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Habits posted:Having The Unbidden respond to your ruler being the Chosen One was a nice touch. The Cybrex event chain failing in the same game after this many patches, not so much. Yeah seriously Paradox, fix your lovely legacy quests.
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# ? Apr 12, 2017 06:53 |
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# ? May 23, 2024 16:15 |
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Pellisworth posted:Yes, I've fiddled with it a bunch but I cannot take any traits and save Silly question, but do you have any mods running? Also try verifying the game files - that's fixed all manner of issues with various games for me.
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# ? Apr 12, 2017 06:55 |
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ThisIsNoZaku posted:I wish your ethics and civics would give you a handful of possible government types you choose from, having a single point of Militarist turning all my governments into military dictatorships is annoying. As Militarist/Fanatic Xenophobe fanatical purifiers, all government options are amazing. I chose Oligarchy for "Purification Committee".
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# ? Apr 12, 2017 06:56 |
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Had a weird game just now. I got a war in heaven crisis, and told them both to gently caress off so that I could lead the league against them, but then before the actual war kicked off the Unbidden rolled in on the other side of the galaxy. I thought you could only get one crisis? I started up the league and all the empires chose sides and everything but neither of the fallen empires ever declared war on me. I ended up killing off the unbidden first, then both empires, and when I declared war on them their vassals never joined the fight. Also, not sure if this is normal because I've never had a war in heaven before, but the league of non-aligned planets wasn't an actual federation. My allies just got a diplomacy bonus with me. After the war was over somebody asked to join and then suddenly it was a real federation, but just the two of us.
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# ? Apr 12, 2017 06:57 |
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Found possible bug or exploit? If you start with syncretic evolution - machinist probably too but haven't tried - and get the old gods eventchain and choose to restructure society at the end of it, it gives you the divine mandate and police state civics, replacing whatever you had previously. INCLUDING the otherwise irreplaceable syncretic evolution civic. In fact I had three civics at the time and it removed all three and replaced it with just two. Also removed all my factions when it changed my state ethics.
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# ? Apr 12, 2017 07:06 |
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Dongattack posted:Unrelated, anyone got a mod to recommend that makes defence stations good/useful? I've found that Ship Power Stations tweaked to remove or drastically reduce the minimum build radii works well. Bear in mind this also adds power plants to ships, not just stations, so everything ends up with more shields and power to spare for capacitors and the like. Fortresses end up with something like 2k fleet power, and a cluster of half a dozen of those won't stop a blob but it will mean that the attacker has to actually try.
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# ? Apr 12, 2017 07:20 |
Habits posted:Having The Unbidden respond to your ruler being the Chosen One was a nice touch. The Cybrex event chain failing in the same game after this many patches, not so much. It's weird because prior to Utopia I had no issue with finishing the chains if I got out there and surveyed. Since then, it's back to the days of permanent 4/6.
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# ? Apr 12, 2017 07:24 |
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Milky Moor posted:It's weird because prior to Utopia I had no issue with finishing the chains if I got out there and surveyed. Since then, it's back to the days of permanent 4/6. I'm at 0/6 in my current game 80 years in. I also had a 45 year stretch of finding zero anomalies, and I have gotten 3 events saying someone found a precursor site on a world that didn't spawn an anomaly. It's kind of amazing at this point how these things have remained broken/somehow get worse each time the game is updated.
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# ? Apr 12, 2017 07:28 |
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ThisIsNoZaku posted:I wish your ethics and civics would give you a handful of possible government types you choose from, having a single point of Militarist turning all my governments into military dictatorships is annoying. It also gets annoying when you realize that government type determines the ruler's cloths and hair after your 1st ruler. You can change titles at creation which will stick until you change your government enough, but not with cloths or hair. With the human and elf portraits it means everyone gets buzz cuts with a military government. The human rulers will also wear the green army uniform. Not very regal for a Star Empire, and I would rather have the navy blues/hair for other military governments. It can be modded but it's a lot of little lines to change for the human hair/clothes files. I am spoiled with the CKII ruler designer and variety. It's a neat little detail though. Government type (default, military, peaceful, spiritual, and materialist) all have their own ruler clothes/hair combos for portraits with enough options. Even humans have regal names that get more weight for Imperial governments. Also Imperial heirs keep the last name of the ruler and will keep track of the number of rulers with the same name.
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# ? Apr 12, 2017 07:36 |
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Had a game the other day where I found all of the Cybrex artifacts, but researching the anomaly on the destroyed ringworld did nothing. Cybrex Alpha remained in my situation log, no unity, nothing. Also anyone else having performance issues now? Before the expansion I'd run at a solid 60 fps until late game, now just staring at the galaxy map after even a single colony I'm getting random drops to sub-10 frames per second. It bounces up and down constantly.
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# ? Apr 12, 2017 07:36 |
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Pah. I was hoping that armageddon bombardment would effectively allow destroying a planet from orbit, but it's laughable ineffective for that. Can't even destroy a building after six months of bombardment, much less a pop.
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# ? Apr 12, 2017 07:41 |
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had a goofy situation in a war to vassalize someone. kept trying to move my fleet to attack their homeworld but for some reason they weren't moving. finally realised it was because their homeworlds airspace was completely taken up by various civilian ships so i had to target those. once they were taken care of, my fleet started to fly away from the planet to attack something. when i looked at what they were attacking, every civilian ship that dude had was just piling into the system. i must have killed like 10 scientists and at 15ish constructors.
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# ? Apr 12, 2017 08:41 |
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Welp, the Prethoryn invaded and it was not impressive. First the vanguard arrived and I noticed all the fleet names were like SCOURGE_NAME_VANGUARD or something to similar effect. I stomped one of the little vanguard fleets and then the second wave arrived immediately after. I beat up like four or five of the second wave fleets (about 38k apiece) with my one fleet, which dropped from ~35k to ~25k in the process as the corvettes and a handful of destroyers died. Cleaned one of the two planets they were trying to infest, while three of their infestors somehow wandered halfway across the galaxy and managed to die to a fortress of mine I had built on a whim. At this point there was a fleet of 80k+ bombarding one of my colonies and the one remaining infested planet was behind several of their fleets, so I figured I better bring in some more ships before taking them on. So while waiting for the huge conga line of reinforcements to trickle in I was going to blow some of their constructors and infestors (who were just standing in place doing fuckall), but before I could even do that I suddenly got an event box informing me that the scourge had been defeated, and all of their fleets just winked out of existence. My total losses were 30 corvettes, 8 destroyers, a few mining/research stations and a single building that was destroyed in the bombardment. Like, I'm not even sure what happened, though I'm guessing that one of my neighbours managed to cleanse the other planet that was getting infested and that was it. Then later a materialist FE awakened because they wanted to save the galaxy from the Scourge. Too bad I can't tell them they were like two years late.
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# ? Apr 12, 2017 08:44 |
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Just got a 57 meg update.
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# ? Apr 12, 2017 09:55 |
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Preechr posted:Is that whole thing about genemodding species to be delicious a joke? I don't remember. It's one of the advanced traits you can modify a species with if you go full-on genetic mastery. The tech from taking the second genetic perk basically allows you to completely rewrite a species and add advanced traits, one of which is being delicious.
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# ? Apr 12, 2017 10:02 |
Korgan posted:Oh this is bullshit I can't upgrade the science ship you get when your scientists get sucked into a dimensional portal anymore. Worst patch ever 6/10. Militant isolationists absolutely hate frontier outposts. A colony there or even closer should have been fine, but frontier outposts in their general direction make them immediately demand that it be dismantled for whatever reason.
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# ? Apr 12, 2017 10:11 |
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Doubleposting to put up the hotfix notes:quote:############################################################## No mention of achievements, though they did run over some of the things that I found kind of annoying like the hive mind genemodding still purging pops.
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# ? Apr 12, 2017 10:11 |
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I had cordial relations with a xenophobic isolationist empire, and was guaranteeing their independence. They had their borders closed to me (and everyone else). They were attacked, which brought me in to the war on their side, but I was still unable to enter their territory to defend it, and they lost the war. That must be a bug, surely
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# ? Apr 12, 2017 10:52 |
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I don't know; seems like an appropriate punishment for an empire stubborn enough to eschew engagement with its protectors.
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# ? Apr 12, 2017 11:05 |
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I just wanted to keep them independent until I was in a position to collect them myself, before they were absorbed by and mixed with the ugly aliens next to them On an unrelated note: if anyone uses the Reworked Planets mod, I've got it working in 1.5 (it was crashing the game on launch). I've posted the pastebin links to the changes needed in the comments section, but in case the author takes their time getting around to fixing it, extract the mod to your local mods folder and replace the contents of the following files:
Mister Bates posted:Flavor, basically. There's a roughly equal amount of every planet type in any given galaxy, from what I've seen. It will effect which planets you can colonize, obviously, but there are many ways around that restriction. That's what I like about Reworked Planets. It shifts habitability from the half-assed system Stellaris currently uses to a two-axis model (humidity and temperature). Terraforming costs are also adjusted so it's more expensive and more time-consuming the further you shift a planet on its habitability axes. It also makes your home planet choice slightly more meaningful. Continental (centre of the grid, mild on both axes) gives you immediate 60% habitability on the neighbouring four planet types, but only 20% on the "corner" types. "Edge" types (mild on one axis, extreme on the other) give you 60% on three neighbouring types, and a marginal 40% on two more. Starting from a "corner" world gives you innate 60% on only two immediate neighbours and 40% on three more beyond those, but it gives you 90% on your home type, meaning you don't need much research before you get 100% without any bonus structures. GotLag fucked around with this message at 12:44 on Apr 12, 2017 |
# ? Apr 12, 2017 12:03 |
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Achievements appear to be fixed with the new patch. Am I completely locked out of even the basic mining robots with Spirituality or have I just been unlucky with my first few starting tech choices?
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# ? Apr 12, 2017 12:36 |
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I like this randomly generated system. Two infested worlds and a tomb world, all in the same orbit with a bunch of wreckage scattered in the rest of the system, all being studied by the curators. Very nice.
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# ? Apr 12, 2017 12:54 |
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From Jamor over on the Paradox forums.quote:Hey all. We tested achievements in 1.5.1, and just retested them now: they work on our end. Our *hope* was that the fix would apply retroactively to older saves, but that doesn't appear to be the case. We're not sure at this time if it's something on our side, or relating to the Steam backend. Achievement unlocking is tied to specific conditions in your save file that reloading in a new version doesn't recreate, sadly.
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# ? Apr 12, 2017 13:13 |
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GotLag posted:On an unrelated note: if anyone uses the Reworked Planets mod, I've got it working in 1.5 (it was crashing the game on launch). I've posted the pastebin links to the changes needed in the comments section, but in case the author takes their time getting around to fixing it, extract the mod to your local mods folder and replace the contents of the following files: Do you know offhand if Reworked Planets works with Guilli's Planet Modifiers?
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# ? Apr 12, 2017 13:15 |
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Prism posted:Do you know offhand if Reworked Planets works with Guilli's Planet Modifiers? I know for a fact it works My mod is designed in such a way it will work with virtually all mods. Only if a mod adds new planets that I have to make some adjustments to my mod (add in the planet_class in the scripts).
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# ? Apr 12, 2017 13:22 |
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Guilliman posted:I know for a fact it works Sweet. Thank you! Your mod looked like it would play nice but I've been burned by mod interactions enough to always check. Edit: Doesn't matter, can't figure out how to edit the Reworked Planets mod for 1.5 as I can't find the mod in ~Documents\Paradox Interactive\Stellaris\mod - there's nothing there but some .mod files I don't know what to do with. Prism fucked around with this message at 13:31 on Apr 12, 2017 |
# ? Apr 12, 2017 13:24 |
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Prism posted:Sweet. Thank you! Your mod looked like it would play nice but I've been burned by mod interactions enough to always check. Need to look in the steam workshop folder. For reworked planets it's : SteamLibrary\SteamApps\workshop\content\281990\794246891 281990 = stellaris ID 794246891 = mod ID, can find this by googling the stellaris + workshop + mod name (the number will be in the webadress) It'll be a zip file. You can probably edit anything in there and play with it. You'll lose your edits if the mod gets updated on steam though. Alternatively you can extract the zip into it's own mod folder in Users\<username>\Documents\Paradox Interactive\Stellaris\mod\<modname> Don't forget to add the proper <modname>.mod file in ...\stellaris\mod And add the proper descriptor.mod in ...\Stellaris\mod\<modname> Guilliman fucked around with this message at 13:37 on Apr 12, 2017 |
# ? Apr 12, 2017 13:35 |
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Prism posted:Do you know offhand if Reworked Planets works with Guilli's Planet Modifiers? I just had a quick look at the description page on Steam and the one vanilla file it says it overwrites is not in Reworked Planets, so it should be perfectly compatible. Edit: that's what I get for not refreshing. Edit 2: Extract this file to %USERPROFILE%\Documents\Paradox Interactive\Stellaris\mod That's a copy of the mod with the fix included, it will appear in your mods list as "Reworked Planets (Local)" GotLag fucked around with this message at 13:42 on Apr 12, 2017 |
# ? Apr 12, 2017 13:35 |
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Redchaostry posted:From Jamor over on the Paradox forums. Well that sucks
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# ? Apr 12, 2017 13:37 |
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Gadzuko posted:Had a weird game just now. I got a war in heaven crisis, and told them both to gently caress off so that I could lead the league against them, but then before the actual war kicked off the Unbidden rolled in on the other side of the galaxy. I thought you could only get one crisis? I started up the league and all the empires chose sides and everything but neither of the fallen empires ever declared war on me. I ended up killing off the unbidden first, then both empires, and when I declared war on them their vassals never joined the fight. Also, not sure if this is normal because I've never had a war in heaven before, but the league of non-aligned planets wasn't an actual federation. My allies just got a diplomacy bonus with me. After the war was over somebody asked to join and then suddenly it was a real federation, but just the two of us. Also, having beaten both AE's as the League all their subjets are still in war against each other and no event fired off after I won against the second AE.
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# ? Apr 12, 2017 13:43 |
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Guilliman posted:Need to look in the steam workshop folder. For reworked planets it's : Huh, okay. This is exactly where the Stellaris wiki tells you not to edit them! [edit: no it's not, though it does still say to use the Documents one] Seems to have worked though, so thank you. Prism fucked around with this message at 13:48 on Apr 12, 2017 |
# ? Apr 12, 2017 13:44 |
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Nordick posted:Then later a materialist FE awakened because they wanted to save the galaxy from the Scourge. Too bad I can't tell them they were like two years late.
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# ? Apr 12, 2017 13:45 |
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Guilliman posted:And add the proper descriptor.mod in ...\Stellaris\mod\<modname> As I understand it descriptor.mod is created by Stellaris and you only need to have that on your end if you want to update a mod of your own that's already on the workshop. All you need to make it show up in the launcher menu is [mod name].mod - I leave it out/remove it when I'm extracting mods to make my own adjustments, and they work no problems. Prism posted:Huh, okay. This is exactly where the Stellaris wiki tells you not to edit them! This is because if the mod updates, the zip here will be replaced with the new version. But in this case that shouldn't matter, because the new case is going to be the fixed version anyway.
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# ? Apr 12, 2017 13:47 |
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CrazyTolradi posted:This happened to me, if you don't have the Diplomacy tradition to form federations the prompts to form the League of Non-Aligned Planets will do nothing instead. Really? Surely this must be a bug. Or at least something that should be called out when you get the popup to act as leader. 'You can declare yourself leader of the League, but since you've been a dick to everyone the whole game everyone will basically ignore you."
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# ? Apr 12, 2017 13:48 |
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Aethernet posted:Really? Surely this must be a bug. Or at least something that should be called out when you get the popup to act as leader. 'You can declare yourself leader of the League, but since you've been a dick to everyone the whole game everyone will basically ignore you." It's probably a bug but honestly I like your solution better. "You call for the formation of a non-aligned league, but since you use the wrong level of second-person pronoun formality nobody listens." Edit: "and the colour of your tie so offended the Bessadon Primarch he involuntarily bit the head off his favourite cleaning-slave." 100-point negative opinion modifier. GotLag fucked around with this message at 13:55 on Apr 12, 2017 |
# ? Apr 12, 2017 13:49 |
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Wiz posted:We're trying to be a bit more thematic with the major update author picks, and I really don't know what kind of features would actually make sense there. Galactic highway planning? The "Lucas" update can introduce galactic trade routes.
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# ? Apr 12, 2017 14:31 |
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The Lucas update would have to be accompanied by a number of behind-the-scenes updates nobody remembers, that make its features actually work and be fun.
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# ? Apr 12, 2017 14:38 |
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Well the star in the center of the galaxy went away when I reloaded my save, so either that was a bug or it was. Although a map type with the galactic core as some kind of densely ultra habitable region that you need to progress sufficiently to explore would be dope as heck.
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# ? Apr 12, 2017 14:58 |
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Pellisworth posted:Yes, I've fiddled with it a bunch but I cannot take any traits and save If you're making a hive mind, some are disabled. Mouse over "next" on the traits step to see which of yours are problematic.
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# ? Apr 12, 2017 15:07 |
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# ? May 23, 2024 16:15 |
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GotLag posted:I've found that Ship Power Stations tweaked to remove or drastically reduce the minimum build radii works well. Bear in mind this also adds power plants to ships, not just stations, so everything ends up with more shields and power to spare for capacitors and the like. Fortresses end up with something like 2k fleet power, and a cluster of half a dozen of those won't stop a blob but it will mean that the attacker has to actually try. There's no mention of the station radius effect on the mod page, it seems to just describe a much better power system. You sure it's from this mod? Either way, checking this out. Will it work for a game in progress?
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# ? Apr 12, 2017 15:35 |