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Started playing after a long break. I'm interested in getting in on some MP action. Are there any must-have mods?
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# ? Jun 14, 2017 20:29 |
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# ? May 19, 2024 19:11 |
Libluini posted:Ah yes, I guess I was always lucky enough to either get the event when I'm still small enough to get everywhere in my empire, or when I already had multiple fleets hanging around. Or both. The only time I've had this event, I sent my fleet racing out to meet it, only to have my starbase around the planet casually blast the asteroid to smithereens before they even got close. With fairly early-tech weapons, too. Half wondering if you have a year or so to deal with it whether it's not just easier to start building a station. Or do the asteroids get bigger/tougher later in the game?
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# ? Jun 14, 2017 20:41 |
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Is there a mod to keep other empires from sharing my map color? I just started the second game in a row where my neighbor has the exact same color as me, making the map very confusing as our empires ran into each other. Normally sharing my empire's color and a mutual border is an unpardonable sin and the only cure is total extermination, but this time around they formed a defensive pact with an advanced start neighbor who has an overwhelming fleet superiority.
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# ? Jun 14, 2017 20:51 |
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No, but there are mods that add more possible empire colors to choose from, which will reduce the chance of it being the same as yours.
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# ? Jun 14, 2017 21:09 |
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Sanctum posted:I took this ring-world, nearly declared war on a tributary for trying to settle it, and realized too late I couldn't even settle it myself because I'm the generic human empire. I've had that event trigger on Sanctuary myself, and had the same thought as you, but it's a trap. What's supposed to happen is that the asteroid hits and the planet turns into a barren world, killing the primitives on it. It may or may not be possible to terraform the resulting barren world (not sure if it's guaranteed to be possible like it is with worlds the Prethoryn infest), but even if it is it means it'll cost a ton of energy to get back to the 25 pop Gaia world that was there. The other problem, specific to Ringworlds, is that it will (at least last time I checked) turn ringworld segments into barren planets which looks hilarious but probably was not intended.
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# ? Jun 14, 2017 22:06 |
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Libluini posted:A pop is something like 500 million people abstracted away. "A few pops" are billions of dead. I've had it spawn just outside of ship orbit distance in the past. Given that it was my first big colony that was a pants shitter of a moment. Also that ascension perk mod that includes expanded options for altering your pops is brilliant. Why yes, I want to make becoming an immortal synthetic being mandatory for all member species of my empire, regardless of their consent! Religious civilizations hate me, if you can't tell. At least, until they get absorbed by the Technocracy and hate themselves. Also, if the AI can pick ascension perks it might be possible to get psionic synthetics this way. Archonex fucked around with this message at 22:59 on Jun 14, 2017 |
# ? Jun 14, 2017 22:55 |
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Wolfechu posted:The only time I've had this event, I sent my fleet racing out to meet it, only to have my starbase around the planet casually blast the asteroid to smithereens before they even got close. With fairly early-tech weapons, too. Half wondering if you have a year or so to deal with it whether it's not just easier to start building a station. Or do the asteroids get bigger/tougher later in the game? The event spawns a specific pre-made ship type, so it should always have the exact same stats. In general, any event that spawns a ship will have a pre-made ship type, usually with the only possible difference being the drive type.
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# ? Jun 14, 2017 23:37 |
I like the really long ancient mining drone event thing where you figure out pirates are running the drones and if you pick the "let the pirates come" option they appear a while later and are basically always killed instantly by whatever you have in orbit.
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# ? Jun 15, 2017 00:08 |
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Libluini posted:Ah yes, I guess I was always lucky enough to either get the event when I'm still small enough to get everywhere in my empire, or when I already had multiple fleets hanging around. Or both.
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# ? Jun 15, 2017 00:12 |
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Do you guys like FTL, hyperlanes or wormholes as your preferred method of travel? There appear to be pros and cons to each. Knowing video games though there's one that is a more solid choice than the other. Wormholes seem good so I picked them for my most recent game but big fleets take forever to open a wormhole. FTL seems good except the cooldown can be very dangerous. Hyperlanes seem good except that it looks like there's some places you can't access. Also, it sounds to me like you guys regularly stomp on the AI. What's your strategy? Declare war early and often?
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# ? Jun 15, 2017 01:22 |
Vasler posted:Do you guys like FTL, hyperlanes or wormholes as your preferred method of travel? There appear to be pros and cons to each. Knowing video games though there's one that is a more solid choice than the other. Hyperlane only makes the game much more strategically interesting, though there is the possibility of being hosed by the rng
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# ? Jun 15, 2017 01:42 |
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Vasler posted:Do you guys like FTL, hyperlanes or wormholes as your preferred method of travel? There appear to be pros and cons to each. Knowing video games though there's one that is a more solid choice than the other. Nuclearmonkee posted:Hyperlane only makes the game much more strategically interesting, though there is the possibility of being hosed by the rng Setting the game to be hyperlane-only makes the game have terrain, which it otherwise does not. If you're not playing that way, I think Wormhole is supposed to be the best, but has a ton of initial outlay to get your network built up. I'm curious what other people's wormhole station strategy is - I tend to build one around every star in my/my allies' borders, which usually gets me a good scaffolding to go to war on.
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# ? Jun 15, 2017 01:51 |
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LordSaturn posted:Setting the game to be hyperlane-only makes the game have terrain, which it otherwise does not. Maybe that's my issue with wormholes - I haven't built enough stations. I'll build more! In my game I also just got cruisers - I made a "hangar" cruiser model that I stacked PD on along with the weird Amoeba hangar bay thing and another cruiser model that I stacked longer-range weapons on (mass drivers and plasma, large and medium weapons). Is it worth sticking cruisers in a second fleet since they have long range weapons? My experience with a fleet blob is that they all basically rush up to the enemy fleet and stop (then get wrecked). Combat in this game is a very strange beast that is really difficult to figure out.
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# ? Jun 15, 2017 02:38 |
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Again I feel the need to qualify everything I say here with "I'm an EUIV junkie" but hyperlane only does feel best to me. I think the only way I'll switch is if they make military stations grab people out of their respective warp. It would be cool if I could still reinforce my borders if it pulled nearby fleets into the system to have to fight the station. Even though it's a speed bump, it's a useful one. Add in the new ship classes mod where you can make stations with 5k fleet power and you can have a speed bump that makes the difference between losing a planet and getting your fleet there in time.
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# ? Jun 15, 2017 02:57 |
Still waiting for the EUIV bug to bite me. Mind, it took about a year for CK2, and then suddenly I played nothing else for three months.
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# ? Jun 15, 2017 03:05 |
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Vasler posted:Maybe that's my issue with wormholes - I haven't built enough stations. Cruisers charge in, period. Doesn't matter what sections or weapons you give them. Corvettes and Cruisers charge, Destroyers and Battleships stand-off (but don't kite).
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# ? Jun 15, 2017 03:27 |
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DatonKallandor posted:Cruisers charge in, period. Doesn't matter what sections or weapons you give them. Corvettes and Cruisers charge, Destroyers and Battleships stand-off (but don't kite). Thanks - so I interpret this as destroyers and battleships in one fleet with corvettes and cruisers in another. Is that correct?
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# ? Jun 15, 2017 03:37 |
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Vasler posted:Maybe that's my issue with wormholes - I haven't built enough stations. The main thing to be aware of with wormholes is that each station can only service one fleet at a time, and the larger a fleet is, the longer it takes. So it's a good idea to build redundant stations if you're going to be moving multiple fleets around at once. The other thing to be aware of is that moves can only be to a system with a station, or from a system with a station. So if you want to move a fleet over even one system, if there's no wormhole station present in either the fleet's current system or their destination, it will take them two jumps to do it. This is why it's also a good idea to have stations in every system where you have a colony - so if you need to rush a fleet to their defense, you can travel directly there rather than having to take the long route. I personally like wormholes the best - they charge up about as quickly as warp but don't have the cooldown time after arriving, and they don't have the hyperlane issue of potentially getting blocked in (technically you can get blocked in with wormholes if you have neighbours that won't let you build stations in their territory and are too big to just jump right over, but wormhole stations have a pretty long range, especially once you upgrade them with tech, so it's less likely). The Cheshire Cat fucked around with this message at 03:55 on Jun 15, 2017 |
# ? Jun 15, 2017 03:53 |
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Wolfechu posted:Still waiting for the EUIV bug to bite me. Mind, it took about a year for CK2, and then suddenly I played nothing else for three months. EU4 is a puzzle game of figuring out the various interlocking alliances to end up at war with both who you want to be at war with and not too many other nations at the same time. Stellaris's endgame can end up similarly if it isn't one or two giant blobs or a federation.
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# ? Jun 15, 2017 04:12 |
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Vasler posted:Do you guys like FTL, hyperlanes or wormholes as your preferred method of travel? There appear to be pros and cons to each. Knowing video games though there's one that is a more solid choice than the other. Normally, I just leave all options on, but I've also tried several games with hyperlanes-only and warp-only. In the future, I'll probably try a small game with wormholes-only, just to see what a giant clusterfuck that will be.
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# ? Jun 15, 2017 08:59 |
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Vasler posted:Do you guys like FTL, hyperlanes or wormholes as your preferred method of travel? There appear to be pros and cons to each. Knowing video games though there's one that is a more solid choice than the other. Hyperlane-only is real good, as it gives the map actual chokepoints that can be blockaded or fortified, but hyperlanes are pretty crappy if they're in a game that also allows other types. Wormholes are very powerful, as being able to hop to a system while skipping everything in between is a huge advantage, but they're also incredibly micromanagey and could use some serious quality-of-life improvements. Large fleets are slow to move, but if you have two wormholes in the same system, you can move the fleet faster by splitting it into two and moving them separately. Warp:
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# ? Jun 15, 2017 13:46 |
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I wish I could get hyperlanes, but with a researchable more-expensive wormhole tech so that I could build them as shortcuts.
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# ? Jun 15, 2017 14:01 |
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Main Paineframe posted:Hyperlane-only is real good, as it gives the map actual chokepoints that can be blockaded or fortified This is why hyperlane-only sucks. Be prepared to be stuck in your starting system as you get funneled into a small space due to enemy borders.
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# ? Jun 15, 2017 14:04 |
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Enola Gay-For-Pay posted:I wish I could get hyperlanes, but with a researchable more-expensive wormhole tech so that I could build them as shortcuts. This would be phenominal, as it is Wormhole's too much of a pain in the rear end, especially since I like to build a couple science ships and let them automate across the galaxy. I usually use hyperlanes just because there's less cool down and it's easier to access other galaxy arms early on
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# ? Jun 15, 2017 14:08 |
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hi what's the best weapon combo. is it still plasma + kinetic or whatever also what's the news on new features/expansions
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# ? Jun 15, 2017 14:44 |
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WampaLord posted:This is why hyperlane-only sucks. Be prepared to be stuck in your starting system as you get funneled into a small space due to enemy borders.
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# ? Jun 15, 2017 15:00 |
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New dev diary: https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-73-the-%C4%8Capek-update.1029455/ More tweaks to habitability and terraforming, which feels really positive. More differentiation between world types helps make it more of a significant choice at species creation.
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# ? Jun 15, 2017 15:04 |
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Aethernet posted:New dev diary:
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# ? Jun 15, 2017 15:34 |
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quote:Wet Climate planets (Continental, Ocean, Tropical) are more likely to generate food and society research deposits. I like the idea here but I'm concerned because food seems a lot less important than minerals or energy, which leads to a pretty clear suboptimal habitability type. Not the end of the world, just a thing.
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# ? Jun 15, 2017 16:13 |
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So I conquered one of my neighbors and made them a tributary, and then they went and popped a colony down near a fallen empire, which keeps declaring war on me and sending their giant death fleet straight at my homeworld. I've just surrendered immediately each time because their fleet is something like 5x the strength of mine, but they declare again basically as soon as the truce period ends. I can deal with the humiliation penalty to happiness, but having my leader assassinated every few years when I surrender is eating up way too much influence. What are my options here?
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# ? Jun 15, 2017 16:15 |
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Hulk Krogan posted:So I conquered one of my neighbors and made them a tributary, and then they went and popped a colony down near a fallen empire, which keeps declaring war on me and sending their giant death fleet straight at my homeworld. I've just surrendered immediately each time because their fleet is something like 5x the strength of mine, but they declare again basically as soon as the truce period ends. I can deal with the humiliation penalty to happiness, but having my leader assassinated every few years when I surrender is eating up way too much influence. Can you release tributaries? I generally just take over planets so I'm not actually sure. If you can, throw them to the wolves and let the FE sort it out
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# ? Jun 15, 2017 16:22 |
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Can you not just release the tributary and leave them to fend for themselves? Sounds like they're more trouble than they're worth.
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# ? Jun 15, 2017 16:25 |
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uh is the patch out? all my mods just erase err I mean turn red D:
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# ? Jun 15, 2017 16:29 |
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Didn't even think of releasing them. Derp. Thanks!
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# ? Jun 15, 2017 16:31 |
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Tributaries own. All the benefits of a sector (minerals, energy), but none of the drawbacks (slow unity, research).
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# ? Jun 15, 2017 16:34 |
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Isn't there an option to stop guaranteeing the independence of tributaries? edit: yerp quote:Neither the overlord nor the Tributary have any obligation to help one another when attacked or attacking and the tributary is free to expand and conquer. If this state is acquired via warfare, a cost free Guarantee of Independence is signed with the Tributary. However this Guarantee can be revoked at any time with the usual penalties. So just revoke the guarantee and the FE will stop declaring on you hope and vaseline fucked around with this message at 16:46 on Jun 15, 2017 |
# ? Jun 15, 2017 16:43 |
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I'm having some weird bugs with robots and I'm not sure if this is a new thing or not since I only started playing again recently. For one thing, I can't find the button to disassemble them - I remember it just being on the pop info where the "purge" button used to be, but since that's gone I don't know how to individually remove robots anymore. Also, the egalitarian faction has a huge happiness penalty for "species-wide slavery" when robotics laws are set to servitude. This makes sense for synths, but they also get the penalty for pre-sentient robots which I'm pretty sure is a bug.
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# ? Jun 15, 2017 16:48 |
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Aethernet posted:New dev diary: Honestly, most of these changes sound really bad to me. It feels like they're balancing planet availability entirely around a mid-to-late-game empire in a big elliptical galaxy that happened to spawn in a good area with a lot of breathing room before they ran into other empires. It's already easy enough to end up in a fairly limited starting position, and halving the number of habitable planets will only make that worse. Meanwhile, allowing low-habitability planets to be colonized with major productivity penalties won't help the underdogs or make planets feel special, it'll just help well-performing empires snowball in the early game. As for changing deposits, all that really does is introduce a balance headache. The different resource types aren't even close to equally valuable, particularly in the early-game where deposits actually matter. Besides, I don't even like deposits on a conceptual level in this game, since all they really do is penalize you for developing the planet the way you want rather than the way the RNG dictates that you should. If they want to make planets feel special, make deposits work with other building types rather than just one and make planetary modifiers more common, instead of just making planets less available.
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# ? Jun 15, 2017 17:01 |
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Main Paineframe posted:Honestly, most of these changes sound really bad to me. It feels like they're balancing planet availability entirely around a mid-to-late-game empire in a big elliptical galaxy that happened to spawn in a good area with a lot of breathing room before they ran into other empires. It's already easy enough to end up in a fairly limited starting position, and halving the number of habitable planets will only make that worse. Meanwhile, allowing low-habitability planets to be colonized with major productivity penalties won't help the underdogs or make planets feel special, it'll just help well-performing empires snowball in the early game. Yeah, I agree with this. I'm really not looking forward to AI empires flipping me off by colonising lovely 20% habitability worlds next to my borders. I'm having flashbacks to Civ AI constantly settling cities which have no value to them but are in extremely irritating positions for the player.
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# ? Jun 15, 2017 17:17 |
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# ? May 19, 2024 19:11 |
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Main Paineframe posted:Honestly, most of these changes sound really bad to me. It feels like they're balancing planet availability entirely around a mid-to-late-game empire in a big elliptical galaxy that happened to spawn in a good area with a lot of breathing room before they ran into other empires. It's already easy enough to end up in a fairly limited starting position, and halving the number of habitable planets will only make that worse. Meanwhile, allowing low-habitability planets to be colonized with major productivity penalties won't help the underdogs or make planets feel special, it'll just help well-performing empires snowball in the early game. There's a habitable planets slider if you want more habitable planets. I also don't think you're accounting for the fact that 80% of planets will be colonizable from get-go in terms of border expansion.
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# ? Jun 15, 2017 17:24 |