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Deceitful Penguin posted:Somewhere, in the vast expanse of my interstellar Theocracy, there is a cloning station where I can spam out Clone Soldiers You can press ctrl+number and set a tag for the planet even if it's in a sector. e.g. ctrl+6 and then if you press 6 it will open the planet screen.
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# ? Feb 25, 2017 16:14 |
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# ? May 9, 2024 10:08 |
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Yeah, but the problem is that there's not fast way to find out what is on what planet other than just going through them, one by one... Anyway, they're only slightly superior to regular assaults at the same price; I'll just spam more armies instead. The differences between them are super marginal anyhow. Or rather all the non-super armies... UHhhh, is the whole "Spawn a new species from your main one" bugged right now? Because I take it they're not supposed to be called just "Meta-" and not have portraits, the same other traits as their host species or not have any pops at all on the planet they say they do...
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# ? Feb 25, 2017 16:16 |
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ulmont posted:
Really? Happens to me constantly, but maybe this is because I tend to opportunistically attack people who're weaker so they tend to lag in tech anyway.
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# ? Feb 25, 2017 16:28 |
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Deceitful Penguin posted:UHhhh, is the whole "Spawn a new species from your main one" bugged right now? Because I take it they're not supposed to be called just "Meta-" and not have portraits, the same other traits as their host species or not have any pops at all on the planet they say they do... So that's what caused this!
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# ? Feb 25, 2017 16:59 |
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Yeah, same with me, protectorates stay that way a while. Not too bad I guess, you can always use the influence. Also uhh, those "Meta-" glitchy pops I was talking about earlier? They seem to be repugnant and be causing unhappiness on my planet. The planet they aren't on. That they seemingly still influence. Yeah. Oh no wait, I finally found them, they were invisible. Why the hell did the offspring species have totally different traits? Why were they invisible? :itisamystery:
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# ? Feb 25, 2017 16:59 |
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Deceitful Penguin posted:Oh no wait, I finally found them, they were invisible. Different traits is through genetic engineering. Invisible is a bug.
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# ? Feb 25, 2017 17:15 |
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Deceitful Penguin posted:Oh no wait, I finally found them, they were invisible. They've engineered themselves to be different but it is a known bug (that I thought had been fixed!) Unfortunately you can't do anything to get around it, as annoying as it is. At least mine never moved to any other planets.
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# ? Feb 25, 2017 17:36 |
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Deceitful Penguin posted:Yeah, same with me, protectorates stay that way a while. Not too bad I guess, you can always use the influence. Here's the bit of the event (pop.1) that creates those pops: code:
code:
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# ? Feb 25, 2017 17:42 |
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Taear posted:They've engineered themselves to be different but it is a known bug (that I thought had been fixed!) And there is absolutely something to do about it. You purge the poo poo outta those ugly invisible shitheads. I do find the idea of them being like, horribly smelly or really vile online or something kinda amusing because at least you don't have to look at them right? And yeah this is Ironman, which is why it's why its the first time I got the horizon signal too. I hear there are great prizes near the end, but do I dare try it out?
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# ? Feb 25, 2017 17:44 |
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Kinetica posted:One right in the center of both galaxies would be cool. Maybe something less CPU intensive would be if you had orbiting galaxies ala the magellanic clouds that you could go to via mid-late game technologies to act as a sort of "new world." There could also be technology to open up the currently unnavigable galactic core. It would also be cool if they had unique resources and space monsters specific to them. Having a mechanic like this would open up the possibility for small technologically advanced "old world" empires to get a head start on their neighbors colonizing the previously inaccessible "new world." I do like the idea of exploring other galaxies though. If you made the "wormhole generator" a megastructure with its own ascension perk it might be a good option for exploration or science focused empires. It'd be extra fun if making a hole in space-time that large would attract unwanted attention, too.
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# ? Feb 25, 2017 17:54 |
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I'd kill for a way to stop protectorates/vassals placing frontier outposts, or some way to repo them.
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# ? Feb 25, 2017 18:24 |
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GotLag posted:I'd kill for a way to stop protectorates/vassals placing frontier outposts, or some way to repo them. I still find it a bit amusing that as far as I can tell, the most efficient way to dismantle a large empire is to liberate as many planets from them as you can but still claiming one for yourself so the newly created dudes are willing to become your vassal/protectorate because if you don't the distance penalties are loving murder. Then you give them the planet back or make it into a sector. You can't currently use pop mechanics to create rebels in other empires right? I just really like the idea of my rapid breeding adaptive pops going there and becoming a majority on planets or sectors, then demanding to rejoin my empire. Also why can't we have more mapmodes? Sometimes I just wanna see different things, like just planets, just resources or where and what sector is what.
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# ? Feb 25, 2017 18:29 |
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So, we all know missiles suck, but what would it take to "fix" them? I think the #1 fix would have to be to allow them to re-target if their original targets are destroyed before they hit. Strike craft behave this way (or so it seems) so it should be do-able, although maybe not mod-able.
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# ? Feb 25, 2017 19:15 |
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GunnerJ posted:So, we all know missiles suck, but what would it take to "fix" them? I think the #1 fix would have to be to allow them to re-target if their original targets are destroyed before they hit. Strike craft behave this way (or so it seems) so it should be do-able, although maybe not mod-able. Point defence might need to be reduced somewhat as well. Now I always have cruisers with Fighters and point defence and if an enemy has missiles their fleet does absolutely no damage to me at all, it's crazy. And sorry, I did forget about save editing. I only ever play on ironman or the drive to cheat is too high. I often log in as other sides and fire their fleets if they're going to do something really annoying like blow up a frontier station.
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# ? Feb 25, 2017 19:36 |
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GunnerJ posted:So, we all know missiles suck, but what would it take to "fix" them? I think the #1 fix would have to be to allow them to re-target if their original targets are destroyed before they hit. Strike craft behave this way (or so it seems) so it should be do-able, although maybe not mod-able. I think EVE Online actually had this same problem with missiles and the short story was it would be ridiculously difficult to implement and totally counter intuitive. If you make them re-target too, aren't they basically just strike craft? I reckon if it's possible AoE for missiles would be a really unique flavour to them. It damages a ship and other ships around it, and if that ship is dead by the time the missile hits it, the other ships still take some damage. Considering it's the only weapon type that actually has it's own defence, i think something as powerful as AoE damage is probably OK as long as you get the balance right.
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# ? Feb 25, 2017 19:56 |
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Flak/point defence cruisers basically nullify any kind of missile play past the early mid-game and it's a bit of a shame. I've never really used missiles as much as the other two lines, but point defence really is too strong. Maybe something along the lines of reducing their effective interception range or lowering the accuracy of point defence.
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# ? Feb 25, 2017 19:59 |
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Kitchner posted:I think EVE Online actually had this same problem with missiles and the short story was it would be ridiculously difficult to implement and totally counter intuitive. If you make them re-target too, aren't they basically just strike craft? They're strike craft with a single attack. You could think of it as actual strike craft being very advanced missiles, which is not far off.
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# ? Feb 25, 2017 19:59 |
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I think the problem with missiles is that even if you make them 'balanced', they're just... stupid and boring.Kitchner posted:I think EVE Online actually had this same problem with missiles and the short story was it would be ridiculously difficult to implement and totally counter intuitive. If you make them re-target too, aren't they basically just strike craft? The difference between the two, imo, should be DoT (and evasion) vs. Massive Damage but limited supplies. Basically: Your ships come with a set of missiles. They reload, but take a long rear end time. Missiles can be hard countered by point defense, but if they aren't you get the benefit of a huge alpha strike, a la the missile rains from Macross and stuff. Just, massive damage up front. But then the missile pods become essentially useless for most battles. They still retarget and stuff (in fact, you'd want retargeting before even considering this implementation) Fighters deal DoT consistently throughout the battle until they are destroyed, so are similar to missiles in many ways but much better for long fights that you can't win with the alpha strike.
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# ? Feb 25, 2017 20:09 |
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Taear posted:And sorry, I did forget about save editing. I only ever play on ironman or the drive to cheat is too high. You can edit iron man saves.
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# ? Feb 25, 2017 20:11 |
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Kitchner posted:You can press ctrl+number and set a tag for the planet even if it's in a sector. Just lol if you don't have 0 through 9 bound to a different shipyard so you can properly mass produce ships
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# ? Feb 25, 2017 20:13 |
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Bohemian Nights posted:Just lol if you don't have 0 through 9 bound to a different shipyard so you can properly mass produce ships I tried doing this for a while and found there weren't many circumstances where I had the need to produce ships this quickly and the minerals spare to build them. So instead I just build my fleet using my core worlds
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# ? Feb 25, 2017 20:21 |
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Kitchner posted:I just build my fleet using my core worlds Also I adjust to only have systems with multiple planets so I end up with around 10 core worlds, which can pretty much burn a normal max minerals amount.
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# ? Feb 25, 2017 20:25 |
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It's vaguely amusing to do it with torp corvettes but I just use the planet screen and click through it that way.
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# ? Feb 25, 2017 20:25 |
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Deceitful Penguin posted:Somewhere, in the vast expanse of my interstellar Theocracy, there is a cloning station where I can spam out Clone Soldiers It might be the planet "Clone Factory", next to "Battleship Factory".
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# ? Feb 25, 2017 20:27 |
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Kitchner posted:I think EVE Online actually had this same problem with missiles and the short story was it would be ridiculously difficult to implement and totally counter intuitive. If you make them re-target too, aren't they basically just strike craft? I'm not really following you here. Strike craft already do retarget, so how difficult can it be to implement? And I'm not sure I see what's counter-intuitive about missiles being like a kind of strike craft. There are already many similarities between missiles and strike craft anyway.
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# ? Feb 25, 2017 20:28 |
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Rincewinds posted:It might be the planet "Clone Factory", next to "Battleship Factory". Though i guess I coulda gone with "Trunk of Sector Pine" and "Bounty of Sunlight" or something. Nyeh. Anyway, name generator not feeding into planets, while letting me use my imagination, is meh.
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# ? Feb 25, 2017 20:34 |
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Bohemian Nights posted:Just lol if you don't have 0 through 9 bound to a different shipyard so you can properly mass produce ships You know the shipyard setting is a tab on the planet UI, so by picking the correct tan you can alternate between each planet and it'll stay selected on surface/armies/spaceport?
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# ? Feb 25, 2017 20:39 |
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GunnerJ posted:So, we all know missiles suck, but what would it take to "fix" them? I think the #1 fix would have to be to allow them to re-target if their original targets are destroyed before they hit. Strike craft behave this way (or so it seems) so it should be do-able, although maybe not mod-able. Fixing missiles is easy, the harder part is doing what I'm about to suggest while retaining the look and feel of the current space battles. 1. Increase the projectile speed of missiles, this makes it so fewer missiles are wasted on enemies which die en-route. This disproportionately improves their damage output vs. smaller ship classes and might require some tweaking. 2. Increase the number of missiles fired while keeping their overall damage output the same. This makes it so point defense can be tuned in smaller increments.
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# ? Feb 25, 2017 20:54 |
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Christ is it annoying that I can't get my torpedo boats to try and not rush in and get destroyed instantly Why can't I tell my battleships to go in, absorb fire while swarms of my lil bastards with big guns fire on behind them? Why even have a 'tactics' thing on ships if they just lock you into a single tactic?
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# ? Feb 25, 2017 20:55 |
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ulmont posted:You can edit iron man saves. Don't tell me that!
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# ? Feb 25, 2017 21:30 |
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ITT: We argue about how to fix Stellaris combat for 15 pages
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# ? Feb 25, 2017 21:36 |
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Cut the combat out completely. Instead you have to engage in careful and good diplomacy and compromise with everyone you meet in space
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# ? Feb 25, 2017 21:43 |
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I just sort of accept that the combat is unbalanced. The game in general is pretty unbalanced but that doesn't stop it from being fun.
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# ? Feb 25, 2017 21:47 |
replace the combat with Star Control Super Melee.
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# ? Feb 25, 2017 21:52 |
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realistically, there is no real good way to defend against poo poo from space open war therefore is almost completely impossible. instead, war is waged through words; wheeling and dealing, agitprop and proganda, through the open broadcast and information web and through espionage, where you go from supporting insurgents to posting scandals online to kidnapping and replacing politicians with indoctrinated flash clones to psionic control of key personnel of the enemy
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# ? Feb 25, 2017 21:57 |
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Deceitful Penguin posted:Yeah, but the problem is that there's not fast way to find out what is on what planet other than just going through them, one by one... It would also be really helpful if the species screen (or expansion planner) told you which of your planets each species was present on. That way, when you're looking for potential arctic colonists or whatever, you can find some without having to guess which of your worlds they immigrated to. There doesn't seem to be a way to do that (that I've found.)
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# ? Feb 25, 2017 22:13 |
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The goon empire pack owns. It's much more fun seeing memorable names rather than some random garbage name.
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# ? Feb 25, 2017 22:41 |
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Blorange posted:Fixing missiles is easy, the harder part is doing what I'm about to suggest while retaining the look and feel of the current space battles. Goodbye CPU. Retargeting and more missiles is both inredibly CPU expensive. It wouldn't be a problem in the early game but that poo poo scales up fast.
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# ? Feb 25, 2017 23:14 |
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As an alternative, much faster missiles and damage is instantly applied regardless of apparent flight status? There are some cases where this will be jarring if you're paying close attention (e.g. any scenario where dozens of missiles are targeting one ship that gets enough damage from all of them to start blowing up before they actually appear to hit) but it might be worth it for balance sake. This would also require a big overhaul of how PD works. I also like the idea behind missiles having a "massive alpha-strike" role, but that has implications for the early game when you may be relying a lot on the weapon choice you initially made. In that case, it doesn't pay for your one weapon type to have a strong gimmick. Although I've also given thought to the possibilities of starting the game with the basic tech for all 3 weapon types where your starting weapon type choice gives you the level 2 tech (i.e., start with blue lasers if you choose lasers, otherwise you'd start with red). In that case, it would be fine for each type to have a more clearly distinct tactical role.
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# ? Feb 25, 2017 23:34 |
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# ? May 9, 2024 10:08 |
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Pipski posted:It would also be really helpful if the species screen (or expansion planner) told you which of your planets each species was present on. That way, when you're looking for potential arctic colonists or whatever, you can find some without having to guess which of your worlds they immigrated to. There doesn't seem to be a way to do that (that I've found.) The planet and sectors screen shows each pop on each planet (expand the sectors by clicking on them), so shows you which species are where.
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# ? Feb 25, 2017 23:49 |