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Fintilgin posted:Seeing as how I'm too much of a goody-two-shoes to ever actually have HAD a slave in Stellaris, I should clearly leave advice on them to others. Yeah I always feel bad about it since slavery is immoral. Thus the only solution is to purge all the inferior xeno scum so that I'm not tempted into enslaving them.
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# ? Mar 1, 2017 20:42 |
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# ? May 18, 2024 07:02 |
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Darth Windu posted:Just checked, it isn't I don't recall all the rules off hand any more but so long as you could enable slavery I thought it would give you the option. Just did a quick check of the wiki and the option should be there as "Reproduction Prohibited" for both Full and Regulated slavery types. Doesn't appear to be gated behind any ethos, either so long as you can enslave other POPs.
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# ? Mar 1, 2017 20:47 |
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I tried slaves once and I didn't get the use. They produce less than a happy citizen or a robot, no thanks. That was the mid-level slavery though through xenophobe, which really seems like a worst of both world situations. All the slave penalties but without the mineral production bonus.
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# ? Mar 1, 2017 21:04 |
When can we castrate and blind slave pops, Wiz?
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# ? Mar 1, 2017 21:24 |
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I prefer the term internship. I don't like slaves as currently implemented, but Utopia did hint at a pretty good way of handling them, so I may have to take another gander when that happens.
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# ? Mar 1, 2017 21:29 |
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canepazzo posted:When can we castrate and blind slave pops, Wiz? good point, for a paradox game stellaris is very lacking in proper byzantine empire mechanics
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# ? Mar 1, 2017 21:29 |
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canepazzo posted:When can we castrate and blind slave pops, Wiz? Do you know how much processing power it would take to constantly check every pop in the galaxy to castrate them or not??
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# ? Mar 1, 2017 21:35 |
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Baronjutter posted:Do you know how much processing power it would take to constantly check every pop in the galaxy to castrate them or not?? Just castrate everyone as default and save time
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# ? Mar 1, 2017 21:38 |
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Jeb Bush 2012 posted:good point, for a paradox game stellaris is very lacking in proper byzantine empire mechanics *Fixed bug where AI would check to see if they could castrate every sentient being in galaxy
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# ? Mar 1, 2017 21:43 |
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CharlieFoxtrot posted:I really shouldn't have looked up what this was right before going to bed Wow yeah those dudes are hosed up.
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# ? Mar 1, 2017 21:44 |
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Sultan Tarquin posted:*Fixed bug where AI would check to see if they could castrate every sentient being in galaxy byzantium fell because 15th century processors just couldn't keep up with all those castration checks
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# ? Mar 1, 2017 21:48 |
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Plz wiz I'll pay for a synthetic art pack. We seriously need more distinct art for robots/droids/synths and maybe a robot per general species type. Why all robuts gotta be humanoids??
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# ? Mar 1, 2017 23:54 |
Baronjutter posted:Plz wiz I'll pay for a synthetic art pack. We seriously need more distinct art for robots/droids/synths and maybe a robot per general species type. Why all robuts gotta be humanoids??
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# ? Mar 2, 2017 00:07 |
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I want to be a totally non-humanoid robbit like a Meklon or something The new moo classic has some really cool classic inspired art too with an art deco theme It's a total fan project with a guy paying for pro art, he also seems to really get what makes a 4x good. https://remnantsoftheprecursors.com/ "Remember that time when an AI made a request or an offer to you, that you refused, and then they asked again? And again? And again? Diplomatic spamming does not occur in every game but, when it does, it’s extremely annoying. Some players solve this problem by turning off diplomacy entirely and waging all-out war How I addressed this: AI diplomats have a memory. If one asks to trade the Deflector Shields IV technology for Controlled Radiated Environment and you refuse, it permanently stores that and will never ask again. Your refusal may not have a negative diplomatic effect, but it force you to re-initiate that particular request if you change your mind. This applies to all diplomatic requests." Man Stellaris really needs something like this, maybe my event bar wouldn't be spammed non-stop with migration and defense pact requests. Baronjutter fucked around with this message at 00:18 on Mar 2, 2017 |
# ? Mar 2, 2017 00:10 |
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Baronjutter posted:
I'd be satisfied with a hook in the portraits file that let you specify what file is used for robots for your species. A flag something like 'has trait_robotic', then all robots you build - and consequently, your upgraded species - can look how you specify. If you don't have something specified, it'd use the default robot. Off the top of my head, that's the easiest and fastest way to implement something like this.
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# ? Mar 2, 2017 00:16 |
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Another vote for a robo-art pack. Especially if you get to pick your robo-design when you first build robots.
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# ? Mar 2, 2017 00:26 |
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Robot art would be great. Blorg robots. What's the point in turning your pops into robots if you don't go full killbots with them?
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# ? Mar 2, 2017 00:30 |
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Or if there isn't the time or budget to do this, at least put in something so that mods can give you other portrait options. But I would also really like for there to be more robot variety now.
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# ? Mar 2, 2017 00:32 |
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I'd also pay money for a fully featured mechanoids pack. But one of them has to be the space helmet parrots, only it's like an empty suit now with electric lights dancing over the helmet faceplate to form the visage of a parrot or something. e: e2: I will also pay for kakapo avians.
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# ? Mar 2, 2017 00:33 |
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Making a robot portrait for every single species portrait would probably kill the artists.
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# ? Mar 2, 2017 00:37 |
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They don't need to do a mechanoid version of every single portrait in the game, but a couple portraits for each type of species would be nice.
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# ? Mar 2, 2017 00:37 |
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Anticheese posted:I'd also pay money for a fully featured mechanoids pack.
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# ? Mar 2, 2017 00:38 |
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A parrot with a scouter or no deal.
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# ? Mar 2, 2017 00:40 |
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At the very least, having different robot portraits for Mammalian/Reptilian/Anthropoid/Insectoid/Fungoid//Molluscoid/Plantoid would be cool.
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# ? Mar 2, 2017 00:43 |
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Pretty sure you gotta be at full slavery and not wussy regulated to get the major bonus.Baronjutter posted:I tried slaves once and I didn't get the use. They produce less than a happy citizen or a robot, no thanks. That was the mid-level slavery though through xenophobe, which really seems like a worst of both world situations. All the slave penalties but without the mineral production bonus. And yes, decadent pops are fine and dandy if the only enslaved pop is themselves. They care not who is enslaved, just that someone is.
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# ? Mar 2, 2017 00:46 |
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I'd go with Modrons, personally.
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# ? Mar 2, 2017 00:48 |
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It would be neat to have some clearly non-humanoid portraits as well. I think having a variety of robots as opposed to one for x species group would be good. But yeah, making a one to one version would be too much work. Robots are not so prevalent that they need that much variety, but some world be good.
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# ? Mar 2, 2017 00:59 |
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Yeah, chiming in as the whateverth person to say that we don't need a robot version of EVERY portrait. One per species group would be great, but it gets a little murky with regards to the Plantoid DLC and all. Hell, just make 5 or 6 different portraits and let us pick which one when we build our first robot or whatever.
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# ? Mar 2, 2017 01:10 |
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I'd like for there to ideally be one robot per type of species group. Why would plantoids be making mammalian looking robots, other than to ruin my immersion
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# ? Mar 2, 2017 01:17 |
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Even just 4 or so shapes would work. So many races in the game are generally humanoid in shape, from mamalians to humanoids to reptilians and a bunch of others. A head, 2 arms, generally similar torso. Just need some weird bug-like robots or vaguely mollusk looking bots. They don't even have to be an obvious nod to any of the existing portraits, just some variety in style and body shape.
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# ? Mar 2, 2017 01:22 |
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Psychotic Weasel posted:I don't recall all the rules off hand any more but so long as you could enable slavery I thought it would give you the option. am I going nuts here or...??
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# ? Mar 2, 2017 01:23 |
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I'm gonna make a Xenophobic Human faction that use the fact every race builds humanoid robots to support their sense of superiority. All surrounded by these aliens gotta overcome their own poo poo-tier anatomical layouts, poor fuckers.
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# ? Mar 2, 2017 01:25 |
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It's so depressing to look at a planet in my sectors or owned by the AI that's almost totally empty. I really wish that'd get fixed.
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# ? Mar 2, 2017 01:40 |
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Darth Windu posted:am I going nuts here or...?? Should be another tab called 'Slave Procreation' next to the slave tab: That's from a Fanatic Collectivist, Spiritualist empire. Perhaps you do need to be one or the other?
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# ? Mar 2, 2017 02:33 |
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So I've been playing on 1000 star galaxies because my computer can handle it (for the most part), but it occurs to me that the game is probably balanced around the medium setting. Is that true, and is the game improved somehow when you play with a small galaxy vs a larger one?
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# ? Mar 2, 2017 02:42 |
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Psychotic Weasel posted:Should be another tab called 'Slave Procreation' next to the slave tab: Is there a tech I'm missing maybe?
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# ? Mar 2, 2017 02:47 |
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Darth Windu posted:Is there a tech I'm missing maybe?
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# ? Mar 2, 2017 03:03 |
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Deceitful Penguin posted:or maybe, just maybe, you are regulating your slavery to a more humane format which disables the option to stop them loving How is it inhumane to stop people from procreating My empire look like a dong
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# ? Mar 2, 2017 03:14 |
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Darth Windu posted:How is it inhumane to stop people from procreating just run this from the console: free_policies
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# ? Mar 2, 2017 03:19 |
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# ? May 18, 2024 07:02 |
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Darth Windu posted:
Poked around a bit and it looks like it's not available with regulated slavery, only full (whether xeno or all pops).
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# ? Mar 2, 2017 03:28 |