would try to white peace earlier and capitulate earlier than other personalities would. Mods also fix this, funnily enough. The expanded personalities mod is a lifesaver and adds a lot of replayability to the politics end of the game. Though it requires knowing how the new personalities are assigned if you don't want to deal with an element of randomness. That's no different from the vanilla ethics and personality interaction though. Ditto for the ethics and government mod affecting wars. Though it doesn't appear so at first glance. Since it expands on the ethics and government end of the game it actually makes war be a negative for some factions depending on their ethics and government type. Pacifists actually get some hefty economic bonuses for being at peace and negatives for being at war or having a rivalry going, for instance. This means that pacifists are more likely to surrender quickly, assuming you aren't continually eating their worlds or considering purging them. If you're up against a race of pacifists in that mod and have a track record of purging species they will fight to the bitter end no matter what. Hell, you pretty much have to blockade their planets and take each one with armies before they'll capitulate since they know they're fighting for their right to exist and not just a few planets or a trade sanction or whatever. Archonex fucked around with this message at 01:34 on Jan 25, 2017 |
# ? Jan 25, 2017 01:28 |
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PittTheElder posted:The option should be there unless the tech disparity isn't big enough, in which case you make them your vassal. Pretty sure you don't get tech bonuses for being the overlord of a protectorate though, it's the other way around. why does Wiz want me to rush my ships into everyone Also wow is it irritating to try and use the covert option on primitives; it pretty much always ends up being negative and there doesn't seem to be any big reason not to just roll with the other one?? Can I gut this ancient ship to get its laser techs? For guys that take forever to uplift, is it better to just colonize them, then release them as vassals? I don't think I can enslave them, alas. Can I colonize solely with robots, then just assign them to sectors and let migrations deal with the difference? Deceitful Penguin fucked around with this message at 01:55 on Jan 25, 2017 |
# ? Jan 25, 2017 01:35 |
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Haven't played with mods in Stellaris before, guess I'm gonna have to give it a shot. Are all the alphamod submods worth getting?
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# ? Jan 25, 2017 01:42 |
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Swedish Horror posted:Haven't played with mods in Stellaris before, guess I'm gonna have to give it a shot. Are all the alphamod submods worth getting? Pretty much. Xeno Fauna is probably the least necessary one and you can skip over it entirely if you want. It adds some hard to get perks that aren't really necessary unless you're big on having more depth to your strategic resources.
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# ? Jan 25, 2017 01:48 |
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PittTheElder posted:Pretty sure you don't get tech bonuses for being the overlord of a protectorate though, it's the other way around. Yes, which is amazing if you are the subject there. The overlord gets an influence bonus.
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# ? Jan 25, 2017 01:54 |
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Aethernet posted:We already have that; habitability dramatically affects pop growth rates and caps happiness. Happiness doesn't do anything though.
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# ? Jan 25, 2017 02:01 |
Arglebargle III posted:Happiness doesn't do anything though. Happiness gives a percentage bonus/malus to resource output depending on how far from 50% it is.
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# ? Jan 25, 2017 02:14 |
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What?????!!!!
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# ? Jan 25, 2017 02:39 |
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I have invisible super- pops on some planets.
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# ? Jan 25, 2017 02:57 |
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How... did you not notice this? It also has an effect on ethics divergence, migration and attraction to anti-government factions.
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# ? Jan 25, 2017 02:57 |
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A robotic empire can't be unhappy! Edit: Now I actually want to try a robot empire.
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# ? Jan 25, 2017 03:02 |
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Heartcatch posted:A robotic empire can't be unhappy! Well you're in luck! Soon you can (though I guess if you try hard enough you can also do that now, too). But Synths do have happiness and ethics, unlike their robot and droid predecessors.
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# ? Jan 25, 2017 03:05 |
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Psychotic Weasel posted:Well you're in luck! Soon you can (though I guess if you try hard enough you can also do that now, too). That's why I specifically said robots! Droids are all right, but synths are inferior with their emotions and stuff! Star Trek taught us this lesson with Data and Lore's ballet.
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# ? Jan 25, 2017 03:18 |
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I wonder if the robots could even pay for themselves with the penalty to energy production they suffer from, you'd need to find a lot of +energy tiles to help pay for everything and your fleet would probably suffer a lot for it. I'm also pretty sure the robot POPs can't colonize planets so you'd need to grow as much as possible before you started replacing everyone then start grabbing planets from your neighbours.
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# ? Jan 25, 2017 03:38 |
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Archonex posted:-Alphamod stuff- Hey thank you for that. I was just going to quickly ask if you had a link to that Ethics and Government mod. Also do you know how well/badly Alphamod plays with ISBS mods? They had some really fun stuff relating to Doomsday weapons and such so I would love to have that in still.
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# ? Jan 25, 2017 04:19 |
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SkySteak posted:Hey thank you for that. I was just going to quickly ask if you had a link to that Ethics and Government mod. Also do you know how well/badly Alphamod plays with ISBS mods? They had some really fun stuff relating to Doomsday weapons and such so I would love to have that in still. There are compatibility mods that make most of the large mods work together. I'd recommend NSC over ISB's core mod though. You can grab the graphics expansion and doomsday weapon stuff from Improved Space Battles and then use NSC for actual new ship types and all the new features it introduces. The core features it has are way better than what ISB's core mod has from what i've experienced. Especially if you pick up Automated Ship Behaviors so you can customize how ships act in combat. It's just harder to set up since the new flagship, dreadnought, and other ship classes require compatibility patches with most ship mods that aren't vanilla. Though those already exist and are linked on NSC's page. It even has a patch to let ISB and it's submods to play well with it. Regardless, here's the Ethics and Government mod. http://steamcommunity.com/sharedfiles/filedetails/?id=738611313 Alphamod should have the compatibility patch on their mod page. You'll need that too to run it properly. Archonex fucked around with this message at 04:33 on Jan 25, 2017 |
# ? Jan 25, 2017 04:26 |
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I've accidentally colonized a planet with a robot pop once, so it can happen.
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# ? Jan 25, 2017 04:46 |
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# ? May 14, 2024 23:12 |
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Are you sure it wasn't a droid, or that the original settler hadn't moved away? You cannot load robots on to a colony ship so something else would need to be there first.
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# ? Jan 25, 2017 04:55 |