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alcaras posted:Is there a mod to notify when the Shroud becomes available again? Yes.
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# ? Apr 29, 2017 01:13 |
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# ? May 9, 2024 23:22 |
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Foolish AI picked a fight with me what turned out to be like a week before I built my first cruiser when they were still on corvettes Now they are my vassal e: Seriously though nerf PSC holy poo poo
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# ? Apr 29, 2017 01:47 |
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Shugojin posted:e: Seriously though nerf PSC holy poo poo Didn't Wiz say yesterday that PSC was getting a nerf? IIRC it's still going to work the same way (good, it's a creative bonus I'd hate to lose) but it'll only be 1/10 of your monthly research instead of 1/3. I suppose you'll just need to build three times as many science ships to have the same effect (but then you run out of planets faster so you probably won't be able to have Double Research Speed Forever).
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# ? Apr 29, 2017 01:53 |
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Snare stations are great and I will not hear a word against them, how is massively slowing down your enemy ever a bad thing
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# ? Apr 29, 2017 02:02 |
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I think the total war thing is simpler thab what folks are saying. Simple truth is - if you have enough power to win a small war, you have enough power to win a long war, so why wouldnt you? Making defenses be permeable but do lots of damage would mean wars are costly to win esp against core systems but you might be able to snatch a couple fringe systems without too mich trouble. It means costs escalate the more ambitious you are. Hell you could probably even throw up a lot of powerful free defenses around planets that autobuild and staff based on population... Dont make it take up fleet cost though that would be terrible since it would encourage stalemates. if your going to have a defense limit separate it out But the fact that right now defenses are perfectly impermeable right up until the moment they are not is a huge problem in balancing them. Hell thats even the case for fortifications for some insane reason. Why is that anyway GlyphGryph fucked around with this message at 02:17 on Apr 29, 2017 |
# ? Apr 29, 2017 02:12 |
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Nice, thank you!
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# ? Apr 29, 2017 02:20 |
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Why do Federation auto ship designs keep being generated, even when I'm Federation president and after I've deleted them? How do I stop them from being generated? They're just cluttering up my Orbital Construction menu
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# ? Apr 29, 2017 04:55 |
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alcaras posted:Why do Federation auto ship designs keep being generated, even when I'm Federation president and after I've deleted them? They still haven't fixed the thing where the AI takes over the federation fleet during your term as presidency, and at this point I kind of hope they dont? Like someone mentioned having AI controlling all your fleets and that might be too far, but having the federation fleet auto deal with business while you use your personal fleets to make strategic choices isn't a bad thing at all.
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# ? Apr 29, 2017 05:19 |
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AI didn't take care of the fleet, it just enforced the last order it had before presidency flipped. Not sure if that's fixed, I haven't been in a fed with an AI since 1.5
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# ? Apr 29, 2017 05:22 |
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I have stupid questions. They mostly boil down to 'why am i never ahead in technology when my empire is trying to be all about technology; how am i playing wrong' and 'what are the best ship builds for combat these days'
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# ? Apr 29, 2017 05:49 |
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Spanish Matlock posted:They still haven't fixed the thing where the AI takes over the federation fleet during your term as presidency, and at this point I kind of hope they dont? The fleet came back to my control during my term. But ship designs kept randomly showing up :-S
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# ? Apr 29, 2017 06:35 |
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Well I've learned my lesson. Never ever allow 2 fallen empires to be in your game unless you take one out as fast as possible. Leave them alone and they will both wake up and go to war with you in the middle. Ugh.
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# ? Apr 29, 2017 06:48 |
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ded posted:Well I've learned my lesson. Never ever allow 2 fallen empires to be in your game unless you take one out as fast as possible. Leave them alone and they will both wake up and go to war with you in the middle. Ugh. Yeah, if I don't time my development to allow me to basically throttle fallen empires in the cradle as soon as they awaken then it's pretty much good game for that run because gently caress dealing with war in heaven or an AE that will just keep multiplying in strength as time goes on.
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# ? Apr 29, 2017 07:07 |
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Kavros posted:I have stupid questions. They mostly boil down to 'why am i never ahead in technology when my empire is trying to be all about technology; how am i playing wrong' and 'what are the best ship builds for combat these days' This is something that always drove me nuts early on. My go-to 4x strategy regardless of game is to be a tech-turtle but I never really felt ahead in stellaris, and even when I technically was I could never feel it or notice it. Now though with abusing the poo poo out of planetary survey corps you too can finally feel what it means to be way the hell ahead in tech.
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# ? Apr 29, 2017 07:22 |
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Main Paineframe posted:Static defenses can limit the opponent's options, allowing you to force a battle, and provide some level of security for the incredibly soft targets all over your empire. Otherwise they can just zip all around your empire and your pursuing fleets will never catch them until they stop to blow something up - like an expensive Frontier Outpost. But really, that's just a reaction to the current state of Stellaris movement where it's really difficult to intercept a fleet in motion unless you can predict exactly where they're going to go and have a fleet laying in wait for them. I feel like warp and hyperlane would be a lot better if fleets had to jump out from the side of the system that's closest to their destination, rather than just using their arrival point as their exit point. But you can already force a battle by taking the fight to your enemy's planets. Or they can try to force you to battle by besieging your planets. If you don't have the fleet to take them on, forcing a battle isn't in your interest to begin with. In order for static defenses to change that dynamic, they would need to be significantly cheaper and/or faster to build compared to spacecraft. Otherwise they are nothing more than delays, and the last thing Stellaris wars need is to be slower. The loss of a frontier outpost may be aggravating, but it's generally not a war-winner. I do not see how replacing raiding with turtling is much of an improvement. If you truly want a way to force battle, I think the NSC mod does it better by letting you build Subspace Snares on the more advanced ships. That gets you the ability to make engagements more decisive without resorting to static defenses.
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# ? Apr 29, 2017 07:27 |
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So I was really curious about evasion corvettes vs battleships, and me and a friend were at the end of a multiplayer game where he was Spiritualist and I was a Materialis, so we decided to test it out. I couldn't convert to Militarist as faction suppression just wasn't doing poo poo to my pacifist/militarist split, so we fought in my borders for the extra 15% fire rate (I would've had 16% from militarist + fire rate civic). It turns out Arc Emitters do not get dodged, period. His corvettes had 90%+ dodge rate, and dodged 97% of my kinetic artillery fire. They dodged 0% of the arc emitters. I had the advantage of the enimatic fortress shields, so that does sway it some but the results really were not close. I also learned that strike craft feel exceedingly useless, and I'm better off just strapping some flak onto the pure battleship designs in the last slot and foregoing the carrier designs entirely. It just takes far too long for strike craft to do anything of value with their flight times, especially since they tend to fly out to the sides of my fleet before engaging. Mazz fucked around with this message at 07:42 on Apr 29, 2017 |
# ? Apr 29, 2017 07:34 |
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If they do go hyperlane only, I hope they add a few different options for how hyperlanes get drawn. They mentioned making the hyperlane network more connected with some lanes only openable by tech, so I'd be interested to see options for galactic "continents" and "archipelagos" where the galaxy is broken up into discrete chunks inaccessible to one another until Hyperlane II. I'd also like an option for a less connected network similar to how hyperlanes are now, one thing I really like about Stellaris' hyperlane network as opposed to other games with hyperlanes is how it doesn't just make every nearby system adjacent to every other, and forces you to go the long way round sometimes. Lastly, I'd like a hyperlane network option which is basically "ancient wormholes", ala mass effect, where there's a leaf and branch network of most systems connecting just to one hub system, and that system then connects to multiple other more distant systems. Maybe on a spiral galaxy the trunk runs up the centres of the arms, while on an elliptical the trunk could be a snowflake sort of design, or concentric rings with link points, or random.
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# ? Apr 29, 2017 10:37 |
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Dallan Invictus posted:Didn't Wiz say yesterday that PSC was getting a nerf? You know what would be neat? If the traditions with primarily forward-useful stuff gave unity and influence for all the stuff you've already done. Buy into Exploration after already colonising a bunch? Get a year's unity per active colony. Buy into the Domination tree? Get unity based on the size and number of subjects you already have or have previously integrated. Buy into Science or Prosperity after already having built a bunch of stations? +X unity per station. Pick up PSC or To Boldly Go after exploring half the galaxy? Get +X unity per previously explored system (Or a one time science dump after "reviewing the data").
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# ? Apr 29, 2017 12:18 |
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Splicer posted:You know what would be neat? If the traditions with primarily forward-useful stuff gave unity and influence for all the stuff you've already done. I disagree. It would further erode the difference between an empire that picks Exploration as its first Tradition and one that picks it as its fifth. NihilCredo fucked around with this message at 12:36 on Apr 29, 2017 |
# ? Apr 29, 2017 12:34 |
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NihilCredo posted:I disagree. It would further erode the difference between an empire that picks Exploration as its first Tradition and one that picks it as its fifth.
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# ? Apr 29, 2017 12:39 |
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Splicer posted:How so? (Also I'm in the "Limit the number of Traditions you can have" camp for differentiation, but that's beside the point) Because no matter when you pick it, you're getting the same results. If I'm a sciency race I want to take discovery first but that decision doesn't matter any more if I'll get everything from it anyway no matter when I pick it. Also would you make taking prosperity refund all my minerals?
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# ? Apr 29, 2017 12:58 |
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Exvept you would get the same result at all? Hes suggesting a refund when adopting traditions that actually mirror your empires actual actions, not retroactively applying all the benefits
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# ? Apr 29, 2017 13:01 |
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Taear posted:Because no matter when you pick it, you're getting the same results. If I'm a sciency race I want to take discovery first but that decision doesn't matter any more if I'll get everything from it anyway no matter when I pick it.
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# ? Apr 29, 2017 13:20 |
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Splicer posted:How so? (Also I'm in the "Limit the number of Traditions you can have" camp for differentiation, but that's beside the point) With the current system, you want to early-pick Exploration if and only if you're going to be expanding fast and soon. If you pick Exploration and then fail to expand, that was a mistake - you miss out on the benefits of another Tradition for little or no gain. If you pick another Tradition and then find yourself with a ton of opportunities to expand, that was a mistake - you miss out on a ton of Unity. Having a refund on mispicked Traditions would proportionally reduce the impact of such choices. Hell, the optimal playstyle might even become to keep a bunch of tradition slots open and only spend them when the appropriate need arises - giving up some resources (depending on the size of the refund) in exchange for massive flexibility, instead of having to make strategic long-term decisions.
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# ? Apr 29, 2017 15:10 |
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Oh hey it'sreally easy to edit the tech file so that hive minds can uplift. Good, I think it's silly that I can modify already sentient critters to join me but not presentients.
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# ? Apr 29, 2017 15:15 |
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Splicer posted:I said unity and influence! "Or just get the science" was an afterthought (that you didn't even quote ) I just quoted your most recent post!
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# ? Apr 29, 2017 16:37 |
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I really want this game to be good and I've already spent hundreds of hours on it so I guess it is, but I'm worried that the Clausewitz engine may be limiting the potential for meaningful strategy/combat. The biggest thing I feel that the game's combat model lacks is any form of combat beyond "everyone rush each other and fight to the death until the Emergency FTL timer is over". There's no meaningful maneuvering so both combat speed and range are marginally useful; missiles, for example, would be far more effective if missile boats could somehow keep max range and kite slower enemies around. I'm sure there are other things that could be added to the current model to make it more interesting, like a morale system so every battle isn't decisive or a supply system so there's more nuance to strategy than "throw as much fleet power as you can at the problem". However, I think the current combat model of every fight becoming a giant fur-ball is not doing the game any favors.
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# ? Apr 29, 2017 17:37 |
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It doesn't seem like paradox sees a problem with doomstack vs doomstack war, it's a easy solution, maybe only solution depending on the game engine. It's the same in all their games except HOI series. Defeating the enemy fleet asap is the only strategic goal in war, after that, the war is won, and it's just a cleanup phase afterwards. Making combat as interesting as in HOI, would be awsome, but require the devs motivation to do so. I don't know what they are planning next, but i think its polishing the UI atm
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# ? Apr 29, 2017 17:59 |
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Taear posted:I just quoted your most recent post! If you're going for a sciencey start you're actively discouraged from immediately building a bunch of science stations, since you'll get a better return on investment by hanging on until your unity ticks over for that first pick. Build a couple of mining stations with your initial capital instead, build the cheap science stations later. Flip it for the Prosperity unlock: Build the Science now and the mining stations after. The initial unlocks for Domination, Discovery, Expansion, and Prosperity actually discourage you from doing their thing If the four unlocks above (and the couple of other perks like them) also rewarded you for having already done these things, but differently from how you are rewarded going forward, that weird quirk is mitigated. It also still results in different tactical decisions, because a cheap mining station vs an expensive mining station + some influence and unity later are still very different things. NihilCredo posted:With the current system, you want to early-pick Exploration if and only if you're going to be expanding fast and soon. If you pick Exploration and then fail to expand, that was a mistake - you miss out on the benefits of another Tradition for little or no gain. If you pick another Tradition and then find yourself with a ton of opportunities to expand, that was a mistake - you miss out on a ton of Unity. Splicer fucked around with this message at 18:31 on Apr 29, 2017 |
# ? Apr 29, 2017 18:14 |
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Spawn a network of Mass Effect-style 'mass relays' throughout the galaxy that are instant links between one another, no matter distance, your jump type, etc. Split them between the FEs, and have them control access based on how much they like you. Give FEs a little more content - the things like demanding scientists are cool, but have more of these and tie their opinion of you directly to your ability to move instantly in their sphere of control. e: also make each use of a relay slightly reduce opinion of you, so it becomes something to use sparingly rather than a replacement for your normal methods. Obliterati fucked around with this message at 18:34 on Apr 29, 2017 |
# ? Apr 29, 2017 18:32 |
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There should be a mod that puts random spergy quotes from the creator of Alphamod on the loading screens.
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# ? Apr 29, 2017 19:03 |
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For a game that really shines when you tried to play a focused themed game, it makes it really difficult to actually loving do. What is the secret to being able to research the targeted gene expressions tech? I've grabbed engineered evolution, and research every genetic option that has come up, but I still haven't gotten lucky and drawn the tech I need to get the next ascension perk. E: Gating the techs you want behind the random system is fine, but why is it also loving random to get a leader to weight the random techs to get the one you want. Having to blow hundreds of influence to hopefully get a scientist with the trait you want to slightly increase the change of getting the techs you want is a loving terrible game mechanic.
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# ? Apr 29, 2017 19:30 |
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What's the best general way to build battleships? Should I focus on spinal mounts, or just lots of smaller weapons? Are fighters still good?
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# ? Apr 29, 2017 19:48 |
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Demon_Corsair posted:E: Gating the techs you want behind the random system is fine, but why is it also loving random to get a leader to weight the random techs to get the one you want. Having to blow hundreds of influence to hopefully get a scientist with the trait you want to slightly increase the change of getting the techs you want is a loving terrible game mechanic. "We have a population of billions, we really don't have anyone who knows genetics?" Nevermind how silly those are for hive-minded pops. "I'm an unfathomably large hypersentient super-organism, but I sent all my bodies to physics school this year." Hive-minded should just get a special science-leader trait that's basically some-level of genius (maybe modified by a civic pick?) with a high chance to get the genetics pulls. I like hive minds a lot even though they're inferior to a normal empire in nearly every way. I kinda wish hive minds got a universal 'mood' they had to manage. Just settled a colony? You are happy and gain a portion of the normal happiness production bonuses on all your planets. Got a war-declaration from a stronger enemy nation? You are frightened, your ship build speed and maybe energy production is increased. Declared war after receiving an insult? You are angry, your ships fire faster for the duration. Find a high-level anomaly? You are curious and get a science boost. Make a nice trade deal? You get a little greedy and boost your mineral and energy production. Do basically nothing for a decade? You become depressed and all of your production suffers until you snap yourself out of your malaise by settling something or making a new "friends." I would play the hell out of an over-emotional hive mind. Kavros posted:What's the best general way to build battleships? Should I focus on spinal mounts, or just lots of smaller weapons? Are fighters still good? Spinal mount arc projectors and flak is my go-to, never missing and ignoring all defenses is totally worth the wildly random damage. Bombers are trash but fighters might be ok as aggressive point defense? They'll all still die instantly the moment they get into enemy PD range. PoptartsNinja fucked around with this message at 20:01 on Apr 29, 2017 |
# ? Apr 29, 2017 19:58 |
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PoptartsNinja posted:I kinda wish hive minds got a universal 'mood' they had to manage. Just settled a colony? You are happy and gain a portion of the normal happiness production bonuses on all your planets. Got a war-declaration from a stronger enemy nation? You are frightened, your ship build speed and maybe energy production is increased. Declared war after receiving an insult? You are angry, your ships fire faster for the duration. Find a high-level anomaly? You are curious and get a science boost. Make a nice trade deal? You get a little greedy and boost your mineral and energy production. Do basically nothing for a decade? You become depressed and all of your production suffers until you snap yourself out of your malaise by settling something or making a new "friends."
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# ? Apr 29, 2017 20:09 |
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Kinda feel like the way hive minds work is a commentary on the usual mechanics of 4x games where internal politics are abstracted to numerical penalties and avoidable bad events at best.
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# ? Apr 29, 2017 20:29 |
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...isn't that exactly how internal politics in stellaris work anyway? I don't get it.
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# ? Apr 29, 2017 21:02 |
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Obliterati posted:Spawn a network of Mass Effect-style 'mass relays' throughout the galaxy that are instant links between one another, no matter distance, your jump type, etc. Split them between the FEs, and have them control access based on how much they like you. Give FEs a little more content - the things like demanding scientists are cool, but have more of these and tie their opinion of you directly to your ability to move instantly in their sphere of control.
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# ? Apr 29, 2017 21:21 |
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I got hit by the founder species switch bug when I let another species have psionic enlightenment, and I've been trying to work around with a save game to reset it, and for whatever reason (I'm dumb) I can't figure out how to change the .zip file back to a .sav file that isn't broken. Does anyone have any advice? Because other than that I'm really enjoying Utopia right now.
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# ? Apr 29, 2017 22:34 |
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# ? May 9, 2024 23:22 |
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PoptartsNinja posted:I kinda wish hive minds got a universal 'mood' they had to manage. Just settled a colony? You are happy and gain a portion of the normal happiness production bonuses on all your planets. Got a war-declaration from a stronger enemy nation? You are frightened, your ship build speed and maybe energy production is increased. Declared war after receiving an insult? You are angry, your ships fire faster for the duration. Find a high-level anomaly? You are curious and get a science boost. Make a nice trade deal? You get a little greedy and boost your mineral and energy production. Do basically nothing for a decade? You become depressed and all of your production suffers until you snap yourself out of your malaise by settling something or making a new "friends." I too, would play the hell out of this. Reminds me of what Total Warhams does with Bretonia and its leaders. Sit in a trade port for too long? Get known throughout fantasy France/England as a COWARD MONEYCOUNTING FOP WITH NO HONOUR. Smite a bunch of Orcs? Now you're a cool guy/gal who commands respect!
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# ? Apr 29, 2017 23:25 |