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Taear posted:I'm surprised they still haven't removed the techs that give you more sectors. Who uses the maximum amount of sectors ever? I've started using more sectors, up to my limit. Creating smaller sectors with a few planets and a specialization seems to work better than a few large sectors on balanced.
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# ? May 4, 2017 15:19 |
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# ? May 9, 2024 07:34 |
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nessin posted:I've started using more sectors, up to my limit. Creating smaller sectors with a few planets and a specialization seems to work better than a few large sectors on balanced. This patch kind of put the last nail in the "unity is for building tall" coffin.
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# ? May 4, 2017 15:24 |
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Here's what I would love to see done with military stations as a turtle defense lover( below): - Remove all military stations except for one. - Remove modules(mines, snares, debuffs) from the military platform. - Add orbital "hub" station. -- Only 1 hub per system -- Not attackable until all platforms are destroyed. -- Takes some influence per month. -- All military platforms are built in a radius around it. -- This contains the modules removed from military stations. -- Can be upgraded for more module slots. - Maintenance and energy costs for each platform added to the hub grows exponentially. - Snares can be added to adjacent systems 2 snares per hub snare module added(plus the current system). Causes fleets FTL drives to malfunction and warp them to the hub the snare is attached to. - Add AI "Defense Power" measurement in diplomacy screen. Now you have Military stations that are viable all game long. If it needs extra balancing you can add a "defense capacity" that upgrades alongside naval capacity. If it still needs balanced, add a "bunker buster" weapon for each category that does lots of damage to platforms and hubs. Then you could have a fleet dedicated to just smashing in military hubs.
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# ? May 4, 2017 15:27 |
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Magil Zeal posted:Removing the Symbol of Unity is annoying. I'd always start a new colony with one of those and a monument. Now I have even less to do as far as buildings go until the planet reaches 5 pop. I guess I can build more basic labs. I'm actually glad that thing is gone. I always felt pressured to use it to not fall behind in unity, but the normal, upgradeable monument is so much better there's actually no reason to ever use the Symbol of Unity. Now it will never annoy me again with its presence!
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# ? May 4, 2017 15:37 |
Benagain posted:I thought that just applied to rulers? You no longer get the happiness boost from the charismatic ruler trait, it just applies to negotiations. The charismatic ruler trait is -25% (?) edict cost and maybe some other stuff, I don't think it gives you happiness though. Champion of the people is the only ruler trait that gives happiness, isn't it? What's apparently getting changed is the charismatic species trait, which used to give +1% for all xenos on the same planet per pop of the charismatic species and +15 relations to everyone if your ruler was of that species. That's being changed to +25 and the happiness effect removed. They should probably rename either the ruler or species trait...
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# ? May 4, 2017 15:37 |
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GunnerJ posted:Not a fan of the change to the Enigmatic Fortress reward. The techs I most cared about were the power plant and the shields, kinda sucks rear end that it'll be a random change to get one of those, let alone if I get stuck with some other lame-o poo poo tech I never used. Yeah, getting either of the two module techs will feel like a waste for all of the investment required to complete the chain.
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# ? May 4, 2017 15:41 |
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Libluini posted:I'm actually glad that thing is gone. I always felt pressured to use it to not fall behind in unity, but the normal, upgradeable monument is so much better there's actually no reason to ever use the Symbol of Unity. Now it will never annoy me again with its presence! You could build both before. So a direct comparison to the monument doesn't seem very relevant.
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# ? May 4, 2017 15:45 |
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Magil Zeal posted:You could build both before. So a direct comparison to the monument doesn't seem very relevant. And I did, until I realized I liked having one more free tile more. Then the monument won every time. If you value your planet tiles high enough, the direct comparison becomse very relevant.
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# ? May 4, 2017 15:48 |
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Libluini posted:And I did, until I realized I liked having one more free tile more. Then the monument won every time. If you value your planet tiles high enough, the direct comparison becomse very relevant. For a brand new colony, it felt (to me) like it was usually more worth it to build both until you get access to buildings that are actually worth building. I absolutely hate the parts of Stellaris where I'm sitting on my hands waiting for things to tick over, and the part where I'm waiting for a colony to reach 5 pop is one of those. I understand that it's good to have newly-established colonies not produce much for a while to balance expansion and I agree with that, but it's just so boring in its current execution (in particular how the "basic" buildings interact with the first-tier). Magil Zeal fucked around with this message at 15:59 on May 4, 2017 |
# ? May 4, 2017 15:53 |
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Skippy McPants posted:Yeah, getting either of the two module techs will feel like a waste for all of the investment required to complete the chain. To be fair, it was massively overpowered before, and both modules are very handy. All you need to finish it is 50 credits and Dark Matter anyway.
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# ? May 4, 2017 16:35 |
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quote:* Share the Burden edict is no longer possible for synthetic empires I'm feeling personally attacked right now, and
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# ? May 4, 2017 17:03 |
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MarquiseMindfang posted:I'm feeling personally attacked right now, and Thanks for describing the feelings I couldn't find words for
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# ? May 4, 2017 17:06 |
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MarquiseMindfang posted:I'm feeling personally attacked right now, and When in doubt either go for "a slap in the face" or "an outrage".
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# ? May 4, 2017 17:08 |
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Aethernet posted:To be fair, it was massively overpowered before, and both modules are very handy. All you need to finish it is 50 credits and Dark Matter anyway. I don't think I've ever used the +tracking module. It's a tough sell over a Shield capacitor or one of the %-based HP boosters. I do sometimes use the Evasion one on Corvettes. Now that the dampener is properly restricted to stations I'm not sure how much I'll ever use it either.
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# ? May 4, 2017 17:09 |
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Hadn't played in a while and didn't realize if different members of a Federation call for the liberation of different worlds and occupy them separately during a war, the resulting post-war nation that gets formed will actually be split into separate nations. So the xenophobic autocrats just got split into democratic spiritualist and royal pacifists, and I am foreseeing troubles in their future. It's also funny being in a Federation with a bunch of peaceful, xenophile nations who then aggressively push liberation/recruitment campaigns against the surrounding empires. The actual war-hungry Empires aren't getting in this much conquering. Think I can kind of see Star Trek's Federation/Borg comparison, your neighbours start one-by-one turning into shiny, happy republics holding hands. Someone pour me a root beer.
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# ? May 4, 2017 17:15 |
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Magil Zeal posted:Now that the dampener is properly restricted to stations I'm not sure how much I'll ever use it either. Ah, that's where they went. I was wondering why I never saw them.
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# ? May 4, 2017 17:16 |
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Xae posted:When in doubt either go for "a slap in the face" or "an outrage".
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# ? May 4, 2017 17:42 |
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canepazzo posted:* Boosted the damage output, shield hit points and hull points of military stations and frontier outposts substantially Really the early game rush will never die; even if you can't take their planet, you can still stop neighbours from settling more and blow up all their mining stations, which is good for crippling the competition.
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# ? May 4, 2017 17:50 |
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Truga posted:Thanks for describing the feelings I couldn't find words for If only we could share this burden Strategic Tea posted:
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# ? May 4, 2017 17:50 |
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They didn't fix the bug letting you erase gaia worlds with a ringworld. I mean, by the time you can do that now it's entirely pointless as you should be able to trounce a FE, but still.
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# ? May 4, 2017 17:58 |
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Magil Zeal posted:For a brand new colony, it felt (to me) like it was usually more worth it to build both until you get access to buildings that are actually worth building. I absolutely hate the parts of Stellaris where I'm sitting on my hands waiting for things to tick over, and the part where I'm waiting for a colony to reach 5 pop is one of those. I understand that it's good to have newly-established colonies not produce much for a while to balance expansion and I agree with that, but it's just so boring in its current execution (in particular how the "basic" buildings interact with the first-tier). Ah, yeah that could be annoying. With my playstyle, that's never a problem since I mostly concentrate on exploring and building up my space infrastructure. Around the point I bother with what my planets are doing, there are already tons of things to build. (Also, I always use robots as soon as possible, so if there is nothing to build on a planet, I just start growing a robot or two instead.)
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# ? May 4, 2017 18:06 |
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MadJackal posted:Ah, that's where they went. I was wondering why I never saw them. They actually didn't appear on stations either in 1.5 for some reason, and the 1.6 patch notes say they're straight-up getting removed from the game.
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# ? May 4, 2017 18:27 |
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There's no mention in those patch notes of making governing ethics attraction actually do something. That's a little worrisome.
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# ? May 4, 2017 18:37 |
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Turning all the happiness buildings into unity buildings is weird, it's not like unity has long term utility, and if you just hand it out to everyone what's the point in it being a separate resource?
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# ? May 4, 2017 18:58 |
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OwlFancier posted:Turning all the happiness buildings into unity buildings is weird, it's not like unity has long term utility, and if you just hand it out to everyone what's the point in it being a separate resource? Yeah a few of those I'd only build for the happiness, the unity was just a bonus.
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# ? May 4, 2017 19:01 |
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Migration's bugged, right? I've got a few migration treaties now but no one's immigrated yet, just emigrated out. Also I remember thinking the nomad trait was pretty eh except now my people keep moving off of buildings I need without telling me. Just built a bunch of armies on a world with a military academy only to learn all the instructors had up and moved to space-elf land days before the training had begun.
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# ? May 4, 2017 19:05 |
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OwlFancier posted:Turning all the happiness buildings into unity buildings is weird, it's not like unity has long term utility, and if you just hand it out to everyone what's the point in it being a separate resource? They are adding in more mechanics that increase unity requirements, but I think the real reason was right now getting to 100% happiness for every pop was stupid easy. In most of my 1.5 games, I can get even suppressed faction members to be near 100%. There's not much else those buildings can do besides increase unity, since poo poo like migration attraction or ethics attraction is garbage 90% of the time.
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# ? May 4, 2017 19:12 |
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Happiness should increase official ethic drift or something too. It's just so slow and painful and often totally unfruitful trying to shift the ethos balance of your empire. It reminds me of the worst aspects of Victoria 2 where you're totally hands off and just waiting for the generational churn to maybe eventually shift things in the direction you've been desperately pushing but are unsure if it's actually doing anything.
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# ? May 4, 2017 19:20 |
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Will Fanatic Xenophobe plus Materialist be a valid option for Fanatical Purifiers? I wanna get my Necron on and cover the galaxy with killbots.
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# ? May 4, 2017 19:22 |
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quote:* Hive Minds can now choose to eat titanic life Shocked no one mentioned this. C'mere Godzilla! quote:* Spiritualist Fallen Empires are no longer upset by colonizing tomb worlds, as this caused issues with various event chains and was inconsistent when they would not be upset over terraforming them Also, I guess Spirtualist FEs learned to not hate the worm. DMW45 fucked around with this message at 19:29 on May 4, 2017 |
# ? May 4, 2017 19:27 |
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Another update pushed for my ground combat replacement mod. I fixed a couple of bugs with the useless planetary defense modifier on a spaceport module and one that stopped primitives from being invaded. I've added a few new manpower events too. Your manpower can now rise up to +3 on its own (or +4 for Militarists, +5 for Fanatic Militarists.) Each positive level of manpower gives -10 unrest, so this will help with the unrest issues someone mentioned earlier with large slave planets. If your manpower is negative, then in addition to the recovery over time event I've also added new events that instantly add 3 manpower in exchange for something else (like lowered energy production for hiring mercs or reduced happiness for implementing drafts). Pacifists, Egalitarians, and Hive Minds can also get good events by staying at peace and maintaining positive manpower. I've also added in more Siegebreak events - ones for Militarists and Pacifists. Among them, Militarists can blow up an uninhabited moon orbiting the planet as a show of strength. Situational, but has a very high chance of success. The Pacifists, if they have level 4 shield tech and a large sum of energy and minerals, can erect a shield around a planet to remove it from the war entirely. A few years later, whoever controls the system the shielded planet is in gets a special project to open it up with a number of different outcomes.
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# ? May 4, 2017 21:16 |
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Mazz posted:They are adding in more mechanics that increase unity requirements, but I think the real reason was right now getting to 100% happiness for every pop was stupid easy. In most of my 1.5 games, I can get even suppressed faction members to be near 100%. You can primarily do that with traditions and policies though, not with unique buildings. Of all the things to make into useless unity buildings it should not be the unique buildings.
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# ? May 4, 2017 21:25 |
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Yeah, aside from the outright bug fixes, a lot of the changes made sound pretty questionable. If they really wanted to make unity a tall thing, they'd make the colony penalty multiplicative rather than additive.
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# ? May 4, 2017 21:51 |
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I like the Hive Mind buffs in the patch notes. For those who've played around with Hive Minds, how exactly do techs that buff Faction influence gain work for them? Like Living State for example. Do they just not do anything, or do they convert into flat Influence boosts for Hive Minds? Lacking means to obtain Influence seems like a potential problem for Hive Minds if not.
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# ? May 4, 2017 21:51 |
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They don't, and it is. Not that influence makes much sense for a hive mind to begin with. Maybe you can abstract it as mental focus or something...
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# ? May 4, 2017 21:59 |
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The Hive Mind might be an entire species lashed to a single will, but it turns out that will is actually kinda indecisive and noncommittal. Needs to keep writing up to-do lists and rewarding itself for achieving grown-up civilization goals like annexing a neighbouring world or doing laundry. When you're tapped out on influence it just means the Hive Mind is busy emailing "me_irl" memes back and forth to itself that are just portraits of every individual drone. There needs to be a Rick & Morty inspired event chain where your entire civilization gets into an unhealthy relationship with a neighbouring Empire's science vessel captain.
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# ? May 4, 2017 22:12 |
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Strudel Man posted:Yeah, aside from the outright bug fixes, a lot of the changes made sound pretty questionable. *probably an exaggeration Splicer fucked around with this message at 00:13 on May 5, 2017 |
# ? May 5, 2017 00:11 |
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Strudel Man posted:Yeah, aside from the outright bug fixes, a lot of the changes made sound pretty questionable. If years of stacking modifiers in paradox games for crazy outcomes have taught me anything, it's that Paradox have a deep-seated aversion to multiplicative percentages.
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# ? May 5, 2017 00:27 |
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I think I've hosed the Worm-in-waiting chain which is really annoying if I have, since it's the first time it's come up for me in an ironman game. When I found the Messenger and researched it, they told me that it might be someone who has been changed from my species. I had three options but they were all to just kill my scientist and since that happened I've had nothing. I have built both of the shiny buildings you get given. Am I buggered or do I just wait? It's been quite a while. A bit frustrating if it is broken because this game has seen no precursor artifacts whatsoever and also my Cult chain got suddenly broken half way through too!
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# ? May 5, 2017 00:39 |
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# ? May 9, 2024 07:34 |
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Taear posted:I think I've hosed the Worm-in-waiting chain which is really annoying if I have, since it's the first time it's come up for me in an ironman game. I don't know what the full chain is but there is a piece of it missing at some point which will prevent you from completing the quest anyway. In one game I got far enough in to turn my race of gorilla scientists in to a race of murder horses and then spent decades fixing their ethics since I couldn't finish the chain and 'fix' them properly. This should be fixed for 1.6 apparently.
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# ? May 5, 2017 00:44 |