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PittTheElder posted:Probably, haven't tried. I would assume they have some sort of CRC on the save data, the details of which would be non-disclosed, though I guess since Steam Achievement Manager exists that may not be worth the effort. Nah, there's nothing. It's a straight text file (well, 2 files but only one that matters) inside a zip - the only wrinkle is that the zip needs to have some sort of non default no timestamping settings. I edited one of my files to trigger the AI Rebellion since I had not seen it come up any other way.
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# ? May 13, 2017 17:33 |
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# ? May 24, 2024 18:31 |
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So I have a crazy idea for a species mod that I need some mechanics help with. Essentially, I want to make a race that grew up in an enormous, diverse planet that caused a species to split into a large variety of sub species. In practice, this would look like a Gaia or Ringworld start with pops from several different species, each specialized for a certain habitability type, with portraits make them LOOK like they came from a common stock. First of all, I'm not certain it's possible to do this - I'll have to look at Syncretic Evolution to see how that is set up. Second of all, even with the same species name their different portraits will mean they're different species. That's fine, but they'd better darn start as xenophiles or else things will get messy quick. Is there anything else I'm missing that will cause them to implode catastrophically on game start?
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# ? May 13, 2017 17:33 |
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My friend was playing materialists yesterday, and apparently they fixed the problem where cyborgs were flat out better than synths?
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# ? May 13, 2017 17:37 |
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Truga posted:My friend was playing materialists yesterday, and apparently they fixed the problem where cyborgs were flat out better than synths? ??? Cyborg admirals were stronger than Synth admirals. Is that what you mean? The only other problem was that synths are micro hell in that you have to build them all manually. Edit: That is actually a very elegant way to solve this. Though personally I think they should have put 50% on the second level only to make it really worthwhile to press the button. genericnick fucked around with this message at 18:36 on May 13, 2017 |
# ? May 13, 2017 17:58 |
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The flesh is weak and synthetic ascension now both add 25% build modifiers to robots per level in 1.6, so Synths now build at 1.5x speed when you ascend. I was going to create new techs that did this but then found the modifiers already attached to those events. If hit hit B while on the planet surface window you can jump right to the thing, it's slightly tedious but you can knock it out fast enough and never look at it again that it's still worth it over juggling gene-modded dudes IMO. This is especially true now that there are no colony ship bugs and all of your pops, robot or cybord, properly ascend into the new species now.
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# ? May 13, 2017 18:26 |
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genericnick posted:??? Yeah, apparently synth admirals now have a 15% fire rate bonus, and cyborgs only have 5.
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# ? May 13, 2017 18:44 |
I don't care how much their production speed is increased, if I have to order each individual pop to be made I will never go synth.
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# ? May 13, 2017 19:13 |
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You have to do it for each building too. Besides, don't sectors build robots? Also, warp wind downs are pretty ridiculous now. Is there a reason why we have super long wind-downs instead of just that much slower travel speed for warp?
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# ? May 13, 2017 19:25 |
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Truga posted:You have to do it for each building too. Besides, don't sectors build robots? If the Pre-FTL mod is any indication, there's a sharp limit to how slow warp can be dialed down currently.
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# ? May 13, 2017 19:44 |
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Reached a point of utter stagnation in my current game, so I guess it's time to start another. Much as I don't want to, I guess I should probably play a star lanes game, seeing as I've already tried Warp and Wormhole travel. Star Lanes seems like the most restrictive of the three for exploration ability, and I'm not looking forward to playing a game where I can legitimately be boxed in after doing a Wormhole game. EDIT On a random note: I never thought I'd actually use the "War for Open borders" before, but I guess star lanes might actually prompt one. Only other use I've seen so far is trying to do that space zoo quest.
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# ? May 13, 2017 21:13 |
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Conskill posted:If the Pre-FTL mod is any indication, there's a sharp limit to how slow warp can be dialed down currently. Yeah, travel between systems has a fairly high lower limit, so the pre-FTL mod has to make it so spooling up/down warp takes like 5 years instead. I'd prefer to have long interstellar travel instead as it would open up some mod possibilities of which pre-FTL is the foremost but not only one. e; I assume it's baked in pretty deep if it can't be modded though, being a Paradox game and all.
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# ? May 13, 2017 21:20 |
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Other uses for 'war for open borders' involves giving you access to empires past them, and if you have the +research when you survey tradition to give you more systems to scan. Overall you probably only really use it as an add-on when you can't get their whole empire in one go but still want access to/through their area.
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# ? May 13, 2017 21:23 |
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Spent 100 years ignoring jump drives research because I saw event that looked like AI rebellion (I got exactly 1 synth pop, from that transfer dead race's consciousness to new bodies) pop up. Finally, after many choices that could've averted it, it started, but after spanking the laughably weak robot fleet and killing the crazy tanky defense station, I can't do anything with the robot planet. Am I missing something, or is it just :paradox: happening?
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# ? May 13, 2017 22:21 |
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raverrn posted:I'm trying to hash out a mod for making ringworlds mean something in the game, and this is what I've come up with so far: Almost seems easier to go the route Alphamod has gone and just add Habitats with various sizes that have a baked in bonus. Ringworlds are just fine in the game as a means of late game expansion for Federation builder type players without loving over their neighbors.
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# ? May 13, 2017 23:05 |
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Xarn posted:Spent 100 years ignoring jump drives research because I saw event that looked like AI rebellion (I got exactly 1 synth pop, from that transfer dead race's consciousness to new bodies) pop up. Was it AI revolt or the Awoken? I don't think the AI revolt starts with a weak fleet but if it's the awoken then it's just another empire.
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# ? May 13, 2017 23:08 |
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JuniperCake posted:Was it AI revolt or the Awoken? I don't think the AI revolt starts with a weak fleet but if it's the awoken then it's just another empire. 3 fleets of ~20k fleet power. In the year 2360 thats just weak (even after I lost 120k to subjugating one awakened empire ) e: I can't bombard the planet, but can deploy armies... guess who got surprise visit by 40 Gene Warrior armies with attachments? e2: And basically the next day I got the voight-kampff event, which only needed 1k society research, so it took ~1 month to resolve... that was even more underwhelming than unbidden. Xarn fucked around with this message at 23:30 on May 13, 2017 |
# ? May 13, 2017 23:22 |
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KingLemming posted:In a way, yeah. That community is just plain toxic sometimes. I still plan on modding for it, but probably only every other month or so. I didn't even know until you pointed it out just now that mods could be rated. nessin posted:Almost seems easier to go the route Alphamod has gone and just add Habitats with various sizes that have a baked in bonus. Ringworlds are just fine in the game as a means of late game expansion for Federation builder type players without loving over their neighbors. Guilliman's Habitat Specializations also does this, by giving you an event to pick the habitat specialization when the habitat is complete.
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# ? May 14, 2017 00:20 |
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Are there any decent new player guides? I'm grasping a bit from previous CK2/EU4 experience but it's a whole lot of game to be jumping into. Also right now I'm mostly just getting my kicks out of space empire barbie creator, any fun combinations of traits/ethos? Any broken OP stuff I can use to streamroll a game?
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# ? May 14, 2017 00:35 |
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Blooming Brilliant posted:Are there any decent new player guides? I'm grasping a bit from previous CK2/EU4 experience but it's a whole lot of game to be jumping into. extremely adaptable is kind of OP right now, and sedentary and repugnant are more or less free trait points. the other negative traits actually hurt. your traits only really matter for the early game unless you're not conquering your neighbors, though. as for ethos, the Default Good Build is some mix of egalitarian/militarist/spiritualist/materialist. that plays like most 4X games: expand, conquer your first neighbor or two, vassalize everyone else, win. always give other aliens full citizenship and social welfare, and you won't have any trouble with revolts from conquering people. militarist is all good if you get in fights, egalitarian is more minerals and minerals are the Do Things resource, spiritualist helps with stability, materialist helps you get robots soon enough that you can use them to jumpstart your early growth. xenophile isn't bad but it doesn't really do anything. xenophobe gives you control of more space, which is good, but at the cost of not being able to give conquered aliens full citizenship (and thus irritating the egalitarian faction), which means you will occasionally have revolt problems. pacifist is super stable and gets a boost on seeing ascension perks if you want to consume all of the new content, but it means you need to expand by declaring liberation wars then immediately diplovassalizing the liberated subnation - you'll be familiar with strats like this if you play EU4, but it is slower and a bit harder than just conquering people. authoritarian is just plain bad. slaves give you lots of minerals, but they mean your civ is relatively unstable even on a good day. assimilating aliens is rough. for your government, you'll almost always want a diplomacy. it gives you a ton of extra influence - influence can be hard to come by otherwise - and it spawns the egalitarian faction, which is easy to satisfy because you already want to give them everything they want. tech is useful for a lot of things but it's not super important for military conquest. the main question of who wins wars is who can pump more minerals into ships this advice is a shortcut to winning stellaris like a 4X game. once you smooth out your start, you should explode and just roll over everyone else in the midgame and win before really hardcore alliances form and the awakened empires/endgame crises show up.
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# ? May 14, 2017 01:15 |
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No thanks. Like, I understand the strategy of ambushing individual fleets to whittle some of this down, but that quarter million doomstack at the center there is essentially invincible for the next 50 years as I do nothing but build hundreds more ships. On the bright side, the AI is bugged and won't actually attack my 150k fleet in the system. Instead, every last Unbidden was recalled to stand watch over the gate and occasionally shuffle around.
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# ? May 14, 2017 01:32 |
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So for population controls, if you switch a species to "non-reproducing" status, do the half built pops ever go away? Right now it seems like they just freeze as "growing" pops and block a tile. Super annoying, and you can even purge individual pops anymore... I've tried to play an evil slaving empire a couple time, but the micro always kills it for me.
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# ? May 14, 2017 01:54 |
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LogisticEarth posted:So for population controls, if you switch a species to "non-reproducing" status, do the half built pops ever go away? Right now it seems like they just freeze as "growing" pops and block a tile. Super annoying, and you can even purge individual pops anymore... I think 1.6.1 is supposed to fix this.
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# ? May 14, 2017 02:33 |
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So I've finally broken and gone on a modding spree, so far I have: Stellar Expansion Extra Ship Components Guilli's Planet Modifiers Government Variety Pack Are there any more good mods that add diversity and content without turning the game on its head? EDIT: on closer inspection this one is a bit lame Plentiful Traditions NoNotTheMindProbe fucked around with this message at 03:15 on May 14, 2017 |
# ? May 14, 2017 02:40 |
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Wow, so the Unbidden will just spawn randomly? I have my borders closed to all the other empires and don't have jump drives, but they appeared deep inside my empire.
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# ? May 14, 2017 03:06 |
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Kind of in their name, man.
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# ? May 14, 2017 03:36 |
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The Unbidden, the Vehement, the Aberrant, and the Unwelcome Houseguests
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# ? May 14, 2017 03:50 |
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Can one of you mod guys make a mod that causes ethos shift/modifiers to actually work?
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# ? May 14, 2017 03:57 |
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NoNotTheMindProbe posted:So I've finally broken and gone on a modding spree, so far I have: If you're gonig to go with Extra Ship Components grab Ship Power Stations. While not directly related or complimentary the Ship Power stations is nice because it frees up more lower slots to play with or going really glass canon with those extra tiers. And Plentiful Traditions is awesome. Why do you think it's lame?
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# ? May 14, 2017 04:00 |
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Ok something is seriously wrong with AI ethic shifts. I just had Authoritarian empires turning egalitarian, Spiritualist empires turning Materialist and a democratic crusader turning pacifist.
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# ? May 14, 2017 04:36 |
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Bholder posted:Ok something is seriously wrong with AI ethic shifts. Pops don't seem capable of deviating to their national ethics. So every empire will wind up its own dark mirror given enough time.
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# ? May 14, 2017 04:58 |
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Being a Devouring Swarm sucks since everyone hates you at -1000. They'll all go to war with you as soon as they can! Not that that's unrealistic...
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# ? May 14, 2017 05:03 |
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nessin posted:And Plentiful Traditions is awesome. Why do you think it's lame? The tradition groups don't feel distinct enough and don't add much in the way of changing up how you play.
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# ? May 14, 2017 05:08 |
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NoNotTheMindProbe posted:The tradition groups don't feel distinct enough and don't add much in the way of changing up how you play. Other than the Domination tree being a significant player in a Vassal/Tributary game and the fact that Federations are now locked in the Diplomacy tree, the default traditions aren't going to affect how you play either. I'll agree a few of the trees are bland, but at the same time the Bio tree is great for getting the extra trait point and reduction on the time to gene mod pops. Cybernetics is meaningful if you decide to start using robot pops when you weren't planning to from the start. If you play with a mod that gives you more/better edict options than Faith can be a notable tree as well. Order is also a good tree just to have that's worth dumping points into in any game when every other tree may be mostly useless. Even if it doesn't change the game significantly it's still worth it because in any one game only a couple of the original trees are going to be notable, and this just gives you more options once you've got those covered.
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# ? May 14, 2017 06:02 |
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It would be nice if there was a little more granularity to the slavery pop controls. Per planet and without the cooldown time would be much more flexible. Been playing a slaver run recently where I pretty much only needed my syncretic evo slaves for most of the game and found I had to do a lot of pop juggling if I didn't necessarily want half slaves on a planet. The Improved Population Controls mod used to be pretty good for this but it got mothballed with Utopia.
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# ? May 14, 2017 06:23 |
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MadJackal posted:
Save and reload. It'll kick the AI in the head, those fleets will leave to go try and kill planets, and you can wipe them out easily.
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# ? May 14, 2017 06:32 |
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PittTheElder posted:Save and reload. It'll kick the AI in the head, those fleets will leave to go try and kill planets, and you can wipe them out easily. This is what I had to do. Not only did the Unbidden finally start doing something (which entailed wiping out dozens of systems and all but killing one of the bigger empires), and allowed me to pick apart their fleets and pick up some disintegrator tech, but it also woke up the Awakened Empire to finally send their 500K doom stack over and fix the mess once and for all.
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# ? May 14, 2017 07:24 |
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I finished up with my ground combat replacement earlier this week and have made a new mod to add new factions: http://steamcommunity.com/sharedfiles/filedetails/?id=925505763 The three new factions help enable some playstyles that the base game factions don't cover. Specifically:
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# ? May 14, 2017 08:30 |
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Xarn posted:Spent 100 years ignoring jump drives research because I saw event that looked like AI rebellion (I got exactly 1 synth pop, from that transfer dead race's consciousness to new bodies) pop up. Oh man, I always wondered what would happen if you get that dead race event when you already have synths. (I always get it around the time I have just standard robots and trying to upload people into toasters... Well, let's say it didn't end well.) On the other hand, it's nice to know I stumbled over the optimal outcome on accident: If you don't have droids, keep the dead race's minds for safekeeping. If you get droids, you'll get an event popping up giving you two choices: Purging the data or uploading into droid bodies. If you do it now, you'll get an entire planet colonized with some droid pops on it. I'm guessing it'll work the same if you already have droids, because otherwise that would be an incredible troll by Paradox. Edit: In my current game, one of my first planets had titanic life on it and my scientist immediately woke up Godzilla and his buddies. Took me a dozen armies and two generals to stop this rampage. Sometimes I love this dumb game
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# ? May 14, 2017 09:46 |
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Libluini posted:Purging the data or uploading into droid bodies. If you do it now, you'll get an entire planet colonized with some droid pops on it. I'm guessing it'll work the same if you already have droids, because otherwise that would be an incredible troll by Paradox. you get the good ending if you already have droids, yes.
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# ? May 14, 2017 09:51 |
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# ? May 24, 2024 18:31 |
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Libluini posted:Oh man, I always wondered what would happen if you get that dead race event when you already have synths. (I always get it around the time I have just standard robots and trying to upload people into toasters... Well, let's say it didn't end well.) I actually did upload them into robots, only one survived. (Didnt realize I was still that low in the synth tech tree) e: Interesting, technology sharing (domination finisher) applies for repeated techs even if your vassals have only lesser tiers of the tech... next pro strat: feed a vassal lot of science, so you can have sweet sweet 30% bonus on your end game research Xarn fucked around with this message at 11:51 on May 14, 2017 |
# ? May 14, 2017 10:37 |