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Has anyone noticed if they have planets with the "Extensive Moon System" modifier that have no actual moons? I'm trying to add modifiers that involve moons and planetary rings but it looks like the planetary modifier triggers aren't working. has_moon = yes/no num_moons > 0 has_ring = yes/no neither of these are working, the planetary modifier generation on map initialisation seems to ignore these now. I'm wondering if my mod broke these in some way or if anyone else is seeing the Extensive Moon System on planets without moons. Would like to confirm it's not just me before making a bugreport.
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# ? Apr 15, 2017 10:52 |
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# ? Jun 3, 2024 23:49 |
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MShadowy posted:Yeah, limits on the number of available traditions you could pick would probably help make the traditions system feel more meaningful--more options per tree probably wouldn't hurt either. Off the top of my head 3, maybe 4 trees at most, after which I guess just being able to directly unlock ascension perks might work.
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# ? Apr 15, 2017 11:57 |
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Right, just released my overharvesting mod: here on the workshop. Description is: quote:Ever wanted to play a devouring horde of galactic locusts, that sweep across the galaxy leaving nothing but burnt-out husks in their wake? Or how about just playing as wasteful, environmentally unfriendly consumerists who push their worlds beyond their limits in order to get an edge?
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# ? Apr 15, 2017 12:15 |
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Back Hack posted:So in other words I'm totally hosed. No, the Unbidden are kind of easy to defeat. Spoiler in case you want to find it out yourself: They come out of a dimensional portal, and once you destroy it they can't get anymore reinforcement. The portal itself doesn't have that much hp and is not too hard to headshot by dropping a 20k fleet straight on top of it
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# ? Apr 15, 2017 12:18 |
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peak debt posted:No, the Unbidden are kind of easy to defeat. This isn't really the case any more. You have to kill all the anchors before attacking the portal, and the portal has about 2.5m HP. While you're killing it all the Unbidden fleets will pop back to say hello.
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# ? Apr 15, 2017 12:54 |
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Crazycryodude posted:They don't like you settling tomb worlds, disturbing the graves of the dead and all that. The ocean world is a bit weird, but I guess you could handwave it as a punishment for breaking the no tomb worlds rule. Horizon Signal spoilers: They also get mad at you for inhabiting the tomb worlds the end of this mod creates. While they say it's about disturbing the dead still, one can imagine a number of other reasons why they'd be mad at you for not vacating the area forever.
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# ? Apr 15, 2017 13:21 |
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Talkie Toaster posted:Right, just released my overharvesting mod: here on the workshop. Nice, well done! Does the unremovable nature of the blockers persist through terraforming? Also have you done any testing to see how the AI handles it? I have humans set up in my games as Nomadic, Adaptive and Wasteful, so I imagine there'd be fun times ahead.
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# ? Apr 15, 2017 13:23 |
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Reveilled posted:I feel like Fallen Empires awaken way too early in the game based on fleet power. In the last four games I've played (split over this patch and the last), one FE has awoken before the crisis in every single one. Alternately, make it less punishing to spend a while as one of their vassals. I honestly I look forward to the Xenophobe FE waking up because it's nearly advantageous. Oh, I can't settle new worlds, whatever, but I can totally take them from anyone else. The Xenophiles I can't imagine wanting to sign up with.
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# ? Apr 15, 2017 13:24 |
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OwlFancier posted:The game doesn't give you research instantly, from any source, this caught me out initially. The game adds research points you gain from stuff to a stored pool, and then feeds them out to you at the same rate you normally generate them. Yeah, this was what was happening, thanks. It caught me out a bit.
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# ? Apr 15, 2017 13:27 |
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GunnerJ posted:Alternately, make it less punishing to spend a while as one of their vassals. I honestly I look forward to the Xenophobe FE waking up because it's nearly advantageous. Oh, I can't settle new worlds, whatever, but I can totally take them from anyone else. The Xenophiles I can't imagine wanting to sign up with. The one time I signed up with the Xenophiles was as part of a Xenophile-Xenophobe war in heaven where the Xenophiles were my next door neighbours and I controlled about 25% of the galaxy already. The unbidden showed up during the war, pushing everyone's relations from "mutual threats" up massively, so the minute we defeated the Xenophobes and freed their thralls literally every single one joined the League of Non-Aligned Powers, as had every independent empire. As soon as the Xenophobes went down I turned around and declared war on my masters, and after they were gone every one of their signatories immediately signed up to the League too, as did I. Then with the enire galaxy united as a single federation, we smashed the Unidden. In the end, the Xenophiles got their dream of galactic peace, it just required their deaths to achieve it. More to your point though, I think there does need to be more of a flesh on the bones of being an AE vassal. It'd be nice if there were events which revolved around trying to form a secret coalition to declare independence, or plotting to wipe out the leadership of the AE, or other CK2-esque sorts of things.
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# ? Apr 15, 2017 13:45 |
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Somehow related question, is the federation distance modifier still in? Had a game in 1.4 ruined since my plan was to liberate everyone and invite them to my federation afterwards. Once the federation grew too large, members on the other side of the federation's space stopped accepting new nations since they were too far away
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# ? Apr 15, 2017 13:54 |
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Fart Cannon posted:
Well technically they're uploaded xenos, not AI: end of the Limbo quest chain Something I find harder to explain, though - what do y'all need food for?
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# ? Apr 15, 2017 14:28 |
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BabyFur Denny posted:Somehow related question, is the federation distance modifier still in? Unfortunately yes. However, the AI seems much more proactive about inviting people now.
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# ? Apr 15, 2017 14:47 |
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Talkie Toaster posted:Right, just released my overharvesting mod: here on the workshop. The fact that you didn't capitalize the second words in the various titles there triggers me on some sad, pathetic level. The mod itself is brilliant.
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# ? Apr 15, 2017 15:09 |
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Talkie Toaster posted:Right, just released my overharvesting mod: here on the workshop. Sounds great, though I'm a bit confused by some of the wording; both Overharvesting and Extreme Overharvesting are defaults for the same civic types?
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# ? Apr 15, 2017 15:13 |
Does xenophile mean you are loving?
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# ? Apr 15, 2017 15:14 |
Decrepus posted:Does xenophile mean you are loving? Yes.
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# ? Apr 15, 2017 15:41 |
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Restrained Crown Posse posted:Sounds great, though I'm a bit confused by some of the wording; both Overharvesting and Extreme Overharvesting are defaults for the same civic types? One seems to be for people with either of them, and the other for both of them.
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# ? Apr 15, 2017 15:43 |
ulmont posted:The real answer is ([+25% of base current research cost] / [number of months it's been taking you to research]), but I should have just said "two." Doing the math again: Your calculation is right, in a sense, but your summery of "two" isn't really accurate. An increase in the base amount of research you're already doing will have a corresponding increase in the amount you have to chuck into new labs if you grab a new world. Lets take a look at my current empire. I have 3 planets (so two colonies) and 44 pops. There's a 54% cost increase currently. My average current research per month is ~40. That puts a base time of 9 months to research a tier 1 tech, 13.86 with my increases from pops/planets. We'll ignore multipliers because those cancel out when comparing across expansion. If I want to grab a new planet with enough space for 15 pops that's another 25% so 79% total increase. So that tier 1 tech will now cost 644.4 points. To get that done in the same amount of time (13.86 months) I'd have to increase my tech output to 46.49, a ~6.5 increase which would be 6-7 basic labs.
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# ? Apr 15, 2017 16:17 |
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Talkie Toaster posted:Right, just released my overharvesting mod: here on the workshop. Is there any weighting for how full of pops a planet is in the calculation for how long it takes for a tile blocker to be added? The more a planet is worked the more quickly a blocker would generate, i would think.
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# ? Apr 15, 2017 16:33 |
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Gadzuko posted:Can't you use rally points for this? New ships always go to the closest rally point. They check for fleet rallies first, if you don't have any of those then they check for planets. When you have more than one fleet the rally system kind of falls apart.
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# ? Apr 15, 2017 16:43 |
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Back Hack posted:When you have more than one fleet I see your problem. Doom blob forever!
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# ? Apr 15, 2017 17:13 |
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When I have one blob fleet, I use it as the rally point. Once I've got two ore more fleets, I use a planet only for the rally, and rotate damaged fleets back there to bring them up to my OCD unit count. Of note: if you are using a planetary rally point, and there is a fleet in orbit, new-built ships that go to that rally point will join the orbiting fleet. So I can just tell my damaged fleet to return home, queue the replacement ships, and if the fleet arrives before the new ships, I don't even have to do any merging.
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# ? Apr 15, 2017 17:14 |
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Had the Blorg SA come check out my WIP ring world. That was a nice touch. Also holy poo poo the Enigmatic Fortress tech is reward is good.
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# ? Apr 15, 2017 17:38 |
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So, now that hive minds are a thing... what happens if they run into the Horizon Signal event chain?
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# ? Apr 15, 2017 17:44 |
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Reveilled posted:Nice, well done! Does the unremovable nature of the blockers persist through terraforming? Also have you done any testing to see how the AI handles it? I have humans set up in my games as Nomadic, Adaptive and Wasteful, so I imagine there'd be fun times ahead. Haven't extensively tested how the AI handles it- I do know it will sometimes generate Wasteful/Nomadic races that try to play tall and they'll be doomed in the long run. Beer4TheBeerGod posted:The fact that you didn't capitalize the second words in the various titles there triggers me on some sad, pathetic level. Restrained Crown Posse posted:Sounds great, though I'm a bit confused by some of the wording; both Overharvesting and Extreme Overharvesting are defaults for the same civic types? IDOLA posted:Is there any weighting for how full of pops a planet is in the calculation for how long it takes for a tile blocker to be added? The more a planet is worked the more quickly a blocker would generate, i would think.
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# ? Apr 15, 2017 18:23 |
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Just had the start of a great game cockblocked by the draconian ironman system. I got vassalised by a massively superior empire in the first few years, and remember that means no colonisation outside your existing territory (I had none). I got some decent asteroid mining going via a frontier outpost, but no hope of catching up to my overlord. Then my explorers found some distant, pristine worlds in the shadow (just outside the firing range) of the enigmatic fortress. I decided to build colony ships and abandon my homeworld, declaring independence and fleeing into unexplored space. Except - the influence requirement to settle the new worlds was over the influence cap, and even if not it would take like 20 years to generate the amount required. And because it was goddamn ironman I couldn't even console it in, like any decent DM would have allowed. Due to the draconian save system I couldn't even turn ironman off in the save file. Battlestar Galactica experience ruined Also I was playing as the Radchaai from Ancillary Justice, so now I'm gonna drink some tea and sulk aristocratically Tldr never use ironman, just don't reload.
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# ? Apr 15, 2017 18:35 |
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Strategic Tea posted:Except - the influence requirement to settle the new worlds was over the influence cap, and even if not it would take like 20 years to generate the amount required. And because it was goddamn ironman I couldn't even console it in, like any decent DM would have allowed. Due to the draconian save system I couldn't even turn ironman off in the save file. I mean, not going to ruin your rant, but if you're playing Utopia the answer to this situation is literally at the top of the Expansion tradition tree. (but I don't play ironman either)
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# ? Apr 15, 2017 18:40 |
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Strategic Tea posted:Tldr never use ironman, just don't reload. Ironman is a no-reloads, one save only, no console mode? I've never used it. Edit: and it does something funky with the save so you can't turn it off?
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# ? Apr 15, 2017 18:49 |
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Strudel Man posted:It's athematic for a supremacist race, though. A caste system is but a step away from citizenship. Since they removed purging/emancipating particular pops it seems like every form of slavery except caste system is inferior. If I want to give each of my human planets a Mantisperson butler I have to set their entire species, including their planets full of Mantispeople, to domestic servitude, rendering 90% of their population useless.
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# ? Apr 15, 2017 18:51 |
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Wow, the fleet power on an avatar seems, uh...not the most accurate. Says it's 16k, but when I set it out by itself it got completely clowned by a 3k fleet next to a 1k space station.
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# ? Apr 15, 2017 18:53 |
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Talkie Toaster posted:Nope, the idea is that if you catch the planets before too late you can rescue them from total environmental collapse. I think technically overharvesting, abandoning somehow then terraforming *might* be more efficient than not terraforming but I don't think so. It doesn't look like I can increase the terraforming cost per-planet or block it for overharvested planets, unfortunately. Do the barren worlds have the terraformable modifier? And, what happens if people just alternate between 10% overharvesting and sustainable before any tiles get ruined? Can you just keep doing that, 19 years of overharvesting with 10 years of normal harvesting in between them?
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# ? Apr 15, 2017 18:55 |
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Strudel Man posted:Wow, the fleet power on an avatar seems, uh...not the most accurate. Says it's 16k, but when I set it out by itself it got completely clowned by a 3k fleet next to a 1k space station. I discovered this too. Seems like it's a high damage low HP glass cannon.
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# ? Apr 15, 2017 18:56 |
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The Avatar only has, what, 4 guns? They're big motherfuckers that will wreck your day but there's still only 4, they fire slow, and probably have poo poo accuracy. I think it works best as a supplement to a more rounded fleet rather than trying to solo enemies. Like how the Dreadnought can get eaten alive by torpedo corvettes 1/10th its fleetpower so you need to use it right.
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# ? Apr 15, 2017 19:03 |
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GotLag posted:Ironman is a no-reloads, one save only, no console mode? I've never used it. Pro tip if you want to savescum ironman mode just kill the game process.
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# ? Apr 15, 2017 19:15 |
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Aethernet posted:I discovered this too. Seems like it's a high damage low HP glass cannon.
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# ? Apr 15, 2017 19:21 |
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Strudel Man posted:Wow, the fleet power on an avatar seems, uh...not the most accurate. Says it's 16k, but when I set it out by itself it got completely clowned by a 3k fleet next to a 1k space station. That's quite normal actually for any fleet with numerical disparity. Having more ships often makes you noticeably more survivable against few, large ships. Especially if your guns keep spreading out their fire against enemy shields.
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# ? Apr 15, 2017 19:27 |
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I started my first utopia game as a bunch of pacifist spiritualist egalitarian catpeople with high ideals and agrarian idyll. Early surveys showed only pretty lovely 13 tile worlds around me, thinking about restating when I stumble upon a gaia world! Jackpot! Of course as soon as I send a colony ship it turns out that I spawned next door to a FE that loves its gaia worlds the uncolonized way and they hate me now. Guess I am restarting after all. I am a bit confused with all the new options, can anybody guide me to the best setup to create a science focused empire (is materialist a forced choice for that? Are there any powergaming choices to make? I am kinda bad at the game so tell me how to roflstomp the ai please)
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# ? Apr 15, 2017 19:49 |
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Crazycryodude posted:The Avatar only has, what, 4 guns? They're big motherfuckers that will wreck your day but there's still only 4, they fire slow, and probably have poo poo accuracy. I think it works best as a supplement to a more rounded fleet rather than trying to solo enemies. Like how the Dreadnought can get eaten alive by torpedo corvettes 1/10th its fleetpower so you need to use it right. hah this is great info to have, just started a new game and the dreadnought is right next door to me. How many torp corvettes would it take?
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# ? Apr 15, 2017 19:56 |
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# ? Jun 3, 2024 23:49 |
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TorakFade posted:Of course as soon as I send a colony ship it turns out that I spawned next door to a FE that loves its gaia worlds the uncolonized way and they hate me now. Guess I am restarting after all. Check Gaia Worlds for names. If they sound fancy, they're some FE's baby. If they're [System Name] [number] they're fine. Edit: I have now become intensely curious whether FEs get pissed if you kill one of their Gaia worlds with a Dyson Sphere. PoptartsNinja fucked around with this message at 19:59 on Apr 15, 2017 |
# ? Apr 15, 2017 19:57 |