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Vivian Darkbloom posted:I wish I could give you tips but frankly I've found long games of Stellaris pretty unsatisfying compared to Civ or EU. I just don't think the decisions are interesting any more at some point and I end up never loading that save again. That's sort of what I was afraid of. I think I'm just an EUIV disciple at heart and wishing it felt more like that. Which it probably shouldn't and doesn't have to, but elements of the 4X genre that it needs seem like it drive it a little more boring (for me) toward the end game.
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# ? Jun 3, 2017 07:45 |
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# ? May 25, 2024 13:31 |
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Shugojin posted:Yeah, the game is kind of annoying with the way the Swarm is just an "if neither of the others happens". Maybe if the Unbidden were changed to be tied to someone loving around in the Shroud a lot? Or maybe just having a researchable tech that improves the chances of the Swarm happening somehow in exchange for something? Not sure what that could be though since they're extragalactic. The extragalactic nature of the swarm gave me a great idea: One of the galactic wonders is a giant sensor array to spy on the entire galaxy. So obviously a sensor array that strong should be detectable from very, very far away... You see where this is going? Why not let the chance of the extragalactic invaders skyrocket if someone builds the sensor array? Obviously, something out there will take notice every time your civilization brazenly sends sensor signals across the galaxy. It will shine like a beacon, drawing the Swarm to you. Tying this crisis to a hard-to-build galactic wonder should also mean your civilization is strong enough to deal with an endgame crisis already.
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# ? Jun 3, 2017 11:02 |
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Shugojin posted:Actually, checking on this I can't find a console command that gives a tech. Maybe it does exist but I don't see it on the wiki. Sorry Thanks for looking. I save-scummed my way back and got the deflectors.
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# ? Jun 3, 2017 12:04 |
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Libluini posted:The extragalactic nature of the swarm gave me a great idea: One of the galactic wonders is a giant sensor array to spy on the entire galaxy. So obviously a sensor array that strong should be detectable from very, very far away... You see where this is going? some sensors are passive
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# ? Jun 3, 2017 12:21 |
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DOWN JACKET FETISH posted:some sensors are passive and some devs can change flavour text
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# ? Jun 3, 2017 12:26 |
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I just use the mod that removes the flags that stop more crises from happening
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# ? Jun 3, 2017 12:34 |
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Anime Store Adventure posted:Forewarning, long rear end rambling post. Sectors have been improved a lot. If you want to min-max the way to do it is to build up the planet how you want (don't need the upgrades for the building types), throw it into a sector, and tell the sector AI to not redevelop. I get what you're saying about the fleet sizes. IMO they made a bad choice when it comes to how expensive ships are. There's a great star trek mod out there and one of the best changes it makes is way, WAY upping how much ships cost. THis leads to smaller fleets and losing a ship actually feels like a big deal. A battleship (Galaxy class if you're federation) costs upwards of 8k minerals, for example, rather than the 1500 or so in vanilla. Smaller, more capable fleets go a long way towards making you actually give a poo poo about your ships.
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# ? Jun 3, 2017 17:40 |
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There should also be a chaos mode option that forces all crises (and wars in heaven, once they actually work) to spawn simultaneously.
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# ? Jun 3, 2017 17:43 |
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Shugojin posted:Yeah, the game is kind of annoying with the way the Swarm is just an "if neither of the others happens". Maybe if the Unbidden were changed to be tied to someone loving around in the Shroud a lot? Or maybe just having a researchable tech that improves the chances of the Swarm happening somehow in exchange for something? Not sure what that could be though since they're extragalactic. I'd see it as either being linked to the psychic techs (with the idea being that your people or another empire are acting as a psychic beacon for the Swarm, similar to how the Astrononicon is drawing in the Tyranids in 40K), or link it to the advanced genetic modification techs, say that they have scouts in our galaxy who reported a technology that would be very useful to a species with biological ships which then caused the Swarm as a whole to be diverted to our galaxy.
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# ? Jun 3, 2017 18:27 |
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Hey, I had some horrible nanotech beasts start killing everyone on one of my new colonies. Sent an army over to rescue them, but now every one is being purged, how can I stop the process? Ordinarily, I'd just send over some new colonists, but there are some pretty nice uplifted dudes I'd like to save.
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# ? Jun 3, 2017 19:13 |
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I don't know if it is a bug or not, but apparently I can terraform any red-brown barren planets? Including this gem:
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# ? Jun 3, 2017 21:11 |
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Some duct tape oughta fix that right up, feature.
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# ? Jun 3, 2017 21:33 |
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The button's clickable but it doesn't let you select a planet type to terraform it to unless it has the terraforming candidate modifier
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# ? Jun 3, 2017 21:44 |
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Iced Cocoa posted:I don't know if it is a bug or not, but apparently I can terraform any red-brown barren planets? I sometimes get terraforming-anomalies for barren planets and since there is no menu anywhere listing the terraforming candidates you've found, are you sure this isn't one of the barren planets your scientists found to be a candidate? Also, in the newest changelog from Paradox there is this: Paradox posted:- Fixed missing terraform option for cold barren planets In other words, yes sometimes you can terraform barren planets. Allyn posted:The button's clickable but it doesn't let you select a planet type to terraform it to unless it has the terraforming candidate modifier Oh, I didn't know the button shows up before you can terraform! (Never looked too closely at the interface.) Case closed, I guess!
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# ? Jun 3, 2017 21:51 |
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Allyn posted:The button's clickable but it doesn't let you select a planet type to terraform it to unless it has the terraforming candidate modifier Yep, just checked. Don't know why the button is there though. But there was this one time where I had the whole "planet constantly changing let's see if we can make it Arid" event happen. On a shattered planet like that one. Orbiting a Black Hole. I savescummed so many times but it always failed. Too bad that save died.
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# ? Jun 3, 2017 21:57 |
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So I've been messing around with this game since I got it, and I've been having fun. I've played the peaceful Earth start with full tutorial a few times, until I really felt like I got a feel for playing. My only other Paradox game was Crusader Kings II, so I was honestly very pleasantly surprised at the quality of the tutorial and how accessible the interface was despite the many options. I love CKII, so it's nice to see that Paradox has invested in making their games more user friendly. By comparison, I've gotten friends into CKII, but I've had to be there and give a personal tutorial to help them get to understand the basics and get started. I think my favorite part of Stellaris is the dry sense of humor in the events. On my third start and current game, I got an alien precursor event with 3-4 meter worm aliens who were religious zealots. Finding their home world and finding out that they had committed mass suicide because they had come to realize that they were plugged into a virtual reality matrix (the game) for the amusement of a sick deity (me) was absolutely hilarious.
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# ? Jun 3, 2017 22:24 |
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Iced Cocoa posted:But there was this one time where I had the whole "planet constantly changing let's see if we can make it Arid" event happen. On a shattered planet like that one. Orbiting a Black Hole. I savescummed so many times but it always failed. Too bad that save died. If its the thing that gives it the "grimacing: +6 physics" or whatever, always leave it be. The tech bonus is waaaaay better than the size 6 shithole it inevitably becomes (assuming you don't just fail and get nothing).
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# ? Jun 3, 2017 22:34 |
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Catalina posted:I think my favorite part of Stellaris is the dry sense of humor in the events. On my third start and current game, I got an alien precursor event with 3-4 meter worm aliens who were religious zealots. Finding their home world and finding out that they had committed mass suicide because they had come to realize that they were plugged into a virtual reality matrix (the game) for the amusement of a sick deity (me) was absolutely hilarious. I like to imagine that their plan actually worked. Imagine if everyone in your empire committed suicide...game over, right?
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# ? Jun 3, 2017 23:28 |
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3 DONG HORSE posted:I like to imagine that their plan actually worked. Imagine if everyone in your empire committed suicide...game over, right? Ha! I agree. I mean, they never meet you in game, right? But you know what would be a sick irony? If they got reincarnated into humans.
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# ? Jun 3, 2017 23:52 |
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Anime Store Adventure posted:
During the combat, at least, the combat panel shows how much damage you're doing with each weapon type on your ship, how much you're taking, etc. It's actually super helpful if you pay attention to it, and god knows I didn't for my first couple games.
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# ? Jun 4, 2017 00:56 |
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Well that's a first. I just had humans spawn as a FE
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# ? Jun 4, 2017 02:00 |
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Cyrano4747 posted:Well that's a first. Not to be a one-upper, but my current game had the Human Remnant and a normal pre-FTL human civ on Sol 3. The lore possibilities boggle the mind.
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# ? Jun 4, 2017 02:07 |
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Yeah Human FEs exist and I think they get some random special poo poo the same way tomb world Earths do. They're super rare though.
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# ? Jun 4, 2017 02:12 |
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Mr. Fix It posted:Not to be a one-upper, but my current game had the Human Remnant and a normal pre-FTL human civ on Sol 3. The lore possibilities boggle the mind.
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# ? Jun 4, 2017 02:16 |
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Aethernet posted:Tbh there's only so many variations on a theme you can deliver within the framework of the game. One crisis appears at the edge of the galaxy, one appears in the middle, and this new one will manifest on worlds with synths, I assume. Aside from giant fleets, it's really difficult to see how you'd make a crisis feel meaningful - something like a plague would only be interesting with a greater emphasis on civilian & trade mechanics than the game currently allows. I dunno, SotS 1 had less non-combat mechanics and still managed to get some really cool menaces and grand menaces that were more than just "big fleet". The Puppetmaster that calls up all technology to rise against their makers, spawning an AI empire while simultaneously flying around the galaxy converting worlds and fleet. The Intergalactic beat cop who shows up every x years for x years to punish anybody who isn't being peaceful. The Von Neuman machines that will steal resources from planets and won't retaliate until you kill one of their harvester fleets, at which point they send progressively stronger punishment - but they have to build that punishment out of the resources they collect. The Locusts that just want to multiply - every time they eat x resources from a planet, they spawn a new ship that also goes around and eats resources to spawn more. A system-killer that draws a path through the galaxy at random and every system in the path gets wiped out as it works it's way through it's route. The insectoids that act out their lifecylce of "infest asteroid belt -> spawn queen -> queen to nearest asteroid belt -> spawn queen" that are a danger to everything in the system they infest. Some of those would make great end-game crises. Some of them would make great mid-game crises. Some of them are better versions of the current neutral creeps like mining drones and void clouds.
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# ? Jun 4, 2017 02:31 |
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Yeah, there are two things from SotS I unironically want Stellaris to steal, the menace mechanics is the greater of those two by a mile.
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# ? Jun 4, 2017 02:43 |
Me too. SotS' various menaces were amazing and Stellaris would benefit hugely from having them, or things like them. Things that aren't quite inexorable alien hordes, but one-off entities or beings that arise throughout the game.
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# ? Jun 4, 2017 03:00 |
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DatonKallandor posted:I dunno, SotS 1 had less non-combat mechanics and still managed to get some really cool menaces and grand menaces that were more than just "big fleet". The Puppetmaster that calls up all technology to rise against their makers, spawning an AI empire while simultaneously flying around the galaxy converting worlds and fleet. The Intergalactic beat cop who shows up every x years for x years to punish anybody who isn't being peaceful. The Von Neuman machines that will steal resources from planets and won't retaliate until you kill one of their harvester fleets, at which point they send progressively stronger punishment - but they have to build that punishment out of the resources they collect. The Locusts that just want to multiply - every time they eat x resources from a planet, they spawn a new ship that also goes around and eats resources to spawn more. A system-killer that draws a path through the galaxy at random and every system in the path gets wiped out as it works it's way through it's route. The insectoids that act out their lifecylce of "infest asteroid belt -> spawn queen -> queen to nearest asteroid belt -> spawn queen" that are a danger to everything in the system they infest. I made it a point to build up to pop asteroid hives. it colored my tech choises more than anything early.
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# ? Jun 4, 2017 04:21 |
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Splicer posted:If the game was more flexible about what counted as a species you could have some neat events triggering whenever the game spat out two empires with the same appearance and such. In my first game I played I ended up running into another empire with my dudes' appearance but nearly opposite ethics, it would have been cool if that spawned some kind of long lost colony/stolen by aliens event. It's possible to have two empires start with the same species. At least with Humans. If you play as the Commonwealth of Man, your xenophobic policies don't affect humans from Sol/United Nations of Earth, and only one "Humans" species shows up in the ledger.
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# ? Jun 4, 2017 04:36 |
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Huh. Another thing I didn't know could happen. My post-robot transcendence race from my last play through just cropped up as a newly discovered faction way late game. As in robots with the same name I picked when I got to rename myself.
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# ? Jun 4, 2017 04:38 |
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John Lee posted:During the combat, at least, the combat panel shows how much damage you're doing with each weapon type on your ship, how much you're taking, etc. It's actually super helpful if you pay attention to it, and god knows I didn't for my first couple games. I see this, but I'm already trying to observe the actual battle behavior at normal speed and evaluate what ships should be equipped with what. Stellaris is maybe the only(?) Paradox game with truly spatial combat, which is definitely something new and fun but hard to decipher. So I started a smaller galaxy, trimmed some needless fluff mods, and I'm having a better time. There's one giant glaring exception that's making me want to die, though. Let me purge individual robots. I don't care if purge for actual species is limited for balance, but holy poo poo that is annoying. My true preference would be to make the Planet-Tetris minigame go away, but I get that's pretty fundamental at this point. That said, why did you take away options within it in the newer patches.
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# ? Jun 4, 2017 05:33 |
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Milky Moor posted:Me too. SotS' various menaces were amazing and Stellaris would benefit hugely from having them, or things like them. Things that aren't quite inexorable alien hordes, but one-off entities or beings that arise throughout the game. One-off entities are cool, but also the game could use more scenarios with a solution that isn't just kill it. Like they could revisit the original idea for the robot rebellion with the faction stuff, some sort of star conspiracy that infiltrates a faction in every empire. It's in everyone's collective interest to root out the conspiracy, buuuut maybe if you cooperate with them you get an edge over everyone that isn't. Or even just less extreme versions of End of the Cycle, where you can buy into some sort of deal knowing that the other party wants to screw you over. At least then there could be a valid decision other than "kill them right now."
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# ? Jun 4, 2017 06:47 |
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John Lee posted:During the combat, at least, the combat panel shows how much damage you're doing with each weapon type on your ship, how much you're taking, etc. It's actually super helpful if you pay attention to it, and god knows I didn't for my first couple games.
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# ? Jun 4, 2017 09:13 |
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LogisticEarth posted:It's possible to have two empires start with the same species. At least with Humans. If you play as the Commonwealth of Man, your xenophobic policies don't affect humans from Sol/United Nations of Earth, and only one "Humans" species shows up in the ledger.
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# ? Jun 4, 2017 12:25 |
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I always felt it was kind of lame how the Commonwealth has the special early game event chain but there's no events for finding Sol or the UN
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# ? Jun 4, 2017 13:30 |
Did the beta patch manage to fix ethics attraction?
canepazzo fucked around with this message at 13:58 on Jun 4, 2017 |
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# ? Jun 4, 2017 13:48 |
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Larry Parrish posted:I always felt it was kind of lame how the Commonwealth has the special early game event chain but there's no events for finding Sol or the UN I did find the Golden Disk in a random event in my current save. It led me to Tomb World Sol 3 populated by pre-scentient cockroaches.
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# ? Jun 4, 2017 13:56 |
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canepazzo posted:Did the beta patch manage to fix ethics attraction? The 1.7.2 patch notes say yes.
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# ? Jun 4, 2017 14:51 |
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Okay, I need help in finding out what I'm doing wrong. I started playing a few days ago, and I have yet to survive for more that 150 years. Every time I'm declared on by larger empires with more and better ships and it doesn't feel like I'm stagnating during gameplay. The first time I was at my colony limit(9), trying to keep the fleet at the limit as well, but was horribly outmatched against some massive alliance and my federation buddies did squat. Is there any way to keep up with the AIs when it comes to tech?
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# ? Jun 4, 2017 22:36 |
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# ? May 25, 2024 13:31 |
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Nuramor posted:Okay, I need help in finding out what I'm doing wrong. I started playing a few days ago, and I have yet to survive for more that 150 years. Every time I'm declared on by larger empires with more and better ships and it doesn't feel like I'm stagnating during gameplay. The first time I was at my colony limit(9), trying to keep the fleet at the limit as well, but was horribly outmatched against some massive alliance and my federation buddies did squat. Is there any way to keep up with the AIs when it comes to tech? As you expand your empire your tech costs go up, the more planets you have the more expensive techs get, so you need to increase your tech output more the more planets you have. It's percentage based so while colonizing your second planet and building a couple of labs on it will make you tech faster because you doubled your number of labs, your ninth planet will require a proprotional percentage increase in the number of labs you have just to break even. Also your fleet cap is predominantly determined by how many and how big your spaceports are, build more spaceports and upgrade them.
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# ? Jun 4, 2017 23:01 |