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uber_stoat posted:skulls for the skull pit. hooray. The local xenophobic FE probably liked the cut of his jive, after being told that he would cleanse him in nuclear he'll fire.
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# ? Apr 26, 2017 11:58 |
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# ? May 9, 2024 00:03 |
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GunnerJ posted:https://twitter.com/Martin_Anward/status/856862182025330689
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# ? Apr 26, 2017 12:05 |
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"No, you see, the skulls are good. If skulls were bad, why does everyone have one?"
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# ? Apr 26, 2017 12:16 |
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I managed to get an army stuck in the void of space somehow. I had one landed on a planet which I embarked to merge with a new army I had made and then they just straight up disappeared. They're still in the Outlier but they don't have a name any more, and they can't be selected or zoomed to. They're just gone, and I'm really not sure why.
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# ? Apr 26, 2017 12:56 |
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PittTheElder posted:Also, be aware that the tech you need for gene modding is locked behind Cloning, which is easy to skip because it's so useless otherwise.
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# ? Apr 26, 2017 13:14 |
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Huszsersvn posted:"No, you see, the skulls are good. If skulls were bad, why does everyone have one?" Look at this verbetranormative post.
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# ? Apr 26, 2017 13:48 |
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Asimo posted:Similarly, megastructure construction seems to be locked behind Fortress tech. Which I guess makes sense, but I suspect most people aren't exactly rushing military base techs and that's part of why it seems to come in so late. e: The base weight is 3. If you don't have a voidcraft or curator scientist there's a x0.25 penalty, and if you have the the master builder's perk, which is only useful if you can already build megastructures, it increases the chance x2. In total you end up with a weighting of (drumroll) 6, where most techs are 45+. Even the repeatables are 12.5. Realistically unless you've already completely tapped out the Engineering tree (and enough of the Physics tree to get ZPP) you're never going to roll Megastructures... unless you already have a megastructure, somehow, in which case the weighting is multiplied by 20. Probably the people seeing it all the time are a) people who've completed the Cybrex chain, found the Preserve, or eaten an FE and b) people who've taken PSC and burned through the tech tree in double time. Splicer fucked around with this message at 14:44 on Apr 26, 2017 |
# ? Apr 26, 2017 14:13 |
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Danny Glands posted:Okay, getting ready to do a LP of Utopia here, what fix mods should I place in it? None. Do it straight or not at all, given it's the first one here. Let it be seen, warts and all.
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# ? Apr 26, 2017 14:30 |
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So the Unbidden arrived, and the other two extra-dimentionals spawned pretty much at the same time. Seems like they destroyed each other's portals, as well as wiping out an entire quadrant.
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# ? Apr 26, 2017 14:40 |
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Also turns out massing Destroyers with Kinetic Artillery is insanely good against the Unbidden. Until they get close, that is.
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# ? Apr 26, 2017 14:42 |
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Bloodly posted:None. Do it straight or not at all, given it's the first one here. Let it be seen, warts and all. Theres a few simple bugfix mods everyone should be running, no? Also its not a fix but he should obviously be using Awful Utopia and its dependencies (make sure to get the namelist)
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# ? Apr 26, 2017 14:50 |
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Huszsersvn posted:"No, you see, the skulls are good. If skulls were bad, why does everyone have one?" "Hans...are we the fanatic purifiers?" I certainly am.
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# ? Apr 26, 2017 14:54 |
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It would actually be nice if Fanatic Purifiers worked with Syncretic Evolution and they just added a special exception so that both of those species counted as the same species due to familiarity.
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# ? Apr 26, 2017 14:59 |
It would also be nice if Fanatic Purifiers' unity gain from purging was actually implemented, armageddon bombardment worked properly and could kill pops, and xenos being purged didn't count as free as far as ethics attraction is concerned.
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# ? Apr 26, 2017 15:07 |
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On that note though, playing as fanatic purifiers in a max ai, insane, aggressive galaxy sure is fun.
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# ? Apr 26, 2017 15:22 |
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GlyphGryph posted:Theres a few simple bugfix mods everyone should be running, no? There's "Risa's fixes" at the very least.
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# ? Apr 26, 2017 15:27 |
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Taear posted:I know I asked this earlier and nobody replied but is anyone else having weird issues getting aliens to move to their territory? I posted quite a while back but I've only managed to play one game with Utopia, and in that game I signed migration treaties with like four other empires and saw zero migrants from them. I think something is broken there, because I had plenty of nice worlds with empty tiles where they could surely be happy with high habitability. That's with Alien Visitor Centers and Land of Opportunity and everything.
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# ? Apr 26, 2017 15:28 |
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Staltran posted:xenos being purged didn't count as free as far as ethics attraction is concerned. Wait, it does that even when you are killing them instead of just deporting them? I figured that was just a balance for Displacement purges not incurring diplomatic penalties but welp, maybe it's just a bug. Oh, well, I guess I need to have ONE faction that hates me and will hate me forever, the others are all at least 60% happy (and much bigger so I am not actually worried). As an aside it would be cool if foreign empires could support factions within your empire (whether they agree with them ideologically or maybe just want to gently caress with you), but that's obvious enough that it's probably going to be in some later patch. Dallan Invictus fucked around with this message at 15:33 on Apr 26, 2017 |
# ? Apr 26, 2017 15:30 |
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PittTheElder posted:What's your fleet composition like? How are you engaging them?
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# ? Apr 26, 2017 15:30 |
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I still love the story of the one goon who discovered an AI slowly depopulating surrounding planets by having migration treaties and then purging everyone who came to its gaia world
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# ? Apr 26, 2017 15:30 |
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Soup du Journey posted:huh, interesting. does KA/plasma work better than energy torpedoes and plasma? I've been relying pretty heavily on the latter combo. Torpedoes on corvettes are fine, but you want your cruisers to be full of plasma and one or two flak batteries, as KA on your battleships plus energy torpedoes on faster corvettes will strip the shields of their fleet before you get to them. I actually prefer autocannons on corvettes, as they're good at taking down shields and doing damage when the shield is down.
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# ? Apr 26, 2017 15:39 |
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I still maintain that stacking autocannons on everything is the coolest way to do it, combined with jumping the really easy to predict ai into close combat fights at the end of ftl.
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# ? Apr 26, 2017 15:47 |
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A Tartan Tory posted:I still maintain that stacking autocannons on everything is the coolest way to do it, combined with jumping the really easy to predict ai into close combat fights at the end of ftl. Agreed.
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# ? Apr 26, 2017 15:53 |
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Asimo posted:Similarly, megastructure construction seems to be locked behind Fortress tech. Which I guess makes sense, but I suspect most people aren't exactly rushing military base techs and that's part of why it seems to come in so late. I feel like there shouldn't be discreet techs for military stations and habitats and such, but rather a generalized tiered system for "station" sized, "fortress" sized, and larger structures. Probably tied to starport sizes? I really feel like Habitats shouldn't come so late, but also should start out kinda lame and only become the science/energy powerhouses they are later in the game. Like, maybe we could build different levels of habitats, similarly to how there are varied sizes of planets?
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# ? Apr 26, 2017 15:59 |
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LogisticEarth posted:I feel like there shouldn't be discreet techs for military stations and habitats and such, but rather a generalized tiered system for "station" sized, "fortress" sized, and larger structures. Probably tied to starport sizes? That is a great idea, and sounds like it could be the genesis of a very popular mod that is eventually incorporated into the base game via a DLC down the line.
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# ? Apr 26, 2017 16:19 |
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I don't have the base game installed right now, but is there still no official way to see what new techs will unlock if you complete research project X? That seems like a weird design choice given paradox games are usually so transparent about this.
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# ? Apr 26, 2017 16:24 |
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LogisticEarth posted:I feel like there shouldn't be discreet techs for military stations and habitats and such, but rather a generalized tiered system for "station" sized, "fortress" sized, and larger structures. Probably tied to starport sizes? Habitats are insanely good, letting you build them larger would make them absolutely game breaking. They are almost borderline broken as is.
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# ? Apr 26, 2017 16:25 |
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Danny Glands posted:Okay, getting ready to do a LP of Utopia here, what fix mods should I place in it? http://steamcommunity.com/sharedfiles/filedetails/?id=707297106 <- all the leviathan stuff spawns in every game http://steamcommunity.com/sharedfiles/filedetails/?id=686276531 <- multiple crisis http://steamcommunity.com/sharedfiles/filedetails/?id=791076030 <- most essential!
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# ? Apr 26, 2017 16:28 |
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use the parrot mod that wiz hates
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# ? Apr 26, 2017 16:36 |
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Aggree on habitats. As they are now they are very good and make a big difference when they become available. Not sure I want to fiddle with dingy little air bubbles containing all of 4 tiles.
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# ? Apr 26, 2017 16:41 |
Skull background: have to say I'm not feeling it. It looks like a trophy room, but it's no pit of skulls. It's not scary. I want to see a full Czech ossuary, shaped into a throne for preference. Actually, if you could convey an indefinitely large megachamber of doom that would be great too.
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# ? Apr 26, 2017 16:45 |
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deathbagel posted:Habitats are insanely good, letting you build them larger would make them absolutely game breaking. They are almost borderline broken as is. Which is why I said early structures should start out worse than the current habitats and only build up to their current utility by the end game. They should be a way to maybe gain a slight edge if you get hemmed in and need a way to build momentum against a larger empire. As it stands, you most often get hemmed in long before habitats are available. They basically just let you stomp your competition harder, rather than act as a way for an underdog to get an edge.
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# ? Apr 26, 2017 16:47 |
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deathbagel posted:Habitats are insanely good, letting you build them larger would make them absolutely game breaking. They are almost borderline broken as is.
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# ? Apr 26, 2017 17:05 |
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gently caress habitats, make early terraforming easier.
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# ? Apr 26, 2017 17:11 |
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You know what I really want with terraforming and habitats (and, to a lesser extent, expensive ships)? Payment plans. It'd be loverly in the early and mid game if I could pay for the cost of things over the duration of its build time rather than a lump sum all at once.
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# ? Apr 26, 2017 17:14 |
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Conskill posted:You know what I really want with terraforming and habitats (and, to a lesser extent, expensive ships)? Payment plans.
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# ? Apr 26, 2017 17:16 |
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Splicer posted:When this comes up the suggestion is usually that you get meh habitats early and you can ramp up to the current amazing habitats. Maybe if you scale the buildings on early small habitats back also, because if I could build cheap 6 slot +60ish energy batteries over every non-inhabited planet in every system I control I would still totally do that, then use all that energy to trade for minerals and be an unstoppable juggernaut. I'm already always super stoked when I find 3+ energy spots that I can mine, early habitats would make mining stations useless.
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# ? Apr 26, 2017 17:35 |
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Just started my first insane difficulty purifiers game...and this is the start I got. Legit did an evil laugh as soon as I seen it.
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# ? Apr 26, 2017 17:36 |
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A Tartan Tory posted:gently caress habitats, make early terraforming easier. It would be great if the first tech let you change moisture or climate, but not both. That way you could make a bunch of worlds more habitable from the get go.
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# ? Apr 26, 2017 17:42 |
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# ? May 9, 2024 00:03 |
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quote:use the parrot mod that wiz hates Even worse there's one that removes the snailien's bit of hay!
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# ? Apr 26, 2017 17:45 |