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Lordshmee posted:Just downloaded what appears to be a 1.2MB patch. Wonder what it did. i hope it fixed the misplaced weapons on that fungoid bb artillery bow section!!!
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# ? Apr 7, 2017 16:36 |
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# ? May 13, 2024 04:45 |
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it's pretty neat that the precursor chains are actually doable now. RIP cybrex
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# ? Apr 7, 2017 16:37 |
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Lordshmee posted:Just downloaded what appears to be a 1.2MB patch. Wonder what it did. Jamor @ Paradox posted:Hi all.
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# ? Apr 7, 2017 16:38 |
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Wow, this expansion looks substantial! Did they add a new way for happy, peaceful xenophiles to win? I always feel guilty when I play bad guys in video games.
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# ? Apr 7, 2017 16:40 |
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You can WIN Stellaris?!
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# ? Apr 7, 2017 16:41 |
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the win conditions in the game are the same (not particularly interesting) ones as before afaik but pacifist seems much more appealing than it was, it gives big boosts to unity and gives you extra core systems, both of which are very strong (although I haven't played with them yet)
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# ? Apr 7, 2017 16:44 |
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I'm so bad at this game. Please stop invading me.
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# ? Apr 7, 2017 16:46 |
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TsarZiedonis posted:Wow, this expansion looks substantial! Did they add a new way for happy, peaceful xenophiles to win? I always feel guilty when I play bad guys in video games. Ignore the win conditions, play until you're personally satisfied with the outcome. But yes, I've been having fun with my pacifists. Haven't tried xenophile yet, but pacifist and especially pacifist/xenophobe is really nice now.
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# ? Apr 7, 2017 16:49 |
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Depending on how the game plays out, I've been able to "win" through the federation victory condition a few times, but I usually play on medium or smaller maps.
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# ? Apr 7, 2017 16:54 |
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quick noob question: for the Expansion tradition, the "Reach for the Stars" branch says: "for the purposes of colonizing and building Frontier Outposts, systems count as being half the regular distance away" can someone explain what this means? does it affect my borders or something?
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# ? Apr 7, 2017 17:05 |
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AndrewP posted:quick noob question: Colonizing and Frontier Outposts normally have a cost in influence that depends on distance from your borders. Reach for the Stars reduces the "distance" for this calculation in half. It could possibly have been more clearly worded. Jamor @ Paradox posted:Fixed an issue where you were not able to override specific defines in the common/defines files But I thought that was a deliberate middle finger to the mod community! (sweet I can play with 4 ethos points again. It's the little things in life.) Dallan Invictus fucked around with this message at 17:25 on Apr 7, 2017 |
# ? Apr 7, 2017 17:07 |
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Dallan Invictus posted:Colonizing and Frontier Outposts normally have a cost in influence that depends on distance from your borders. huh, I did not realize this. thanks!
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# ? Apr 7, 2017 17:08 |
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After I posted my 25 Tile Homeworlds mod last night, someone in the comments requested one that did the same thing for orbital habitats. I doubt you guys will get much use out of this one, but I figure I might as well post it here anyway: http://steamcommunity.com/sharedfiles/filedetails/?id=900168923
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# ? Apr 7, 2017 17:16 |
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Jeb Bush 2012 posted:the win conditions in the game are the same (not particularly interesting) ones as before afaik going pacifist at the start to get a strong substantial base of well-built planets+unity trees completed and then transitioning over to something else seems like a hell of a move, i'm probably gonna do that with my current fanatic pacifist/authoritarian game once i've got three trees down and i get itching to start some wars
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# ? Apr 7, 2017 17:39 |
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Ducky ar lá.
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# ? Apr 7, 2017 17:55 |
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drat, I didn't realise from the dev diaries just how closely the Traditions feature apes Civ V civics. I'm not complaining mind you, it's a neat system. The new faction system seems really cool too. So far I have three factions; One is pushing for better xeno relations, one is all for scientific advancement and the last one just wants me to make more money. Makes sense as I'm playing xenophile materialists. Gonna be interesting to try keep things balanced to not piss them off. Also it's nice to see that a democracy with a mining station mandate leader is still good way to be swimming in influence.
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# ? Apr 7, 2017 18:05 |
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Baronjutter posted:I almost sort of like it. Previously my homeworld would be nearly maxed out of pops and buildings by the time I was hitting my 3rd of 4th colony. With slower pop growth and the people migrating much more often (my people are even sedentary) it seems like my homeworld and is never quite full. I don't know how the new system works though, my homeworld has empty buildings and 100% hab and happiness but people migrate away to poo poo holes that were just colonized. I do like it but I think for the long term there needs to be a reasonable limit and/or some way to lock certain tiles so it will always contain a pop by moving them around if the former pop moves out. That way you can prioritize so that your incoming or food doesn't take a massive nosedive that you're scrambling to figure out why just because you've had 5 pops move out from a major planet and they all came off tiles you really needed worked.
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# ? Apr 7, 2017 18:15 |
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Loving the new expansion, but another question: I have some pre-sentient roaches on a tomb world that I built a frontier outpost on that I'd love to Uplift. Unfortunately, the button stays frayed out! I researched the uplift tech, but it says there aren't any of them in my territory!
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# ? Apr 7, 2017 18:19 |
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OwlFancier posted:Ducky ar lá. I enjoyed this.
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# ? Apr 7, 2017 18:24 |
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TsarZiedonis posted:Loving the new expansion, but another question: I have some pre-sentient roaches on a tomb world that I built a frontier outpost on that I'd love to Uplift. Unfortunately, the button stays frayed out! I researched the uplift tech, but it says there aren't any of them in my territory! You have to actually colonize the world. I don't have any idea why. If you have robots, build a colony ship and send a robot to the planet.
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# ? Apr 7, 2017 18:29 |
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TsarZiedonis posted:Loving the new expansion, but another question: I have some pre-sentient roaches on a tomb world that I built a frontier outpost on that I'd love to Uplift. Unfortunately, the button stays frayed out! I researched the uplift tech, but it says there aren't any of them in my territory! No matter how many patches the game gets, the incomprehensible decision to require players to colonize planets in order to uplift pre-sentients remains.
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# ? Apr 7, 2017 18:30 |
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Ohh... but it's a tomb world. I need to colonize the tomb world to uplift the people who can colonize tomb worlds? I'll guess I'll invent robots.
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# ? Apr 7, 2017 18:33 |
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TsarZiedonis posted:Ohh... but it's a tomb world. I need to colonize the tomb world to uplift the people who can colonize tomb worlds? Welcome to pre-sentients.
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# ? Apr 7, 2017 18:40 |
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Jesus Christ this game is the most opaque bullshit ever to mod. I got it working, changed to test something, changed back, and it's stopped working. I'm using the beta patch, too. Edit: why does it have be this dumb text format bullshit and not Lua like normal games?
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# ? Apr 7, 2017 18:45 |
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Speaking of evil birds...
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# ? Apr 7, 2017 18:45 |
Does the response to first contact change anything, or is it just ethos-controlled flavour?
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# ? Apr 7, 2017 18:58 |
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Oh, the new game menu now saves the last settings. GOTY2017
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# ? Apr 7, 2017 19:10 |
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Can I eat people yet?
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# ? Apr 7, 2017 19:12 |
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OwlFancier posted:Oh, the new game menu now saves the last settings. I thought I spotted that but I wasn't sure
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# ? Apr 7, 2017 19:13 |
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OwlFancier posted:Oh, the new game menu now saves the last settings. Thank loving christ. I tend to restart the same game until I get a spawn that I like. It was so tedious manually re-selecting the galaxy generation settings every single time. (Whenever I start from Earth, I also like to make sure that Sol is about halfway between the core and the rim like it is in reality)
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# ? Apr 7, 2017 19:16 |
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Okay, so I can override parts of defines\00_defines.txt but if I want to change another text file, say, strategic_resource\00_strategic_resources.txt I have to include the whole file. What the gently caress is this retarded poo poo? Why are the static defines not all in Lua? Whose loving idea was this nonsense?
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# ? Apr 7, 2017 19:16 |
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I could've sworn you used to be able to uplift presentients if the planet was in your borders. Hoping this is a bug, otherwise they're useless. Migration is now interesting - if you colonise too quickly your core worlds will empty out asap. I suspect they've messed up the weights slightly - as it is, Sedentary is now a no-regrets pick as it'll give you the old rate of migration.
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# ? Apr 7, 2017 19:23 |
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Aethernet posted:I could've sworn you used to be able to uplift presentients if the planet was in your borders. Hoping this is a bug, otherwise they're useless. I know for a fact you could because I used to love invading and forcing them into my slave caste.
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# ? Apr 7, 2017 19:25 |
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Okay folks, so: Goon Race Mod News Obviously the races we had before are now somewhat lacking! What does this mean for you? It means I'm going to effectively completely wipe every goon race from the mod by switching over to a new race mod pack called Awful Utopia. Oh no! It also means Submissions are now open! Feel free to make brand new races, or tweak and resubmit old races. As always, aesthetic mod dependencies are fine, so if you want to use the Goonbots or something feel free, just make sure to link me to it in the post where you submit the race that uses it! One race per post, start the post by saying SPECIES SUBMISSION, and then include the data chunk in a code block. An image of your Empire summary is recommended but not required.
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# ? Apr 7, 2017 19:44 |
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GotLag posted:Okay, so I can override parts of defines\00_defines.txt but if I want to change another text file, say, strategic_resource\00_strategic_resources.txt I have to include the whole file. Here's what really irks me: For events, you can define a namspace. This allows other files using that namespace to override specific entities in the original file. So if an event file has a namespace = foo and events with id = foo.1 and foo.2 and foo.3 etc, then in a new file I can use the same namespace and override just foo.1 and none of the rest. As far as I can tell, only event files work this way though.
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# ? Apr 7, 2017 19:47 |
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GlyphGryph posted:One race per post, start the post by saying SPECIES SUBMISSION, and then include the data chunk in a code block. Or they could use pastebin and not poo poo up the thread (that's my job)
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# ? Apr 7, 2017 19:49 |
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GotLag posted:Or they could use pastebin and not poo poo up the thread (that's my job)
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# ? Apr 7, 2017 19:50 |
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Yeah people did that last time and it means if I screw something up or want to look it up later then it's not searchable. But whatever, so long as you got SPECIES SUBMISSION in the post body it will probably get in.
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# ? Apr 7, 2017 19:58 |
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Got back into this because of expansion, trying a pacifist build. Got trounced by another empire with 10k fleet strength compared to my 1k. Is there any way for a peaceful empire to defend against this that i'm missing? I tried federation but didn't get enough members in time. edit: vvvv pretty much what i ran into Barent fucked around with this message at 20:05 on Apr 7, 2017 |
# ? Apr 7, 2017 20:02 |
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# ? May 13, 2024 04:45 |
Holy poo poo ! How does this fucker with 7 planets have a 9000 fleet. i can only muster 3000 at the most and we are the same technologically speaking!
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# ? Apr 7, 2017 20:02 |