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GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Guilliman posted:

it only took me 1100+ hours before I started playing a race that isnt human..

The game feels new to me again. So much RP potential.

Are you using the goon species packs too!? :v: Worth it if you're going RP heavy, since every alien race you encounter has FLAVOUR TEXT!

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GotLag
Jul 17, 2005

食べちゃダメだよ

Guilliman posted:

Is there any rule on mod advertising?
Since people really liked the idea, here it is:


get it on the steam workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=904340430

Cheers :P

Can you include a list of modified files in the description? I'm lazy and don't appreciate having to download it and look

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Just found out that being a patron for an artisan troupe gives a unity gain bonus. Guess I can stop ignoring them all the time in my games!

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Does anyone have a comprehensive list of goon mods up until this point?

Can everyone chip and point out/link to both Goon mods and other worthwhile mods? OP is badly out of date since it's pre-1.5

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

OwlFancier posted:

That would result in fleets being stuck in perpetual combat with a planet they cannot destroy.

War is hell.

As a mod that would probably suck, but it would be nice to see that be part of the change to planetary combat. As others have said the ground game combat is clunky and unfun, especially relative to the rest of the game, and getting rid of it entirely in favor of a more abstract system would be great. Personally I would love to see a system where offensive armies became another ship module and defensive armies became a planetary module. I would personally just take the ship creation screen and give players the ability to customize planetary modules. Players would start off with some basic options, and then could build defensive locations on the planetary grid to provide more space for guns, shields, planes, extra armies, etc.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Guilliman posted:

Is there any rule on mod advertising?
Since people really liked the idea, here it is:


get it on the steam workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=904340430

Cheers :P

What does outpost specialization do? Actually produce borders?
Oh I see there's a description! I don't quite get this part:
"Simply check the habitat's edicts. There is a "Change Habitat Specialisation".
When you select this you will be able to change your habitats specialisation at a cost of 1500 minerals, 250 unity and and a temporary hapiness malus of -10% for 90 days. You can do this every 90 days. There is also an option to remove the specialisation."

Why does it cost unity? I could see it costing a little influence, but unity, and such a huge amount?

Webguy20
Dec 31, 2007
I just thought of a cool "Mega Structure" ship. A planet eater. The first tier of ship can consume moons and asteroids, producing minerals, the 2nd tier can consume rocky planets, taking longer to do so but giving more minerals. Also yes these can be used as weapons, consuming populated planets. Tier three lets you consume gas giants for energy, and tier 4 lets you consume whole stars for energy and minerals.

Each higher tier of ship would be able to process lower tier planets/moons faster than the equivalent ship.

These ships could also spawn as events, like the Doomsday Device from Classic Trek, roaming the galaxy destroying stuff.

Poil
Mar 17, 2007

Nuclearmonkee posted:

If you have designed your ships to gently caress up the Unbidden it will be fine though you should probably make more ships real fast and you are going to lose ground.
I am building ships as fast as my terrible material income lets me. Maybe I shouldn't have built that habitat a year before. Oops.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Has the new combat meta been figured out through real testing yet?
I'm still building mostly cruisers and battleships with lots of armor and shields and armed with kinetics and a few plasma. I know some people really like including at least a couple carriers, is that worth it?

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



GlyphGryph posted:

Are you using the goon species packs too!? :v: Worth it if you're going RP heavy, since every alien race you encounter has FLAVOUR TEXT!

Where can I get this?

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Baronjutter posted:

Why does it cost unity? I could see it costing a little influence, but unity, and such a huge amount?

Assuming it doesn't scale, 250 unity is a pretty small amount. My empire is producing like 1500 of the stuff every month, and I need ~80k to get the next perk. It's fairly significant super early on but not once you start expanding.

OwlFancier
Aug 22, 2013

Beer4TheBeerGod posted:

War is hell.

As a mod that would probably suck, but it would be nice to see that be part of the change to planetary combat. As others have said the ground game combat is clunky and unfun, especially relative to the rest of the game, and getting rid of it entirely in favor of a more abstract system would be great. Personally I would love to see a system where offensive armies became another ship module and defensive armies became a planetary module. I would personally just take the ship creation screen and give players the ability to customize planetary modules. Players would start off with some basic options, and then could build defensive locations on the planetary grid to provide more space for guns, shields, planes, extra armies, etc.

Oh yes I wouldn't mind planets being able to project attrition in the system they inhabit but if you just modded it in it wouldn't currently work given the way combat works at the moment.

OwlFancier
Aug 22, 2013

Baronjutter posted:

Has the new combat meta been figured out through real testing yet?
I'm still building mostly cruisers and battleships with lots of armor and shields and armed with kinetics and a few plasma. I know some people really like including at least a couple carriers, is that worth it?

If you're going psionics you can give all your admirals automatic +15% evasion, as well as get precog interfaces, so I think corvettes might perform substantially better for psionic empires.

Certainly fleet cap wise my corvettes are competitive but then again, battleship guns have their appeal too. I'm honestly finding a mixed fleet quite useful, battleships punch above their weight but corvettes tank well for their cost.

Also psionic shields are loving amazing and can give a corvette a huge amount of shield strength, but they're also really good on battleships too.

OwlFancier fucked around with this message at 20:25 on Apr 13, 2017

Firos
Apr 30, 2007

Staying abreast of the latest developments in jam communism



GotLag posted:

I made a little mod that halves all megastructure build times and costs, and doubles Dyson sphere output. It actually feels worth building now, although I think doubling the Dyson sphere energy production might have made it a bit too powerful. Perhaps a 50% boost would work better.

Can you link this please? :v:

Ersatz
Sep 17, 2005

Does the (shroud spoilers) monster spawned by End of the Cycle destroy habitats and ring worlds, etc..., or only planets? It would be fun to try a game of dooming the galaxy but barely hanging on by virtue of having a few habs around.

Xae
Jan 19, 2005

GotLag posted:

I made a little mod that halves all megastructure build times and costs, and doubles Dyson sphere output. It actually feels worth building now, although I think doubling the Dyson sphere energy production might have made it a bit too powerful. Perhaps a 50% boost would work better.

The problem with Megastructures is that you can only build on at a time. Is there a way to change that?

GotLag
Jul 17, 2005

食べちゃダメだよ

Firos posted:

Can you link this please? :v:

I haven't published it, it's part of a bunch of tweaks I've made for myself. I can separate it out and publish it, though.

Firos
Apr 30, 2007

Staying abreast of the latest developments in jam communism



I'd really appreciate that. 10 years per section of ring world can gently caress right off.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Nitrousoxide posted:

Where can I get this?

I'd link you but - holy crap, haha, I accidentally somehow created like a hundred versions of it and I don't know which one is the real one now WTF Steam

GotLag
Jul 17, 2005

食べちゃダメだよ

GlyphGryph posted:

Does anyone have a comprehensive list of goon mods up until this point?

Can everyone chip and point out/link to both Goon mods and other worthwhile mods? OP is badly out of date since it's pre-1.5

I misinterpreted this as a request for mods in general, so gently caress it I'll post it anyway:

Species mods

Splendid parrot portraits (has the added bonus of annoying Wiz):
https://steamcommunity.com/sharedfiles/filedetails/?id=766663636

A bunch more names for random species:
https://steamcommunity.com/workshop/filedetails/?id=698318748

A shitload of name lists for ships/leaders/planets:
https://steamcommunity.com/sharedfiles/filedetails/?id=682691478


Flags/emblem mods

OCD icon fix:
https://steamcommunity.com/sharedfiles/filedetails/?id=901186317

144 colours for flags/emblems:
https://steamcommunity.com/sharedfiles/filedetails/?id=682090850

A whole bunch of emblems based on mon (Japanese heraldic emblems) that the AI can use, adds some more variety to political maps:
https://steamcommunity.com/sharedfiles/filedetails/?id=700240012

Homeworld emblems (not used for random species):
https://steamcommunity.com/sharedfiles/filedetails/?id=847812732

Cosmetic/UI tweaks

Colour-coded pop status icons:
https://steamcommunity.com/sharedfiles/filedetails/?id=701739734

Forces all stars in galaxy map onto the same plane, no more needless 3d displacement:
https://steamcommunity.com/sharedfiles/filedetails/?id=827354193

Replaces the lovely default map ping marker with a bright green easy-to-see one (old mod but still works):
https://steamcommunity.com/sharedfiles/filedetails/?id=689794111

Adds policies to ignore (and hide) AI migration/pact proposals:
https://steamcommunity.com/sharedfiles/filedetails/?id=813160950


Gameplay mods

All the content all the time (all unique systems/enclaves/leviathans spawn every game):
https://steamcommunity.com/sharedfiles/filedetails/?id=707297106

Spread starting locations evenly instead of clustering them:
https://steamcommunity.com/sharedfiles/filedetails/?id=687226658

Adds upgradeable power modules to ships and stations, so ships can actually have enough shields to be worth countering:
https://steamcommunity.com/sharedfiles/filedetails/?id=776095610

Changes habitability to make more sense and to make planet type choice actually matter (a little bit):
https://steamcommunity.com/sharedfiles/filedetails/?id=794246891

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

This game has been a crazy start. Someone spawned about 10 feet outside my borders, a wandering ameoba fleet attacked a mining station in my home system and proceeded to brawl with my fleet and starport, and then the primitives inside my starting borders hit the "real empire" state.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Nitrousoxide posted:

Where can I get this?

http://steamcommunity.com/sharedfiles/filedetails/?id=902255007
and
http://steamcommunity.com/sharedfiles/filedetails/?id=902254973

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

GotLag posted:

I misinterpreted this as a request for mods in general, so gently caress it I'll post it anyway:

It was, so long as those other mods were properly labelled, so good job!

GotLag
Jul 17, 2005

食べちゃダメだよ

ZypherIM posted:

This game has been a crazy start. Someone spawned about 10 feet outside my borders, a wandering ameoba fleet attacked a mining station in my home system and proceeded to brawl with my fleet and starport, and then the primitives inside my starting borders hit the "real empire" state.

I had the amoeba thing happen in my last game. Start playing, queuing initial builds and sending science/construction ships off, when a loving flock of space amoeba warp in on top of my first mining outpost :mad:

Exterminate all amoeba :commissar:

Early-game they are hands down the most annoying thing. Other hostile fauna like pirates and void clouds at least have the decency to stay in their home systems.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

It wouldn't be as bad if the amoeba's didn't take out my 8 corvettes I was building up in anticipation of a fast war, and then the primitives cut my territory in literally half.

GotLag
Jul 17, 2005

食べちゃダメだよ
What's also fun is when they warp in, fly to a gas giant, and it's close enough to one of your frontier outposts for them to attack that.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

Splicer posted:

I have a terraforming candidate barren world orbiting a black hole.

This seems like a bad idea.

Hah, same here! I'm terraforming mine into a Gaia world because if there's any vanity project that says 'I'm a mighty Empire, envy my swinging dick!', it's turning a black hole into a paradise :allears:

Jeb Bush 2012
Apr 4, 2007

A mathematician, like a painter or poet, is a maker of patterns. If his patterns are more permanent than theirs, it is because they are made with ideas.
how does that even work? mass deployment of orbital fairy lights?

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

I guess the bright side is now my hive mind guys are eating the primitives and building new pops at about a +.5 rate compared to before. The neighbors aren't big fans of that though.

Lum_
Jun 5, 2006

GlyphGryph posted:

Can everyone chip and point out/link to both Goon mods and other worthwhile mods? OP is badly out of date since it's pre-1.5

Off the top of my head, these have been updated for 1.5 - and yes I'm amazed the Star Trek TC got converted already, they must have gotten early access.
(e;fb - GotLag's list is also solid)

Total Conversions
Star Trek: New Horizons - turns Stellaris into a Star Trek grand strategy game. Many game systems are changed, and by default you play in an 'accurate' galaxy map (Earth is near the Vulcans, the Borg are eating their half of the map, etc.) With the current version you can start as Enterprise-era United Earth and form the Federation through events dynamically. Includes pretty much everything you'd think of in a Star Trek game.

New Stuff To Break Your Game
No Clustered Starts - tired of starting next to slavering militarists curbstomping you just when you get your first colony out? This mod enforces a nice distance between everyone. Note: have clustered starts ON when this mod is active to use; I know that makes no sense but that's how it works!
Gods and Guardians - lets you really toy with primitive species. Make them worship you! Drop those monoliths from 2001 on them! Have them work as slaves! Or just, I dunno, be benevolent (don't do this)
LEX (Leviathans Extended) - three new Leviathans so you can have more space dragons to kill.

User Interface/Graphics Improvements
UI Overhaul 1080p - if you have 1920x1080 or better this makes windows larger so you don't scroll as much.

Cheats... er... Game System Improvements
Multiple Crisis - use if you think the Unbidden never say "hm, the Prethoryn were here already, let's just skip the whole ripping apart space and time thing"
Auto Build and Improve Buildings - hate micromanagement? have the computer do it for you! Includes a core cap limit, and combining the two is pretty much 100% cheating.
Auto-Survey At Start "I don't WANNA wait until halfway into the game to not babysit my exploration ships!" Install this mod, bam, done.

Lum_ fucked around with this message at 21:11 on Apr 13, 2017

AriadneThread
Feb 17, 2011

The Devil sounds like smoke and honey. We cannot move. It is too beautiful.


CommissarMega posted:

Hah, same here! I'm terraforming mine into a Gaia world because if there's any vanity project that says 'I'm a mighty Empire, envy my swinging dick!', it's turning a black hole into a paradise :allears:

you're just future proofing, getting ready to live in the post-stellar era of the universe

Honky Dong Country
Feb 11, 2015

ZypherIM posted:

I guess the bright side is now my hive mind guys are eating the primitives and building new pops at about a +.5 rate compared to before. The neighbors aren't big fans of that though.

I'm having a lot of fun with my hive mind bugs. loving eating everybody and turning their worlds into arid shitholes for my bugs to inhabit. My rampant terraforming also allowed me to add the unadaptable trait to my bugs without much trouble later on in the game. I got tired of genetically modding a planet of bugs into a specific caste and resettling them on tiles suited to their abilities though and settled for Repugnant, Unadaptable, Venerable, Erudite, and Very Strong on all my bugs. The biological ascension perks are loving awesome.

I like to think of my dudes as kind of a mix of the bugs from starship troopers and 40k nids.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Why is upgrade automation cheating? The mod seems to say you are still paying for them, just not having to click 25 times on a planet.

Lum_
Jun 5, 2006

Baronjutter posted:

Why is upgrade automation cheating? The mod seems to say you are still paying for them, just not having to click 25 times on a planet.

There's a few cheaty things about the mod, such as instant blocker clearing and the whole being able to have infinite core worlds without micromanagement thing.

Jeb Bush 2012
Apr 4, 2007

A mathematician, like a painter or poet, is a maker of patterns. If his patterns are more permanent than theirs, it is because they are made with ideas.
having infinite core worlds with micromanagement is also cheating though, it's just masochistic cheating

GotLag
Jul 17, 2005

食べちゃダメだよ

Lum_ posted:

Auto-Survey At Start "I don't WANNA wait until halfway into the game to not babysit my exploration ships!" Install this mod, bam, done.

Isn't this vanilla now?

Lum_ posted:

There's a few cheaty things about the mod, such as instant blocker clearing and the whole being able to have infinite core worlds without micromanagement thing.

IIRC the "No sectors" edict imposes a production penalty and the instant blocker clearing subtracts the clearing costs

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Auto-survey is a tech, but it is a lot lower down in the tree now.


I'm going to try an early game defense platform with a minefield when I fight my neighbor. Since I wasn't paying attention and researched ameoba strike craft, that is my only way of using that tech for a while anyways, and hopefully that combo'll let me win a solid fight against him.

Nuclearmonkee
Jun 10, 2009


ZypherIM posted:

Auto-survey is a tech, but it is a lot lower down in the tree now.

It shouldn't be a tech at all imo. Making a function like that tech gated is silly. Just increase the speed bonus or give it some anomaly discovery bonus or something so it's useful beyond "have functionality to make the game more manageable."

Honky Dong Country
Feb 11, 2015

Eh I don't mind where the auto-survey tech is. Usually by the time I'm busy with other things and don't wanna gently caress with my science ships anymore I've researched it.

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DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~

Beer4TheBeerGod posted:

Are there any mods that give planets defenses? It would be cool to have a building that produces an endless stream of fighters and bombers.

Planet, no. But a spaceport module that gives them fighters or bombers in addition to their regular armament might be cool.

Anyway, if anyone here doesn't actually have Stellaris, it's on sale at Green Man Gaming, https://www.greenmangaming.com/easter-sale/paradox/

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