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I'm annoyed because I just started an evil-psychic elf campaign, and now we get info on how we can can go full Eldar...
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# ? Feb 7, 2017 17:11 |
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# ? May 10, 2024 01:13 |
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https://www.youtube.com/watch?v=B4Uf9rsBbhc&t=93s
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# ? Feb 7, 2017 18:25 |
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I need this patch & dlc in my life, I need it right away Also, a feature request, though I have no idea how difficult something like this is to implement- maybe too much and too niche to be worth the trouble; Would it be possible to add an option to choose which monitor to display the game on? I run multiple, a small one for 144hz shootmans and a larger screen that is much more suited for a game like stellaris and every time before I play I need to go into my nvidia settings and switch up primary monitors to get the game over on my larger screen, which is a hassle that unfortunately also messes up a lot of other screen related settings..
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# ? Feb 7, 2017 18:50 |
Aethernet posted:Yeah - or the three directions of travel fighting for dominance and when one looks like it's getting on top its respective crisis arrives. Or, when losing, they make an ill-advised choice out of desperation.
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# ? Feb 7, 2017 19:12 |
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Did they say anything about adding a little ghost shading or border or something to give you a hint as to how an outpost or colony will affect your borders?
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# ? Feb 7, 2017 19:15 |
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GlyphGryph posted:Prethoryn as they are now would probably have to be the result of somehow exploring another galaxy and letting them know you are here and available to devour. Yeah, the Prethoryn appear to be based off the Tyranids from WH40K. IE: The horrific galaxy eating race that was one of WH40K's equivalent of an end game crisis in Stellaris... until the Imperium realized that the endless swarms they just barely fought off were just a few scout fleets and hive queen equivalents mindlessly wandering the dark spaces between galaxies to find something new to eat. The real galaxy devouring armada of space monsters was just as big as something that eats galaxies would be, and it's probably on it's way to the Milky Way. Given that we can't explore other galaxies and the Unbidden look like they might be getting some interactivity added maybe we'll end up being able to see Archonex fucked around with this message at 19:36 on Feb 7, 2017 |
# ? Feb 7, 2017 19:24 |
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Bohemian Nights posted:I need this patch & dlc in my life, I need it right away Window key + left/right
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# ? Feb 7, 2017 20:04 |
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Hey Wiz / Zaza , do you accept submissions for anomalies or short quest lines like the subterranean race one? I guess the answer is no, because you do not have the time to read tons of bad fanfiction, but I am curious.
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# ? Feb 7, 2017 20:05 |
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Tarquinn posted:Hey Wiz / Zaza , do you accept submissions for anomalies or short quest lines like the subterranean race one? I guess the answer is no, because you do not have the time to read tons of bad fanfiction, but I am curious. I also want to be the next Alexis Kennedy!
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# ? Feb 7, 2017 20:07 |
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BabyFur Denny posted:Window key + left/right Oh my god. Oh my god
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# ? Feb 7, 2017 20:07 |
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Tarquinn posted:Hey Wiz / Zaza , do you accept submissions for anomalies or short quest lines like the subterranean race one? I guess the answer is no, because you do not have the time to read tons of bad fanfiction, but I am curious. I think LordMune does a lot of events?
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# ? Feb 7, 2017 20:08 |
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Mister Adequate posted:I also want to be the next Alexis Kennedy! I'm just (very slightly) tired of getting the same events over and over again but still no goddam horizon signal and more variety is good.
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# ? Feb 7, 2017 20:10 |
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Tarquinn posted:I'm just (very slightly) tired of getting the same events over and over again Please consider not using spoilers to deliver punchlines, it feels pretty forced, lots of people find ways to deliver jokes and punchlines without using them. The other thing is I also agree with how little content there is, a few event chains that reoccur on most playthroughs and don't really resolve into anything meaningful, however the game director insists the game is not content sparse. I'm running two mods, Fallen Empires and Stellar Expansion, the game still feels so very sparse. As soon as I reach my planet limit I start thinking about when I can punt planets to the sector, except this is 1.4, so my robot build is going to be all screwed up, and then it's fun stuff like: "Alright I'm capped out, so ok these two will go into the sector pool and before that I'll go one over the cap for a bit, when they release I'll be at 4/5, so then I colonize this planet and build it up and then kick it over to the sector." - BORING And let me reiterate once more: Having the player do all the micro on the planet AND THEN kick it to the sector is the worst of all worlds. You frontload the micro - the building slots and moving pops and assigning pops to buildings and clearing tiles all happens at the start. So I'm clicking and clicking, get rid of this tile, pay for the clearing, build this thing, get the right pop on it. The reward for this 5-10 minutes of tedium per planet is that at the end, you have a cap that forces you to relinquish that planet into a place where it will be used suboptimally. So like, hey nice job building a useful planet. Let's give it to the sector that will mostly do nothing with it. Even if you wanted to have sectors, and pops, and buildings, this sequence is dumb. If the sectors are meant to prevent micro tedium I should be able to throw every new planet into a sector and have it grow pretty much as well as it would have if I was managing it, then colonization and expansion would not be horrific. As it is, I do all the work as if I was going to keep the planet (no reduction in micro) but then I have to dump the planet that I did the work for. It's just bizarre and seems completely backwards. Ham Sandwiches fucked around with this message at 20:31 on Feb 7, 2017 |
# ? Feb 7, 2017 20:27 |
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Rakthar posted:Please consider not using spoilers to deliver punchlines, it feels pretty forced, lots of people find ways to deliver jokes and punchlines without using them. Yes. Noooo. Thank you for your feedback. I appreciate it. Edit: I don't mean to sound sarcastic. Tarquinn fucked around with this message at 20:35 on Feb 7, 2017 |
# ? Feb 7, 2017 20:33 |
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Archonex posted:Yeah, the Prethoryn appear to be based off the Tyranids from WH40K. I think one of the best yet simple revelations that just makes the jaw drop with the tyranids is that the third big invasion is coming from beneath the galactic plane. It's not a clear indication of the scale of the threat but it sure makes you stop and think.
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# ? Feb 7, 2017 20:35 |
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Roland Jones posted:Setting aside the happiness debate, we got the last Harmony option: Late to the party but this trait could totally be renamed "Don't gently caress with the Culture" Not so smug now idirans
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# ? Feb 7, 2017 20:43 |
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The sector AI isn't so much as dumb as there's not enough settings for it IMO. I have like 50 planets in my sector. That's a lot of planets! Honestly, the game manages them more than well enough, but I'd really like an option like "every planet should have a paradise dome", so I don't have to build one before I toss it over to the sector governor. Likewise, as someone earlier pointed out, let us have blueprints for space ports. This would achieve two things, not having to babysit your spaceport if it's in core worlds, and have the option for the sectors to build to your blueprint. Basically, sectors can stay as they are, they're smart enough. Let us specify mandatory buildings that every planet that has 10 or more live pops should build though. As good as the AI is, I might have specific wishes for my planets and it can't read my mind.
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# ? Feb 7, 2017 20:59 |
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Yeah sector AI sounds easy until you start to think about it. "Just build a paradise dome on every planet, well not that one because those aliens are lovely and I don't like them and it's size 10. Also build robots on every mine and farm, except on these planets because it has guys that don't like robots, and not that planet because that race has a big mineral bonus anyways, and not this one because I want this to be an organic-only planet for role playing reasons"
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# ? Feb 7, 2017 21:03 |
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Truga posted:The sector AI isn't so much as dumb as there's not enough settings for it IMO. If you've set up 50 planets and turned them over to the sector, at 5 minutes of pointless clicking per that's 250 minutes of pointless poo poo you've done this run alone. 4 hours of your life spent setting pretend pixels up so that a utility AI can give you about 50-80% use out of them. Why is there a cap whatsoever when you've already made the players do all the work? You could let the player keep the 50 planets they've already done the 250 minutes of crap to get them functional. What are you saving them by making them put it in a sector? Clicking upgrade on the various mineral and energy extractors? An upgrade all button fixes that. You could have a 'auto build upgrades when the que is empty' toggle on planets even. The micro I do on planets is almost 90-95% stuff I do before I give them to the sector. The sector does not cut down on micro or provide meaningful automation, but it does make me feel that taking new planets is pointless. The multiple sectors stuff is incomprehensible to me. They have to be contiguous?? I can't even just throw them in a space sector?? Tedium upon tedium for no reason. Ham Sandwiches fucked around with this message at 21:07 on Feb 7, 2017 |
# ? Feb 7, 2017 21:05 |
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Argas posted:I think one of the best yet simple revelations that just makes the jaw drop with the tyranids is that the third big invasion is coming from beneath the galactic plane. It's not a clear indication of the scale of the threat but it sure makes you stop and think. The current estimation by the Strategic Collective is that the Imperium's mobilization would have to increase 500% to stand a realistic chance of resisting the full might of the Tyranids. That would entail every single living person in three of the five Segmentae. I want Prethoryn to be that dangerous and enduring a threat in Stellaris, requiring a total galactic mobilization to beat
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# ? Feb 7, 2017 21:07 |
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No I literally just start building a paradise dome and then throw it over to the sector. If I could tell the sector to do it instead that'd be good enough for me.
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# ? Feb 7, 2017 21:08 |
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Strategic Tea posted:Late to the party but this trait could totally be renamed "Don't gently caress with the Culture" Don't gently caress with mysterious Dra'Azon entities overseeing Planets of the Dead, either.
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# ? Feb 7, 2017 21:09 |
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Truga posted:No I literally just start building a paradise dome and then throw it over to the sector. If I could tell the sector to do it instead that'd be good enough for me. Yeah my go to is to build a happiness building, plop down a couple farms, and a mine or two if there's bonuses, and queue up robots for all the mines and farms, then let em loose. Then of course back later to see 2 of the 4 robots working on energy tiles, the monument to purity unstaffed, and 2 humans working the mines instead of the robots The sector AI really needs to sort pops around for "best bonuses". Automatically put the robots on the mines, put those thrifty aliens on the energy, and your super-researchers on the labs. This should be automatic for all planets.
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# ? Feb 7, 2017 21:18 |
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Truga posted:No I literally just start building a paradise dome and then throw it over to the sector. If I could tell the sector to do it instead that'd be good enough for me. same but frontier clinic + monument to purity e: i also dislike how unevenly the sector AI tends to build. it does not make a ton of sense for it to be sitting on 4000 minerals in reserve, but half of the planets that i have given it have 50%+ of its land lying fallow or running level 1 buildings when level 4 exist. Coolguye fucked around with this message at 21:23 on Feb 7, 2017 |
# ? Feb 7, 2017 21:18 |
Rakthar posted:If you've set up 50 planets and turned them over to the sector, at 5 minutes of pointless clicking per that's 250 minutes of pointless poo poo you've done this run alone. 4 hours of your life spent setting pretend pixels up so that a utility AI can give you about 50-80% use out of them. Why is there a cap whatsoever when you've already made the players do all the work? Yeah, they'll be developed sub-optimally, but at a certain point, who cares? Is cranking out that extra marginal advantage over the AI worth four hours of tedium?
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# ? Feb 7, 2017 21:18 |
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I also want a society where robots do all the hard work. Like caste system but with robots. Humans on research and energy, robots on mining and farming. Have this automatic and enforced in sectors too.
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# ? Feb 7, 2017 21:19 |
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Baronjutter posted:Yeah my go to is to build a happiness building, plop down a couple farms, and a mine or two if there's bonuses, and queue up robots for all the mines and farms, then let em loose. Then of course back later to see 2 of the 4 robots working on energy tiles, the monument to purity unstaffed, and 2 humans working the mines instead of the robots There's the precursor to this, where you put the planet HQ down and have to grow it to 5 while building farms on either blank or the wrong tiles. And then there's the issue of moving the HQ or not moving the HQ, since you can't clear tiles for good adjacency bonus use until you place the HQ. I don't get that stuff. The same shuffle on every planet? It's not even "colonize planet, que up what I want, throw to sector" there's a bunch of stuff to get to that point.
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# ? Feb 7, 2017 21:21 |
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Utopia seems to be shaping up closer to an old school Paradox expansion in terms of content and new mechanics, and I am extremely hype. Embracing the sci-fi grab-bag and literally just adding the Warp is a big jump in the right direction.
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# ? Feb 7, 2017 21:22 |
Baronjutter posted:I also want a society where robots do all the hard work. Like caste system but with robots. Humans on research and energy, robots on mining and farming. Have this automatic and enforced in sectors too. I'd be down for this if there was some way to speed up robot pop construction times.
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# ? Feb 7, 2017 21:23 |
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Eiba posted:Jesus man, you're not supposed to do that. On your first 10 or so planets, sure, micromanage the heck out of them. But once you're up to 20 and certainly 50 just throw those fuckers in a sector and don't even think about them. Ok so for the first 10 planets, the player will spend an hour developing stuff that they will largely cede to the sector AI. Then afterward, they will stop caring about new planets that are colonized or conquered - just throw them to the sector AI and let that poo poo handle it. That way you really feel the impact of your conquests, ethics, pop choices, and planet building decisions. Especially per run. All this while constantly juggling a planet cap. I don't understand why one would implement it that way, and hope that the basic flow of these things gets reassessed. Hopefully the food overhaul will help.
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# ? Feb 7, 2017 21:22 |
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Bloody Pom posted:I'd be down for this if there was some way to speed up robot pop construction times. Yeah I modded robots to cost twice as much but build 4x as fast.
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# ? Feb 7, 2017 21:24 |
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That reminds me, I dunno if this is an exploit or what but: If you start building robots on a planet - fill all the tiles with "build robot". Then you research droids or synths, but all the robots you're building won't upgrade to the correct tier until they're actually built. So you cancel a robot and build a droid/synth there and you'll be building 2 robots at the same time, because count as different species. It's obviously not some kind of giant boost, and is only doable twice during a game, but it's a thing.
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# ? Feb 7, 2017 21:26 |
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Rakthar posted:If you've set up 50 planets and turned them over to the sector, at 5 minutes of pointless clicking per that's 250 minutes of pointless poo poo you've done this run alone. 4 hours of your life spent setting pretend pixels up so that a utility AI can give you about 50-80% use out of them. Why is there a cap whatsoever when you've already made the players do all the work? You could let the player keep the 50 planets they've already done the 250 minutes of crap to get them functional. What are you saving them by making them put it in a sector? Clicking upgrade on the various mineral and energy extractors? An upgrade all button fixes that. You could have a 'auto build upgrades when the que is empty' toggle on planets even. Setting aside the issue of whether your complaints have any merit or not: Please stop horribly abusing the word tedium like that. I am starting to think you don't actually know what it means.
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# ? Feb 7, 2017 21:28 |
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Captain Oblivious posted:Setting aside the issue of whether your complaints have any merit or not: Ok I'm genuinely confused here. I find the process of: Landing on a planet Placing the HQ Shuffling a governor over if I need one Building the farms Growing the pop to 5 Moving or not moving the HQ for adjacency Building the desired buildings Waiting for pop growth Assigning the pops to the buildings Giving the planet to a sector To be dull and repetitive, as you have to do it for each planet, and in a given campaign that can occur many times. I find this sequence tedious and don't enjoy the tedium of doing this task many times during a given playthrough. What's the issue with my usage of the word? Why exactly are we talking about this?
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# ? Feb 7, 2017 21:39 |
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Rakthar posted:
You can do this?
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# ? Feb 7, 2017 21:41 |
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You can, and it's actually worthwhile doing it sometimes when a good spot is taken by a clearable tile and it's early enough in the game that the extra 4 power/minerals matter. However, by the time you have sectors with several planets, lol. Rakthar: I play like you say during the early and maybe mid game, but by late game it's just not needed, the extra 10-20% you get from micromanaging isn't worth your time. I suggest trying playing without using pause at all for a bit, see what happens (it happened to me playing multiplayer!)
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# ? Feb 7, 2017 21:44 |
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Eiba posted:Jesus man, you're not supposed to do that. On your first 10 or so planets, sure, micromanage the heck out of them. But once you're up to 20 and certainly 50 just throw those fuckers in a sector and don't even think about them. The whole point of making sectors mandatory is to avoid that kind of power-tedium tradeoff, this is the mechanic failing at its goal. Captain Oblivious posted:Setting aside the issue of whether your complaints have any merit or not: what the gently caress are you talking about
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# ? Feb 7, 2017 21:50 |
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Hey sometimes my stuff comes across as critical when I don't intend it that way. So I'll just try a quick paragraph to sum it up: I really like that Stellaris has both complexity and automation. I think that's awesome. I would look at the sequencing. Maybe new planets should be colonized and then automatically thrown into a 'colonial sector.' When that happens, you get to select a 'target' for the planet. Kinda like a ship builder. You can clear any tiles you want, assign buildings, set the pops, you can build it the way you want it to look when it's complete - before anything has actually grown there. Then the colonial AI builds the planet the way you want, and when it's done, you get to manage it and it becomes part of your empire. Right now the way it works is, for a 50 planet scenario: Player does 50 planets worth of infrastructure set up AI tries to make interesting decisions with that infrastructure and does not succeed So I suggest inverting it, for a 50 planet scenario: AI does 50 planets worth of infrastructure set up Player gets to make interesting decisions with that infrastructure So I'd remove the planet cap (or raise it by x5 or x10), make all newly colonized or conquered planets go into a colonial sector AI, and have them emerge into your regular empire when they are done building to the blueprint you provided. That's the kind of thing I'd like to see, so that the player gets 50 planets that they can look at the pops, or build cool endgame buildings, or optimize them now that they are done being built and be done with it.
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# ? Feb 7, 2017 21:51 |
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Eiba posted:Jesus man, you're not supposed to do that. On your first 10 or so planets, sure, micromanage the heck out of them. But once you're up to 20 and certainly 50 just throw those fuckers in a sector and don't even think about them. in my case it was required that i would revoke and micromanage to a large extent because i required a huge energy base to field the fleet i needed to stopper the AE two doors down.
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# ? Feb 7, 2017 21:53 |
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# ? May 10, 2024 01:13 |
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I think one of the core design flaws/missing elements in stellaris is any sort of measure of production. Minerals are fine as a cost for building things, but build SPEED should be based on something a little more under player control. Why can't I build 10 robots at once? Why can't I have a shipyard building 10 battleships at once? Why can't I be building a bunch of planet improvements at the same time? I really wish there was some sort of "production" or "industrial capacity" system in the game that took in minerals and pooped out "industry" locally, so more like a Hoi game. If you have the industrial capacity why not build 5 mines in parallel? Why can't this super-developed industrial planet build robots faster than out on the frontier? Why not have some big industrial planet churning out robots for the rest of your empire? Why not have a huge forge world with a ring of orbital shipyards churning out ships? You'd of course need to feed those industrial worlds minerals, but they would act as a funnel for your empire's minerals and present choices of specializing industrial worlds, spreading production out, balancing your industrial capacity with your minerals or giving yourself the ability to rapidly build things in bursts while your minerals last. Industrial capacity could also produce consumer goods!
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# ? Feb 7, 2017 22:03 |