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BenRGamer posted:Planet, no. But a spaceport module that gives them fighters or bombers in addition to their regular armament might be cool. Spaceports should be a customizable station. Perhaps with the ability to add more shields, hangars, and gun platforms via modules in the same way that I currently put in orbital farms and whatnot. Plus then the modules could be modeled and blown up! Hope you have enough food! Do orbital blockades/bombardments prevent food from going to pops on a planet?
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# ? Apr 13, 2017 21:53 |
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# ? Jun 3, 2024 21:37 |
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Investment into supremacy and domination make some nice war goal numbers. I have 2 planets (1 is recently non-primitives that I'm eating), and my opponent has 4, and the wargoal to vassilize him is 50.
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# ? Apr 13, 2017 21:55 |
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Nuclearmonkee posted: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." ...but it does give a speed bonus.
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# ? Apr 13, 2017 22:00 |
BurntCornMuffin posted:...but it does give a speed bonus. Just increase the speed bonus. It's small and the only reason you would ever take that tech is because you want auto explore or the rest of your tech cards are expensive/things you don't want so you buy it to get a refresh.
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# ? Apr 13, 2017 22:02 |
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ZypherIM posted:Auto-survey is a tech, but it is a lot lower down in the tree now. Oh whoops, forgot I had an auto-auto-explore mod installed. It just feels like it should be a vanilla feature. Edit: oh, that's why I forgot I had it, I changed from this mod to using this mod. The first one (by folk) requires you to let the game tick over a day before giving you the tech, the second one (by had) just starts with it silently enabled. GotLag fucked around with this message at 22:14 on Apr 13, 2017 |
# ? Apr 13, 2017 22:08 |
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All the survey speeds bonuses are useless and it's comical that they are supposed to be incentivizes. This is because the actual process of surveying is the shortest part of exploration by a mile. Something that would actually be useful would bonuses to anomaly/project completion time or bonuses to the movement speed of science ships. It's pretty lol that some bozo at Paradox went "hmm science ships spend 60% of their time processing anomalies and projects, 35% of their time in transit, and 5% of their time doing basic planet surveys. I know where the bonus is going!!!"
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# ? Apr 13, 2017 22:10 |
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Also on anything but a large galaxy I still dont see the tech before I have scanned down every star I can actually reach
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# ? Apr 13, 2017 22:11 |
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Chomp8645 posted:bonuses to the movement speed of science ships. Upgrade your science ship thrusters and FTL drives. Also sensors for quicker surveying.
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# ? Apr 13, 2017 22:15 |
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Might have misjudged but I don't think the AI should be able to see my system, but they only went in after I moved my fleet out of my mine trap system. Before I moved it they were taking a like 20-jump work around to approach my flank. Guess in the future I'll just assume it can see everything and build my trap where my fleet will be after I jump in from 1 system out.
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# ? Apr 13, 2017 22:17 |
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GotLag posted:Upgrade your science ship thrusters and FTL drives. Also sensors for quicker surveying. Well yeah I know that but engines and such are things you research anyway. We are talking about specific buffs for science ships. A science ship only supercruise drive or whatever would be a useful upgrade. Survey speed bonus is trash.
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# ? Apr 13, 2017 22:19 |
GotLag posted:More dumb faction bullshit: if you're not materialist, you can't make synths full citizens. But if synths end up in your empire due to conquest/integration, then their lack of rights angers both egalitarian and xenophile factions. yeah, I ended up in the same situation. lots of people mad about enslaved synths but the only way I could ever free them was to turn all my people into synths, then they were freed automatically.
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# ? Apr 13, 2017 22:28 |
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GlyphGryph posted:Does anyone have a comprehensive list of goon mods up until this point? Here are my mods, Though they're all just simple stuff so far (although the 25 Tile Homeworlds one has over now 5000 subscribers, and has been sitting near the top of the Stellaris Steam mod page since I released it almost a week ago, which I did not expect at all) http://steamcommunity.com/id/VirtualStranger/myworkshopfiles/ In addition to that I would like to recommend all of the "Tiny (X)" mods which make buttons smaller so you don't have to scroll so goddamn much. They go very well with the 1080p UI mod http://steamcommunity.com/sharedfiles/filedetails/?id=810204739 http://steamcommunity.com/sharedfiles/filedetails/?id=803491311 http://steamcommunity.com/sharedfiles/filedetails/?id=803553012 http://steamcommunity.com/sharedfiles/filedetails/?id=804946681 http://steamcommunity.com/sharedfiles/filedetails/?id=803452214 http://steamcommunity.com/sharedfiles/filedetails/?id=779729987 http://steamcommunity.com/sharedfiles/filedetails/?id=836295988 http://steamcommunity.com/sharedfiles/filedetails/?id=808478850 VirtualStranger fucked around with this message at 23:07 on Apr 13, 2017 |
# ? Apr 13, 2017 22:54 |
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VirtualStranger posted:Here are my mods, Though they're all just simple stuff so far (although the 25 Tile Homeworlds one has over now 5000 subscribers, and has been sitting near the top of the Stellaris Steam mod page since I released it almost a week ago, which I did not expect at all) Oh wow this is fantastic tiny is better! How come they are all separate like that though?
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# ? Apr 13, 2017 22:59 |
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Seeing as how constructible habitats are now in-game I wonder if it might be possible to abuse the mechanic that allows for the construction of habitats to simulate a kind of city-sized planet or maybe more of a Warhammer 40k hive city. I'd imagine you could add in a new capital tile improvement that upgrades the empire capital complex and costs a lot of minerals and influence to construct, have it locked behind say the highest farm technology (say to simulate how it would require stuff like arcologies and such) and administration technology (it is an upgrade for the empire capital complex) and possibly have to be enabled by an event that triggers when you have a certain number of POPs in your empire (being enabled by some ascension perk might also make sense). Upon completion of the tile improvement you could then have an event that looks for this improvement to have been built on a world and if it checks out then the planet in question will then spawn a special "hive city" habitat in its orbit (the entity should probably be invisible) which will be immediately colonized by your founder POP (maybe filled out?) and a number of modifiers are added to the planet (say increased POP growth, increased power maintenance cost of buildings, and massively reduced food production), it might also be nice to change the planet type and model (saw that there's a wh40k mod that adds a "hive world" planet type). If I have the time in the next few days I might investigate if this is possible (though it would certainly be pretty wonky as regards invasions and bombardment and such).
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# ? Apr 13, 2017 23:09 |
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Randarkman posted:Seeing as how constructible habitats are now in-game I wonder if it might be possible to abuse the mechanic that allows for the construction of habitats to simulate a kind of city-sized planet or maybe more of a Warhammer 40k hive city. I'd imagine you could add in a new capital tile improvement that upgrades the empire capital complex and costs a lot of minerals and influence to construct, have it locked behind say the highest farm technology (say to simulate how it would require stuff like arcologies and such) and administration technology (it is an upgrade for the empire capital complex) and possibly have to be enabled by an event that triggers when you have a certain number of POPs in your empire (being enabled by some ascension perk might also make sense). I'm already working on a very similar mod. It's fairly close to being done.
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# ? Apr 13, 2017 23:13 |
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Randarkman posted:Seeing as how constructible habitats are now in-game I wonder if it might be possible to abuse the mechanic that allows for the construction of habitats to simulate a kind of city-sized planet or maybe more of a Warhammer 40k hive city. I'd imagine you could add in a new capital tile improvement that upgrades the empire capital complex and costs a lot of minerals and influence to construct, have it locked behind say the highest farm technology (say to simulate how it would require stuff like arcologies and such) and administration technology (it is an upgrade for the empire capital complex) and possibly have to be enabled by an event that triggers when you have a certain number of POPs in your empire (being enabled by some ascension perk might also make sense). Alphamod does something like this by letting you build cities on planet tiles but requiring resources which can only be produced by planet-unique buildings to do so. So, if you colonise enough worlds and build enough production buildings, you can build hive worlds covered in highly productive cities with unique bonuses. A low-intrusiveness version of this would be to have planetary administrations and capitals produce "development points" as a strategic resource, then have your hive city improvements require development points to run. As planets require pops to upgrade their capitals and upgraded capitals are required to build hives, you effectively gate hive construction behind how many populated worlds you have.
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# ? Apr 13, 2017 23:14 |
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Hey Wiz, is there a plan to do a pass on the empire placement at all? It'd be nice if it avoided poo poo like this. This is an 800 elliptical galaxy. edit: took me 4 tries to get more than 1 system in my starting sphere of influence.
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# ? Apr 13, 2017 23:14 |
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VirtualStranger posted:I'm already working on a very similar mod. It's fairly close to being done. Cool! Definitely keep informing of the progress on that one! Making it a special project seems like a pretty good solution in line with how the game operates. Are you doing anything with habitats or having this allow you to have more POPs basically? My personal preferred solution to portraying planet cities or ecumenopolises would be to eventually allow POPs to be stacked on top of each other on planets which would say bring with it all the usual benefits and penalties of having more POPs but also increase the output of a tile (maybe not double it), then once a planet has enough POPs on it it eventually becomes to change into an ecumenopolis type planet instead of what it used to be. That solution probably can't be accomplished through modding thouhg. e: More stuff for the social transformation (which might bring about climatic transformation and such as well) of worlds would be cool. Such as if you are a sufficiently large and advanced empire you gain access edicts or special projects that allow you to drastically specialize worlds, such as making a world a forge world maybe with one of those orbital construction rings (thought I saw a mod that added a planet model like that) which be a world that provides a substantial bonus to construction speed and reductionn in cost for ships and such created at that spaceport, at the cost of reducing food production and increasing the energy maintenance cost of everything on it. e2: Also, anyone know of a mod which improves the planet models in the Solar System? I'm mostly thinking of Venus, Mercury and Uranus which all look very wrong (they don't have unique models, they use the generic ones, as do Neptune and Saturn but those two look pretty alright). Maybe also something that adds in a few more planet types? Both Mercury and Venus seem wrong to me, the description, model and terrain picture for Mercury is more something like Io (a volcanic planet, though Io also could do with a unique model) when it's more of a hot barren rock and likewise with Venus and toxic worlds in general what's described and shown in game there seems more like an ammonia planet or something rather than a greenhouse world (that could bear to be a new planet class I think). Randarkman fucked around with this message at 23:39 on Apr 13, 2017 |
# ? Apr 13, 2017 23:21 |
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I'm sure this has been posted about before, but holy poo poo the Planetary Survey Corps tradition in the Discovery tree is ridiculously good. As long as you're able to constantly survey new worlds, it gives you an absurd research bonus. I've got more stored research than I can use right now.
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# ? Apr 13, 2017 23:33 |
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Yea I'm sure PSC will get a nerf at some point. Sticking at like 3-4 systems I was able to catch up to an advanced start AI on hard without too much difficulty, while focusing more on unity than on research.
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# ? Apr 13, 2017 23:36 |
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Quick question regarding anomalies: Are anomalies created by scanning (as in your anomaly find chance is the chance of an anomaly being generated), or are the anomalies always there and it is an actual chance-to-find?
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# ? Apr 13, 2017 23:39 |
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VirtualStranger posted:Here are my mods, Though they're all just simple stuff so far (although the 25 Tile Homeworlds one has over now 5000 subscribers, and has been sitting near the top of the Stellaris Steam mod page since I released it almost a week ago, which I did not expect at all) Can you make one big mod that contains all the tiny ones? I feel like the irony alone is worth the effort.
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# ? Apr 13, 2017 23:43 |
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Splicer posted:Quick question regarding anomalies: Are anomalies created by scanning (as in your anomaly find chance is the chance of an anomaly being generated), or are the anomalies always there and it is an actual chance-to-find? pretty sure scanning generates anomalies maybe that doesn't make sense ~realistically~ so the game tries to coach it as if it's a chance at discovery
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# ? Apr 13, 2017 23:47 |
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GotLag posted:More dumb faction bullshit: if you're not materialist, you can't make synths full citizens. But if synths end up in your empire due to conquest/integration, then their lack of rights angers both egalitarian and xenophile factions. Oh boy. Before the DLC came out I commented on it being really dumb that Egalitarians and Xenophiles can't give robots full rights unless they're also Materialist and was told that it was staying that way for gameplay purposes. I guess it's not a great idea on the gameplay front either. That aside, though, while I've stayed away for a while because I've been frustrated with Paradox for some other things, it looks like the DLC and patch added a lot of really neat things, wow. Including that Delicious trait I and others half-jokingly suggested, in the manner I suggested it be implemented, which is hilarious. I should check this out sometime (though I'm a bit too broke to get the DLC just yet), though probably after finding/making a mod to unrestrict granting full AI rights because, well, yeah.
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# ? Apr 13, 2017 23:50 |
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Quick repeat of my earlier question that got buried - Those of you playing Fanatical Purifiers, are you also getting the unity penalty for xenos along with the no bonus unity for purging? Also how do you post those Empire builds for like the Goon species pack?
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# ? Apr 13, 2017 23:52 |
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AriadneThread posted:pretty sure scanning generates anomalies Also if you don't do this you get a weird thing where late game scanning of other empires dumps more resources on them than the early game scanning of your empire did to yours, and star charts is a triple trap because on top of costing you anomalies and PSC fodder it's also stopping alien scans from upping your territory with their scan-found anomalies.
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# ? Apr 14, 2017 00:05 |
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Baronjutter posted:How come they are all separate like that though? Because the Steam workshop model doesn't allow for mods to have configurable settings. So he either releases them all separately, or makes an assload of combination versions, or everyone who wantts to use some parts and not others has to unpack the mod and tinker with a local version. Splicer posted:Quick question regarding anomalies: Are anomalies created by scanning (as in your anomaly find chance is the chance of an anomaly being generated), or are the anomalies always there and it is an actual chance-to-find? As AriadneThread said, they're generated upon scanning. This is why saving and reloading can produce different anomalies. Also, the result is determined by a dice roll upon conclusion, so you can save-scum events. The only exception (to some degree) I know of to this is the Infinity Machine event, which sets a hidden flag when you first talk to it, and that flag determines which set of results to choose from when you complete the chain. GotLag fucked around with this message at 00:08 on Apr 14, 2017 |
# ? Apr 14, 2017 00:05 |
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Redchaostry posted:Quick repeat of my earlier question that got buried - Those of you playing Fanatical Purifiers, are you also getting the unity penalty for xenos along with the no bonus unity for purging? Even without the penalty, though, you're still paying the full price for having them as pops. Not sure if that's intended or not.
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# ? Apr 14, 2017 00:08 |
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GotLag posted:As AriadneThread said, they're generated upon scanning. This is why saving and reloading can produce different anomalies. Also, the result is determined by a dice roll upon conclusion, so you can save-scum events. The only exception (to some degree) I know of to this is the Infinity Machine event, which sets a hidden flag when you first talk to it, and that flag determines which set of results to choose from when you complete the chain.
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# ? Apr 14, 2017 00:10 |
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Roland Jones posted:Oh boy. Before the DLC came out I commented on it being really dumb that Egalitarians and Xenophiles can't give robots full rights unless they're also Materialist and was told that it was staying that way for gameplay purposes. I guess it's not a great idea on the gameplay front either. My first completed game ended with the United Nations poised to end the AE wars then the AI rebellion struck moments after the first battles began. I thought that setting default rights to Full Citizenship / Full Military Service, researching AI leadership, and choosing the appropriate dialogue options would save me but nope! Apparently not Side note, something really needs to be done about how the AI Rebellion alerts you on planet losses.
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# ? Apr 14, 2017 00:13 |
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Splicer posted:Followup question: Can one planet generate multiple anomalies from different empires scanning it, or is it one per body? I'm pretty sure the first person to scan it is the only roll. I've scanned all of an AI's territory with no anomalies spawning.
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# ? Apr 14, 2017 00:13 |
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Are there any good galaxy generation mods folks have tried and would recommend?
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# ? Apr 14, 2017 00:22 |
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So has anyone committed genocide via Dyson sphere yet?
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# ? Apr 14, 2017 02:01 |
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I think there might be some sort of bug with talented making your leader start at 5 stars.
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# ? Apr 14, 2017 02:02 |
You know what's really dumb. The tech card system. Most techs have stuff that makes them more likely to be drawn but none of this is exposed to the player. You have to go look at an enormous Excel sheet on a wiki to see. Not only that, but some techs have prerequisites, but you have no way of knowing what they are without, again, looking at this enormous Excel sheet. It's just a really awful system and they should have used a regular tech tree.
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# ? Apr 14, 2017 02:02 |
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Aw, I got a pop up saying that we found a Cybrex artifact on some planet and need further research but no entry in my situation log. Is there a way to get that event chain back on the path or am I stuck at 4/6 until the end of time?
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# ? Apr 14, 2017 02:24 |
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Luigi Thirty posted:Aw, I got a pop up saying that we found a Cybrex artifact on some planet and need further research but no entry in my situation log. Is there a way to get that event chain back on the path or am I stuck at 4/6 until the end of time? If you're not playing Ironman you can use console commands to move things along. If you are playing Ironman you'reSOL.
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# ? Apr 14, 2017 02:27 |
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Luigi Thirty posted:Aw, I got a pop up saying that we found a Cybrex artifact on some planet and need further research but no entry in my situation log. Is there a way to get that event chain back on the path or am I stuck at 4/6 until the end of time? If you remember the name of the planet you can search for it (hit the 'f' key to bring up a search window), it is a random spawn anomaly usually in your borders. They added it so you could finish those quest chains after the galaxy was explored. edit: It'll have one of those [!] boxes like the research projects after anomalies have. ZypherIM fucked around with this message at 02:35 on Apr 14, 2017 |
# ? Apr 14, 2017 02:33 |
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Mister Adequate posted:If you're not playing Ironman you can use console commands to move things along. If you are playing Ironman you'reSOL. I'm not playing Ironman since it's the first game I've played longer than like 25 years I'll see if I can find the planet. I remember it started with an S and has a really long name so I should be able to find it with the search box.
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# ? Apr 14, 2017 02:35 |
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# ? Jun 3, 2024 21:37 |
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Nitrousoxide posted:You know what's really dumb. I like the idea of a non-fixed civ style tree you can plan every game around, but 1993's Master of Orion did this way way better.
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# ? Apr 14, 2017 02:53 |